May 16, 200719 yr A question for those working on AFCAD replacement type applications for FSX. Are there any notable issues in development work caused by SP1?I'm hoping the day will be soon when I can introduce totally FSX compliant real-world AI schedules and facilities with the aid of a front end graphical interface! (Or, if the graphical interface is some ways off, a method that doesn't entail my understanding XML.) Kevin Young
May 16, 200719 yr >>I'm hoping the day will be soon when I can introduce totally>FSX compliant real-world AI schedulesYou don't need xml to make FSX-compliant AI schedules.All you need to know how to do, is make some text files with your schedule data and run them through TrafficDataBaseBuilder.exe that comes with the SDK.> and facilities with the>aid of a front end graphical interface! (Or, if the graphical>interface is some ways off, a method that doesn't entail my>understanding XML.)That time is almost here. There are already beta versions of ADE and FSXPlanner available. Both are graphical front-ends for airport design just like AFCAD is/was; only they create fully FSX compliant bgl files.RhettAMD 3700+ (@2585 mhz), eVGA 7800GT 256 (Guru3D 93.71), ASUS A8N-E, PC Power 510 SLI, 2gb Corsair XMS 3-3-3-8 (1T), WD 150 gig 10000rpm Raptor, WD 250gig 7200rpm SATA2, Seagate 120gb 5400 rpm external HD, CoolerMaster Praetorian Rhett 7800X3D ♣ 96 GB G.Skill Flare ♣ Gigabyte 4090 ♣ Crucial P5 Plus 2TB
May 17, 200719 yr How about the planes? Do you think the big players (PAI, WOAI, etc) are going to be quick to add the cfg sections to the AI planes needed to get the gates to work appropriately, or is there a place you can steer me for information on how to do it myself? Kevin Young
May 17, 200719 yr AIA is no longer involved in models or updating them and the flight dynamics.PAI and EvolveAI are looking at FSX, but I don't expect anything for a while.The other great model designers have not made any statements.There are two settings which have to be changed in most AI aircraft.The Exits - and John Goodwin from Ultimate Traffic worked out most of them - check this thread and the TWO files with the info:http://ultimatetraffic.flight1.net/forums/...ts.asp?TID=2962The other setting is the wing_span= value in the airplane geometry setting.This replaces model radius in determining the size of the minimum parking spot necessary for the aircraft. FSX takes 1/2 the wingspan value - which MUST BE IN FEET - and rounds it up to the next whole meter.Real world values can be used - however, be very careful of feet measurements near the threshold across a meter value. Rounding settings can make an aircaft too large for a parking spot.Here are some of the most comon commercial aircraft:http://www.flightsim2004-fanatics.com/Flig...gSpanValues.htmWe are also working at fsdeveloper.com on trying to standardize settings for FSX airports - parking spot sizes, etc.Input on that forum is definitely needed.http://www.fsdeveloper.com/forum/forumdisplay.php?f=31
May 17, 200719 yr Author >How about the planes? Do you think the big players (PAI,>WOAI, etc) are going to be quick to add the cfg sections to>the AI planes needed to get the gates to work appropriately,>or is there a place you can steer me for information on how to>do it myself?Working gates, is great eye candy, but the performance penalty isn't worth it! I modified all my AI aircraft to work with gates, and they look great, but as FS starts up performance drops by almost three quarters, until the gates engage. I can accept that, but what's worse is as you fly over major airports,those gates also engage as the airport comes into view, and frames with suddenly drop to single digits, for about 1 to 2 minutes. I finally backed out the changes, and performance is back to normal. I haven't tried it yet with SP1, but I don't think it will be much different. Thanks Tom My Youtube Videos! http://www.youtube.com/user/tf51d
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