at (lon, lat) coordinates -1000,0. This patch fixes the AIModels/Traffic
Manager side of things. The AIModels subsystems allowed the creation of
AIAircraft with non-existent 3D models. If such a model didn't exist, the
aip class didn't get initialized, resulting in the above-mentioned bogus
position information. Here I circumvent this problem by a) only interacting
with the tile loader if the model is visible (and hence has succesfully been
initialized) and b) by disallowing the traffic manager to create AIAircraft
objects if the path to the 3D model doesn't exist.
This patch removes some useless indirection when creating AIModels. It
obsolets AIScenario*.
AIEntities are just an intermediate copy of an other intermediate copy of an
xml file on the way from the ai scenario configuration file to the AIModels.
As such the AImodels can now be created directly from the property tree read
from the scenario file.
This reduces the amount of work needed to add an other AIModel and reduces the
amount of copy operations done during initialization.
It also moves internal knowledge of special AI models into these special AI
models class instead of spreading that into the whole AIModel subdirectory
which in turn enables to use carrier internal data structures for carrier
internal data ...
Also some unused variables are removed from the AIModel classes.
I believe that there are still more of them, but that is what I stumbled
accross ...
Tested, like the other splitouts these days in a seperate tree and using the
autopilot for some time, and in this case with a carrier start ...
Auf Niederlandisch:
Bij deze de patch voor de taxiway code. Deze code is nog gebaseerd
op de bestaaande architectuur, gebaseerd op de FGAirport class in simple.[ch]xx
Ik heb me voornamelijk gericht op nieuwe functionaliteit; de volgende
submissie zal waarschijnlijk bestaan uit opschoning, opsplitsing en een
implementatie van de nieuwe airport architectuur, zoals voorgesteld door
David Luff.
En Anglais:
Here is the patch for the taxiway code. This code is still based on the
exsisting architecture, which is based on the FGAirport class in simple.[ch]xx
I've aimed mostly at new functionality; The next batch will probably contain
code cleanups, splitups and the implementation fo the new airport architecture,
as proposed by David Luff.
I'm looking through the AI code, trying to find the bug that's killing the
thermals. The following things don't look right:
1) AIManager::101 , the Traffic Manager pointer is searched for by name at
every dt. I'll leave this for you to look at.
2) AIManager::295 , the thermal height is not being set. We need to
restore the line: ai_thermal->setHeight(entity->height_msl);
This fixes the thermal problem.
3) AIManager::328 , I changed the fetching of the user state to occur every
sim cycle, and changed the fetching function from by-name lookup to a lookup
by node pointer. It should be faster now, and more accurate too. This helps
the air-refueling.
I just heard from John Wojnaroski that you and he are going to work on getting
a flightgear demo machine up for the linux expo thursday and Friday. John
indicated that he would very much like to get a CVS version with the new
traffic code up and running before the expo.
a single apt.dat.gz file which is in the native X-Plane format.
To do this I wrote a front end loader than builds the airport and runway
list. Some of the changes I needed to make had a cascading effect, so there
are minor naming changes scattered throughout the code.
Okay, here's the latest update to the tarffic manager/AI Manager. AITraffic
can now fly multiple routes and be initialized while sitting statically at
airports.
I've included the latest fixes to the Traffic Manager/AI flightplan generation
code. Most of the code changes are in AIFllightplan.cxx. This is the code
that runs without depending on predefined FlightPlans in
#FG_ROOT/Data/AI/Flightplans.i
As suggested by Dave, I've also added a new property in
preferences.xml: /sim/traffic-manager/enabled, which is used to control
whether or not the traffic manager is active.
I'm still working on a few more 737 traffic patterns, those are going to take
a little longer, so I didn't want to wait sending in this code.
Finally, I haven't put much effort into ensuring "aeronautical correctness" in
this version yet. The code works on my system, but what the AI plane do may
actaully be quite rediculous. But I'd like to leave that for the next
version.