Military AI!
You guys might wanna check out terraserver, they have some pretty up to date imagery, and by up to date I mean only 1 or 2 years old, at least in my region
Thanks but I can't use up to date imagery for this project, I have to use MegaScenery Earth textures.
So I finally got around to laying down the AI network and installing movement packages from
Military AI Works. Unfortunately thanks to the great job I did creating the taxi lines and ground markings I had very little room to put down additional nodes to link up the AI paths. This means I couldn't run two separate AI networks for proper drive-through parking. In fact, I barely had enough spare nodes to be able to link up all the 100 parking locations without going over ADE's 3999 nodes-per-project limit (I have 3958 - eeps!).
On the upside, in relation to AI movement I think I figured out why, at ATC-controlled airports, aircraft would not get proper taxi directions to the gate and vanish from the taxiway when at non-controlled airports the aircraft would always taxi in fine. In
learning more about and implementing drive through parking recently I realized that I wasn't placing an additional node close to the taxi-in hold short node to keep the AI from jumping at the hold short, which is when ATC looks for a parking location (parking location is also assigned upon landing, and that's what non-controlled airport AIs use successfully). Initial testing looks good, I'm getting aircraft taxiing in properly at KWRI.
Getting all the parking codes assigned was a bit of a trial that took me the most of the past two days to finish. I have a thread up over in the airport design forum looking to see if there's a better way for me to figure out what flights arrive/depart from KWRI so I can look up their codes in the aircraft.cfg. If anyone has a method they use for this,
let me know here.
The results, however, are stunning. Huge props to the people over at MAIW because - wow! Just check out the pictures below, which are at 100% traffic density. I'm going to have to include my static aircraft for this airport as a separate BGL for once so that it can be disabled if people want to use just AI traffic! I'll probably have two - one for all static craft for people with AI off and one with lesser amounts of static craft for people who want to use some AI (like 50% traffic). The poor Marine helicopter tarmac looks all lonely still, hahah.
The next few days will be testing, testing, testing. Once I'm satisfied the AI is working and moving properly I'll move on to buildings. Or maybe I'll do trees first. We'll see.