* Durk Talsma -- Sunday 22 March 2009:
> On Sunday 22 March 2009 15:58:27 Melchior FRANZ wrote:
> > One idea would be to put it by where the callsign is now, and only
> > if it's not available use the callsign.
> 
> Sound good. Just let me know If there's anything that I need to change.

OK, I'll hack that in now.  :-)



> Okay, I though that that might be the case. I've not been following that 
> discussion too closely,

That's a mistake. Chasing the Nasal tanker is a lot of fun.  ;-)



> and was assuming that the nasal tanker code would also  
> make use of the AIModels code, and hence be managed by the AIManager. 

I didn't even check if that's possible. I assume not, but even if,
it would probably not be an advantage. Just one more redirection.
But I'd agree that having it in /ai/ isn't the most intuitive thing.
But then again: entirely static scenario-thunderstorms are also in
there.

I'm not really in the mood of doing that now, but in the long run
we should probably change the property structure to something like:

  /models/ai/...            ... for AI aircraft
         /multiplayer/...   ... for MP aircraft (even if they are AI-managed)
         /nasal/            ... or something
         /.../

Having an AI model dir on the top-level, and having it contain also
MP models, and other things (like the tanker) is IMHO not very clean.
(Yes, I'm aware that MP is partly handled by the AI-subsystem).


 
> but I am wondering whether it wouldn't be an idea to integrate the
> nasal tanker stuff with the existing AIModels system.

I'm not very familiar with the AI subsystem, and I don't see at the
moment how the tanker would profit from it. You mean, because it could
then be considered by the traffic manager? I'd need Nasal control
and flexibility. And it should work if the traffic manager is turned
off. At the moment it does that.

m.

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