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AI Ships for long distance

Hey! Iangbusa,
I've read about AIBTC and studied a bit, but I guess it is only to be used with FSX, and not with FS9. Am I correct? I work with FS9 here....

Greetz
Jive1
 
Nothing to solve here. What George says (a variety?/improvement? of my last option) is probably the best way.
Hi Roby - and Jive when you succeed.... ;)
Do you have afcads with FS9 traffic you can share??? I could recompile some of my ships for FS9 if someone could add a sim.cfg for FS9 - my ships only have the simplified FSX ai ship sim.cfg. I do not have FS9 for testing nor time to work on these sim.cfg's, but there have been plenty of requests for FS9 ships over the last year after the release of my FSX/P3D packages, but I did not find it worthwhile recompiling the ships, as they would not get to sail anyway - but if "routes" can be shared I would do it.
Regards
Henrik
 
AIBTC allows effectively to create ship traffic across oceans. FS9 doesn't, as Holger already pointed out. Holger's "Starter Kit" is the masterpiece for creating AI ship traffic in FS9. Up to now I haven't seen any other suitable alternative.

Bernard
 
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I could recompile some of my ships for FS9 if someone could add a sim.cfg for FS9
A sim.cfg for FS9? Never heard about something like that. All you need is a suitable AI ship, a suitable Afcad and a traffic file. That's all.

Bernard
 
A sim.cfg for FS9? Never heard about something like that. All you need is a suitable AI ship, a suitable Afcad and a traffic file. That's all.

Bernard
I suppose it should be the aircraft.cfg instead - where do you adjust the power, effects etc??? In fsx this is done in the sim.cfg.
 
There is indeed a special aircraft.cfg needed to get FS9 or CFS2 stearable ships working as AI. Problematic is to adapt smoke and waves to each type of ship. Therefore I simply deleted those effects.

Bernard
 
This was exactly what I was referring to even if using the wrong name - in the FSX ships I have made these individual adjustments for each ship type combining the sim.cfg and special nested effects for lights, wake, smoke etc and it is time consuming and without FS9 I would have to do it in blind, which I do not consider possible, so FS9 enthusiasts are welcome to give a hand given that there are someone willing also to share some route files.
Henrik
 
... so FS9 enthusiasts are welcome to give a hand given that there are someone willing also to share some route files.

I created different routes, here some of them:

- Around Manhattan with Circle Line
- QE2 from Southampton to off Lands End
- Norwegian CFS2 Trawler form Sognefjorden to the open sea
- Commande Costeau's "Calypso" doing a short trip a Daedalus Reef in the Red Sea with some AI dolphins
- Junks at Hong Hong
- some carriers leaving Norfolk Naval Base and New York Naval Shipyard
- some submarines leaving Groton Naval Base
- some paddle wheel steamer on Mississippi River between Baton Rouge and some miles upwards

and some smaller traffic on lakes. But there are classic ships.

Bernard
 
Well I also have some Classic ships - this one is the Norwegian coastal express Nordstjernen - still not finished, but it should soon be done.



Can you add additional ships to the routes above? This one would of course fit very well on Sognefjorden.
 
Can you add additional ships to the routes above? This one would of course fit very well on Sognefjorden.

Any problem. A very nice ship! Could be used as classic steamer as well. Send me your mail adress over Conversation. But be patient to get my answer as I'am actually in Italy.

I forgot two further special traffic too:

- an AI ship steaming form Pireaus to Patra passing the Korithnos canal and
- Waverley - the oldest paddle steamer still on duty - doing a trip along the shore of Scotland

Bernard
 
A sim.cfg for FS9? Never heard about something like that. All you need is a suitable AI ship, a suitable Afcad and a traffic file. That's all.

Bernard
Yes, I got it wrong, as George pointed out, and was referring not to FS9 but to FSX where you can use a simpler sim.cfg rather than the aircraft.cfg. No need for that or the AFCAD, just the AI model, sim.cfg, and traffic file.
 
Of course,
IF... If I succeed, everybody can use what we wil have found together, no question of keeping secrets! Presently I do my tests using regular AI ships for FS9, I don't presently consider FSX ships.
Of course, shipbuilders are wlcome, and I can understand that they suddenly start dreaming of all kind of ships travelling between many different ports around the world, which I do myself as well, but I'm not so far yet, I'm still trying to find a metrhod to make an AI ship leaving a port in the direction that is given by a "flightplan" Flightplan_XXX.txt which is then compiled with "airports" and "ships titles" to Traffic_XXX.bgl.
But I need first to find good solutions for the right afcads in this project....
Greetz
Jive1 - Belgium
 
Sorry Jive1, but the direction is given by the apron path, not by the flightplan. Having an airport X as departure point and airport XX as arrival, with two Arfcad, would work, but your ship takes off like an a/c, and very fast!

The famous video showing how to create a ship traffic isn't very clear and done very quickly. It seems that three runways haven been inserted. But I don't see any reason to have them. Maybe you unterstood that better as I do.

Bernard
 
Jive1, I red your last post at Avsim. As I unterstand, you try to have an Afcad A from which the ship "takes-off", create waypoints to avoid landscapes and let the ship moving to Afcad B. It's that right?

Bernard
 
Indeed, Bernard,
The video is not clearly explaining how on can send ships away...
I want also to point out that I'm still trying to find a metrhod to make an AI ship leaving a port towards another "destination port" that is given by a "flightplan" ( = ship's routeplan )
Furthermore, it is correct that I try to have an Afcad A from which the ship "departs", and I want to create waypoints to avoid landscapes and let the ship be moving to Afcad B. That is what I try to ontain.
Qorry, I will be away for a couple of days from now. As soon as I will be back, I will show me here...
Greetz
Jive1 - Belgium
 
Hey!
I've started again to test, and I found now how to let the ship leave the first afcad. Even I managed three times to let the ship travel to a first waypoint en make there a turn towards a second waypoint. I could up to now not reproduce a third time. It is very hard to strear the ship correctly, especially when the first target, that waypoint, is far away. The condition for finding the waypoint is that the ship needs to arrive exactly on that target spot, if not, it passes along and keeps on travelling right lined away.
But on the other hand, up to now I could not one single time make the ship arrive at a second afcad and let ik follow via a taxi path to a parking spot in an arrival port.
It seems indeed very hard to direct the ship towards a new waypoint or arrival afcad, especially when the distance is great.
What surprised me is, that apparently the wind direction and speed play, and one has not under control direction and speed of wind, since I use always real life weather when my Flight simulator is used.
Still lot of work to do, I think!
Greetz
Jive1 - Belgium
 
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