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The sounds of that AI don't work or get fixed to the moment it changes to slew. Since the AI is not flying, you will need to emulate all the smooth pitches and rolls as well on turns etc to make them look acceptable in the air.
As long as it is still in the air perhaps, if you bring it to the ground it would probably come to a standstill on releasing control.
Thanks, but if you're going to answer questions asked me, please do so with some measure of authority, guessing wont tell us what happens to a slewed plane. You've established your authority based on experience with Flight Simulator AI Traffic Separation, which was released for FS2004. Please name addons that usually end up emulating all phases of flight that you refer to, thanks.As long as it is still in the air perhaps, if you bring it to the ground it would probably come to a standstill on releasing control.
The addons usually end up emulating all phases of flight gate to gate. eg AIController program which attempts to actually fly in most parts but ATC goes completely silent, or other primarily ATC addon programs that work by slewing. The other issue with this might be
I think you are going to want to follow up on this search and explore some of the products and talk to actual users. Bear in mind that most ATC addons like VoxATC focus on the user cockpit environment and do little to change the functionality of default AI/ATC interaction, while most AI addons, like MyTrafficX, recreate the AI fleet and airports and do very little in terms of ATC, sometimes adding a few user features.Let's say I am able to load a FP to an AI and then I am able to change that flight plan as required. By this way you can make longer legs, maybe inject holds and even simulate a STAR by modifying the existing legs (shorten them or extend them)
Would this close this gap ?
Not sure this will work since p3d ATC stops following the flight plan routing at T/D which goes as far as 80nm from destination airport and starts vectoring from there both user and AI aircraft.Thanks both.
I am working on an undocumented workaround for this problem.
Let's say I am able to load a FP to an AI and then I am able to change that flight plan as required. By this way you can make longer legs, maybe inject holds and even simulate a STAR by modifying the existing legs (shorten them or extend them or dynamic add an additional leg)
Would this close this gap ?
If you are not planning to have the p3d ATC involved then it may not come as an issue, as the default ATC does not refer to navdata or the flightplan for vectoring purpose and uses hard coded vectoring based on runway heading such as for 30deg ils interception.@him225 the waypoints of a flight plan and the vector atc data are, in memory, the same.
The whole idea is to try to control these on the fly to try to simulate real behaviors.
My only question is, in case of land operations for example, how to control the turn rates and so on, so as to be able to do accurate flight paths, if necessary
I really don't know much on these so I am investigating
Is there a way you can change the turns? Is it hardcoded ?
Edit: Found this but no conclusion http://www.prepar3d.com/forum/viewtopic.php?t=6627
Have you checked this with fsx/p3d, does the atc vector ai to the injected legs while in proximity of the airport?Thanks I will be contacting.
The whole idea is to use the ATC/AI framework and inject legs/vectors on demand.
I will speak to this developers and see if makes sense to them.