Jump to content
Sign in to follow this  
Clipper Ocean Spray

AI Controller 2.0 (Gate-to-Gate https://www.avsim.com/forums/topic/498931-ai-controller-20-gate-to-gate-control-open-beta/Control) Open Beta

Recommended Posts

thanks for feedback.

In fact i simply converted PMDG SIDSTAR folder. That worked well in the past and AIcontroller didn't have any issue to manage all these data. There were also no airports error or anything else bringing these kind of messages...

I don't understand what has changed since last up-date. I only moved to airac cycle 1701 and converted it. Maybe an SIDSTAR converter issue ??? i got this message every time I start converting data : "object reference not set to an instance of an object".

Any idea ?

Kind regards
Eric

Share this post


Link to post
Share on other sites

Hi Roland

 

I have gotten back into this programme after a break from FSim.  What a difference now in V2 - sorry I´ve posted this twice as I didn´t initially realise there were two threads running,

 

I still have a question on the compatbility of UT2.  I´ve enabled thet UT2 option and realise that once an aircraft departs a SID it´s basically on its own unless you use your Jet Routes.

 

I am wondering, what happen is if I make a UT2 flightplan that begins at the SID exit point, do you think AI Controller would then hand the flight off to UT2?

 

Best regards and thanks again for a fantastic programme,

 

Ken

 

Update, just answered my own question.  After running a test I can confirm that the UT2 flightplan is not picked up.  Also, the flights tend to leave the SID exit point at FL100 and stay there till destination with UT2 enabled.

 

Roland, is there any way possible that your programme could be amended to take into account the UT2 flightplans?

 

Many thanks and best regards

 

Ken


Complete and utter insurrection

Share this post


Link to post
Share on other sites

Hi Roland

 

I´ve been using V2 this morning in with STAR mode only (UT2 compatibility with SIDS).

 

I noticed that when aircraft taxi in to park, they do not park far enough in at the gate but tend to be several metres short, which can end up blocking an active taxiway.

 

Eg. Emirates 27 just landed at EGPF, taxied to gate but as it approached the gate I saw a message generated in the AI Monitor window that the aicraft was stopping as another AI aircraft was too close.  There were no other aircraft in the immediate vicinity except an Icelandair 757 parked on an adjacent gate.  The aircraft also did not line up with the active apron link (using UK2000 scenery for EGPF). 

 

I did run all the necessary steps when setting up AI Controller I..e force Runway and Taxiway data update.

 

Any ideas would be welcome.

 

Best regards

 

Ken

 

 


Complete and utter insurrection

Share this post


Link to post
Share on other sites

Yes, I'll probably add the full slew option back (as mentioned above), but the "fly" mode should be getting better both in the air and on the ground using Hot Fix 3.

 

As it stand now (HF3) on the ground, when AIController is using engine power/brakes/tiller (non-slew) to taxi, the AI may clip the grass now and then and go wide on turns, but you should  not be seeing any wholesale taxiing on the grass or looping.  If you are, please let me know the airport (preferably stock) and the location and I will try to replicate it.

 

Thanks for responding to this. I tested HF3 yesterday and I must say I was impressed with the handling on the ground. Taxi looks very realistic. If fine tuned a little, it's perfect. Very well done!

 

I also played with the roll out scalars and it worked quite nicely. 

The only problems I encountered (i.e. saw) were:

- no departures, all aircraft stayed at the gate sleeping, which I attribute to a config mistake I made, but no idea which one.

- aircraft just taxi half into the gate, which was reported by others already and I am sure you are already working on

- this is not a problem, but I really wish for a way to configure push back  :wink:

 

That's all for now, thanks for your continuous effort and I am looking forward to your next tweaks.

 

Cheers

Share this post


Link to post
Share on other sites

 

 


I also played with the roll out scalars and it worked quite nicely. 

 

What did you change. Do you like the rollouts better now?

Share this post


Link to post
Share on other sites

so also noticed that even with HF3, engines off, at the gate, no aircraft will actually land, they all are listed as removed for possible runway incursion... I haven't figured out what I need to do to make this not happen. At any rate, it is a little frustrating arriving at a busy airport like ATL or DEN and seeing few aircraft approaching, or on the ground at all. I tried a couple airports at a couple times of day with and without AI CONTROLLER running. Without, I have significantly higher amounts of AI on deck. Not sure what is causing that but I would assume part of it is the not landing issue.

 

That being said, wonderful work on smoothing out the taxi, and I have even noticed generally smoother controls when watching the ai fly. 

Thanks

Share this post


Link to post
Share on other sites

What did you change. Do you like the rollouts better now?

I just changed the rollout scalar first increasing it an the aircraft used the whole runway and then reducing it to a good value. I have tested it just once, so it might have different impacts on different aircraft. 

Share this post


Link to post
Share on other sites

Hi All,

 

Latest version is working very well for me but I've noticed on take-off the AI climb normally to their acceleration altitude (1000ft AGL guessing) and then level off and appear to descend a little to gain speed to flap up speed before resuming climb.

 

Watching AI from the ground it looks like they are diving towards the ground temporarily after take-off. Most aircraft should at least maintain a 1000ft to 1500ft climb rate during flap acceleration.

 

Is there an adjustment for this since P3D/FSX without this software seem to take-off normally.

 

thanks

IM

 

 

Edit: I think I've fixed this by raising the AI Climbout Height For Vectors (Under General Options to 3500ft) less noticeable now.

Share this post


Link to post
Share on other sites

 

 


Anyone else seeing this (using HF3)?  I didn't mention it in the update by a made a small stability fix that sometimes caused AIController to crash (but not FSX/P3D as far as I can tell).

 

Yes I am.  with HF3 using P3D w/ Win10 after about 20-30 mins of use both on ground and in air

Faulting module path: C:\WINDOWS\SYSTEM32\MSVCR120.dll

Share this post


Link to post
Share on other sites

 

 


Clipper Ocean Spray, on 22 Jan 2017 - 11:43 AM, said:

Anyone else seeing this (using HF3)?  I didn't mention it in the update by a made a small stability fix that sometimes caused AIController to crash (but not FSX/P3D as far as I can tell).
 
Yes I am.  with HF3 using P3D w/ Win10 after about 20-30 mins of use both on ground and in air
Faulting module path: C:\WINDOWS\SYSTEM32\MSVCR120.dll

 

So, I experimented with my setup and found (and CTD) using same time frame and T2G LFPG

 

If I run AIC from AiMonitor i have a CTD with 20-30 mins

If I run AIC from the .exe (run as admin) NO CTD, ran for over 1 1/2 hrs

If I run AIC from the .exe (run as admin)  then AiMonitor NO CTD, ran for over 1 1/2 hrs

 

I am wondering if when AIC is executed within AiMonitor does "run as admin" apply?  Its the only thing on my setup that seems not to end up as a CTD.

 

I then tried at another stock airport and had the same results

Share this post


Link to post
Share on other sites

Just discovered this program,  installed no problem however I can't get any of the ai traffic to take-off, landing is no problem. Tried KlAS, CYYZ, CYOW. At CYOW with no ai in area ai planes still won't take-off. IF I use P3D controlled AI they take-off. Help.

Share this post


Link to post
Share on other sites

Hello Roland!

First of all thank you so much for your excellent job!

I am flying with P3Dv3 latest and i have AIController 2.0 hotfixed and updated.

I find that AIController kills a lot of AI planes, even if i have the slider to 30 in P3D.

What is the way to have more AI traffic?

Thanks a lot!

Share this post


Link to post
Share on other sites
HOT FIX 4 - IMPORTANT - Lots of new stuff in this hotfix...after installing "Reset Options to Default" under "Settings"!
 
 
 
New Features
 
Added third party ATC support:  See "AIMonitor 3rd Party Output" in general options.  Also added "AIMonitor Monitor Table Update Interval" in same location to reduce CPU resources of the AIMonitor when writing to both the display table and to 3rd party program.  Also improved multi-threading in AIMonitor. 
 
Added option to "slew" AI during flight (similar to the old ver. 1.4), which some users prefer ("Provide Slew for ALL Approaches and Departures" in "Settings/Options/General Options" window).  Provides better AI flight path precision at the expense of realistic flight characteristics (the AI will not be "flown").
 
New go-around mode (based on improved detection of AI circling way points described below) that detects unstable approaches to way points on short final (e.g., the typical 500 ft way point just before touch down).
 
 
Improved
 
Much less porpoising during banks and pitch changes (for certain AI with less than ideal flight characteristics).  Improvements due to: (1) pitch and bank angle fast centering (which can be  turned off - see the "Bank and Fast Pitch" option under "Settings\Options\Flight Dynamics"); and (2) improved aileron and elevator dampening (note: not used in crosswind landings of greater than 10 knots) (note: bank and pitch dampening will gradually calibrate as AIController learns the flight dynamics of each particular AI...AI should exhibit a very stable final approach unless crosswinds in which case excessive control authority is maintained to get AI onto runway).  
 
Improved detection of AI circling way points due to the way points being poorly placed (e.g, too close together at too great an angle) and corrective action (applicable during all phases of flight).
 
Better emergency terrain avoidance added.
 

Fixed

AI not holding to service ceilings ("Flight Dynamics" options window) when there are no waypoint altitude constraints.
 
AI sometimes landed on runways considered too short according to runway length restrictions by AI type ("Approach and Final Options" window).
 
AI rarely performed straight-in approach (if generic approach patterns used) even when appropriate
 
AI push back sometimes taking too long.
 
Departing AI stall on runway (just before takeoff roll out) when jet routes are active.
 
Jetroutes option enabled sometimes causes AIController to crash.
 
"Engine Type Wrong for Landing Runway" message was sometimes repeating.
 
"Parking Found ...." message was sometimes repeating after AI finished landing roll out causing AI not to taxi in.
 
AI stopping too long after turns when using the AI turn slew assist option ("Assist AI with Slew During Sharp Turns" option in the "Taxi Performance" options window).
 
AI sometimes taxi into each other when going in same direction.  (Note: no collision detection yet for AI going in different directions, e.g., taxi out v. taxi in)).
 
AI circling sometimes around jet route waypoints.
 
AI Controller gives too many broken link warnings (e.g., "failed to build approach for...) when a large number of airports are monitored.  Fix is after five of the same type errors only summary info. Wile given.
 
AI Cull Mode 4 does not work.
 
UT2 compatibility fixed.  If enabled prevents AI not departing from or arriving at monotone during airport from being vectored by AI Controller(I.e. preserves UT2 jet Routes).
 
AI lands or takes off while other AI on runway (can't say it is completely fixed but should be better).
 
User aircraft causing AI to be deleted even when user's landing lights are off (user-AI anti-incursion option in "Additional Final Options and Anti-Incursion").
 
AI sometimes landing on nose wheel.
 
AI losing altitude between STAR exit and IAF point.
 
"Both" option in "Force Landing Runways" option not working for departing AI.
 
Enhanced generic approach improperly selected even when a NAV data based approach (e.g., STAR) was active.
 
AI too slow when AI commanded to slow down in generic pattern (causing altitude loss and lack of control authority during turns).
 
"Throttle Takeoff as Percent of Max" option under "AI Flight Dynamics" wasn't working (used to adjust length of takeoff roll).
 
Landing rollout distance too short.
 
AIController memory leak (under certain circumstances)
 
Speed loss during final approach during transition to landing configuration (e.g., deploying gear and landing flaps).
 
AI sometimes turns too late during taxi.
 
AI not descending to holding alt during holding turns.
 
Tear-drop procedure causing too many go-arounds with other AI not conflicting (this was due to the circling procedure the AI used during the tear drop).
 
Unidirection taxi links given more weighting for better effect (see "Enable Taxi Direction Links" in "Taxi Options" window) (note: must be supported by scenery or unpredictable results may occur!).
 
 
Modifications
 
Changed these default taxi values in the "Settings\Options\Taxi Options" menu (be sure to apply "Reset Options to Default"  after updating to this hot fix!).
 
  "Taxi Minimum Angle Difference (deg.) Before Possible collision Detect": 45 deg.
  "Taxi Minimum Separation (feet) Before Possible Collision Detect":  350 meters
  "Max. Bearing to Runway Exit Waypoint to Trigger Runway Exit (degrees)": 95
  "Min. Distance to Rwy Exit Waypoint to Trigger Runway Exit (feet)": 25 
 
Changes these default user-AI anti-incursion options in the "Settings\Options\Additional Final Options and Anti Incursion" menu (be sure to apply "Reset Options to Default"  after updating to this hot fix!).
 
  "Anti-Incursion Threshold Altitude": 0 (i.e., disabled - I much prefer this feature enabled myself, but I get too many questions about why AI is getting deleted on short final).
 
 
Important NOTAMS!
 
DO NOT OVERLAY a second window for an extended period of time while watching AI.  Use one of the AI view options.
 
For best results, start AIController BEFORE loading flight especially if you experience taxi issues (e.g., AI's wheels don't rotate).
 
ENTERING FINAL APPROACH COORDINATES.  Do not use FSX when entering final approach coordinates for runway positions (e.g., touchdown, rollout) as the FSX in-game coordinate display (shift-Z) lacks the necessary precision (significant digits).  Use the freeware Airport Design Editor X (or similar) instead.
 
ENTERING RUNWAY DATA.   Ensure the runway number corresponds to the FSX runway description (for whatever airport scenery you are using).  Often, the latest FMS data will reference changed runway numbers that do not correspond to stock FSX runway descriptions.  For STAR files, if the runways do not match (STAR versus FSX), AIController will choose the STAR based on the waypoint having the closest entry point to the AI’s current position (i.e., not based on runway data), which often is satisfactory, but not always.  For Final Approach files, if the runways do not match, AIController might choose the final approach file having the incorrect runway data.
 
 
Installation
 
If installing ver. 2 for the first time, be sure to uninstall all prior version of AIController before installing this version (backup first).  If installing hot fix only, simply overwrite the older files with the newer files.  After installing "Reset Options to Default" under "Settings"!
 
Read the ReadMe1st.txt file (quick) and optionally the ReadMe.pdf file (more details).
 
 Also, see the Installation and Basic Usage Video for Version 2 (below):
 
 
-Roland
 

Share this post


Link to post
Share on other sites

Thank you! Can't wait to test it!


Best regards, Dimitrios

7950X - 32 GB - RX6800 - TrackIR - Power-LC M39 WQHD - Honeycomb Alpha yoke, Saitek pedals & throttles in a crummy home-cockpit - MSFS for Pilotedge, P3D for everything else

Share this post


Link to post
Share on other sites
On 1/28/2017 at 7:17 AM, Squatdrop said:

thanks for feedback.

In fact i simply converted PMDG SIDSTAR folder. That worked well in the past and AIcontroller didn't have any issue to manage all these data. There were also no airports error or anything else bringing these kind of messages...

I don't understand what has changed since last up-date. I only moved to airac cycle 1701 and converted it. Maybe an SIDSTAR converter issue ??? i got this message every time I start converting data : "object reference not set to an instance of an object".

Any idea ?

Kind regards
Eric

You can try using the included aiconv.exe utility as a test to bypass SIDSTAR converter.   Since you're only converting one directory, it should be easy to use.  Shift right mouse click in the directory where AIController is installed to bring up a command window, then enter aiconv.exe for usage instructions.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Tom Allensworth,
    Founder of AVSIM Online


  • Flight Simulation's Premier Resource!

    AVSIM is a free service to the flight simulation community. AVSIM is staffed completely by volunteers and all funds donated to AVSIM go directly back to supporting the community. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. Thank you for your support!

    Click here for more information and to see all donations year to date.
×
×
  • Create New...