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AI Aircraft locked to specific scenery?

All things Military AI that don't fit anywhere else.
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pazzo
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Version: FSX
Location: KSAN

AI Aircraft locked to specific scenery?

Post by pazzo »

Are AI aircraft available here locked to scenery by a specific designer? I've tried to use AI aircraft obtained here to create routes using AIFP and scenery of my own design using ADE and been unable to have them active.
JohnTenn
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Version: FS9

Re: AI Aircraft locked to specific scenery?

Post by JohnTenn »

No AI aircraft can be locked to a specific scenery.

For AI to work it needs airfield layouts with parking spots that are large enough for that specific AI model to park. Use AI Aircraft editor functions to find the value.

Make sure that the parking spots on your own selected airports are large enough for the required aircraft to park.

Make sure that you use only FSX format traffic files in your simulator if you are using FSX. That is all the traffic files you have. AIFP should be able to modify these files.

If AIFP is compiling correctly, the aircraft should show up.

John
JohnTenn
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Re: AI Aircraft locked to specific scenery?

Post by JohnTenn »

Regarding AIFP.

Make sure the compiled traffic file finds its way into the active scenery folder that contains your other traffic files.

You can change the output destination folder in AIFP.
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Woogey
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Re: AI Aircraft locked to specific scenery?

Post by Woogey »

Also, the airport that you are sending the aircraft to Should have a mil-combat, Mil-cargo, Or Squadron specific parking code that corresponds to that set in the aircraft.cfg itself. This code can be no more than four digits.

-Woog
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Firebird
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Re: AI Aircraft locked to specific scenery?

Post by Firebird »

In simplistic terms what you need to create an AI flight is this.

1. The intended aircraft installed in your system.
2. The aircraft has an fde that is compatible with AI operations.
3. An active afcad for the departure airfield that has a parking spot that is larger enough to take the aircraft that you are programming for. The parking spot must have links to and from the active runway and all of its runway exits.
4. An active afcad for the arrival airfield that has a parking spot that is larger enough to take the aircraft that you are programming for. The parking spot must have links to and from the active runway and all of its runway exits.
5. The aircraft.txt file must contain a 100% correct aircraft title that equates to one installed in the first requirement.
6. The flightplan.txt file must not have any errors in, various tools like AIFP will check for you. A valid individual flighplan must contain at least two legs.
7. Each aircraft.txt aircraft AC# must match an equivalent AC# in the flightplan.txt file.
8. Each airfield visited must be contained in the airports.txt file. This something that you can put there manually, or AIFP can generate for you. N.B. For AIFP to generate the entry for you the airport must be known to it. So either it is a default sim ICAO or one that you have added to AIFP. So if you are creating new ICAOs this is a vital step.
9. The suffices following 'Aircraft','Aiports' and 'Flightplans' in the titles of the txt files must be identical.
10. The successfully compiled flightplan must be stored in 'scenery' sub-folder of any active folder stored in the scenery.cfg.

If you do not meet any one of those then you will not get what you want.
What I have described is the simplest one aircraft fly from A-B and back again scenery. More aircraft and more legs get more complicated in an actual flightplan and aircraft txt files however each entry must pass each of the stages above so in reality if you can build a simple traffic file you can build a complicated one.

Yes I have deliberately left out TNGs and waypoints but once you get a traffic file built it is not to hard to get to grips with the nuances of TNGs.
Steve
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