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AI Controller 1.4 (SID, Jet Route, STAR and Final Approach) (New) Beta

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Hi Roland,

 

I don't want to put any pressure on you and would like to ask when we can expect the "force Take Off Runway" feature - as that is one feature, I'm really looking foreward to..... which should give us full control of AI landing and take off behaviour.......

 

kind regards

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Yes, just specify Enhance Mode 2 in Options\Enhance Mode\Approach and Final. Mode 2 is the same as Mode 1 except that AIController will generate only a left-hand OR right-hand parametric approach for each runway according to whether the FSX or P3D scenery specifies a left-hand or right-hand pattern for the runway.

 

 

Note: the left-hand and right-hand pattern flags should already be set in the scenery, but can be modified using, for example, the the Airport Design Editor X utility.

 

Hi Roland.

 

Indeed I tried that, but the approach was still not ok. I believe this is because LPMA is one of those top 10 "dangerous" airports, and it has it's own specific approach.

I believe that in real life, pilots have to be have a specific certification to be able to land at that airport.

 

So I tried to create the approach file instead.

 

It works ok, except for the last bit, where the last two waypoints are very close to the runway (GELO and ROSARIO as per plates) where the aircraft has to perform a visual approach in a tight turn onto the runway.

It seems that AIController ignores the last two waypoints and switches to Landing mode instead, because it's already too close to the runway.

The plane still lands fine, it's just that it goes to much over land in order to align with the runway, almost crashing onto the hill side.

 

Is there a way to specifically change the distance at which AIController switches to Landing mode for a specific airport?

 

Here's the approach file I created:

<main>
     <patternname>
          VOR.VIS.RNW05
     </patternname>
     <patterntype>
          approach
     </patterntype>
     <icao>
          LPMA
     </icao>
     <runways>
          05
     </runways>
     <bearingrange>
     </bearingrange>
     <comments>
     </comments>
</main>
 
<dependency>
<waypoint>
     <waypointnumber>
          1
     </waypointnumber>
     <fixname>
          ABUSU
     </fixname>
     <latitude>
          N32-52.02066
     </latitude>
     <longitude>
          W16-38.13252
     </longitude>
     <altitudefeet>
          3000
     </altitudefeet>
     <altitudemeters>
     </altitudemeters>
     <speedknots>
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          2
     </waypointnumber>
     <fixname>
          FUN
     </fixname>
     <latitude>
          N32-44.49700
     </latitude>
     <longitude>
          W16-42.19700
     </longitude>
     <altitudefeet>
          2000
     </altitudefeet>
     <altitudemeters>
     </altitudemeters>
     <speedknots>
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          3
     </waypointnumber>
     <fixname>
          D6FUN
     </fixname>
     <latitude>
          N32-38.53900
     </latitude>
     <longitude>
          W16-45.53500
     </longitude>
     <altitudefeet>
          1140
     </altitudefeet>
     <altitudemeters>
     </altitudemeters>
     <speedknots>
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          4
     </waypointnumber>
     <fixname>
          D4FUN
     </fixname>
     <latitude>
          N32-38.32400
     </latitude>
     <longitude>
          W16-47.11400
     </longitude>
     <altitudefeet>
          1000
     </altitudefeet>
     <altitudemeters>
     </altitudemeters>
     <speedknots>
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          5
     </waypointnumber>
     <fixname>
          GELO
     </fixname>
     <latitude>
          N32-39.57100
     </latitude>
     <longitude>
          W16-48.13700
     </longitude>
     <altitudefeet>
          850
     </altitudefeet>
     <altitudemeters>
     </altitudemeters>
     <speedknots>
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          6
     </waypointnumber>
     <fixname>
          ROSARIO
     </fixname>
     <latitude>
          N32-40.35300
     </latitude>
     <longitude>
          W16-47.58100
     </longitude>
     <altitudefeet>
          460
     </altitudefeet>
     <altitudemeters>
     </altitudemeters>
     <speedknots>
     </speedknots>
     <comments>
     </comments>
</waypoint>
</dependency>

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Hi Roland

 

After new install of the new version, i got these to issues:

 

mra0xF.png
mra0xF.png

 

I have not the slightest idea why it happens.  :huh:  i did't install new addons or scenerys. just re-install the old version and then installed the new version.

 

So I made the setup according to your video. 

Any suggestions on what I can do to remove the error messages?

Cheers and thanks for a great program  :P 

Dennis

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check the addon Scenery/Scenery directory - maybe there are no bgl's inside causing this error

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Hi Roland

 

After new install of the new version, i got these to issues:

 

mra0xF.png

mra0xF.png

 

I have not the slightest idea why it happens.  :huh:  i did't install new addons or scenerys. just re-install the old version and then installed the new version.

 

So I made the setup according to your video. 

 

Any suggestions on what I can do to remove the error messages?

 

Cheers and thanks for a great program  :P 

 

Dennis

 

 

check the addon Scenery/Scenery directory - maybe there are no bgl's inside causing this error

I have the same error message and there are .bgl files in the Miami folder. I also have one for UTX Canada Streams, however the .bgl files all have .xxx extensions, which explains it. I just wish it would stop reporting this, I know already. 

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I have the same error message and there are .bgl files in the Miami folder. I also have one for UTX Canada Streams, however the .bgl files all have .xxx extensions, which explains it. I just wish it would stop reporting this, I know already.

 

not shure if I misunderstand you (sorry if I did) - the "Miami" folder AIController is announcing is just an example  - the folder with the potential error ist the one in the upper part of the notice.

 

If you have a folder just containing .xxx files (no .bgl) and don't want a notification you may just disable it in the scenery lib as there is nothing in it FSX can use.

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not shure if I misunderstand you (sorry if I did) - the "Miami" folder AIController is announcing is just an example  - the folder with the potential error ist the one in the upper part of the notice.

 

If you have a folder just containing .xxx files (no .bgl) and don't want a notification you may just disable it in the scenery lib as there is nothing in it FSX can use.

Have to look at the error message again to see if it lists only the UT Can Streams or others also. I disabled UT Can Streams in my Scenery Library and I also noticed UT Can Lights has all .xxx extension, but don't remember seeing an error message for that one.

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So I ended up spending 70 bucks on the NGX pretty much just so I can import Nav Data into Aicontroller. Go figure!

 

Anyways, leave that aside, first test I did at Perth airport, the first plane that came into land, made a perfect landing, and then proceeded to roll out all the way passed the runway, into the trees and houses beyond and made a right turn while at it as well.

 

Those poor people! :mellow:

 

Any idea what's up with that?

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So I ended up spending 70 bucks on the NGX pretty much just so I can import Nav Data into Aicontroller. Go figure!

Great plane, but you did not have to do that. Creating a new folder and calling it PMDG in your fsx root folder would have sufficed. 


System: MSFS2020-Premium Deluxe, ASUS Maximus XI Hero,  Intel i7-8086K o/c to 5.0GHz, Corsair AIO H115i Pro, Lian Li PC-O11D XL,MSI RTX 3080 SUPRIM 12Gb, Samsung 970 EVO M.2 SSD, 1Tb Samsung 860 EVO SSD, 32Gb Corsair Vengeance DDR4 3200Mhz RAM, Corsair R1000X Gold PSU,Win 11 ,LG 43UD79 43" 4K IPS Panel., Airbus TCA Full Kit, Stream Deck XL.

 

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Great plane, but you did not have to do that. Creating a new folder and calling it PMDG in your fsx root folder would have sufficed. 

 

Not with NavData Pro it doesn't. It gives an error PMDG.zip not found.

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Not with NavData Pro it doesn't. It gives an error PMDG.zip not found.

A $5 approx purchase from navagraph is cheaper than the NGX :)


System: MSFS2020-Premium Deluxe, ASUS Maximus XI Hero,  Intel i7-8086K o/c to 5.0GHz, Corsair AIO H115i Pro, Lian Li PC-O11D XL,MSI RTX 3080 SUPRIM 12Gb, Samsung 970 EVO M.2 SSD, 1Tb Samsung 860 EVO SSD, 32Gb Corsair Vengeance DDR4 3200Mhz RAM, Corsair R1000X Gold PSU,Win 11 ,LG 43UD79 43" 4K IPS Panel., Airbus TCA Full Kit, Stream Deck XL.

 

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Or an older version of the data is cheaper yet.

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I don't want to put any pressure on you and would like to ask when we can expect the "force Take Off Runway" feature - as that is one feature, I'm really looking foreward to..... which should give us full control of AI landing and take off behaviour.......

 

I want to get 1.4B is reasonably good shape before going onto taxi-out operations, which will be in the next major release.  So, not short-term.  I already have the techniques in place to do it (basically an extension of the taxi-in techniques), but there are other considerations.   For example, if I take control of the AI during taxi-out, that probably means it becomes "invisible" to FSX ATC and add-ons like Radar Contact.  That means, for example, no communications between the AI and tower when the AI is taxiing out and taking off, which is a severe trade-off.  So, I may need to try to join forces with an ATC program add-on or do something about it myself.  

It works ok, except for the last bit, where the last two waypoints are very close to the runway (GELO and ROSARIO as per plates) where the aircraft has to perform a visual approach in a tight turn onto the runway.

 

 

For extreme finals like LPMA, best to go with user-written finals (patterntype = final, final jet, final prop, or final vfr) (see p. 11 of readme).  Also, you entered meters in the altitude feet field.  Here's what I came up with (stock LPMA).  It seems to work pretty well, I think I might add it to my extreme airports program folder.

<main>     
     <patternname>
          VOR.VIS.RNW05
     </patternname>
     <patterntype>
          final
     </patterntype>
     <icao>
          LPMA
     </icao>
     <runways>
          5
     </runways>
     <bearingrange>
     </bearingrange>
     <comments>
         Note: ensure patterntype=final for user-written custom final approaches!
     </comments>
</main>


<dependency>
<waypoint>
     <waypointnumber>
          1
     </waypointnumber>
     <fixname>
          FUN
     </fixname>
     <latitude>
          N32-44.83
     </latitude>
     <longitude>
          W16-42.33
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           1500
     </altitudemeters>
     <speedknots>
          250
     </speedknots>
     <comments>
           Don't need highest precision for non-runway waypoints.  Note altitude is in METERS!!
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          2
     </waypointnumber>
     <fixname>
          Begin Downwind
     </fixname>
     <latitude>
          N32-41.66
     </latitude>
     <longitude>
          W16-44.07
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           1140
     </altitudemeters>
     <speedknots>
           230
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          3
     </waypointnumber>
     <fixname>
          Begin Racetrack Turn
     </fixname>
     <latitude>
          N32-36.64
     </latitude>
     <longitude>
          W16-48.27
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           900
     </altitudemeters>
     <speedknots>
          210
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          4
     </waypointnumber>
     <fixname>
          Racetrack Turn Midpoint
     </fixname>
     <latitude>
          N32-37.22
     </latitude>
     <longitude>
          W16-49.96
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           900
     </altitudemeters>
     <speedknots>
          180
     </speedknots>
     <comments>
           Sometimes a mid-turn waypoint will help during sharp precision turns (e.g., racetrack lineup to final)
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          5
     </waypointnumber>
     <fixname>
          GELO
     </fixname>
     <latitude>
          N32-38.16
     </latitude>
     <longitude>
          W16-49.98
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           850
     </altitudemeters>
     <speedknots>
          160
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          6
     </waypointnumber>
     <fixname>
          ROSARIO
     </fixname>
     <latitude>
          N32-39.68
     </latitude>
     <longitude>
          W16-49.04
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           450
     </altitudemeters>
     <speedknots>
          150
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          7
     </waypointnumber>
     <fixname>
          Runway Lineup
     </fixname>
     <latitude>
          32.6866668
     </latitude>
     <longitude>
          -16.787593
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           260
     </altitudemeters>
     <speedknots>
           145
     </speedknots>
     <comments>
          Switching to high-precision waypoint data now (from ADEX)
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          8
     </waypointnumber>
     <fixname>
          TD
     </fixname>
     <latitude>
          32.690411
     </latitude>
     <longitude>
          -16.783186
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
          215
     </altitudemeters>
     <speedknots>
           140
     </speedknots>
     <comments>
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          9
     </waypointnumber>
     <fixname>
          Midpoint
     </fixname>
     <latitude>
          32.698773
     </latitude>
     <longitude>
          -16.773412
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
           215
     </altitudemeters>
     <speedknots>
          140
     </speedknots>
     <comments>
           Keep the touchdown speed, AIController will slow down AI automatically
     </comments>
</waypoint>
<waypoint>
     <waypointnumber>
          10
     </waypointnumber>
     <fixname>
          Endpoint
     </fixname>
     <latitude>
          32.706514
     </latitude>
     <longitude>
          -16.764366
     </longitude>
     <altitudefeet>
     </altitudefeet>
     <altitudemeters>
          215
     </altitudemeters>
     <speedknots>
           140
     </speedknots>
     <comments>
     </comments>
</waypoint>
</dependency>

I have not the slightest idea why it happens.   i did't install new addons or scenerys. just re-install the old version and then installed the new version.

 

Is the folder active scenery, but no .bgl files inside?

 

 

I have the same error message and there are .bgl files in the Miami folder. I also have one for UTX Canada Streams, however the .bgl files all have .xxx extensions, which explains it. I just wish it would stop reporting this, I know already. 

 

I know what you mean, it is just that a null scenery folder may in some situations cause baffling results (if the user doesn't remember), so I go with the reminder (like the forced landing runway reminder).  I've forgotten myself and wondered what was going on until I finally remembered.

 

 

Anyways, leave that aside, first test I did at Perth airport, the first plane that came into land, made a perfect landing, and then proceeded to roll out all the way passed the runway, into the trees and houses beyond and made a right turn while at it as well.

 

I just checked stock Perth all runways, the AI are landing normally.  Was runway did you see this happen?  Also, stock or add-on airport scenery?

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I want to get 1.4B is reasonably good shape before going onto taxi-out operations, which will be in the next major release.  So, not short-term.  I already have the techniques in place to do it (basically an extension of the taxi-in techniques), but there are other considerations.   For example, if I take control of the AI during taxi-out, that probably means it becomes "invisible" to FSX ATC and add-ons like Radar Contact.  That means, for example, no communications between the AI and tower when the AI is taxiing out and taking off, which is a severe trade-off.  So, I may need to try to join forces with an ATC program add-on or do something about it myself.  

 

 

Might be you can also consider PFE from Oncourse Software, Proflight Emulator to work with?

 

Brgds,

 

Axel

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would be nice if you could develop a  atc part of the program I would pay for it with all these features and something like natural voice support

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