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Post by rogwen on Jul 19, 2015 2:55:16 GMT -5
I was advised on here a few months ago regarding which DC6 plane to use for AI. I had tried to get a flyable one to behave as AI, and of course it didn't and just overflew the airport, leaving me puzzled until I was told it was the wrong plane and pointed in the direction of the AI version. I am now trying to get a crop spray plane to behave as AI for an airfield in Ontario, with the same problem, and the designer does not respond to email, understandable 8 years after making the plane. Can anyone advise me on how to modify the plane config file so that it will function as AI? I can read what it says, but editing it is beyond me.
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Post by stansdds on Jul 19, 2015 7:00:49 GMT -5
I think most add-on aircraft require a new flight model in order to be flown as AI. I've never done it, I don't know the first thing about creating flight models other than there are freeware programs that allow you to create and edit flight models. Airwrench immediately springs to mind, but it is payware if you want to use all of its features. Aircraft Airfile Manager is freeware. www.mudpond.org/AirWrench_main.htmwww.aero.sors.fr/fsairfile.html
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Post by Tom/CalClassic on Jul 19, 2015 9:13:35 GMT -5
Hi,
The simplest way to get a plane to fly as AI: (read below first if you want to fly the plane as well)
1. Find an AI plane that flies the way you want the flyable plane to behave when used as AI. I'll call the flyable plane "the original" and the AI plane "the template". An example of a template in your case would be the AI Stearman in the classic traffic.
2. Rename the original aircraft.cfg file to aircraft_orig.cfg.
3. Copy the aircraft.cfg and AIR file from the template and paste them into to the original folder.
4. Open the aircraft_orig.cfg file and copy the fltsim sections, usually at the top of the file.
5. Paste them into the copied aircraft.cfg file, at the very top. Do not overwrite the existing sections.
6. Copy a sim= line from a fltsim section of the copied file (I.e. one that existed in the file before you pasted in the new sections) and paste it over each sim= line you just pasted in. This points to the template's AIR file.
7. Delete all of the template's fltsim sections, *except* the sections we pasted in step 5.
8. Copy the Contact Points section from the aircraft_orig.cfg file and paste it into the edited aircraft.cfg file, overwriting the existing section.
9. Do the same for the Lights section.
10. Save the aircraft.cfg file.
Now the original plane should fly the same as the template.
If you want to both fly the plane *and* use it as an AI aircraft, add the following steps *before* step 1.
A. Copy the entire original folder and paste it back into the Aircraft (or SimObjects/airplanes) folder.
B. Rename the copied folder. I usually add AI to the beginning of the original folder's name.
C. In the aircraft.cfg file of the copied folder, rename each title= line by adding AI right after the equals sign.
D. Also rename something in the ui_ lines in each fltsim section. I usually change the ui_manufacturer line to something like AI Aircraft.
Now perform all of the numbered steps above on the new AI folder.
Hope this helps,
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Post by rogwen on Jul 19, 2015 15:45:52 GMT -5
Tom to the rescue! Thanks a lot for that and I will give it a shot.
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Post by rogwen on Jul 22, 2015 5:17:45 GMT -5
Tom, that worked. Took me three goes to find one that worked well (the first two stopped the crop duster turning tightly on the ground, so it couldn't follow the taxi paths) but now it thinks it is a Fieseler Storch and seems content .
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Post by Tom/CalClassic on Jul 22, 2015 9:21:39 GMT -5
Glad to help.
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