Clipper Ocean Spray

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About Clipper Ocean Spray

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    Roland Foster

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    Aviation, flight simulators, programming, football (soccer).

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  1. I think you just need to go into "Settings\SID STARs Approaches and Finals and select the German airports, then apply. Alternatively, you can also go into "Settings\Generic Approaches..." and just enter the ICAO for Munich and Frankfurt, then apply. Is this still at EDDF using the custom files you emailed me and also the generic approach option? Regarding being on crosswind when AIMonitor states the AI is lining up on final, AIMonitor is showing the waypoint the AI is currently intercepting (e.g., the AI is on the crosswind, but it is in the process of intercepting the lineup waypoint). That is sort of confusing, perhaps I'll change it. Did you try to slew-mode approach option? Any better results with that? Does it convert any files? If so, what were the last few things AIController says in the command window (will give an indication as to what file was causing it a problem). There should be an error window that pops up in AIMonitor giving more info. Regarding YSSY, this may be related to the first error. Is 11/29 a real runway at YSSY? Movement processing is independent from FSX, but not sure how much it improves FPS. Regards, -Roland
  2. Haven't heard about the file hosting site Mediafire being compromised, probably ESET is being too aggressive (false positive). Here's the CRC (md5) for the Hot Fix 4 file I uploaded to Mediafire: d8483e78926a3761ce589e732010724d -Roland
  3. Thanks...I'll look into it. The SIDSTAR converter should not affect taxi data though. Re: the SIDSTAR Converter not completing, since someone else gave me feedback that the latest PMDG navdata...I did a test conversion of the latest cycle (1702 Feb. 2) using just AIConv.exe. It did convert all the files so you might want to give that utility a try (e.g., aiconv .\sidstars\*.* .\converted) as a test that bypasses SIDSTAR Converter.
  4. This should be fixed with hot fix 4...however I'm getting so much feedback with this option that it is disabled by default. It is the "Settings\Options\Additional Final Options and Anti-Incursion\Anti-Incursion Threshold Alt for User-AI Conflicts". Default is now zero (off). Also takeoff thrust limit is working now too, which drastically affects takeoff length. Yes, that's correct, although if you have any SID with an extremely early entry point, the increased climbout height could cause a problem (makes the takeoff phase longer and delays the SID-finding phase). If you're using generic patterns only, I would recommend exactly what you did. There were some CTD issues fixed with hot fix 4, please give that a try. Yes, this is probably a bug that was fixed in Hot Fix 4. It was caused by a parallel thread issue when jetroutes were active. Also the takeoff thrust limits now work for Hot Fix 4.
  5. Thanks! Good to hear. Hot Fix 4 should hopefully be even better. Re: no departures...for now AIController relies on the default FSX/P3D system to take AI parked at the gate out of sleep status and I have noticed that sometimes this default system stalls regardless whether AIController is running or not. I usually have to reload FSX/P3D and that clears the problem. Re: taxi half into gate should be better with hot fix 4.
  6. I think both of these issues were fixed for hot fix 4, please give it a try. See the feed in my profile for links to the files.
  7. Yes, once AIController takes control of the AI (e.g., taxi-out, takeoff, then the SID) it cannot be handed back to P3D/FSX's default control (for flying UT2 jetroutes). However, this shouldn't be a big issue because the AI will quickly depart the user's reality bubble, so the user will not really notice. If the user's reality bubble is moving (e.g., the user if flying an aircraft), then with the UT2 option enabled, enroute AI around the user (that the user notices) will continue to use UT2 jetroutes.
  8. 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.
  9. Clipper Ocean Spray

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

    Unfortunately that feature has gone away with the forum upgrade. Not sure what to do to get the latest hot fix link front and center?
  10. Clipper Ocean Spray

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

    Re: 2 and 4, give the latest hotfix a try. For 2, I think this was caused by excessive banking at too slow of an approach speed. For 4, throttle takeoff percent setting in AIMonitor was broken, should be working now. For 4, yes, I need to look at that section of the code again...I've seen it too. -Roland
  11. Clipper Ocean Spray

    How Can I Mark Best Answer?

    Okay, thanks for clearing it up. -Regards, Roland
  12. Clipper Ocean Spray

    How Can I Mark Best Answer?

    Hi, I have a couple of active support threads going for a freeware beta I'm conducting (AIController). Does anyone know how to mark "best answer" using the new forum software so that it appears at the top of the thread? When I make the latest version available, I post a message and mark it as "best answer" so that users can get to it easily without having to search deep into the thread. Apologies in advance if this is a well-known feature of the new software. Thanks! -Roland Foster
  13. Clipper Ocean Spray

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

    HOT FIX 4 - IMPORTANT - Lots of new stuff in this hotfix...after installing "Reset Options to Default" under "Settings"! AIController Hot Fix 4 Only Link: http://www.mediafire.com/file/2km63lj55byv501/AIControllerV2OnlyHF4.zip 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): https://youtu.be/DeTe3LK_q4Y -Roland
  14. HOT FIX 4 - IMPORTANT - Lots of new stuff in this hotfix...after installing "Reset Options to Default" under "Settings"! AIController Hot Fix 4 Only Link: http://www.mediafire.com/file/2km63lj55byv501/AIControllerV2OnlyHF4.zip 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): https://youtu.be/DeTe3LK_q4Y -Roland
  15. Clipper Ocean Spray

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

    Bob, the P3Dv3 machine is the server and the client is the computer where AIController is installed. Check out the readme.pdf file, which has some tips about how to get it up an running. You only need to install the client installer (found in the P3D Simconnect SDK folder) on the client machine, not full simconnect. Here's a good rundown: http://nimbus.hifitechinc.com/ASNInfo/ASN_User_Guide.pdf#page=81