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AIController

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Re:AIController
« Respuesta #31 en: 15 de Junio de 2015, 12:20:43 pm »
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Re:AIController
« Respuesta #32 en: 23 de Junio de 2015, 00:04:00 am »
HotFix 11

http://forum.avsim.net/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-49
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A new beta version of AIController v1.14B (full version including Hot Fix 11) is available at the following link:
 
http://www.mediafire.com/download/qyit875h2adcn3a/AIController14BFullHF11.zip
 
A new beta version of AIController v1.14B (only Hot Fix 11) is available at the following link:
 
http://www.mediafire.com/download/qrigxhj9ia82r4z/AIController14BOnlyHF11.zip
 
Please do not mix with any version of 1.4A or earlier.  Instead, install into a separate directory for testing.  All hot fixes are cumulative.
 
IMPORTANT:  Hotfix 11 changes some default settings.  After installation, please select "Options\Reset Options to Default" and run a "Force Update Runway and Taxi Data".  Also requires Microsoft .NET 4.0 or greater and the Microsoft Visual C++ 2013 Redistributable Package x86 (vcredist_x86.exe) as discussed in the readme1st.txt file.
 
Hot Fix 11 Fixes:
 
FIXED:  only full-downwind was selected in generic approach mode.
 
FIXED:  jetroute altitudes not correct for east/west directions.
 
FIXED:  AI Monitor crashed when AI Controller stopped.
 
FIXED:  MyTraffic 6 Heavies sometimes taxiing strange (e.g., leaving taxiway) due to unexpected parameter values in aircraft.cfg.
 
FIXED:  AI sometimes stopping on runway holding short for landing/departing traffic.
 
FIXED:  Final approach glide-path angle reduced for generic approaches (default values) and initial altitudes reduced (default values).
 
FIXED:  AI-user separation and AI-AI separation in AIMonitor took same value.
 
CHANGED:  multi-threading dialed back just a bit.
 
PRIOR HOTFIXES
 
Prior New Features Log
 
NEW:  HF10 performance mods.  Reduced disk I/O between AIM and AIC.  Now data exchanged via memory (note:  AIM/AIC are .exe files and take no virtual address space from FSX/P3D).  Multi-threading to spread CPU loading. "Fast jet route calculation" mode (enabled by default) that uses less CPU cycles when calculating jet routes, especially after the program has been running awhile.  Because "fast" calculation is less accurate, there will also be more instances of the program not being able to find a jet route for a particular AI and thus releasing said AI back to FSX during the enroute portion.
 
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.
 
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.
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Re:AIController
« Respuesta #33 en: 26 de Julio de 2015, 10:17:19 am »
HotFix 14
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Latest release version of AIController v1.14B (full version) is available at the following link:
 
http://library.avsim.net/download.php?DLID=191047
 
Latest release version of AIController v1.14B (upgrade from any prior 1.4B beta version) is available at the following link:
 
http://www.mediafire...14BOnlyHF14.zip
 
Please do not mix with any version of 1.4A or earlier.  Instead, install into a separate directory for testing. 
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Re:AIController
« Respuesta #34 en: 22 de Marzo de 2016, 10:52:14 am »
varios videos de la versión 2.0 en progreso.

http://www.avsim.com/topic/462339-ai-controller-14-sid-jet-route-star-and-final-approach-new-beta/page-65#entry3391972
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Here's some demos for version 2 beta.

Sorry for the video quality and frame rate due to video recorder.

Just to demonstrate how AI Controller Ver 2 now has full control over departures and arrivals.  All AI are being flown instead of slewed.

First video is using new easy runway selection feature to force landings to KLAX 24L and departures to KLAX 24R



Second video shows a final approach KLAX 24L in heavy crosswind conditions.



Third video shows a takeoff roll.  Notice the fast runway entry and transition to takeoff roll.  Climbout speed is a bit too fast (beta issue)!

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Re:AIController
« Respuesta #35 en: 22 de Marzo de 2016, 13:38:58 pm »
A ver si sale pronto. Y ya de paso podrían habilitar una herramienta sencilla para decir que pistas están en uso y para qué, porque Barajas es un carajal auténtico como lo dejes en manos de la IA....  :|
Lo que se pueda, cuando se pueda y si se puede...


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Re:AIController
« Respuesta #36 en: 01 de Julio de 2016, 22:28:12 pm »
Roland sigue trabajando en la versión 2, nos ha subido un video en su youtube.



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Demo of early alpha version of AIController Ver. 2.

Among several new features:

1) program now controls all flight and taxi operations (push back, taxi out, takeoff, SID, jet routes, STAR, final, taxi-in, parking) for full, uninterrupted control over all flight operations.

2) allows user to select landing and takeoff runways on a per airport basis

3) AI is now flown instead of slewed for more realistic flight results.

Still tweaking and working through many bugs.
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Re:AIController
« Respuesta #37 en: 30 de Noviembre de 2016, 23:32:29 pm »
Mas videos de la versión 2.0 de AirController
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Re:AIController
« Respuesta #38 en: 13 de Abril de 2017, 12:38:28 pm »
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