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Clipper Ocean Spray

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Everything posted by Clipper Ocean Spray

  1. Very astute, yes you are correct. This bug will be fixed. Also of general interest to those using default sceneries that lack airline codes, the AI will no longer tend to favor ramp areas. I performing the final testing for hot fix 9, which will include the above fixes as well as the various fixes addressed by the test versions. I can't duplicate this bug with the latest AIRAC 1506 and AIConv 1.4.1.6 (May 5, 2015)....indeed my output doesn't look the same. For example, WW296 is not getting deleted from the SIDS for being closer than 2 miles to LOWW. Could you please contact me at AIController2 (at) gmail.com and we'll can try some additional trouble-shooting steps.
  2. Give this fix a try: http://www.mediafire...nlyHF8Test5.zip Let me know how it goes!
  3. OK, the fix is available (for AIM not loading) at: http://www.mediafire.com/download/6l71gqttq6mzz3s/AIController14BOnlyHF8Test5.zip Also, I've been working on the hold markers and minimizing the chance the AI stops on the runway (during a taxi crossing) when an possible incursion is detected with a landing/departing AI. Wow, that's a lot of files! Is there anyway you re-run it with the "Show AIConv.exe" window enabled so that we can identify the suspect file? You also might be able to look at the last files written to the output folder. If these files seem incomplete for the ICAO, then that probably the ICAO where conversion stopped. Good to hear, thanks! What options did you change? I'm always interested in what people might consider better default settings.
  4. Got it, was able to reproduce error. Fix incoming shortly. Thanks! If you want, the latest version should now let you specify a non-zero value without any crashing problems. Did you configure SIDSTAR Converter to use the latest AIConv.exe? If so, let me know a particular file that is caushing AIConv.exe to crash and I'll take a look.
  5. Yes, I've been working on that. Part of the problem is the landing-takeoff runway incursion checks with taxi-in AI. I've tweaked that section of the code. For example, the AI no longer stops at a reverse hold-short marker when a potential incursion is detected. That eliminates issues where the AI would sometimes stop on the runway for a "reverse" hold-short marker. Also, I've tried to make the AI exit more quickly. http://www.mediafire.com/download/bwddaupbfe2w2f9/AIController14BOnlyHF8Test4.zip Also, the gate-reassignment function has been removed. It increases the chance some AI will double-park if a departure AI is injected at the same gate (at least temporarily before one is deleted), but it wasn't worth the confusion caused by the AI changing gates during the taxi-in. Thanks, pretty short log, but where the log stopped actually tells me quite a bit, such as the exact function where AIM crashed. It crashed while reading the AIControllerList.txt file. Can you please email me that file (as well as the AIController.ini file)? Much appreciated!
  6. Here's the fix, please give a try: http://www.mediafire.com/download/bwddaupbfe2w2f9/AIController14BOnlyHF8Test4.zip
  7. I created a special debug version (debug options forced on) that always writes the log when loading. Check you pm for the link. Anyone else who wants this debug version, please email me at AIController2 (at) gmail.com or pm me here. Thanks, that's very helpful feedback. In the past, I've seen a pure virtual function call associated with a particular type of bug, thus narrowing down things a lot. I'll look into it. In the meantime, set the "Max. Time. Taxiing AI Remains Stopped Before Deletion (seconds)" to 0 (disabled) in the Enhanced Mode (Taxi In) options and see if that helps.
  8. Please download and install the latest revision at: http://www.mediafire.com/download/aj2ucz702d3nvzh/AIControllerOnlyHF8Test3.zip Go to Options\General Options and set verbose and debug to 1. Then exit AIM and reload. If AIM crashes, please email me the AIMonitor.log file at AIController2 (at) gmail.com. Thanks! Edit: bad link. I revised the layering code. Please download the latest revision at: http://www.mediafire.com/download/aj2ucz702d3nvzh/AIControllerOnlyHF8Test3.zip After download, please perform a "Force Update" and let me know if the "taxi=..." string in AIControllerPath.txt is pointing to the add-on scenery. I'm looking into this trying to replicate it. This could be related to some other problems that have been reported to me. What happens if you just run AIC (not AIM) while FSX is running? Any difference?
  9. That's a new one. What was the exception code and was the faulting module FSX? Windows.dll is for window drawing functions (e.g., maximize). Have you installed any new video card drivers?
  10. Got it, probably a file read (of a config file at startup). I'll upload a test version soon that should be able to isolate the error and provide more information. Ahh....the FSX airport data only had runway 32, but your latest nav data has runway 33. That is, the runway heading has change since FSX stock. The program is supposed to recognize this situation and assign runway 32 so the AI lands. If you're using an add-on PANC scenery that has up-to-date runways, make sure to run a "force runway update". The program has a function to check if an AI was inserted into the gate while the other AI is taxiing to the same assigned gate. If an AI is inserted, the program reassigns the taxi-in AI a new gate. However, it isn't supposed to reassign the gate to the user's gate. Also, it seems like no AI was inserted to begin with. I'll take a look at it, but right now I'm leaning toward deleting this function entirely as I don't think it is worth the trouble.
  11. Good to read....thanks. Were the winds light or variable at PANC? Sometimes the landing runways change around as AIController tries to figure out what runways FSX is using for the airport (and sometimes FSX flip-flops around in this type of weather). I won't have to "follow" FSX's lead when I add support for taxi-out and departure. For best results in these type of light wind conditions (below 5 kts) use the force landing runway. Does AIController crash soon after reading the taxi_graph.txt file? I sort of hope it is frankly because that type of bug is fairly easy to replicate. If so, please email me the taxi_graph.txt file (and your AIControllerPath.txt) to AIController2 (at) gmail.com .
  12. Thanks for sending me your taxi_graph.txt file. I was able to replicate the bug. Turns out a "fix" in HF8 was the problem. The "fix" used a new way to detect whether the primary runway designator lined up with the direction of the runway waypoint links (someone asks...wouldn't the primary runway designator always line up with the link direction in FSX scenery?? I wish. :rolleyes: ). Anyway, the detection method should be fixed along with some other problems (wind direction not adding properly, AI tending to appear motionless). Some other tweaks....go-around AI will no retract gear. Can you (and anyone who reported the bugs described above) give the test version a try: http://www.mediafire.com/download/aa6habvdoscraah/AIController14BOnlyHF8Test.zip
  13. If you don't want stalled AI deleted, set the option "Max Time Taxiing AI Remains Stopped Before Deletion (seconds)" to zero (disabled) in Options\Enhanced Mode\Terminal Approach and Final. However, are you saying that you're also not seeing any SIDs or STARs assigned? Is it FSX or P3D? Are you getting any of the decompile errors in AIMonitor mentioned above by others? Does this happen at a monitored airport with the generic patterns option or using SID/STAR/Approach files?
  14. What is crashing (e.g, AIController or the sim)? Yes, it is simply an additive (requiring the correct "sign"). I'll take a look at that section of code again. Thanks for bringing it to my attention. Can you zip and email me the taxi_graph.txt file that crashes AIController at AIController2 (at) gmail.com? I will probably be able to replicate the bug. Also send me your AIControllerPath.txt. Can you email me your taxi_graph.txt file (and AIControllerPath.txt) so that I can replicate the bug? AIController2 (at) gmail.com That typically happened in earlier versions when there's no taxi data for the monitored airport. Shouldn't happen now though unless bug. Can you email me your taxi_graph.txt, AIControllerList.txt, and AIControllerPath.txt files?
  15. A new beta version of AIController v1.14B (full version including Hot Fix 8) is available at the following link: http://www.mediafire.com/download/mnj4kq1d69jtldi/AIController14BFullWithHF8.zip A new beta version of AIController v1.14B (full version including Hot Fix 8) is available at the following link: http://www.mediafire.com/download/0xjis6xojdn90vh/AIController14BOnlyHF8.zip Please do not mix with any version of 1.4A or earlier. Instead, install into a separate directory for testing. IMPORTANT: Hotfix 8 changes some default settings. After installation, please select "Options\Reset Options to Default" and run a "Force Update Runway and Taxi Data". Hot Fix 8 New Features: NEW: Generic pattern mode: just enter ICAO of monitored airport - no external nav data required (e.g., no SID or STAR files). Good for users who just want to use AIController to separate arriving AI and increase landing rates without the need to work with SID/STAR/Approach files. AIController in this "easy" mode will automatically organize AI into arrival traffic patterns that can be adjusted by the user (e.g., final approach distance, base length, final height, spacing, etc.). NEW: Parking space of user's aircraft is now detected preventing AI from parking in the same space as the user's aircraft. Hot Fix 8 Fixes: FIXED: AIMonitor sometimes stalled during scenery update. Sometimes scenery with bad internal formatting was causing AIMonitor to stall. After fix, AIMonitor will warn the user that the scenery format may be bad, but scenery decompilation will continue. FIXED: At some airport, the AI dived to land and then made slow turns at the end of the runway. FIXED: AI landing/takeoff incursions with taxiing AI sometimes not working. FIXED: Runway anti-incursion options in AIMonitor didn't provide the min. distance AND altitude parameters for user to set. FIXED: Path to some Orbx sceneries not found. FIXED: Sometimes forcing a landing runway change for a large number of AI caused a FSX ATC.dll crash. FIXED: Sometimes taxi-in AI colliding with user aircraft. FIXED: Resolved some remaining double-parking issues here and there. FIXED: Bumped up default separation to 2 nm. FIXED: Descent angles tweaked a bit to be generally more shallow. FIXED: Sometimes AI would go inverted on runway due to over-correction due to extreme crosswind. FIXED: Final approaches sometimes not getting assigned at monitored airports with no other traffic (inbound or outbound) and/or no weather reported. New for Version 1.4B (Prior Revisions) NEW: No sharp turns (90 degree OR LESS) when landing AI exits runway (if feasible) in contrast to stock FSX ATC control. NEW: AIController now checks for broken runway links. Some scenery designers follow the practice of purposely BREAKING runway waypoint links (e.g., Latin VFR KMIA). AIController now detects broken runway links at startup and warns the user. Run AIController in verbose mode (verbose = 1) to get more detail regarding broken links. Additionally, run AIController in debug mode (debug = 1) to log to file. AIController will then use the "longest" unbroken link, which is most cases is satisfactory. NOTE 1: the root cause of this situation can be remedied by the user simply connecting up ALL of the runway waypoints in a utility like Airport Design Editor X. However, the scenery designer probably decided to break the runway links in the first place to avoid the AI making sharp turns when exiting the runway, but as discussed above, AIController HF7 does not suffer this drawback. NOTE 2: if there is any add-on airport where AIController failed to assign final approaches in the past or where the AI was acting strangely approaching or landing on the runway, this might have been the cause. Please run a "Force Update" after installing this hot fix and try it again. NEW: AIController now warns the user if AIController is unable to create landing data for a particular runway. Typically this is due to a purposeful decision by the scenery designer when creating the runway (e.g., a "fake" runway to create multiple crosswind landing runways). Note: AIController does NOT need to rely upon "fake" runways to provide cross-wind landings -- use the Force Landing Runways option instead). NEW: AIMonitor scenery decompile reads whether the primary and secondary (reciprocal) runways are closed to landings. If so, no approaches/finals will be selected for that runway. NOTE 1: due to this new feature, AIMonitor now includes additional information in the taxi_graph.txt file, please perform a "Force Update of Runway and Taxi Data" in the options menu after installing this hotfix. NOTE 2: runway open/closed can be set by the user via the Airport Design Editor X. NEW: AIMonitor now also reads the left-pattern/right-pattern flags from scenery. Thus, a new enhanced approach mode "2" has been added. Mode 2 is the same as the old mode 1, except the configurable left-hand pattern *OR* right-hand pattern is chosen for each landing runway based on the scenery pattern flags (in contrast, the default mode 1 makes both the left-hand *AND* right-hand pattern available for each runway). As always though, approaches converted from nav data (using the SIDSTAR converter) and user-written custom final approaches always take precedence over the generic (but configurable) left-hand/right-hand approaches regardless of mode. NOTE 1: due to this new feature, AIMonitor now includes additional information in the taxi_graph.txt file, please perform a "Force Update of Runway and Taxi Data" in the options menu after installing this hotfix. NOTE 2: pattern flags can be set by the user via the Airport Design Editor X. NEW: More gradual speed transitions on climb-out (especially when AIController takes over from FSX after takeoff) and descent. NEW: STAR/SID path statements in AIControllerList.txt are no longer required to contain "X" or "O" designators. Instead, they can contain straight STAR= or SID= statements (interpreted as "X" or selected). This will better facilitate bulk pasting of path statements, such as those generated by the SIDSTARConverter utility. NEW: User aircraft-AI anti-incursion feature highlighted to better remind user this option will help prevent incursions (e.g., preventing AI from landing on runway user is taking off from) BUT will also FREEZE AI and cause landing AI to GO-AROUND if necessary. NEW: No longer possible to run dual instances of AIController (prevents accidentially running more than one program at the same time). NEW: Additional absolute-paths (e.g., containing drive letter) to UNC network-path translation boxes added to Advanced Path Options menu (useful for networked AIMonitor installations). NEW: AIMonitor now has logging (for trouble-shooting only). Enable verbose mode (verbose = 1) in the AIMonitor basic options screen. NEW: Each AI's individual cruising speed during jetroute portion of flight determined from AI's aircraft.cfg data. NEW: Progress bar added for aircraft.cfg scan during update process. Over a network connection, the AI aircraft.cfg scan may take longer than the actual scenery decompile process. This discrepancy may lead the user to believe the "update" process has completed, when actually the aircraft.cfg data is still being written. Thus, the new progress bar will help keep the user appraised. Note: If you had any problems with AI not getting assigned the correct gates in earlier versions, an incomplete aircraft.cfg scan might have been one of the causes. Please install this hot fix and retry. NEW: Specific support for My Traffic 6, including the non-ascii characters used in the ATC-IDs. NEW: Support for coordinated STAR-transition-approaches added (i.e., preference is given to selecting an approach having the same transition waypoint as the STAR exit waypoint the AI was assigned to). NEW: Short-final go-around mode changed to standard left-base go-around pattern to make go-around patterns more coherent, reduce holding, and aid AI spacing. NEW: Manually delete AI (or a group of AI(s)) by highlighting them in AIMonitor. Highlight the AI(s) in the AIMonitor window, right-click, then choose delete. This is similar to the old AI Traffic Explorer utility. Good for deleting pesky AI that you can't get to with the FSUIPC zapper, but you can identify on the AIMonitor. NEW: Persistent highlighting of selected AIMonitor rows. This feature was added to support the delete option above, but has actually been requested several times by itself! I presume the persistent highlighting will allow the user to better track particular aircraft. NEW: Specify AI install directories outside of the FSX/P3D path. In the config menu, advanced options. Useful if an AI package has been installed to location outside the SimObject path. NEW: Absolute path to UNC path translator for Scenery.cfg. In the config menu, advanced options. Useful for when AIController is running on a networked client. You can tell AIController the corresponding UNC path for any absolute path (e.g., a path containing a drive letter) appearing in the scenery.cfg. As always, relative scenery paths (relative to the main FSX/P3D installation directory) are not a problem for AIController, so I recommend using relative paths if possible. However, absolute paths are very useful for sharing scenery between different simulators (e.g., FSX and P3D). NEW: Manual Landing Runway(s) Selection: If the user for whatever reason dislikes the current landing runway, which is based on prevailing winds, the user can instead enter up to three runways in AIMonitor to override all wind-based landing runway selections. The AI will immediately switch to the new patterns, there will be no gradual transition. When two runways are entered (e.g., 32L,32R), the load-balancing will be approx. 50-50. When three runways are entered (e.g., 17C,18R, 18L), the load-balancing will be approx. 33-33-33. NEW: Max. Time Departing AI Remains Stopped on Taxiway Before Deletion. Maximum time that AI taxiing OUT to the departure runway will be allowed to remained stopped on the taxiway before deletion (default 60 seconds). Occasionally (even when not using AIController), departing AI becomes "stuck" just before runway entry holding up that AI and all the AI line-up behind it waiting. This parameter will delete the AI that has become "stuck", allowing the AI behind it enter the runway and take off at a consistent rate. The parameter cannot be used to increase waiting time higher than the FSX default value. NEW: AI Rollout Performance and Parking Based on AI's Aircraft.cfg File and ADE: The AI rollout performance (e.g., braking distance) and parking preference (e.g., parking codes) are based on performance data in each AI's config file. The parking algorithm has been revised to conform to typical FSX/P3D - ADE design methods (e.g., first AIController looks to gate radius, second AIControler looks to airline parking codes in the gate order as listed in the ADE parking list). Version 1.4B automatically reads AI aircraft.cfg data to get each AI's braking, radius, airline code, etc. data, no user action is required. Thus, the old GrabAIParkingCode utility is being retired. An interesting note: AIController will scan more than 5 airline codes per gate, thus eliminating the old FSX restraint. NEW: Improved Landing Animations. Consistent touchdown smoke, wheels (including nose-wheel) make firm contact with runway at correct angle, no more smoke effects when AI exits the runway and enters taxiway. Touchdown smoke may be less prevalent at airports near sea level. NEW: Special WinXP versions of AIController.exe and AIConv.exe are included in the distribution: If you're running AIController in a networked configuration on an older laptop running WinXP, please use the AIController_WinXP.exe and AIConv_WinXP.exe files in the WinXP folder (see the readme in that folder for further instructions). NEW: Latest version of SIDSTARConverter included, which allows you to select your preferred version of AIConv.exe. The latest AIConv.exe is included in the AIController installation directory. Prior Fixes for Version 1.4B: HOTFIX 7: (1) AI "turns" during taxi-in now much smoother. Now the AI will roll through most turns (including rolling through a much faster runway exit). AI will also slow down approach gate/parking. IMPORTANT NOTE: due to this fix, the default taxi-in options have been substantially chagned. After installation, please select "Options\Reset Options to Default" otherwise the "old" default options may cause poor results; (2) MT6 Scenery Issue - AI getting deleted at end of rollout. AIMonitor decompiling older scenery incorrectly due to different parking codes being used in that scenery. This affected some of the MT6 included .bgl files for various airports. IMPORTANT NOTE: if affected by this bug, run a "Force Update" in AIMonitor after installing this hot fix to decompile the scenery with the correct parking codes; (3) Sometimes STAR-transition-approaches not working (i.e., preference was not given to selecting an approach having the same entry transition waypoint as the STAR exit waypoint the AI was assigned to); (4) Sometimes AI was parking AI at gates already occupied by AI that previously taxi-in and parked. Note: there is still a chance that FSX will inject a departure AI into the gate while the landed AI is taxiing in. In such a case, the taxi-in AI will now perform one last occupancy check when getting close to the assigned gate. If AIController detects an AI has been injected into the gate, AIController will re-assign the gate for the taxi-in AI. Finaly, if for some reason the taxi-in AI ends up parked at the same gate as an injected "sleeping" AI, the taxi-in AI will be deleted after parking at the gate for 60 seconds to clear the way for the injected AI to depart; (5) AI won't turn toward airport after being released from STAR, instead the AI will head directly to the assigned approach (enhanced mode only) (deactivated for enhanced mode only); (6) Speed additives due to wind were subtracted instead of added; (7) Some scenery designers insert inconsistent statements into the scenery.cfg file causing AIController to mis-interpret scenery configuration i.e., approaches not available); (8) Some AI "freezing" after jetroute exit; (9) Fixed repetitive "Arriving AI is jet, but all STARs are for prop" message in non-enhanced mode; (10) Jetroutes sometimes not getting assigned between monitored airports. STARs sometimes not getting assigned after jetroute exit when AI approaces a monitored airport. NOTE: Reduce the "No STAR if arriving AI further than this distance" in the basic options screen down from the default 200 nm to 75 nm (or so) if you wish arriving AI to fly the last portion of a jetroute before being assigned a STAR; (11) Minimum runway landing lengths (default) set too high. This caused AIController to deem too many runways "too short" for the AI type (e.g., jet, tubroprop) making final approach unavailable. Minimums (default) have been drastically reduced. Perform "Reset Options to Default" to activate the new defaults. The minimums are now probably unrealistially short, however it is easier to the user to increase them than wonder why final approaches aren't being selected (e.g., KMDW !!); (12) Sometimes the go-around pattern was not rectangular; (13) AIConv.exe utility sometimes not converting SIDs correctly. A new AIConv.exe is included. The full install version with hot fix 7 includes corrected SIDs (using the new version of AIConv.exe). However, the hot-fix only version doesn't. If you install the hot-fix only version, you may want to re-convert from nav data using the correct AIConv.exe (unless you're satisfied with the SIDs as is). If you're using the SIDSTAR conveter utility, make sure to link it to the new AIConv.exe version; (14) Non-enhanced mode only: Fixed several significant bugs, such as AI not lining up on final properly and making erratic movements after touchdown. Also, short final release back to FSX (for normal animation) not working; (15) Verbose and Debug modes could not be set via AIMonitor or the .ini file. HOTFIX 6: (1) Incorrect parking assignments and double-parking based on duplicate gate numbers at different areas (terminals) of airports. The fix also modifies AIController and AIMonitor to provide more detailed parking assignment information; (2) Gate radius data sometimes not processed correctly (AI-gate size mismatch); (3) Only one aircraft.cfg parking code being read (note: scenery gates typically have mulitple parkings codes, which was read by AIController, however the aircraft.cfg itself can also contain multiple parking codes, which is now being read and processed); (4) Parking alignment bug sometimes prevented AI from being designated "Parked at Gate" causing double-parking and preventing departure of same AI after waiting period (if auto-inject option enabled); (5) Sometimes AI obtaining high/low altitudes after being released from jetroute; (5) Turbojet Default Lower and Upper Jetroute Altitudes Bad. Choose "Reset Options to Default" to activate corrected default values - OR - if you do NOT want to reset your customized options to default, go to "Options" - "Jetroutes" and change the "Turbojet Altitude Lower Range" to 18000 (or your own preferred value) and change the "Turbojet Altitude Upper Range" to 22000 (or your own preferred value), then press the "Apply" button. Note: the bad default altitudes may have also caused-in-part the "AI obtaining high/low altitudes" bug above; (6) Scenery.cfg absolute-path TO UNC-network-path translator in Prepar3d mode isn't working. Important for users running AIMonitor on a networked client machine because MyTraffic 6 places an absolute path (pointing to a folder shared by different FS programs) in the scenery.cfg; (7) Deletion routine for stalled taxi-out AI (i.e., AI not moving) fixed. The routine was sometimes not deleting the longest waiting stalled AI (e.g., the stalled AI at the head of the line); (8) Sometimes AI not getting assigned jetroute after SID exit. HOTFIX 5: Not released (rolled into Hot Fix 6). HOTFIX 4: (1) Incomplete aircraft_cfg_data.txt file causing long rollouts and parking misassignments; (2) AIController reading crosswind runways (Jim Vile-ADE technique) causing problems with final approach assignments after STAR exit. Note: use force runway option in AIController to support crosswind and parallel operations; (3) High final approaches (AI was incorrectly and quickly transitioning from Jetroute to STAR to final leaving AI high on final close to airport); (4) AI parking alignment; (5) Not all AI parking codes being read causing parking misassignments; (6) AIController crashing reading some STAR/SIDS/Approaches converted from the latest navdata; (7) (Evaluating) AI start successively going-around for no apparent reason. HOTFIX 3: (1) AI being deleted after rollout at some airports. Problem was due to conversion error (parking radius stored in scenery files as meters, AI wingspan stored in aircraf.cfg files as feet); (2) AIController sometimes crashing because of bad taxi-graph read; (3) Multiple fixes for non-enhanced mode, including custom final approach/autogen files not being selected and AI disappearing/re-appearing in AIMonitor; (4) Waypoint updates can be made while FSX/P3D running. HOT FIX 2: (1) Expanded search for *.cfg files in all of the SimObjects subdirectories. I don't have all AI add-on packages, so I suppose it is possible some package will have the AI reside outside Simobjects. If so, let me know and I'll patch it up again; (2) Fixed continuing issue with repetitive "Scenery Change Detected" message and then AIMonitor attempting update waypoints at the same time it starts AIController; (3) Fixed bug where sometimes AIControllerPath.txt doesn't sometimes contain the "taxi=" paths even though the user just ran an update; (4) Revised code to support "My Document" paths to better support auto-injection of departing AI at monitored airport (to maintain departure rates if user remains at airport for long periods of time); (5) Extended "Force Landing Runway" to support 3 runways; and (6) Removed ability to keep the "Force Landing Runway" option to remain active across different AIMonitor sessions (to reduce the chance of accidentally keeping option enabled when switching airports). HOT FIX 1: (1) Repetitive repetitive "VARIABLE WINDS or TIMEOUT waiting for wind direction data" message in AIController; (2) Fixed repetitive "Scenery Change Detected" when AIMonitor started for first time; (3) Jet, prop, and VFR ONLY STARs/SIDs not recognized. This has been fixed, but jet, prop and VFR only patterns are now specified by "pattern type" instead of "pattern name" to maintain consistency with final approach pattern types. Any custom user files that user the "pattern name" to specificy jet-only, prop-only, or VFR-only files will have to be modified so that "pattern type" is used instead (this should be an easy modification, see the readme.pdf for further details); (4) Duplicate line added to AIControllerPath.txt file; (5) Excessive error messages when attempting scenery scan, such as when program paths incorrect. AIController will now limit the error messages to five when an unsuccessful scenery scan occurs; (6) Sometime AI didn't park at gate at correct heading. This has been fixed; (7) Generic left and right base pattern names reversed. This has been fixed; (8) Pattern entry points (enhanced generic left-right patterns) sometimes not the closest to AI's present position; (9) Some approach files converted from nav data contained missed approach data causing AI to perform missed approach procedure (go-around) when landing. This has been fixed. (10) Addon/scenery folder not being scanned when active in FSX/P3D (this is where use-generated ADE files typically reside!); (11) AI's landing runway displayed more consistently on AIMonitor; (12) Departing AI not being auto-injected at some airports; (13) Locale issue continuing to cause errors when comma-deliminated error. For those users who switched affected by this error, please give this fix a try; (14) Quicker assignment of wind-based runway selection, less incorrect STARs that have to be re-assigned later Important Revision: A registered version (4.9x or later) of Peter Dowson's FSUIPC utility is recommended to use the full functionality of AIController. For example, AIController will not be able to delete problematic AI targeted for removal (e.g., parked at gate after arrival for the specificed parking time). For networked configuration users, Peter's WideFS (ver. 6.9) is also recommended. Various other fixes/revisions were also made. Important New NOTAMS! 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. Please see the Original Thread Post for Additional Details Regarding Ver. 1.4 Including Installation Video. Thanks! -Roland
  16. I found the bug causing the diving approaches and turns at the end of the runway. The fix might help you. See my message to Ronaldo. Got it and I'm happy to say I was able to reproduce your bug (diving approach and turns at the end of rollout). The problem was simply the runway designators were reversed during decompile due to the way Ray setup the runways. Hot fix incoming shortly (hopefully). Are you sure you have network sharing on for the folders? That might explain how the UNC path works on the local machine (in the scenery.cfg file), but not on the client. AIController don't control the takeoff rolls (yet). Oh yes, it is a bug. :blush: It should work a lot better after the next hot fix (maybe too well if you increase the "incursion distance landing or departing AI creates incursion with taxi AI" too much traffic jams start to form).
  17. Thanks, I downloaded and tested both the cross-wind and regular version of the airport .bgl file. Everything seemed to operate normally. Do you have any other scenery installed affecting the airport, like Orbx Vector? Can you configure AIMonitor to only monitor YPPH, then force an update, then zip the resulting taxigraph.txt file and email it to me at AIController (at) gmail.com? I've tried to maintain versatility (at some expense to initial ease-of-use), so I appreciate reading your (and others) solutions. However, can you double check the absolute path? The advanced path options simply replaces one string (usually an absolute path) with another (usually a UNC path), however your replacement string appears to "add" a scenery subfolder (\\Hannibal\Z\FSGUX\OCE\scenery) (i.e., it doesn't appear to be a one-to-one replacement). I use the advanced path options on my setup, and I've had the best results setting up a share folder with a short path (for simplicity sake). E.g., C:\FSX Apps\Microsoft Flight Simulator X\Addon Scenery\LatinVFR\Miami_KMIAv2 --> \\Upstairs-Tower-PC\Miami_KMIAv2 Hey, how are you doing!? Good to see you posting here. Can you email the taxi_graph.txt of just the affected KLAX and if the scenery if freeware, can you let me know what you're using? I'm using the payware FSDT KLAX.
  18. Sorry everyone, the fix is in actually in this special test version (that quickly became buried in the thread): http://www.mediafire.com/download/bou45s96ubf5mzz/AIMonitor_HF7Test.zip Hot fix 8 is incoming shortly and will incorporate the fix. -Roland
  19. I want to get 1.4B is reasonably good shape before going onto taxi-out operations, which will be in the next major release. So, not short-term. I already have the techniques in place to do it (basically an extension of the taxi-in techniques), but there are other considerations. For example, if I take control of the AI during taxi-out, that probably means it becomes "invisible" to FSX ATC and add-ons like Radar Contact. That means, for example, no communications between the AI and tower when the AI is taxiing out and taking off, which is a severe trade-off. So, I may need to try to join forces with an ATC program add-on or do something about it myself. For extreme finals like LPMA, best to go with user-written finals (patterntype = final, final jet, final prop, or final vfr) (see p. 11 of readme). Also, you entered meters in the altitude feet field. Here's what I came up with (stock LPMA). It seems to work pretty well, I think I might add it to my extreme airports program folder. <main> <patternname> VOR.VIS.RNW05 </patternname> <patterntype> final </patterntype> <icao> LPMA </icao> <runways> 5 </runways> <bearingrange> </bearingrange> <comments> Note: ensure patterntype=final for user-written custom final approaches! </comments> </main> <dependency> <waypoint> <waypointnumber> 1 </waypointnumber> <fixname> FUN </fixname> <latitude> N32-44.83 </latitude> <longitude> W16-42.33 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 1500 </altitudemeters> <speedknots> 250 </speedknots> <comments> Don't need highest precision for non-runway waypoints. Note altitude is in METERS!! </comments> </waypoint> <waypoint> <waypointnumber> 2 </waypointnumber> <fixname> Begin Downwind </fixname> <latitude> N32-41.66 </latitude> <longitude> W16-44.07 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 1140 </altitudemeters> <speedknots> 230 </speedknots> <comments> </comments> </waypoint> <waypoint> <waypointnumber> 3 </waypointnumber> <fixname> Begin Racetrack Turn </fixname> <latitude> N32-36.64 </latitude> <longitude> W16-48.27 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 900 </altitudemeters> <speedknots> 210 </speedknots> <comments> </comments> </waypoint> <waypoint> <waypointnumber> 4 </waypointnumber> <fixname> Racetrack Turn Midpoint </fixname> <latitude> N32-37.22 </latitude> <longitude> W16-49.96 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 900 </altitudemeters> <speedknots> 180 </speedknots> <comments> Sometimes a mid-turn waypoint will help during sharp precision turns (e.g., racetrack lineup to final) </comments> </waypoint> <waypoint> <waypointnumber> 5 </waypointnumber> <fixname> GELO </fixname> <latitude> N32-38.16 </latitude> <longitude> W16-49.98 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 850 </altitudemeters> <speedknots> 160 </speedknots> <comments> </comments> </waypoint> <waypoint> <waypointnumber> 6 </waypointnumber> <fixname> ROSARIO </fixname> <latitude> N32-39.68 </latitude> <longitude> W16-49.04 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 450 </altitudemeters> <speedknots> 150 </speedknots> <comments> </comments> </waypoint> <waypoint> <waypointnumber> 7 </waypointnumber> <fixname> Runway Lineup </fixname> <latitude> 32.6866668 </latitude> <longitude> -16.787593 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 260 </altitudemeters> <speedknots> 145 </speedknots> <comments> Switching to high-precision waypoint data now (from ADEX) </comments> </waypoint> <waypoint> <waypointnumber> 8 </waypointnumber> <fixname> TD </fixname> <latitude> 32.690411 </latitude> <longitude> -16.783186 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 215 </altitudemeters> <speedknots> 140 </speedknots> <comments> </comments> </waypoint> <waypoint> <waypointnumber> 9 </waypointnumber> <fixname> Midpoint </fixname> <latitude> 32.698773 </latitude> <longitude> -16.773412 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 215 </altitudemeters> <speedknots> 140 </speedknots> <comments> Keep the touchdown speed, AIController will slow down AI automatically </comments> </waypoint> <waypoint> <waypointnumber> 10 </waypointnumber> <fixname> Endpoint </fixname> <latitude> 32.706514 </latitude> <longitude> -16.764366 </longitude> <altitudefeet> </altitudefeet> <altitudemeters> 215 </altitudemeters> <speedknots> 140 </speedknots> <comments> </comments> </waypoint> </dependency> Is the folder active scenery, but no .bgl files inside? I know what you mean, it is just that a null scenery folder may in some situations cause baffling results (if the user doesn't remember), so I go with the reminder (like the forced landing runway reminder). I've forgotten myself and wondered what was going on until I finally remembered. I just checked stock Perth all runways, the AI are landing normally. Was runway did you see this happen? Also, stock or add-on airport scenery?
  20. That's great. Regarding the special characters, I thought I had that fixed (I'll look at it again). Very good, thanks for looking into that. Yes, just specify Enhance Mode 2 in Options\Enhance Mode\Approach and Final. Mode 2 is the same as Mode 1 except that AIController will generate only a left-hand OR right-hand parametric approach for each runway according to whether the FSX or P3D scenery specifies a left-hand or right-hand pattern for the runway. Note: the left-hand and right-hand pattern flags should already be set in the scenery, but can be modified using, for example, the the Airport Design Editor X utility. -Roland
  21. Very good to know. Great all-around tip for auditing file access. The new logging feature in AIMonitor (verbose mode enabled) should also give file access info., but a log generated directly by the OS would still have advantages. Thanks! Good idea double-checking whether ADE can decompile (import) the same BGL file! Maybe I should add a bgl exclude list - I already have two file names that I'm pretty sure should go on the list out-of-box. EDIT: actually now that I know these file names I'm going to make sure AIMonitor doesn't stall when scanning them. Yep, that was the problem....the "scenery" at the end of "FTX_NA_CRM05_SCENERY" was mistakenly identified as the scenery subfolder, so when you added the "\scenery" that allowed AIMonitor to correctly identify the scenery folder. I'm glad you have ORBX Vector, could you (or anyone having Vector) please verify the AI is landing and taxiing around OK at an airport with Vector corrected elevation? Make sure you perform a "force update" with the AIMonitor from the "HF7Test" file I just uploaded. EDIT: this file: http://www.mediafire.com/download/bou45s96ubf5mzz/AIMonitor_HF7Test.zip
  22. I don't have this Orbx scenery, so I'm hesitant to upload this fix without someone testing it. Could you please give it a try? Thanks! http://www.mediafire.com/download/bou45s96ubf5mzz/AIMonitor_HF7Test.zip
  23. This is a re-post of the prior Hot Fix 7, but with a couple of very minor tweaks based on user feedback. It does not need to be re-downloaded if the user was not having having issues addressed by this revised Hot Fix 7, The first tweak reduces broken runway link information at startup so that AIController doesn't take too long to load when monitoring numerous airports. The second tweak adds logging ability to AIMonitor (for troubleshooting). A new beta version of AIController v1.14B (full version including Hot Fix 7) is available at the following link: http://www.mediafire.com/download/wxzn81ewnb36565/AIController14BFullWithHF7.zip Hot fix 7 by itself is available at the following link: http://www.mediafire.com/download/hstvbmf83uf4uab/AIController14BOnlyHF7.zip Please do not mix with any version of 1.4A or earlier. Instead, install into a separate directory for testing. IMPORTANT: Hotfix 7 changes may default settings and data decompiled from scenery. After installation, please select "Options\Reset Options to Default" otherwise the "old" default options may cause poor results. Also, run a "Force Update Runway and Taxi Data". Hot Fix 7 New Features: NEW: No sharp turns (90 degree OR LESS) when landing AI exits runway (if feasible) in contrast to stock FSX ATC control. NEW: AIController now checks for broken runway links. Some scenery designers follow the practice of purposely BREAKING runway waypoint links (e.g., Latin VFR KMIA). AIController now detects broken runway links at startup and warns the user. Run AIController in verbose mode (verbose = 1) to get more detail regarding broken links. Additionally, run AIController in debug mode (debug = 1) to log to file. AIController will then use the "longest" unbroken link, which is most cases is satisfactory. NOTE 1: the root cause of this situation can be remedied by the user simply connecting up ALL of the runway waypoints in a utility like Airport Design Editor X. However, the scenery designer probably decided to break the runway links in the first place to avoid the AI making sharp turns when exiting the runway, but as discussed above, AIController HF7 does not suffer this drawback. NOTE 2: if there is any add-on airport where AIController failed to assign final approaches in the past or where the AI was acting strangely approaching or landing on the runway, this might have been the cause. Please run a "Force Update" after installing this hot fix and try it again. NEW: AIController now warns the user if AIController is unable to create landing data for a particular runway. Typically this is due to a purposeful decision by the scenery designer when creating the runway (e.g., a "fake" runway to create multiple crosswind landing runways). Note: AIController does NOT need to rely upon "fake" runways to provide cross-wind landings -- use the Force Landing Runways option instead). NEW: AIMonitor scenery decompile reads whether the primary and secondary (reciprocal) runways are closed to landings. If so, no approaches/finals will be selected for that runway. NOTE 1: due to this new feature, AIMonitor now includes additional information in the taxi_graph.txt file, please perform a "Force Update of Runway and Taxi Data" in the options menu after installing this hotfix. NOTE 2: runway open/closed can be set by the user via the Airport Design Editor X. NEW: AIMonitor now also reads the left-pattern/right-pattern flags from scenery. Thus, a new enhanced approach mode "2" has been added. Mode 2 is the same as the old mode 1, except the configurable left-hand pattern *OR* right-hand pattern is chosen for each landing runway based on the scenery pattern flags (in contrast, the default mode 1 makes both the left-hand *AND* right-hand pattern available for each runway). As always though, approaches converted from nav data (using the SIDSTAR converter) and user-written custom final approaches always take precedence over the generic (but configurable) left-hand/right-hand approaches regardless of mode. NOTE 1: due to this new feature, AIMonitor now includes additional information in the taxi_graph.txt file, please perform a "Force Update of Runway and Taxi Data" in the options menu after installing this hotfix. NOTE 2: pattern flags can be set by the user via the Airport Design Editor X. NEW: More gradual speed transitions on climb-out (especially when AIController takes over from FSX after takeoff) and descent. NEW: STAR/SID path statements in AIControllerList.txt are no longer required to contain "X" or "O" designators. Instead, they can contain straight STAR= or SID= statements (interpreted as "X" or selected). This will better facilitate bulk pasting of path statements, such as those generated by the SIDSTARConverter utility. NEW: User aircraft-AI anti-incursion feature highlighted to better remind user this option will help prevent incursions (e.g., preventing AI from landing on runway user is taking off from) BUT will also FREEZE AI and cause landing AI to GO-AROUND if necessary. NEW: No longer possible to run dual instances of AIController (prevents accidentially running more than one program at the same time). NEW: Additional absolute-paths (e.g., containing drive letter) to UNC network-path translation boxes added to Advanced Path Options menu (useful for networked AIMonitor installations). NEW: AIMonitor now has logging (for trouble-shooting only). Enable verbose mode (verbose = 1) in the AIMonitor basic options screen. Hot Fix 7 Fixes: FIXED: AI "turns" during taxi-in now much smoother. Now the AI will roll through most turns (including rolling through a much faster runway exit). AI will also slow down approach gate/parking. IMPORTANT NOTE: due to this fix, the default taxi-in options have been substantially changed. After installation, please select "Options\Reset Options to Default" otherwise the "old" default options may cause poor results. FIXED: MT6 Scenery Issue - AI getting deleted at end of rollout. AIMonitor decompiling older scenery incorrectly due to different parking codes being used in that scenery. This affected some of the MT6 included .bgl files for various airports. IMPORTANT NOTE: if affected by this bug, run a "Force Update" in AIMonitor after installing this hot fix to decompile the scenery with the correct parking codes. FIXED: Sometimes STAR-transition-approaches not working (i.e., preference was not given to selecting an approach having the same entry transition waypoint as the STAR exit waypoint the AI was assigned to) . FIXED: Sometimes AI was parking AI at gates already occupied by AI that previously taxi-in and parked. Note: there is still a chance that FSX will inject a departure AI into the gate while the landed AI is taxiing in. In such a case, the taxi-in AI will now perform one last occupancy check when getting close to the assigned gate. If AIController detects an AI has been injected into the gate, AIController will re-assign the gate for the taxi-in AI. Finally, if for some reason the taxi-in AI ends up parked at the same gate as an injected "sleeping" AI, the taxi-in AI will be deleted after parking at the gate for 60 seconds to clear the way for the injected AI to depart. FIXED: AI turns toward airport after being released from STAR. After fix, AI will head directly to the assigned approach (enhanced mode only). FIXED: Speed additives due to wind were subtracted instead of added. FIXED: Some scenery designers insert inconsistent statements into the scenery.cfg file causing AIController to misinterpret scenery configuration (i.e., approaches not available). FIXED: Some AI "freezing" after jetroute exit. FIXED: Fixed repetitive "Arriving AI is jet, but all STARs are for prop" message in non-enhanced mode. FIXED: Jetroutes sometimes not getting assigned between monitored airports. STARs sometimes not getting assigned after jetroute exit when AI approaces a monitored airport. NOTE: Reduce the "No STAR if arriving AI further than this distance" in the basic options screen down from the default 200 nm to 75 nm (or so) if you wish arriving AI to fly the last portion of a jetroute before being assigned a STAR. FIXED: Minimum runway landing lengths (default) set too high. This caused AIController to deem too many runways "too short" for the AI type (e.g., jet, tubroprop) making final approach unavailable. Minimums (default) have been drastically reduced. Perform "Reset Options to Default" to activate the new defaults. The minimums are now probably unrealistically short, however it is easier to the user to increase them than wonder why final approaches aren't being selected (e.g., KMDW !!). FIXED: Sometimes the go-around pattern was not rectangular. FIXED: AIConv.exe utility sometimes not converting SIDs correctly. A new AIConv.exe is included. The full install version with hot fix 7 includes corrected SIDs (using the new version of AIConv.exe). However, the hot-fix only version doesn't. If you install the hot-fix only version, you may want to re-convert from nav data using the correct AIConv.exe (unless you're satisfied with the SIDs as is). If you're using the SIDSTAR conveter utility, make sure to link it to the new AIConv.exe version. FIXED: Non-enhanced mode only: Fixed several significant bugs, such as AI not lining up on final properly and making erratic movements after touchdown. Also, short final release back to FSX (for normal animation) not working. FIXED: Verbose and Debug modes could not be set via AIMonitor or the .ini file. New for Version 1.4B (Prior Revisions) NEW: Each AI's individual cruising speed during jetroute portion of flight determined from AI's aircraft.cfg data. NEW: Progress bar added for aircraft.cfg scan during update process. Over a network connection, the AI aircraft.cfg scan may take longer than the actual scenery decompile process. This discrepancy may lead the user to believe the "update" process has completed, when actually the aircraft.cfg data is still being written. Thus, the new progress bar will help keep the user appraised. Note: If you had any problems with AI not getting assigned the correct gates in earlier versions, an incomplete aircraft.cfg scan might have been one of the causes. Please install this hot fix and retry. NEW: Specific support for My Traffic 6, including the non-ascii characters used in the ATC-IDs. NEW: Support for coordinated STAR-transition-approaches added (i.e., preference is given to selecting an approach having the same transition waypoint as the STAR exit waypoint the AI was assigned to). NEW: Short-final go-around mode changed to standard left-base go-around pattern to make go-around patterns more coherent, reduce holding, and aid AI spacing. NEW: Manually delete AI (or a group of AI(s)) by highlighting them in AIMonitor. Highlight the AI(s) in the AIMonitor window, right-click, then choose delete. This is similar to the old AI Traffic Explorer utility. Good for deleting pesky AI that you can't get to with the FSUIPC zapper, but you can identify on the AIMonitor. NEW: Persistent highlighting of selected AIMonitor rows. This feature was added to support the delete option above, but has actually been requested several times by itself! I presume the persistent highlighting will allow the user to better track particular aircraft. NEW: Specify AI install directories outside of the FSX/P3D path. In the config menu, advanced options. Useful if an AI package has been installed to location outside the SimObject path. NEW: Absolute path to UNC path translator for Scenery.cfg. In the config menu, advanced options. Useful for when AIController is running on a networked client. You can tell AIController the corresponding UNC path for any absolute path (e.g., a path containing a drive letter) appearing in the scenery.cfg. As always, relative scenery paths (relative to the main FSX/P3D installation directory) are not a problem for AIController, so I recommend using relative paths if possible. However, absolute paths are very useful for sharing scenery between different simulators (e.g., FSX and P3D). NEW: Manual Landing Runway(s) Selection: If the user for whatever reason dislikes the current landing runway, which is based on prevailing winds, the user can instead enter up to three runways in AIMonitor to override all wind-based landing runway selections. The AI will immediately switch to the new patterns, there will be no gradual transition. When two runways are entered (e.g., 32L,32R), the load-balancing will be approx. 50-50. When three runways are entered (e.g., 17C,18R, 18L), the load-balancing will be approx. 33-33-33. NEW: Max. Time Departing AI Remains Stopped on Taxiway Before Deletion. Maximum time that AI taxiing OUT to the departure runway will be allowed to remained stopped on the taxiway before deletion (default 60 seconds). Occasionally (even when not using AIController), departing AI becomes "stuck" just before runway entry holding up that AI and all the AI line-up behind it waiting. This parameter will delete the AI that has become "stuck", allowing the AI behind it enter the runway and take off at a consistent rate. The parameter cannot be used to increase waiting time higher than the FSX default value. NEW: AI Rollout Performance and Parking Based on AI's Aircraft.cfg File and ADE: The AI rollout performance (e.g., braking distance) and parking preference (e.g., parking codes) are based on performance data in each AI's config file. The parking algorithm has been revised to conform to typical FSX/P3D - ADE design methods (e.g., first AIController looks to gate radius, second AIControler looks to airline parking codes in the gate order as listed in the ADE parking list). Version 1.4B automatically reads AI aircraft.cfg data to get each AI's braking, radius, airline code, etc. data, no user action is required. Thus, the old GrabAIParkingCode utility is being retired. An interesting note: AIController will scan more than 5 airline codes per gate, thus eliminating the old FSX restraint. NEW: Improved Landing Animations. Consistent touchdown smoke, wheels (including nose-wheel) make firm contact with runway at correct angle, no more smoke effects when AI exits the runway and enters taxiway. Touchdown smoke may be less prevalent at airports near sea level. NEW: Special WinXP versions of AIController.exe and AIConv.exe are included in the distribution: If you're running AIController in a networked configuration on an older laptop running WinXP, please use the AIController_WinXP.exe and AIConv_WinXP.exe files in the WinXP folder (see the readme in that folder for further instructions). NEW: Latest version of SIDSTARConverter included, which allows you to select your preferred version of AIConv.exe. The latest AIConv.exe is included in the AIController installation directory. Prior Fixes for Version 1.4B: HOTFIX 6: (1) Incorrect parking assignments and double-parking based on duplicate gate numbers at different areas (terminals) of airports. The fix also modifies AIController and AIMonitor to provide more detailed parking assignment information; (2) Gate radius data sometimes not processed correctly (AI-gate size mismatch); (3) Only one aircraft.cfg parking code being read (note: scenery gates typically have mulitple parkings codes, which was read by AIController, however the aircraft.cfg itself can also contain multiple parking codes, which is now being read and processed); (4) Parking alignment bug sometimes prevented AI from being designated "Parked at Gate" causing double-parking and preventing departure of same AI after waiting period (if auto-inject option enabled); (5) Sometimes AI obtaining high/low altitudes after being released from jetroute; (5) Turbojet Default Lower and Upper Jetroute Altitudes Bad. Choose "Reset Options to Default" to activate corrected default values - OR - if you do NOT want to reset your customized options to default, go to "Options" - "Jetroutes" and change the "Turbojet Altitude Lower Range" to 18000 (or your own preferred value) and change the "Turbojet Altitude Upper Range" to 22000 (or your own preferred value), then press the "Apply" button. Note: the bad default altitudes may have also caused-in-part the "AI obtaining high/low altitudes" bug above; (6) Scenery.cfg absolute-path TO UNC-network-path translator in Prepar3d mode isn't working. Important for users running AIMonitor on a networked client machine because MyTraffic 6 places an absolute path (pointing to a folder shared by different FS programs) in the scenery.cfg; (7) Deletion routine for stalled taxi-out AI (i.e., AI not moving) fixed. The routine was sometimes not deleting the longest waiting stalled AI (e.g., the stalled AI at the head of the line); (8) Sometimes AI not getting assigned jetroute after SID exit. HOTFIX 5: Not released (rolled into Hot Fix 6). HOTFIX 4: (1) Incomplete aircraft_cfg_data.txt file causing long rollouts and parking misassignments; (2) AIController reading crosswind runways (Jim Vile-ADE technique) causing problems with final approach assignments after STAR exit. Note: use force runway option in AIController to support crosswind and parallel operations; (3) High final approaches (AI was incorrectly and quickly transitioning from Jetroute to STAR to final leaving AI high on final close to airport); (4) AI parking alignment; (5) Not all AI parking codes being read causing parking misassignments; (6) AIController crashing reading some STAR/SIDS/Approaches converted from the latest navdata; (7) (Evaluating) AI start successively going-around for no apparent reason. HOTFIX 3: (1) AI being deleted after rollout at some airports. Problem was due to conversion error (parking radius stored in scenery files as meters, AI wingspan stored in aircraf.cfg files as feet); (2) AIController sometimes crashing because of bad taxi-graph read; (3) Multiple fixes for non-enhanced mode, including custom final approach/autogen files not being selected and AI disappearing/re-appearing in AIMonitor; (4) Waypoint updates can be made while FSX/P3D running. HOT FIX 2: (1) Expanded search for *.cfg files in all of the SimObjects subdirectories. I don't have all AI add-on packages, so I suppose it is possible some package will have the AI reside outside Simobjects. If so, let me know and I'll patch it up again; (2) Fixed continuing issue with repetitive "Scenery Change Detected" message and then AIMonitor attempting update waypoints at the same time it starts AIController; (3) Fixed bug where sometimes AIControllerPath.txt doesn't sometimes contain the "taxi=" paths even though the user just ran an update; (4) Revised code to support "My Document" paths to better support auto-injection of departing AI at monitored airport (to maintain departure rates if user remains at airport for long periods of time); (5) Extended "Force Landing Runway" to support 3 runways; and (6) Removed ability to keep the "Force Landing Runway" option to remain active across different AIMonitor sessions (to reduce the chance of accidentally keeping option enabled when switching airports). HOT FIX 1: (1) Repetitive repetitive "VARIABLE WINDS or TIMEOUT waiting for wind direction data" message in AIController; (2) Fixed repetitive "Scenery Change Detected" when AIMonitor started for first time; (3) Jet, prop, and VFR ONLY STARs/SIDs not recognized. This has been fixed, but jet, prop and VFR only patterns are now specified by "pattern type" instead of "pattern name" to maintain consistency with final approach pattern types. Any custom user files that user the "pattern name" to specificy jet-only, prop-only, or VFR-only files will have to be modified so that "pattern type" is used instead (this should be an easy modification, see the readme.pdf for further details); (4) Duplicate line added to AIControllerPath.txt file; (5) Excessive error messages when attempting scenery scan, such as when program paths incorrect. AIController will now limit the error messages to five when an unsuccessful scenery scan occurs; (6) Sometime AI didn't park at gate at correct heading. This has been fixed; (7) Generic left and right base pattern names reversed. This has been fixed; (8) Pattern entry points (enhanced generic left-right patterns) sometimes not the closest to AI's present position; (9) Some approach files converted from nav data contained missed approach data causing AI to perform missed approach procedure (go-around) when landing. This has been fixed. (10) Addon/scenery folder not being scanned when active in FSX/P3D (this is where use-generated ADE files typically reside!); (11) AI's landing runway displayed more consistently on AIMonitor; (12) Departing AI not being auto-injected at some airports; (13) Locale issue continuing to cause errors when comma-deliminated error. For those users who switched affected by this error, please give this fix a try; (14) Quicker assignment of wind-based runway selection, less incorrect STARs that have to be re-assigned later Important Revision: A registered version (4.9x or later) of Peter Dowson's FSUIPC utility is recommended to use the full functionality of AIController. For example, AIController will not be able to delete problematic AI targeted for removal (e.g., parked at gate after arrival for the specificed parking time). For networked configuration users, Peter's WideFS (ver. 6.9) is also recommended. Various other fixes/revisions were also made. Important New NOTAMS! 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. Please see the Original Thread Post for Additional Details Regarding Ver. 1.4 Including Installation Video. Thanks! -Roland
  24. Yes, it looks like the warning is picking up runways with no taxi connections at default airports. Should be easy to take care of. I could make detailed warnings part of the verbose/debug option (which is logged to file). No, but that's a good idea actually. They should result in more understandable taxi behavior changes in HF7 due to a bug fix/revisions.
  25. A new beta version of AIController v1.14B (full version including Hot Fix 7) is available at the following link: http://www.mediafire.com/download/ciea8t8zcalor2h/AIController14BFullWithHF7.zip Hot fix 7 by itself is available at the following link: http://www.mediafire.com/download/gbe7cf31ffdwbyw/AIController14BOnlyHF7.zip Please do not mix with any version of 1.4A or earlier. Instead, install into a separate directory for testing. IMPORTANT: Hotfix 7 changes may default settings and data decompiled from scenery. After installation, please select "Options\Reset Options to Default" otherwise the "old" default options may cause poor results. Also, run a "Force Update Runway and Taxi Data". Hot Fix 7 New Features: NEW: No sharp turns (90 degree OR LESS) when landing AI exits runway (if feasible) in contrast to stock FSX ATC control. NEW: AIController now checks for broken runway links. Some scenery designers follow the practice of purposely BREAKING runway waypoint links (e.g., Latin VFR KMIA). AIController now detects broken runway links at startup and warns the user. AIController will then use the "longest" unbroken link, which is most cases is satisfactory. NOTE 1: the root cause of this situation can be remedied by the user simply connecting up ALL of the runway waypoints in a utility like Airport Design Editor X. However, the scenery designer probably decided to break the runway links in the first place to avoid the AI making sharp turns when exiting the runway, but as discussed above, AIController HF7 does not suffer this drawback. NOTE 2: if there is any add-on airport where AIController failed to assign final approaches in the past or where the AI was acting strangely approaching or landing on the runway, this might have been the cause. Please run a "Force Update" after installing this hot fix and try it again. NEW: AIController now warns the user if AIController is unable to create landing data for a particular runway. Typically this is due to a purposeful decision by the scenery designer when creating the runway (e.g., a "fake" runway to create multiple crosswind landing runways). Note: AIController does NOT need to rely upon "fake" runways to provide cross-wind landings -- use the Force Landing Runways option instead). NEW: AIMonitor scenery decompile reads whether the primary and secondary (reciprocal) runways are closed to landings. If so, no approaches/finals will be selected for that runway. NOTE 1: due to this new feature, AIMonitor now includes additional information in the taxi_graph.txt file, please perform a "Force Update of Runway and Taxi Data" in the options menu after installing this hotfix. NOTE 2: runway open/closed can be set by the user via the Airport Design Editor X. NEW: AIMonitor now also reads the left-pattern/right-pattern flags from scenery. Thus, a new enhanced approach mode "2" has been added. Mode 2 is the same as the old mode 1, except the configurable left-hand pattern *OR* right-hand pattern is chosen for each landing runway based on the scenery pattern flags (in contrast, the default mode 1 makes both the left-hand *AND* right-hand pattern available for each runway). As always though, approaches converted from nav data (using the SIDSTAR converter) and user-written custom final approaches always take precedence over the generic (but configurable) left-hand/right-hand approaches regardless of mode. NOTE 1: due to this new feature, AIMonitor now includes additional information in the taxi_graph.txt file, please perform a "Force Update of Runway and Taxi Data" in the options menu after installing this hotfix. NOTE 2: pattern flags can be set by the user via the Airport Design Editor X. NEW: More gradual speed transitions on climb-out (especially when AIController takes over from FSX after takeoff) and descent. NEW: STAR/SID path statements in AIControllerList.txt are no longer required to contain "X" or "O" designators. Instead, they can contain straight STAR= or SID= statements (interpreted as "X" or selected). This will better facilitate bulk pasting of path statements, such as those generated by the SIDSTARConverter utility. NEW: User aircraft-AI anti-incursion feature highlighted to better remind user this option will help prevent incursions (e.g., preventing AI from landing on runway user is taking off from) BUT will also FREEZE AI and cause landing AI to GO-AROUND if necessary. NEW: No longer possible to run dual instances of AIController (prevents accidentially running more than one program at the same time). NEW: Additional absolute-paths (e.g., containing drive letter) to UNC network-path translation boxes added to Advanced Path Options menu (useful for networked AIMonitor installations). Hot Fix 7 Fixes: FIXED: AI "turns" during taxi-in now much smoother. Now the AI will roll through most turns (including rolling through a much faster runway exit). AI will also slow down approach gate/parking. IMPORTANT NOTE: due to this fix, the default taxi-in options have been substantially changed. After installation, please select "Options\Reset Options to Default" otherwise the "old" default options may cause poor results. FIXED: MT6 Scenery Issue - AI getting deleted at end of rollout. AIMonitor decompiling older scenery incorrectly due to different parking codes being used in that scenery. This affected some of the MT6 included .bgl files for various airports. IMPORTANT NOTE: if affected by this bug, run a "Force Update" in AIMonitor after installing this hot fix to decompile the scenery with the correct parking codes. FIXED: Sometimes STAR-transition-approaches not working (i.e., preference was not given to selecting an approach having the same entry transition waypoint as the STAR exit waypoint the AI was assigned to) . FIXED: Sometimes AI was parking AI at gates already occupied by AI that previously taxi-in and parked. Note: there is still a chance that FSX will inject a departure AI into the gate while the landed AI is taxiing in. In such a case, the taxi-in AI will now perform one last occupancy check when getting close to the assigned gate. If AIController detects an AI has been injected into the gate, AIController will re-assign the gate for the taxi-in AI. Finally, if for some reason the taxi-in AI ends up parked at the same gate as an injected "sleeping" AI, the taxi-in AI will be deleted after parking at the gate for 60 seconds to clear the way for the injected AI to depart. FIXED: AI turns toward airport after being released from STAR. After fix, AI will head directly to the assigned approach (enhanced mode only). FIXED: Speed additives due to wind were subtracted instead of added. FIXED: Some scenery designers insert inconsistent statements into the scenery.cfg file causing AIController to misinterpret scenery configuration (i.e., approaches not available). FIXED: Some AI "freezing" after jetroute exit. FIXED: Fixed repetitive "Arriving AI is jet, but all STARs are for prop" message in non-enhanced mode. FIXED: Jetroutes sometimes not getting assigned between monitored airports. STARs sometimes not getting assigned after jetroute exit when AI approaces a monitored airport. NOTE: Reduce the "No STAR if arriving AI further than this distance" in the basic options screen down from the default 200 nm to 75 nm (or so) if you wish arriving AI to fly the last portion of a jetroute before being assigned a STAR. FIXED: Minimum runway landing lengths (default) set too high. This caused AIController to deem too many runways "too short" for the AI type (e.g., jet, tubroprop) making final approach unavailable. Minimums (default) have been drastically reduced. Perform "Reset Options to Default" to activate the new defaults. The minimums are now probably unrealistically short, however it is easier to the user to increase them than wonder why final approaches aren't being selected (e.g., KMDW !!). FIXED: Sometimes the go-around pattern was not rectangular. FIXED: AIConv.exe utility sometimes not converting SIDs correctly. A new AIConv.exe is included. The full install version with hot fix 7 includes corrected SIDs (using the new version of AIConv.exe). However, the hot-fix only version doesn't. If you install the hot-fix only version, you may want to re-convert from nav data using the correct AIConv.exe (unless you're satisfied with the SIDs as is). If you're using the SIDSTAR conveter utility, make sure to link it to the new AIConv.exe version. FIXED: Non-enhanced mode only: Fixed several significant bugs, such as AI not lining up on final properly and making erratic movements after touchdown. Also, short final release back to FSX (for normal animation) not working. FIXED: Verbose and Debug modes could not be set via AIMonitor or the .ini file. New for Version 1.4B (Prior Revisions) NEW: Each AI's individual cruising speed during jetroute portion of flight determined from AI's aircraft.cfg data. NEW: Progress bar added for aircraft.cfg scan during update process. Over a network connection, the AI aircraft.cfg scan may take longer than the actual scenery decompile process. This discrepancy may lead the user to believe the "update" process has completed, when actually the aircraft.cfg data is still being written. Thus, the new progress bar will help keep the user appraised. Note: If you had any problems with AI not getting assigned the correct gates in earlier versions, an incomplete aircraft.cfg scan might have been one of the causes. Please install this hot fix and retry. NEW: Specific support for My Traffic 6, including the non-ascii characters used in the ATC-IDs. NEW: Support for coordinated STAR-transition-approaches added (i.e., preference is given to selecting an approach having the same transition waypoint as the STAR exit waypoint the AI was assigned to). NEW: Short-final go-around mode changed to standard left-base go-around pattern to make go-around patterns more coherent, reduce holding, and aid AI spacing. NEW: Manually delete AI (or a group of AI(s)) by highlighting them in AIMonitor. Highlight the AI(s) in the AIMonitor window, right-click, then choose delete. This is similar to the old AI Traffic Explorer utility. Good for deleting pesky AI that you can't get to with the FSUIPC zapper, but you can identify on the AIMonitor. NEW: Persistent highlighting of selected AIMonitor rows. This feature was added to support the delete option above, but has actually been requested several times by itself! I presume the persistent highlighting will allow the user to better track particular aircraft. NEW: Specify AI install directories outside of the FSX/P3D path. In the config menu, advanced options. Useful if an AI package has been installed to location outside the SimObject path. NEW: Absolute path to UNC path translator for Scenery.cfg. In the config menu, advanced options. Useful for when AIController is running on a networked client. You can tell AIController the corresponding UNC path for any absolute path (e.g., a path containing a drive letter) appearing in the scenery.cfg. As always, relative scenery paths (relative to the main FSX/P3D installation directory) are not a problem for AIController, so I recommend using relative paths if possible. However, absolute paths are very useful for sharing scenery between different simulators (e.g., FSX and P3D). NEW: Manual Landing Runway(s) Selection: If the user for whatever reason dislikes the current landing runway, which is based on prevailing winds, the user can instead enter up to three runways in AIMonitor to override all wind-based landing runway selections. The AI will immediately switch to the new patterns, there will be no gradual transition. When two runways are entered (e.g., 32L,32R), the load-balancing will be approx. 50-50. When three runways are entered (e.g., 17C,18R, 18L), the load-balancing will be approx. 33-33-33. NEW: Max. Time Departing AI Remains Stopped on Taxiway Before Deletion. Maximum time that AI taxiing OUT to the departure runway will be allowed to remained stopped on the taxiway before deletion (default 60 seconds). Occasionally (even when not using AIController), departing AI becomes "stuck" just before runway entry holding up that AI and all the AI line-up behind it waiting. This parameter will delete the AI that has become "stuck", allowing the AI behind it enter the runway and take off at a consistent rate. The parameter cannot be used to increase waiting time higher than the FSX default value. NEW: AI Rollout Performance and Parking Based on AI's Aircraft.cfg File and ADE: The AI rollout performance (e.g., braking distance) and parking preference (e.g., parking codes) are based on performance data in each AI's config file. The parking algorithm has been revised to conform to typical FSX/P3D - ADE design methods (e.g., first AIController looks to gate radius, second AIControler looks to airline parking codes in the gate order as listed in the ADE parking list). Version 1.4B automatically reads AI aircraft.cfg data to get each AI's braking, radius, airline code, etc. data, no user action is required. Thus, the old GrabAIParkingCode utility is being retired. An interesting note: AIController will scan more than 5 airline codes per gate, thus eliminating the old FSX restraint. NEW: Improved Landing Animations. Consistent touchdown smoke, wheels (including nose-wheel) make firm contact with runway at correct angle, no more smoke effects when AI exits the runway and enters taxiway. Touchdown smoke may be less prevalent at airports near sea level. NEW: Special WinXP versions of AIController.exe and AIConv.exe are included in the distribution: If you're running AIController in a networked configuration on an older laptop running WinXP, please use the AIController_WinXP.exe and AIConv_WinXP.exe files in the WinXP folder (see the readme in that folder for further instructions). NEW: Latest version of SIDSTARConverter included, which allows you to select your preferred version of AIConv.exe. The latest AIConv.exe is included in the AIController installation directory. Prior Fixes for Version 1.4B: HOTFIX 6: (1) Incorrect parking assignments and double-parking based on duplicate gate numbers at different areas (terminals) of airports. The fix also modifies AIController and AIMonitor to provide more detailed parking assignment information; (2) Gate radius data sometimes not processed correctly (AI-gate size mismatch); (3) Only one aircraft.cfg parking code being read (note: scenery gates typically have mulitple parkings codes, which was read by AIController, however the aircraft.cfg itself can also contain multiple parking codes, which is now being read and processed); (4) Parking alignment bug sometimes prevented AI from being designated "Parked at Gate" causing double-parking and preventing departure of same AI after waiting period (if auto-inject option enabled); (5) Sometimes AI obtaining high/low altitudes after being released from jetroute; (5) Turbojet Default Lower and Upper Jetroute Altitudes Bad. Choose "Reset Options to Default" to activate corrected default values - OR - if you do NOT want to reset your customized options to default, go to "Options" - "Jetroutes" and change the "Turbojet Altitude Lower Range" to 18000 (or your own preferred value) and change the "Turbojet Altitude Upper Range" to 22000 (or your own preferred value), then press the "Apply" button. Note: the bad default altitudes may have also caused-in-part the "AI obtaining high/low altitudes" bug above; (6) Scenery.cfg absolute-path TO UNC-network-path translator in Prepar3d mode isn't working. Important for users running AIMonitor on a networked client machine because MyTraffic 6 places an absolute path (pointing to a folder shared by different FS programs) in the scenery.cfg; (7) Deletion routine for stalled taxi-out AI (i.e., AI not moving) fixed. The routine was sometimes not deleting the longest waiting stalled AI (e.g., the stalled AI at the head of the line); (8) Sometimes AI not getting assigned jetroute after SID exit. HOTFIX 5: Not released (rolled into Hot Fix 6). HOTFIX 4: (1) Incomplete aircraft_cfg_data.txt file causing long rollouts and parking misassignments; (2) AIController reading crosswind runways (Jim Vile-ADE technique) causing problems with final approach assignments after STAR exit. Note: use force runway option in AIController to support crosswind and parallel operations; (3) High final approaches (AI was incorrectly and quickly transitioning from Jetroute to STAR to final leaving AI high on final close to airport); (4) AI parking alignment; (5) Not all AI parking codes being read causing parking misassignments; (6) AIController crashing reading some STAR/SIDS/Approaches converted from the latest navdata; (7) (Evaluating) AI start successively going-around for no apparent reason. HOTFIX 3: (1) AI being deleted after rollout at some airports. Problem was due to conversion error (parking radius stored in scenery files as meters, AI wingspan stored in aircraf.cfg files as feet); (2) AIController sometimes crashing because of bad taxi-graph read; (3) Multiple fixes for non-enhanced mode, including custom final approach/autogen files not being selected and AI disappearing/re-appearing in AIMonitor; (4) Waypoint updates can be made while FSX/P3D running. HOT FIX 2: (1) Expanded search for *.cfg files in all of the SimObjects subdirectories. I don't have all AI add-on packages, so I suppose it is possible some package will have the AI reside outside Simobjects. If so, let me know and I'll patch it up again; (2) Fixed continuing issue with repetitive "Scenery Change Detected" message and then AIMonitor attempting update waypoints at the same time it starts AIController; (3) Fixed bug where sometimes AIControllerPath.txt doesn't sometimes contain the "taxi=" paths even though the user just ran an update; (4) Revised code to support "My Document" paths to better support auto-injection of departing AI at monitored airport (to maintain departure rates if user remains at airport for long periods of time); (5) Extended "Force Landing Runway" to support 3 runways; and (6) Removed ability to keep the "Force Landing Runway" option to remain active across different AIMonitor sessions (to reduce the chance of accidentally keeping option enabled when switching airports). HOT FIX 1: (1) Repetitive repetitive "VARIABLE WINDS or TIMEOUT waiting for wind direction data" message in AIController; (2) Fixed repetitive "Scenery Change Detected" when AIMonitor started for first time; (3) Jet, prop, and VFR ONLY STARs/SIDs not recognized. This has been fixed, but jet, prop and VFR only patterns are now specified by "pattern type" instead of "pattern name" to maintain consistency with final approach pattern types. Any custom user files that user the "pattern name" to specificy jet-only, prop-only, or VFR-only files will have to be modified so that "pattern type" is used instead (this should be an easy modification, see the readme.pdf for further details); (4) Duplicate line added to AIControllerPath.txt file; (5) Excessive error messages when attempting scenery scan, such as when program paths incorrect. AIController will now limit the error messages to five when an unsuccessful scenery scan occurs; (6) Sometime AI didn't park at gate at correct heading. This has been fixed; (7) Generic left and right base pattern names reversed. This has been fixed; (8) Pattern entry points (enhanced generic left-right patterns) sometimes not the closest to AI's present position; (9) Some approach files converted from nav data contained missed approach data causing AI to perform missed approach procedure (go-around) when landing. This has been fixed. (10) Addon/scenery folder not being scanned when active in FSX/P3D (this is where use-generated ADE files typically reside!); (11) AI's landing runway displayed more consistently on AIMonitor; (12) Departing AI not being auto-injected at some airports; (13) Locale issue continuing to cause errors when comma-deliminated error. For those users who switched affected by this error, please give this fix a try; (14) Quicker assignment of wind-based runway selection, less incorrect STARs that have to be re-assigned later Important Revision: A registered version (4.9x or later) of Peter Dowson's FSUIPC utility is recommended to use the full functionality of AIController. For example, AIController will not be able to delete problematic AI targeted for removal (e.g., parked at gate after arrival for the specificed parking time). For networked configuration users, Peter's WideFS (ver. 6.9) is also recommended. Various other fixes/revisions were also made. Important New NOTAMS! 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. Please see the Original Thread Post for Additional Details Regarding Ver. 1.4 Including Installation Video. Thanks! -Roland
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