(reported by Csaba Halaszi /helijah)
2) Decrease AI aircraft Heading error tolerance to 1% of its
original value. This is necessary to mitigate spinning and
makes for actual "on-runway" landings.
src/AIModel/AIFlightPlan.hxx
src/AIModel/AIFlightPlanCreateCruise.cxx
src/AIModel/AITanker.cxx src/Traffic/Schedule.cxx:
Move member variables that should better be in function local
scope into the functions. Make more use of SGMath functions.
data for AI traffic. Default performance classes are still available as a
backup. This database will allow the calculation of aircraft-specific
take-off speed and estimate runway lenght requirements. Further added
rudimentary support for take-off and landing rotation of AIAircraft.
- re-enable od_gauge ("owner drawn" render-to-texture instruments)
- implement radar in c++ (unlimited number of clouds/ai/mp/... objects,
better performance)
- if no <impact-reports> node is defined for a particular submodel, then
write the path to /ai/models/model-impact instead
- don't tie() properties that are only ever set a single time, if at all!
- better variable names
a report node in the submodels config:
<impact-reports>/sim/model/cow/impact</impact-reports>
When an impact happens, then the path of the submodel will be written to
this node. An attached listener function can evaluate the impact properties.
- fix breakage due to former commit (AIManager.cxx, r1.72)
- make AI properties available in AIBase
- add <valid> property for animations/nasal scripts
- support more MP and AI targets
- add target select and altitude display
their XML wrapper/animation file. They can access their /ai/models node
via cmdarg() function. Example:
<nasal>
<load>
print("Hi, I'm the Nimitz. My data are under ",
cmdarg().getPath());
</load>
<unload>
...
</unload>
</nasal>
Note, however, that the <unload> block is only called on exit at the moment,
not when the tile is unloaded.
"""
"Flight plans" which can start at a given time (gmt)
WAITUNTIL tokens which pause the flight plans until a given time (gmt)
Submodels can now be attached to any AI objects (except submodels - it can
be done, but in my experimental code it's too expensive in frame rate atm)
"No-roll" attribute added to Ballistic objects - useful for wakes and the
like
"Random" attribute added to Ballistic objects (adds =- 5% to the Cd) -
useful for smoke, exhausts
If the <trigger> tag is not specified the Ballistic object/s will be
released at start-up (cannot be stopped)
Submodels are not released from AI Objects if the AI Object is more than 15
miles away.
"""
mf: minor code and formatting fixes; submodels.?xx were FUBAR and are thus
astyle formatted;
NOTE that <name> tags END, EOF, WAIT, WAITUNTIL are *depreciated*.
Don't get too used to them. This will have to be moved from the "name"
to regular engries.
"Implement 'flightplans' for AIShips. This patch also introduces the concept
of a 'WAIT' token for AIShips: when the flightplan reaches a 'WAIT', the
AIShip stops and pauses for the specified time (secs)."
Here is a patch for two bugs in the AI/multiplayer part:
1. Cannot find model file *.ac error message (was only a false message,
anything worked correctly, the model was loaded from the correct path
afterwards).
2. Often many multiplayer aircrafts are missing in the property-tree.
(but I need them for aerotowing). There is still another bug: The
property in some circumstances seems not to be cleaned up after logout
of a multiplayer. I have added a workaround for this, but I don't now,
if it 100% works (should have no side effects, just aerotow would not
work sometimes). For testing I need more traffic on the mp-server.
- Ground network slow-down finally works as expected
(although occasionally causing a traffic jam)
- Hold position instruction now really sets speed to zero, in addition
it actually works now for crossing and two-way traffic
- Attempt to limit execution time of ground network trace algorithm
to make performance acceptable at high-density networks
- Removed remaining terminal messages
- Various minor tweaks and clean-ups