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AI Controller 2.0 (Gate-to-Gate Control) Open Beta Prepar3D

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Beta thread for issues specific to Prepar3D.

 

New for Version 2

 

AI Controller now provides gate-to-gate control of FSX and P3D AI aircraft during all phases: push-back, taxi-out, takeoff, departures (e.g., SIDs), enroute (e.g., jet routes), arrivals (e.g., STARs), approach (e.g., procedures), final approach, landing, taxi-in and parking.

 

AIController “flies” the AI (instead of slewing), so AI movement looks realistic, such as during crosswind landings.

 

The user can select “on-the-fly” how particular runways are used at an airport for both landings and departures (e.g., 16L for landing, 16R for departure).  

 

Expanded AI traffic density tool that minimizes unnecessary AI based on different factors, such as what airports are being monitored by AIController, the distance of the AI from the user, and maximum number of AI, etc.

 

Improvements

 

Increased efficiency and use of multi-threading to reduce CPU loading even though version 2 does more than prior versions.  

 

Better enforcement of spacing minimums between arriving AI aircraft.

 

Many other improvements and fixes were made!

 

Link

 


 

Installation

 

Be sure to uninstall all prior version of AIController before installing this version (backup first).

 

Read the ReadMe1st.txt file.

 

Also, see the Installation and Basic Usage Video for Version 2:

 


 

Important NOTAMS!

 

FOR BEST RESULTS load AIMonitor/AIController BEFORE loading situation.

 

NEVER OVERLAY A SECOND WINDOW to look at AI instead use Views/Change Views/Air Traffic.

 

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.

 

Link to Old Ver 1.4 Thread

 


 

Link to Ver 2.0 FSX Thread

 


 

Bug Reports/Suggestions

 

This thread or AIController2@gmail.com

 

Thanks!

-Roland

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Will this be safe to use with UT2 in P3D v3.4? Thats what I have running perfectly at the moment, but yes I would like the enhanced ATC option. 

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Will this be safe to use with UT2 in P3D v3.4? Thats what I have running perfectly at the moment, but yes I would like the enhanced ATC option. 

 

Yes, AIController doesn't make any changes to P3D/FSX or other addons, it only interfaces to the sim externally via simconnect.  However, UT2 will want to constantly re-inject AI (according to its own internal timetables) that the user may want deleted using traffic density tools (for example, the one provided in AIController).  Not sure if anyone has figured out a way to "turn off" AI re-inject in UT2?

 

-Roland

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Yes, AIController doesn't make any changes to P3D/FSX or other addons, it only interfaces to the sim externally via simconnect.  However, UT2 will want to constantly re-inject AI (according to its own internal timetables) that the user may want deleted using traffic density tools (for example, the one provided in AIController).  Not sure if anyone has figured out a way to "turn off" AI re-inject in UT2?

 

-Roland

 

So this sounds like a potential performance issue down the road if it constantly keeps injecting and swamps the PC with AI Traffic.

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Is it possible to control non-parallel runways for different operations? For example, in EDDF i'd like to see 36R for T/O only and all 25's for landings?

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So this sounds like a potential performance issue down the road if it constantly keeps injecting and swamps the PC with AI Traffic.

 

Yes.  Example, you only want to keep the 30 closest AI to your aircraft, so the traffic density tool deletes 60 AI.  UT2 will very quickly re-inject those deleted AI causing stutters in the sim.  Bottom line...if you're using UT2 I wouldn't use the traffic density tool to delete a lot of AI... or...I would use .bgl-based traffic programs like MyTraffic, which are much less aggressive about re-injecting AI you want deleted.  


 

 


Is it possible to control non-parallel runways for different operations? For example, in EDDF i'd like to see 36R for T/O only and all 25's for landings?

 

Absolutely, that's a core mission of the force runway feature!  Landing aircraft would get load-balanced on the 25's too.

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Is it possible to control non-parallel runways for different operations? For example, in EDDF i'd like to see 36R for T/O only and all 25's for landings?

 

...but you know, that 36 (no R / L present) is not used for takeoff or landing either - only 18 is used and only for takeoff

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Yes.  Example, you only want to keep the 30 closest AI to your aircraft, so the traffic density tool deletes 60 AI.  UT2 will very quickly re-inject those deleted AI causing stutters in the sim.  Bottom line...if you're using UT2 I wouldn't use the traffic density tool to delete a lot of AI... or...I would use .bgl-based traffic programs like MyTraffic, which are much less aggressive about re-injecting AI you want deleted.  

 

 

 

Absolutely, that's a core mission of the force runway feature!  Landing aircraft would get load-balanced on the 25's too.

This awesome! 

I always wanted to find a way to land on 28R and 28L at KSFO while departing on 1L and/or 1R

 

Richard

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...but you know, that 36 (no R / L present) is not used for takeoff or landing either - only 18 is used and only for takeoff

 

 

Sure thing, I meant Rny 18 of course :-)

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Roland-  

 

Love this thing!  Great job!  

 

Just one question.  So if I convert the SIDSSTARS from my PMDG files for KDCA, does this conflict with the KDCA folder already in the AI Controller file?   I assume I'd want the PMDG converted files since I update them regularly thru Navigraph.  I guess the same question for the rest of the metro areas.   Do I delete the KDCA folder?

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I always get a "Problem Reading Scenery.cfg  Error", when I try to assign my P3D paths. I am 100% sure that the path is set correct. Also opened AI Monitor as administrator. What's going wrong?

 

Got it, was not in P3D mode, Sorry

Edited by Nemo

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I guess I did something wrong, even folloiwng the video.  My AI Monitor shows all the aircraft being controlled by FSX.    Reloading the scenario is NOT an option with a PMDG aircraft as your VAS will plummet by some 400 megs as it loads everything over again having to do with the PMDG without dumping the previous memory.   If that is a requirement to get it to pick up control of AI craft then I am a sad panda...

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I really want to love this program; but I just can't seem to get it to work correctly (I also tried the 1.xx versions a while back with no luck).  Tonight I parked myself at KJFK and fired up AI Controller (running in a networked configuration via WideFS).  The program was definitely running because all of the aircraft showed up on the AI Monitor and it was describing what aircraft were being manipulated.  Unfortunately, I experienced some pretty major issues... here's a sampling:

 

1 - Even though I had "forced" arrivals to use runway 4R, there were still some AI landing on 4L.  Murphy's law dictated that I almost always had a departure using that runway at the same time... so I witnessed a lot of airplanes flying through each other.

 

2 - Departures sometimes didn't get completely lined up on the centerline before throttling up, so they often "wandered" as they rolled down the runway.

 

3 - Separation rules were not applied on final... I had several arrivals within a mile of each other at touchdown with subsequent go-arounds.

 

4 - Taxiing aircraft often moved in fits and starts... like the pilot was slamming on the brakes and then throttling up repeatedly.  The engine sound of some aircraft reinforced this notion as it produced a surging effect.

 

Admittedly, I have not read the documentation thoroughly (I did watch the video and skimmed the readme), so maybe I've missed something.  I actually really hope that is the case because I know Roland has put a lot of work into the program and the benefits of using it would be enormous.  I did not enable any STARS for the first session; so I'll try to set those up tomorrow and see if they make a difference.

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You, sir, deserve as many beers as you wish. Please do let me know if you're ever down in Dubai and I'd happily pick up every round! Thanks!

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Can't get it to work with EDDF (Aerosoft V2). AI aircraft (MTX) were not able to take off. Instead they were circling around the RW Hold/Start position. I did not activate any SID/STARS - only very basic settings. Without the controller, AI works fine (within the current limits). Anyway, I will further try to achieve a working procedures for me, maybe at another airport.

 

I appreciate the developers effort for bringing such an advanced and important tool to us. Thank you.

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Nice, version 2 is here, many thanks roland!!

 

One thing I still don't like is the long boot process, especially the "failed to build enhanced approach data" warnings are taking 10-15 minutes on EACH start.

Is there a way to skip those warnings or is it an important step?

(example: https://abload.de/img/aic1ezs5d.png )

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Just one question.  So if I convert the SIDSSTARS from my PMDG files for KDCA, does this conflict with the KDCA folder already in the AI Controller file?   I assume I'd want the PMDG converted files since I update them regularly thru Navigraph.  I guess the same question for the rest of the metro areas.

 

Yes, go with the newer files.  You can just delete all the files in the KDCA folder and replace them (or delete the KDCA folder with the old files and move the KDCA folder with the new files).


I guess I did something wrong, even folloiwng the video.  My AI Monitor shows all the aircraft being controlled by FSX.    Reloading the scenario is NOT an option with a PMDG aircraft as your VAS will plummet by some 400 megs as it loads everything over again having to do with the PMDG without dumping the previous memory.   If that is a requirement to get it to pick up control of AI craft then I am a sad panda...

 

No, I think you probably followed the video instruction about adding additional SIDs and STARS using the SIDSTAR converter using geographic regions, which creates different subdirectories.  Unfortunately AIController doesn't read subdirectories generated by the converter.  I'll update the program to do this.  In the meantime you can add each subdirectory individually or put all your converted files into one directory to make it easier to add to AIController.

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No, I think you probably followed the video instruction about adding additional SIDs and STARS using the SIDSTAR converter using geographic regions, which creates different subdirectories.  Unfortunately AIController doesn't read subdirectories generated by the converter.  I'll update the program to do this.  In the meantime you can add each subdirectory individually or put all your converted files into one directory to make it easier to add to AIController.

 

 

 

That's a bit confusing in light of the video's instructions on using the SIDSTAR converter. What is the optimal structure for the SIDSTARS directory, and is it possible to post a screenshot of that, please? Thanks for the great work.

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1 - Even though I had "forced" arrivals to use runway 4R, there were still some AI landing on 4L.  Murphy's law dictated that I almost always had a departure using that runway at the same time... so I witnessed a lot of airplanes flying through each other.
 
2 - Departures sometimes didn't get completely lined up on the centerline before throttling up, so they often "wandered" as they rolled down the runway.
 
3 - Separation rules were not applied on final... I had several arrivals within a mile of each other at touchdown with subsequent go-arounds.
 
4 - Taxiing aircraft often moved in fits and starts... like the pilot was slamming on the brakes and then throttling up repeatedly.  The engine sound of some aircraft reinforced this notion as it produced a surging effect.

 

Re: 1.  It won't reassign AI on short final below a set altitude is that what you were seeing?  I'll look into it.

 

Re: 2 and 4.  Yep, they also occasionally put a wheel off the taxiway too.  Something I'm working on...please bear in mind that my program actually taxis the AI using engine power, brakes and the steering tiller.  It doesn't slew the AI on the ground like FSX/P3D so it will never look as (too) silky smooth as that.  Also, make sure you load the situation after AIC has started.  If you see the AI wheels lock up constantly under braking this means you started AIC after the situation, which causes more stop-and-go taxiing.

 

Re: 3.  Yes if you're not using STAR that makes it tougher to obtain separation because on finals the AI is often in a landing config., which means I can't really vary speed that much.  The starting point for this program is the AI is actually being flown.  STARs providing more distance with higher speeds to safely vary speed (and holding points).  You mentioned goarounds.  That is one method AIC does have to safely enforce minimum separation on final, but AIC tries to limit last-second go-arounds unlike FSX/P3D.


 

 


Reloading the scenario is NOT an option with a PMDG aircraft as your VAS will plummet by some 400 megs as it loads everything over again having to do with the PMDG without dumping the previous memory.   If that is a requirement to get it to pick up control of AI craft then I am a sad panda..

 

No, you don't have to reload.  Several other options.  For example, load AIController first and when it says it "can't connect to the sim" load up the sim and your situation and AIController will connect.  Alternatively, you can load the sim, but stay at a planning screen, then when AIController says "paused" load up the situation.  Alternatively, you can load up the sim and situation and pause the sim immediately, when AIController says "paused" and your ready to start unpause the sim. 


Nice, version 2 is here, many thanks roland!!

 

One thing I still don't like is the long boot process, especially the "failed to build enhanced approach data" warnings are taking 10-15 minutes on EACH start.

Is there a way to skip those warnings or is it an important step?

(example: https://abload.de/img/aic1ezs5d.png )

 

Okay, will look into this.


That's a bit confusing in light of the video's instructions on using the SIDSTAR converter. What is the optimal structure for the SIDSTARS directory, and is it possible to post a screenshot of that, please? Thanks for the great work.

 

I'll try to have a patch out soon where adding directories in AIController is consistent with the video (this was my mistake not a problem with Matthew's SIDSTAR converter).  As a workaround, unclick the geographic region box and I think it puts all the converted files into one directory, which makes it easier to add (in the unpatched version).  Just from reading this thread I know people have already added a lot of converted files to the program, if they have a preferred method for doing it quickly please chime in!

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Hi All,

 

I have just installed AI Controller Ver 2.0 but get the message AI Controller Ver. 2.0. has stopped working. I believe everything has been installed correctly including the config paths. AI Monitor starts ok and I have P3D Mode set, I have all settings set to default. However when I run the AI Controller it will stop after connecting to the simulator and shows the following message in the dialog window:

 

EXCEPTION = 9 SendID = 107 Index = 1cbData = 24

 

Version 1.4B worked fine.

 

thanks in advance

IM

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