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P3D v4: AI Traffic Seperation

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Hello,

Back in the Days with FS9 / FSX I had this incredible useful Program called AI Smooth, which made sure that the AI Traffic went, as the name implies, "smooth" and that not like 10 Planes fly the Approach at the same time.

Does anyone know if there is a similiar Tool available for Prepar3D V4?

I own UT Live and London Heathrow for example looks like this :/

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Thank you!

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12 minutes ago, simbol said:

None that I am aware of, I am building one thought :wink: check my website for more info.

Best Regards,

Simbol

Will do, thanks for answering!

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You could try Nico’s Live Traffic ...

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Definitely would be nice to have a traffic manager in P3D. I miss AISmooth!

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Hi Folks,

AI Controller posted above is one slick piece of a kit in V3 - - - as stated - don't know if it works in V4...

It actually "flies" the AI Aircraft instead of using slew...

Regards,
Scott


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1 hour ago, chansen said:

I used this on P3D 3.4 havent tried it yet on 4.1

 

 

Yeah Version 2 was great because the AI flew the up to date SIDS and STARS and animations were great.  BUT something in the taxiing for version 2 got jacked up lots of going across the grass and missing turns etc.  I went back to 1.4B because the nice taxiing is mostly what i wanted to see. 

I would prefer both though :)  

Simbol will make it happen! 


Jason Weaver - WestWind Airlines; FlyUK Airlines; VirtualUnited.org

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AI Controller 2.0 sounds interesting, but I note that default ATC instructions to AI planes are "switched off" when AI Controller takes over. That removes quite a lot of the realism, although I guess that not having to listen to the ground controller ask an AI plane to "stop taxi/continue taxi/stop taxi/continue taxi".....ad nauseam is a rather big bonus :wink:


Christopher Low

UK2000 Beta Tester

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2 minutes ago, Christopher Low said:

AI Controller 2.0 sounds interesting, but I note that default ATC instructions to AI planes are "switched off" when AI Controller takes over. That removes quite a lot of the realism, although I guess that not having to listen to the ground controller ask an AI plane to "stop taxi/continue taxi/stop taxi/continue taxi".....ad nauseam is a rather big bonus :wink:

Correct, that is why I never used it.

My objective is to deliver something that allows end users to still heard the ATC talking to the AI even when I am controlling certain behaviours, things like back tracking the runway! hell I hate that!, or things like long queues on the runway to take off! AI planes will have runway slots like in RW operations, I am also planning to address the stupid landing taxi speed and proper runway exit procedures (use proper fast exits or at least the nearest exit but ahead not behind you), and of course proper landing separation, and other things that have been annoying me for over 15 years of flying simulation experience.

I am planning to discuss with Navigraph to obtain a custom database for it so I can handle runway procedures accordingly.

Regards,

Simbol

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That sounds like a very interesting prospect, Simbol. I look forward to it!

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Christopher Low

UK2000 Beta Tester

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Super Traffic Board (http://www.supertrafficboard.com/) has an excellent Flight Control tool that enforces a minimum separation on final. Most of the parameters are adjustable; but basically a conflicting arrival will be deleted at a certain point and placed at an empty gate.  By placing the decision point on about a 6 mile final, you typically never see any aircraft getting deleted and then they are placed at a gate as far away from your position as possible so they can fly their outbound leg.  With arrival rates being much lower then departure rates in any ESP sim, it's probably the best way to prevent excessive go-arounds while also not running out of departures as time progresses.

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46 minutes ago, MadDog said:

Super Traffic Board (http://www.supertrafficboard.com/) has an excellent Flight Control tool that enforces a minimum separation on final. Most of the parameters are adjustable; but basically a conflicting arrival will be deleted at a certain point and placed at an empty gate.  By placing the decision point on about a 6 mile final, you typically never see any aircraft getting deleted and then they are placed at a gate as far away from your position as possible so they can fly their outbound leg.  With arrival rates being much lower then departure rates in any ESP sim, it's probably the best way to prevent excessive go-arounds while also not running out of departures as time progresses.

Could you post a picture where this is configured? I own Supertraffictboard and my appreciation is that it doesn't space traffic for approach, all it does is removing the AI traffic from the approach and park it at the gate, although this works to clear the conflict traffic during your approach is far from ideal as it is unrealistic and do not provide the solution what I am looking for.

Best Regards,

Simbol

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