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Transition from AI waypoints to AI SIMVAR

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us-texas
I have an AI plane that flies out to an area, then based on property triggers, flies a second set of waypoints. All is good with this so far.

Then right near the final waypoint, my AI plane enters a proximity trigger and begins a series of SIMVAR commands... eg, drop gear, flaps, etc. All is still good with this.

However I am unable to make the AI plane change speed, or gradually reduce altitude, descent, or change heading. The AI plane just continues on the same heading at the same altitude, and this is far past the final waypoint.

I am able to make it change altitude, but it is a sudden movement. I need it to continue to descend.

I had a thought that perhaps I need to deactivate the list of waypoints -- is that even possible?

Ripcord
 
The aircraft follows the AI waypoints list except a) it fails to hit a waypoint or b) you assign new waypoints.
For example you can make an AI plane circle for an unlimited time until the user has reached some point, then assign a new waypoint action to the AI aircraft and it will immediately fly to that new waypoint.

But in your situation I guess the AI aircraft missed a certain waypoint and got confused by that. Make sure the waypoints are positioned so that the AI can "reach" it (no tight turns, no rapid descends,...).
Also make sure to slow it down early enough, AI tend to always approach too fast.
 
My AI planes flies its waypoints as assigned, and hits them all. I don't have a problem with that.

But what happens after my AI plane hits the final waypoint? Does it continue straight and level on the same heading? That is what it appears to do.

Thanks for your quick response, as always.
 
Yes, that's exactly what happens. (if you didn't use the loop option in the waypoint action)
If you want to make the aircraft land you need to use waypoints right until the final parking position. Don't forget to use speed=0 for the parking position.
 
Understood, thanks. I am trying to make it land on the carrier deck. Getting close, or at least I thought I was.

Ripcord
 
That is impossible. If the carrier moves it will be almost impossible to match synchronize both, if the carrier is static it will be way too short for a landing (it will be too short in any case actually). You'll need Acceleration for that and a AI record action.
 
My plan was to use SIMVAR to move it onto the deck at the right speed, altitude, attitude, etc, and using a proximity, make the aircraft come to a complete stop on deck.

Yes I could also use a AI record action and I have experimented with this. The problem with the AI record action is this -- it uses the same exact location where you recorded the flight. This is OK if the AI flight is fixed and the same in the mission, eg. the AI flights the same exact flight at the same exact time each and every time the mission is flown.

However I am trying to allow for the AI flight to follow the player aircraft out to the carrier, and then make his landing at that point, when prompted by a menu command (again, using property and proximity triggers).

Edit: One idea that I was experimenting with yesterday was to use AI record to move my AI carrier around on deck of the carrier, and then parking it somewhere on deck and setting the brakes and letting it just ride on deck for a few minutes. Then I was going to try to get the AI plan to FOLLOW the waypoints of the AI recorded playback aircraft, but that also did not appear to work, as AI recorded playbacks are not ATC controlled. Nothing really for the AI plane to reference.
 
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Like I said: You'll never make an AI plane land on a carrier and taxi to the parking position except using a pre-recorded path.
 
Like I said: You'll never make an AI plane land on a carrier and taxi to the parking position except using a pre-recorded path.

Not trying to be a smart-guy here, but I just got him to land on deck. Used AI follow WPT command to get him on the fantail and then used a property trigger to get his to cut his throttle to zero. Missed the wire a bit, but probably it wouldn't help anyway.

But you were correct in that he did not stop in time... rolled right off the bow of the ship (but not by much, he was nearly stopped).

The problem is that so far, the AI follow WPT has only worked with PLAYER, so I've had my player sitting in a SH-60 on deck and just waiting. But hey, we are just testing, right?

Ripcord

EDIT: I am getting it now on deck, getting him stopped, in position, etc., but I am still using the AI follow WPT of the USER to get him on deck. The trick will be finding a way to get some other AI aircraft (maybe a helo?) on deck in place of my USER aircraft, and making the AI airplane track it instead.
 
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Not trying to be a smart-guy here, but I just got him to land on deck. Used AI follow WPT command to get him on the fantail and then used a property trigger to get his to cut his throttle to zero. Missed the wire a bit, but probably it wouldn't help anyway.

But you were correct in that he did not stop in time... rolled right off the bow of the ship (but not by much, he was nearly stopped).

The problem is that so far, the AI follow WPT has only worked with PLAYER, so I've had my player sitting in a SH-60 on deck and just waiting. But hey, we are just testing, right?

Ripcord

EDIT: I am getting it now on deck, getting him stopped, in position, etc., but I am still using the AI follow WPT of the USER to get him on deck. The trick will be finding a way to get some other AI aircraft (maybe a helo?) on deck in place of my USER aircraft, and making the AI airplane track it instead.


OK now I have found a way.

I use the EH-101 from FSX Acceleration, and by using SIMVAR commands, I am able to park him in the hangar deck right below the flight deck.

Then my AI FA-18 will fly to an offset position above the EH-101 using the AI FOLLOW WPT simvar command. I am able to consistently get the AI FA-18 to 'land' on the deck of the carrier. Still it is a little klunky, not quite a smooth series of events yet, but getting there.

Will try to record a video to show.

Ripcord
 
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