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Re: AI problem

Posted: 25 Apr 2012, 22:57
by DaveB
I believe Paul is in FS9 mate but I'm sure the same probably applied. He says he's modded the defaults/others to have parking now so that should have got rid of the problem. Obviously, something still lurks though :)

ATB
DaveB B)smk

Re: AI problem

Posted: 25 Apr 2012, 23:26
by GHD
paul26may wrote:Thanks for the replies Dave and GHD.
I am a little late in coming back to Dave's first post and should have mentioned earlier that I did revamp all the airfields listed with ADE and added military combat parking and the necessary taxi ways. After posting my original message I programmed a B52 to depart KORD bound for Thule. At the departure time there it was leaving the gate but God only knows where it went because I fast forwarded to the ETA at Thule and ...nothing! In the same file set I had a VC10 departing Thule for KJFK and guess what....nothing happened! Since then however I have set up another flight plan with 6 x B52s going from KTRM to KSAN one after the other and it works! The thing about the 30m might be worth checking though.
The default afcad for Thule in FS9 has no parking. That is why you would see no departures or landings. You may see it on approach if you set the time about 20 minutes before the anticipated arrival.

Re: AI problem

Posted: 26 Apr 2012, 06:54
by NigelC
You say you have modde default scenery to provide parking? If Hickam isn't in Fs9 have you added add-on scenery AND included in the airports section oc the flight plans.

Re: AI problem

Posted: 26 Apr 2012, 06:59
by NigelC
Could you also perhaps post failed plans? Anotber thought, do AI Aircraft end flightplan period where they started?

Re: AI problem

Posted: 26 Apr 2012, 08:17
by GHD
I think AIFP would have objected if there were any problems with the flight plans. It is much more likely to be an afcad problem.

Re: AI problem

Posted: 26 Apr 2012, 09:51
by emfrat
Another trap for the unwary is the built-in 'turn-round time' which seems to be something like 15 or twenty minutes. If you schedule less than that, the plane might make a nominal appearance and then disappear; you will find it that many minutes into its next leg, so as to arrive on time.
But as George says, it is most likely an AFCAD issue. Unless each AFCAD has Military parking of an appropriate radius, not available to any other 'airline' , your flight plan can produce unexpected results. Make sure the cfg of the AI plane has details which match the ground facilities available in the AFCAD.
Hope this helps
MikeW

Re: AI problem

Posted: 27 Apr 2012, 15:12
by paul26may
Thanks for all the contributions chaps. I have been away from the forum for a couple of days catching up with the work I should have been doing instead of arsing about with FS9. Anyhow I think I have cracked it - the radius of the parking spots! Nothing would work from 'JXGE' (Cottesmore) because of the radius issue and I cannot change them as it seems to be locked somehow by the software company - PSS. However I now use Scampton instead and everything is fine. I now :excited: :guinn: :rock: have flocks of B52s and Vulcans loitering all over the planet ready to blast the Soviet Union to kingdom come!

Re: AI problem

Posted: 27 Apr 2012, 16:06
by DaveB
:lol: :lol: :lol:

I like the idea of that Paul :rock: Odd that you can't 'get into' Cottesmore. I know it's obvious but have you made sure the file isn't 'read only'? I've had this happen on a pile of stuff moved from one pc to another. Worked fine on the first one yet everything was made read-only on the second :wall: It's worth a look :)
ATB
DaveB B)smk

Re: AI problem

Posted: 28 Apr 2012, 11:25
by paul26may
I'll take a look at that Dave. I don't know whether I'm changing the subject but is there any way of altering the sound of AI jets? These Vulcans and B52s shouldn't be sounding like hair dryers and also the EGXP scenery I am using has these strange shapes all over the place. From a distance they look like blocks of flats! *-)

Re: AI problem

Posted: 28 Apr 2012, 12:06
by DaveB
Hello Mate :hello:

I'm not sure if FS doesn't use a default set for AI jets *-) Will have to have a look :)

The strange shapes you see from a distance.. are they there close-up too? My first thought was tree's.. eg, a tree library missing but tree's generally show as two rectangles joined at 90/270deg and 0/180deg. I'm fortunate to have all Gary Summons UK2000 parts of which Cottesmore is one (or part of one). If they are constantly in view.. I'd guess they're either tree's or buildings without textures.. my gut feeling remains tree's though.

EDIT.. Re AI sounds, regardless of what you plonk in the aircraft folder, AI will use FS AI sounds.. all of which can be found in the main sound folder prefixed ai_ . Seems there's little way of getting around this unless you change the default AI soundset. Seems odd doesn't it. I thought it could be done *-) FSX (bless it) doesn't suffer the same drawback.. one of the few good things about it :lol:
ATB
DaveB B)smk