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AIController

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Re:AIController
« Respuesta #15 en: 10 de Diciembre de 2014, 16:18:29 pm »
Una novedad:

Han creado un conversor que convierte todos los archivos de PMDG a IAControler:

http://forum.avsim.net/topic/446398-sidstar-converter-for-aisidstar/
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Hello everybody
 
I started this tread to be able to follow any question/suggestion/issue you have with the tool I've developed.
 
The tools is called SIDSTAR Converter.
 
It will convert all the files you want in PMDG format using a special version of AiConv.exe (thanks Roland!!)
It has a friendly and straight forward user interface. And it will create a folder structure with the names of countries and states with all the converted files inside.
It will also create a txt file with the lines that you should copy to the AISIDSTAR.ini to be ready for use.
 
Please, read the readme that explains everything in a more detailed way.
 
Here is the link:
 
https://www.dropbox.com/s/pp354gzq35c68fx/SIDSTAR%20Converter.rar
 
Regards,
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Re:AIController
« Respuesta #16 en: 10 de Diciembre de 2014, 16:26:54 pm »
Eso lo he usado yo y va muy bien, el problema que he tenido y que sigo sin poder resolver es que si por ejemplo un avión sigue la STAR para aterrizar por la 18R/L en Madrid, después va la torre y le sale de las pelotas que aterrice por la 14R/L, provocando el Go Around y descojonando mitad del tráfico.

Probé a modificar el AFCAD del aeropuerto para restringir el uso de según que pistas para aterrizajes/despegues y ni con esas  :|
Lo que se pueda, cuando se pueda y si se puede...


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Re:AIController
« Respuesta #17 en: 10 de Diciembre de 2014, 17:28:45 pm »
Me da la impresión que es segun el ATC del FSX que hay veces que toca las narices.
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Re:AIController
« Respuesta #18 en: 17 de Enero de 2015, 00:53:03 am »
Un video hecho por el personal de aparatos de Alask Airlines de UT2, aterrizando mediante AIController en el aeropuerto de OBRX PAKT, donde normalmente no aterriza el trafico por defecto.


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Re:AIController
« Respuesta #19 en: 09 de Febrero de 2015, 11:03:08 am »
Alguien ha conseguido hacer funcionar AIControler en Prepard3D, aunque es un poco laborioso de realizar devido a particularidades de P3D
http://forum.avsim.net/topic/447974-ai-controller-sid-jet-route-star-and-final-approach-beta/page-21#entry3169748
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Re:AIController
« Respuesta #20 en: 16 de Febrero de 2015, 16:58:44 pm »
Nueva beta del IAController 1.4, ahora se mejora el trafico IA, haciendo que las aproximaciones sean mas realistas despues de que la IA salga de los STAR y un mejor engine del trafico en los aeropuertos,

http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/
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A new beta version of AIController v1.14A is available at the following link:
 
http://www.mediafire.com/download/eabrmvqdt9kc62x/AIController14A.zip
 
Please do not mix with any version of 1.3 or earlier.  Instead, install into a separate directory for testing.
 
Ver 1.4 contains significant new features and as a result, the windows-based AIMonitor.exe program was revamped to become the central point for managing these new features.  I no longer recommend manually editing the .ini files.
 
New:  Ver 1.4 now reads taxi and runway data from installed default and add-on scenery (i.e., the "Enhanced" approach mode).  It uses this data to automatically generate final approaches and taxi service to the gate.  Thus, the prior and troublesome requirement that FSX AI intercept a generically placed approach fix waypoint no longer applies.  As a result, the AI can now fly tight generic approachs (configurable by the user in AIMonitor) or real-world final approaches either converted from navdata (SIDSTAR converter) or custom-written by the user.  These predictable final approches also provide for better separation control.  Several options have been added to AIMontior to adjust enhanced approach and taxi operations.
 
New:  The SIDSTAR converter has been updated to convert APPROACH (as well as SID and STAR) data into a format readable by AIController.  As a result, the AI can now be easily configured to fly published SIDs, jet routes, STARs and approaches (including the final portion) at monitored airports.
 
New:  Taxi to gate after arrival include basic collision avoidance with other AI and with AI landing on crossing runways.
 
New:  Taxi to gate after arrival selects based on airline code (from AI .cfg file) if possible.  If not, AIController will make intelligent decisions as to where to park the AI.
 
New:  Grab parking codes utility to automatically read and store airline parking codes from all install AI .cfg for use by AIController (for parking
operations).
 
New:  Crosswind AI correction effects have been added for AI on final approach during strong cross-wind conditions.
 
New:  AIController now recognizes "heavy" AI and will lengthen their rollout accordingly (note: rollout lengths can also be controlled in the AIMonitor as before).
 
New:  AIController performs load-balancing on multiple landing runways at busy airports when applicable.
 
New:  The AIMonitor now includes pop-up help text explaining each parameter.
 
New:  Most options can now be changed via the AIMonitor while AIController is running.  For example, think the AI is taxiing too slowly to the gate?  You can go into AIMonitor and adjust the taxi speed upward.  The changes will take effect in the current FSX session.  Path options (e.g., which airport to monitor cannot be changed during the FSX session because these relate to waypoints that must be read from the scenery before the FSX session begins).
 
New:  ICAO display filter added to AIMonitor in case you want to concentrate on just one airport.
 
Improved:  AI landing animation now includes spoiler deployment and smoke if a hard touchdown.  Light operation is also correct for final approach, landing, taxi and parking.
 
Improved:  Crosswind AI correction effects have been added for AI on final approach during strong cross-wind conditions.
 
Improved:  While flying, AI groundspeed affected by winds aloft (e.g., headwinds) (i.e., indicated airspeed differs from groundspeed).
 
Improved:  Many bug fixes and performance improvements.
 
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 are 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.
 
Installation and Basic Usage Video for Version 1.4: 

 
Demo (older AIController Version, but still useful): 

 
Link to old thread (ver 1.3B):  http://forum.avsim.net/topic/447974-ai-controller-sid-jet-route-star-and-final-approach-beta/
 
Thanks!
-Roland
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Re:AIController
« Respuesta #21 en: 25 de Febrero de 2015, 14:20:53 pm »
Nueva versión de AIController con varios fixes

http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-10#entry3184970
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I normally press on to the next version, but this revision addresses mostly bug-fixes, so  I'm staying at 1.4A.
 
Here's the links to the latest hotfix.
   
Hotfixed Files Only
 
     http://www.mediafire.com/download/emj92qju3pxs2xj/AIControllerV14AHotFix1.zip
 
Please see the first post for the download link and instructions for the full version 1.4A (required for hotfix).
 
To install the hotfix only: unzip the file into a temp directory.  Copy all four files (AIController.exe, AIMonitor.exe, AIConv.exe, Readme.pdf) and replace the existing files in the main AIController installation directory.  Additionally, copy AIConv.exe AGAIN and replace the existing AIConv.exe file in the SIDSTARConverter installation directory (if you have that utility installed).
 
Full 1.4A with Hotfix
 
     http://www.mediafire.com/download/6z5lcywzvqi13o4/AIController14AFullwithHF1.zip
 
To install the full version 1.4A with hotfix included, see the original post.  Make sure to uninstall the prior version of 1.4A first. After installation of the hotfix version, copy AIConv.exe from the main installation directory and replace the existing AIConv.exe file in the SIDSTARConverter installation directory (if you have that utility installed).   
 
Fixed:  Scenery-layer priority being applied incorrectly to taxi data in some circumstances.
 
Fixed:  International locale issue (comma-deliminated decimals) causing AIController to crash.  If you were still experiencing this issue at the time of the hotfix release, please delete the  following files (if present) in the AIController main installation directory before installing the hotfix:  AIControllerPath.txt, taxi_graph.txt, and jetroute_graph.txt.  If possible, also go to the Windows Control Panel/Region and Language/Formats tab and change to English.  However, if this is not practicable, the hotfix should be able to handle comma-deliminated decimals.
 
Fixed: International locale issue (special local characters) in SID/STAR/Approach path causing AIController to crash.
 
Fixed:  Anti landing AI incursion with user-aircraft taking off causing CTD (in FSX/P3D) in some circumstances.
 
Fixed AI on Ground Freezing When I Fly (or Slew) Around the Airport Observing AI Movements:  This is not a bug, but a normal option that was enabled by default.  I have changed the default to off (see "Detect User Landing - AI taking Off - Freeze AI" in Options/Final Options (Standard)). 
 
Fixed AIController Not Working on a Network Machine (Simconnect Client):  UNC formatted network addresses will now work.  Drive letter mapping not required.  Documentation revised.
 
Fixed Directory with No STAR File Error:  For some user machines, AIController is reading subfolders holding inactive patterns as a file, causing this error.  You will see the AIcontroller error statement "THIS ERROR USUALLY INDICATES ONE OF THE STAR PATH STATEMENTS ACCIDENTALLY POINTS TO A DIRECTORY WITH NO STAR FILE."  This should now be fixed.  Please email me if you continue to have problems with this issue.
 
Fixed Scenery Decompile Taking a Long Time. 
 
Fixed Enabling UT2 Compatiblity Flag Makes It Seem as If NO Jetroutes are being Assigned:  The text now indicates "UT2 Option Enabled - UT2 Jetroutes Only."
 
Fixed AIController Can't Continue Because No Taxi Data for Monitored ICAO:  Latest navdata may include airports not in FSX/P3D stock scenery.  For example, PMDG's up to date AIRAC data includes an airport in Spain, 'LEDA'. This is a new airport that was opened in late 2010, and as such is not included in stock FSX. So when I am starting up AIController, it used to come up with an error there is no taxi data found and it cannot continue. Now, only a warning is provided (single list of all ICAO(s) with missing taxi data) and AIController will continue.
 
Fixed AI Stop and Start a Lot While Taxiing In:   Please see new default taxi-in values.  Taxiing AI now more likely to make sharp, continuous turns when necessary  without stopping.
 
Fixed:  AI on final approach start sharp turns too late causing over-correction.
 
Fixed:  AI heavies parking at medium and small-sized gates.  Also fixed small AI parking at heavy gates.
 
Fixed:  AIConv.exe error with some nav data files.
 
Still Working On:  Just After AIController Startup or During Windshifts at a Monitored Airport, AIController Recognizes some AI Are No Longer on the Correct STAR for the Landing Runway, However AIController Continues to Assign Wrong STAR for New AI.  Looking into this issue.  The STAR re-assignments may delay AI arrivals, but they will eventually arrive via the correct STAR.
 
For V1.4B:  reading aircraft configs to individualize rollout performance and enhance parking assignments.  Parked AI will always park at the correct gate heading.
 
-Roland
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Re:AIController
« Respuesta #22 en: 13 de Marzo de 2015, 17:08:29 pm »
Tenemos nueva versión:
http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-18#entry3198901
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A new beta version of AIController v1.14B (full version including hot fix 1) is available at the following link:
 
http://www.mediafire...ntroller14B.zip
 
Hot fix 1 by itself is available at the following link:
 
http://www.mediafire...r14BHotFix1.zip
 
Please do not mix with any version of 1.4A or earlier.  Instead, install into a separate directory for testing.
 
New for version 1.4B:
 
NEW:  Manual Landing Runway Selection:  If the user for whatever reason dislikes the current landing runway, which is based on prevailing winds, the user can instead enter a runway designator (e.g, 32R) in AIMonitor to override all wind-based landing runway selections.  All arriving AI above 250 ft AGL will immediately break from their existing patterns (e.g., STARs, finals) and obtain new patterns that correspond to the forced landing runway.  The emphasis is on IMMEDIATELY.  The AI will immediately switch to the new patterns, there will be no gradual transition (i.e.,, AI on old patterns will not continue those patterns and land on the "old" landing runway during a runway change-over transition period.)  A typical usage scenarios are (1) forcing a rapid runway change due to changing winds, (2) forcing a user-preferred runway during calm winds, and (3) generally forcing a perfrerred landing runway for flight-planning purposes when the user aircraft arrives or departs from an airport, or (4) in combination with ADE configure airports for optimum AI flow. 
 
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.
 
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.
 
Fixed for Version 1.4B:
 
FIXED: 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).   
 
FIXED: Duplicate line added to AIControllerPath.txt file.
 
FIXED: 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.
 
FIXED: Sometime AI didn't park at gate at correct heading.  This has been fixed.
 
FIXED:  Generic left and right base pattern names reversed.  This has been fixed.
 
FIXED:  Pattern entry points (enhanced generic left-right patterns) sometimes not the closest to AI's present position.
 
FIXED:  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.
 
FIXED:  Addon/scenery folder not being scanned when active in FSX/P3D (this is where use-generated ADE files typically reside!).
 
FIXED:  AI's landing runway displayed more consistently on AIMonitor.
 
FIXED:  Departing AI not being auto-injected at some airports.
 
FIXED:  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.
 
FIXED: Quicker assignment of wind-based runway selection, less incorrect STARs that have to be re-assigned later.
 
HOT FIX 1:  Repetitive repetitive "VARIABLE WINDS or TIMEOUT waiting for wind direction data" message in AIController.  Fixed repetitive "Scenery Change Detected" when AIMonitor started for first time.
 
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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Re:AIController
« Respuesta #23 en: 03 de Abril de 2015, 12:04:11 pm »
Otra nueva versión:

http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-26#entry3212261
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A new beta version of AIController v1.14B (full version including Hot Fix 4) is available at the following link:
 
http://www.mediafire.com/download/jk8ga69wc8w80cl/AIC14B.zip
 
Hot fix 4 by itself is available at the following link:
 
http://www.mediafire.com/download/b9d6udkw5kiz4gs/AIC14BHF4.zip
 
Please do not mix with any version of 1.4A or earlier.  Instead, install into a separate directory for testing.
 
Hot Fix 4 Fixes:
 
FIXED:  Incomplete aircraft_cfg_data.txt file sometimes causing long rollouts and parking misassignments.
 
FIXED:  AIController reading "dummy" 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 instead.
 
FIXED:  High final approaches (AI was incorrectly and quickly transitioning from jetroute to STAR to final leaving AI high on final close to airport).
 
FIXED:  AI parking alignment.
 
FIXED:  Not all AI parking codes being read from aircraft.cfg files causing parking misassignments.
 
FIXED:  AIController crashing reading some STAR/SIDS/Approaches converted from the latest navdata. 
 
FIXED:  (Evaluating - fix attempted) successive go-arounds for no apparent reason.
 
New for Version 1.4B (Including Prior Hotfixes):
 
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 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 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:  Repetitive repetitive "VARIABLE WINDS or TIMEOUT waiting for wind direction data" message in AIController.  Fixed repetitive "Scenery Change Detected" when AIMonitor started for first time.
 
FIXED: 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).   
 
FIXED: Duplicate line added to AIControllerPath.txt file.
 
FIXED: 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.
 
FIXED: Sometime AI didn't park at gate at correct heading.  This has been fixed.
 
FIXED:  Generic left and right base pattern names reversed.  This has been fixed.
 
FIXED:  Pattern entry points (enhanced generic left-right patterns) sometimes not the closest to AI's present position.
 
FIXED:  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.
 
FIXED:  Addon/scenery folder not being scanned when active in FSX/P3D (this is where use-generated ADE files typically reside!).
 
FIXED:  AI's landing runway displayed more consistently on AIMonitor.
 
FIXED:  Departing AI not being auto-injected at some airports.
 
FIXED:  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.
 
FIXED: 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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Re:AIController
« Respuesta #24 en: 18 de Abril de 2015, 18:16:42 pm »
Nuevo Hotfix

http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-32#entry3223580
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A new beta version of AIController v1.14B (full version including Hot Fix 6) is available at the following link:
 
http://www.mediafire.com/download/9gnv1mru9577917/AIController14BFullWithHF6.zip
 
Hot fix 6 by itself is available at the following link:
 
http://www.mediafire.com/download/hlw9oa4rrzz00am/AIController14BHF6Only.zip
 
Please do not mix with any version of 1.4A or earlier.  Instead, install into a separate directory for testing.
 
IMPORTANT:  Hotfix 6 now provides AI cruising speed data from the aircraft.cfg files, so be sure to perform a "Force Update" after installation.
 
Hot Fix 6 New Features:
 
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.
 
Hot Fix 6 Fixes:
 
FIXED:  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. 
 
FIXED:  Gate radius data sometimes not processed correctly (AI-gate size mismatch).
 
FIXED:  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).
 
FIXED:  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).
 
FIXED:  Sometimes AI obtaining high/low altitudes after being released from jetroute. 
 
FIXED:  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.
 
FIXED:  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.
 
FIXED:  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).
 
FIXED:  Sometimes AI not getting assigned jetroute after SID exit.
 
New for Version 1.4B (Prior Revisions)
 
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 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 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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Re:AIController
« Respuesta #25 en: 13 de Mayo de 2015, 10:37:27 am »
HotFix 7 disponible:

http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-37#entry3236121
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Clipper Ocean Spray, on 10 May 2015 - 3:18 PM, said:

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.

Thanks!
-Roland

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Silver_Dragon

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Re:AIController
« Respuesta #26 en: 22 de Mayo de 2015, 13:14:45 pm »
HotFix 8

http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-41#entry3242590
Citar
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.
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Jaker

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Re:AIController
« Respuesta #27 en: 22 de Mayo de 2015, 13:36:36 pm »
Gracias Silver, la verdad es que la anterior iba muy bien, y seguro que con esta va genial  :pulgares:
Lo que se pueda, cuando se pueda y si se puede...


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Silver_Dragon

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Re:AIController
« Respuesta #28 en: 31 de Mayo de 2015, 23:51:49 pm »
Parece que la ultima versión, está creando problemas haciendo que se produzcan crashes.

Un hotfix:
http://www.mediafire.com/download/bwddaupbfe2w2f9/AIController14BOnlyHF8Test4.zip
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Re:AIController
« Respuesta #29 en: 02 de Junio de 2015, 22:37:02 pm »
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