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So I worked with a major flight simulator developer who was porting FSX code to 64 bit for a simulator that preceded MSFS (and where a lot of updated FSX code was sent over to Asobo).
With AI Traffic in the FSX code there is support for pathing data for more complicated waypoints rather than just point to point, but in the AI flightplans the more advanced flightplans weren't developed, but the code to support it exists...
I haven't included everything here and it's a paraphrase, but this is directly from ones working with the FSX internal code. The AI routing system uses waypoints for circuits etc, and the hooks are there for AI flightplans to actually use waypoints however when ACES developed the AI flight plans they just used direct GPS 2 point routes, but from what I understand from the non-paraphrased text, the internals already have the hooks for 'waypointed' flightplans to be able to be used.
I don't know if anyone cares enough to investigate this with a deep knowledge of hex code and FS internals but someone who's smart enough could potentially figure out how to make use of the system and help build new tools to be able to create AI flight plans that actually follow waypoints and airways...
I'll keep digging through other documents to see what other nuggets exist that are internal to FSX based code.
With AI Traffic in the FSX code there is support for pathing data for more complicated waypoints rather than just point to point, but in the AI flightplans the more advanced flightplans weren't developed, but the code to support it exists...
Flight around an airport follows a set sequence of waypoints, positioned relative to the runway and calculated based on the aircraft's flight characteristics (like turn rate) and the runway length. There are also decision points where ATC can instruct aircraft to go around or delay their final turn. This creates a generic system for landing, takeoff, and holding patterns that adapts to both runway length and aircraft type. Incorporating runway- or airport-specific routes and waypoints into this system should be feasible. Arrivals can approach the runway via crosswind, base, or straight-in entries, with left or right orientations.
AI aircraft navigate from point to point, with their flight plans consisting of waypoints initialized by their departure and destination airports. This system could potentially direct them on more complex routes, though I haven't observed this in action. There is pathing code for traveling via airways, which seems to be used only through some UI dialogue I've yet to encounter.
I haven't included everything here and it's a paraphrase, but this is directly from ones working with the FSX internal code. The AI routing system uses waypoints for circuits etc, and the hooks are there for AI flightplans to actually use waypoints however when ACES developed the AI flight plans they just used direct GPS 2 point routes, but from what I understand from the non-paraphrased text, the internals already have the hooks for 'waypointed' flightplans to be able to be used.
I don't know if anyone cares enough to investigate this with a deep knowledge of hex code and FS internals but someone who's smart enough could potentially figure out how to make use of the system and help build new tools to be able to create AI flight plans that actually follow waypoints and airways...
I'll keep digging through other documents to see what other nuggets exist that are internal to FSX based code.