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AI Controller 1.4 (SID, Jet Route, STAR and Final Approach) (New) Beta

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which of the 2 AFCADs included in the zip did you use? - i'd like to try it out, maybe I can recreate it

 

Um, basically I was using the one with the crosswind runway activated.

 

I must mention though, because this particular scenery file had issues with ORBX Australia (Trees on the tarmac), I had to edit it with ADE and recompile. I hope that hasn't broken it.

 

Currently I have these two files in my Addon Scenery folder : YPPH_ADE_RS_CW.BGL and YPPH_ADE_RS_CW_CVX.bgl

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? 

 

As I mentioned to data63, I did have to edit the airport because of trees on the tarmac when using ORBX Australia. But all I did was add a No Autogen Area around the tarmac and then recompile. I don't run vector in Australia because Vector and the Australia scenery clashes.

 

I will do as you have asked, in a few hours when I get home.

 

Thanks a lot Roland! Cheers!

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I had to edit it with ADE and recompile. I hope that hasn't broken it.

Well, this might be the answer as I also edited my files.

 

Editing the downloaded afcad bgl with ADE (without the original file) is (was?) problematic because after edit the ILS is gone. You have to decompile the bgl to xml, setting "Delete all runways" back to false and compiling it again.

 

So every time you editing, "something" is always broken. I might check my LAX file, maybe I forgot this setting. I will take a look later, I'm sooo busy :(

 

Hey Roland, I'm fine but busy, and you? I'm not at home, I will send it to you later. My LAX afcad is also from Ray Smith, his latest version dated from October 19th 2012´, you can find it in the library. He also use ADE.


brgds, Ron

Flying P3Dv5 with PMDG 737 NGXu, 747v3, 777; QW 787; Orbx; Chaseplane, AI Lights Reborn Pro, Lots of AI, AIController

Visit www.airlinesim.aero

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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

 

 

 

 

Clipper

The string I put on line was a bad example. There are 7 lines I have done this to and this was the only one with the extra \scenery. The paths are correct but do not appear to work if placed into the

advanced path section. The best solution I have found so far has been to edit the UNC path into the scenery .cfg file of Prepar3d 2.5 itself since this at least stays in place after a Forced update in AI Monitor

Ken

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Hey Roland,

 

My email to you failed! aicontroller@gmail.com right?

 

Anyways, I just checked again and This time the landing aircraft got taxi instructions and got off the runway correctly. However, a 737 took off from Runway 06 and the take off roll took it way passed the runway and it only lifted off just short of the trees.  :huh:

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just a question / an idea about that sometimes strange taxi behaviour (going into the dirt and taxing direct crossings)

 

mayby aicontroller has a problem with taxi nodes that are inserted afterwards into existiing taxiways (e.g. to smooth a corner or to force some special paths) because that new nodes (their "node ID's") don't fit into the start node / end node seqence of a taxiways and aicontroller tries to get them in some order.

 

Just a wild guess - I hope you understand what I mean 

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aicontroller@gmail.com right?

aicontroller2(at)gmail.com

 

My email is just out, Roland. Thank you!


brgds, Ron

Flying P3Dv5 with PMDG 737 NGXu, 747v3, 777; QW 787; Orbx; Chaseplane, AI Lights Reborn Pro, Lots of AI, AIController

Visit www.airlinesim.aero

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aicontroller2(at)gmail.com

 

My email is just out, Roland. Thank you!

 

Thanks mate!

 

Just noticed another issue at the same airport (YPPH). A Skywest flight came through to land on Runway 06 while a 737 was taxiing across it. Neither of them made any effort to be out of each others way. I'm hoping this has something to do with editing sceneries in ADE and not a bug in the program itself. Haven't tested at other airports yet, will get on to that tonight.

 

Let's see how it goes. ^_^

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RancidViper, on 19 May 2015 - 1:54 PM, said:

It's a freeware addon airport from the Avsim library: ypph_rs_fsx.zip
 
The reason I use this airport is that it has more parking bays than the default. Some flights don't even turn up on the default one.
 
This was Runway 03.
 
Cheers!
 
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 have the scenery mentioned and it doesn't exhibit the strange behaviour described. However, a short while ago I had all manner of issues with a scenery at Bali where I couldn't get rid of some default scenery impinging upon the addon. I thought I must have another Afcad loose some where so painstakingly went through the scenery config disabling different sceneries to identify when the problem disappeared. After some detective work I found the issue related to another scenery I had which had a whole lot of bgl's - some starting FL*****, some HL*****, some HP*****, some RD*****, RR*****, some ST***** and some UT***** where ***** is a 5 digit number. After removing them everything worked OK. 

 

No idea why the folder of unusual bgl's is present as the scenery appears to work OK without them and I have no idea where they come from or the reason for them.

 

May help.

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I have the scenery mentioned and it doesn't exhibit the strange behaviour described. However, a short while ago I had all manner of issues with a scenery at Bali where I couldn't get rid of some default scenery impinging upon the addon. I thought I must have another Afcad loose some where so painstakingly went through the scenery config disabling different sceneries to identify when the problem disappeared. After some detective work I found the issue related to another scenery I had which had a whole lot of bgl's - some starting FL*****, some HL*****, some HP*****, some RD*****, RR*****, some ST***** and some UT***** where ***** is a 5 digit number. After removing them everything worked OK. 

 

No idea why the folder of unusual bgl's is present as the scenery appears to work OK without them and I have no idea where they come from or the reason for them.

 

May help.

 

HL, HP, RD, ... are Lakes, Streams, Roads, Railroads and other Vector data - looks like something from the "ultimate terrain" series - if you deactivate it, you're back to base scenery ;-)

 

maybe it's enought to raise your airport above this scenery in the scenery library (landclass and vector sceneries should be a far down as possible)

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As I mentioned to data63, I did have to edit the airport because of trees on the tarmac when using ORBX Australia. But all I did was add a No Autogen Area around the tarmac and then recompile. I don't run vector in Australia because Vector and the Australia scenery clashes.

 

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.

 

 

My LAX afcad is also from Ray Smith, his latest version dated from October 19th 2012´, you can find it in the library. He also use ADE.

 

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).

 

 

The paths are correct but do not appear to work if placed into the advanced path section.

 

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.

 

 

However, a 737 took off from Runway 06 and the take off roll took it way passed the runway and it only lifted off just short of the trees. 

 

AIController don't control the takeoff rolls (yet).

 

 

Just noticed another issue at the same airport (YPPH). A Skywest flight came through to land on Runway 06 while a 737 was taxiing across it. Neither of them made any effort to be out of each others way. I'm hoping this has something to do with editing sceneries in ADE and not a bug in the program itself.

 

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).

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Roland you are a rock star! 

 

Waiting eagerly for the fix.. Until then I have 20,000+ other airports to use!  :lol:

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HL, HP, RD, ... are Lakes, Streams, Roads, Railroads and other Vector data - looks like something from the "ultimate terrain" series - if you deactivate it, you're back to base scenery ;-)
 
maybe it's enought to raise your airport above this scenery in the scenery library (landclass and vector sceneries should be a far down as possible)

 

It won't worry me as I don't have 'Ultimate Terrain' installed. The files were packaged with the freeware scenery. Can't remember which it is but when I do i'll take a look and if it is not functioning OK,  rip it out.

 

Thanks for your insight.

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A new beta version of AIController v1.14B (full version including Hot Fix 8) is available at the following link:

 


 

A new beta version of AIController v1.14B (full version including Hot Fix 8) is available at the following link:

 


 

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

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Hi Roland,

Hotfix 8 creates a couple of error messages for Pacsim Manila bgl files. Screenshot.

Anyone else getting decompiler errors?

 


Regards, Sebastian

 

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maybe it's this:

 

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.

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