Using flayable models for AI

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col1948
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Using flayable models for AI

Post by col1948 »

I sometimes use flayable models as AI mainly after I have searched and not found an AI model, or on the odd occasion I just like it lol.

What I do is take out as much as I know to make it an AI, like the the panal and/or the VC if it has one, I then strip the aircraft .cfg of unwanted entries like the the [Forcefeedback] and any [fltsim.x] that I'm not using, delte the KB checklist and reference though I m not sure if that makes a difference.

Is there anything else I can do if I/we have to resort to using a flyable?

I know some flayable models don't fly well as AI in that case I tweak them to work.
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Re: Using flayable models for AI

Post by Firebird »

What you really need to do is to graft the fde of an AI specific plane to the model. The idea is to find one that is similar and then replacing some of the parms with the ones from the flyable fde.
These parms are specific to the model, for example eyepoint, contact points, lights etc. Once you have done that you may need to amend some of the parms with regards to the aircraft balance but that is not easy to describe. Basically if the ai fde is balanced around or near 0,0,0 and the flyable fde is balanced around a diferent location like 30,0,0 then you may need to alter all or some of the parms.
Of course it goes without saying that you replace the flyable air file with the AI one, as the air file and the cfg file work together. Sometimes this works quite smoothly and easily and sometimes it can be quite a piece of work to get it to where you want it.

The big thing is if you have any xml guages that work features of the model they will not work in AI mode.
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Re: Using flayable models for AI

Post by col1948 »

Yes Steve i already do that, that is what I meant when I said I tweak them to work, I just didn't go in to detail, sorry.
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Re: Using flayable models for AI

Post by Firebird »

No need to apologize.
In which case the only other thing is to make sure that you only have confirmed working fx files in the cfg file.

If you do not you will get runtime crashes when your AI aircraft is spawned within your area, up to 100 miles. This means normally burner or smoke effects.
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Re: Using flayable models for AI

Post by col1948 »

Thanks Steve, I must be doing something right, I've never had the runtime crashes. Good to know.
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