- Messages
- 911
- Country
A month ago I uploaded to avsim, simviation and flightsim the first part of a project aimed at creating a more realistic AI ship traffic for FSX. The package included 63 ships modeled in GMAX and AI ship traffic for North West Europe and the South American East Coast. Since then two more packages with ships and traffic files for the US West Coast and the Caribbean have followed. And more are under preparation – because what started out as my first little FSX project suddenly got an ambition to reach at least a partial global coverage… And then the headache begins…
In the FSX living world the AI ship routes can easily be created using Google Earth KML files and the AIBTC. Normally the FSX AI engine also ensures that even if you place more ships on the same route, they automatically avoid collisions…
But the FSX engine does not take into account that modern bulk carriers, tankers, and container ships are often between 300 and 400 meters long. And models of these ships actually can collide in FSX if you put them on the same route. But they don’t always do it, and that fact made me believe while preparing the first package that they would never do it… But then somebody discovered a couple of collisions somewhere off the French coast… To solve this and to prepare future packages I needed to find the reason.
Since then I have been doing a lot of testing including trying to adjust the parameters such as the acceleration or stern point position in the sim.cfg of the AI ships as well as changing the position of the center point in the mdl files in GMAX. The last just resulted in a change of the point of impact and the first adjustments did not have any noticeable effect.
But with the tests I have come to the conclusion that the collisions are related to the speed used in the AI traffic file and the length of the AI ship.
The higher the speed the larger is the safety distance the AI engine proposes – that is, the earlier one of the ships will initiate the maneuver to avoid the other and the longer ships you can use without having collisions.
The approximate relation is that 2 ships of 200 meters will avoid each other at 16 knots, while two ships of 400 meters will need a speed of 30 knots to avoid each other…
The last might be realistic for a nuclear air craft carrier, but not for a giant bulk carrier or the newest mega container ships. In fact the trend at the moment in the real world is to slow down the speed of the merchant ships to save on the fuel bill… So to have a realistic speed of the different AI vessels the larger ships must be put out on individual routes. This of course means more work and an increased number of AI traffic files if you want to create at least a partly global coverage. The larger number of traffic routes creates a problem in narrow waters as there is a limit to how close you can put shipping lanes in FSX without having the ships influencing each other. With less than 300 meters between the ships some ships starts turning when they passes each other on parallel routes. This makes testing much more time consuming and complicated.
SO… Did I overlook something??? Is there a different way to avoid collisions between large AI ships in FSX? Do some of you have insights in the AI engine which could help in solving this issue in an easier or more elegant way?
And ps if somebody wants to join in on the project you are welcome either to get models included or to help preparing and testing routes. Below a few screen shots.
Henrik
In the FSX living world the AI ship routes can easily be created using Google Earth KML files and the AIBTC. Normally the FSX AI engine also ensures that even if you place more ships on the same route, they automatically avoid collisions…
But the FSX engine does not take into account that modern bulk carriers, tankers, and container ships are often between 300 and 400 meters long. And models of these ships actually can collide in FSX if you put them on the same route. But they don’t always do it, and that fact made me believe while preparing the first package that they would never do it… But then somebody discovered a couple of collisions somewhere off the French coast… To solve this and to prepare future packages I needed to find the reason.
Since then I have been doing a lot of testing including trying to adjust the parameters such as the acceleration or stern point position in the sim.cfg of the AI ships as well as changing the position of the center point in the mdl files in GMAX. The last just resulted in a change of the point of impact and the first adjustments did not have any noticeable effect.
But with the tests I have come to the conclusion that the collisions are related to the speed used in the AI traffic file and the length of the AI ship.
The higher the speed the larger is the safety distance the AI engine proposes – that is, the earlier one of the ships will initiate the maneuver to avoid the other and the longer ships you can use without having collisions.
The approximate relation is that 2 ships of 200 meters will avoid each other at 16 knots, while two ships of 400 meters will need a speed of 30 knots to avoid each other…
The last might be realistic for a nuclear air craft carrier, but not for a giant bulk carrier or the newest mega container ships. In fact the trend at the moment in the real world is to slow down the speed of the merchant ships to save on the fuel bill… So to have a realistic speed of the different AI vessels the larger ships must be put out on individual routes. This of course means more work and an increased number of AI traffic files if you want to create at least a partly global coverage. The larger number of traffic routes creates a problem in narrow waters as there is a limit to how close you can put shipping lanes in FSX without having the ships influencing each other. With less than 300 meters between the ships some ships starts turning when they passes each other on parallel routes. This makes testing much more time consuming and complicated.
SO… Did I overlook something??? Is there a different way to avoid collisions between large AI ships in FSX? Do some of you have insights in the AI engine which could help in solving this issue in an easier or more elegant way?
And ps if somebody wants to join in on the project you are welcome either to get models included or to help preparing and testing routes. Below a few screen shots.
Henrik
Last edited: