Heiko wrote

> 
> The idea sounds nice.
> 
> Some time ago there was already a try to get a towable AI-model. It was
> based on AI-ballistics. Unfortunately there were some issues with YASim,
> which coulden't be solved, and now some other things changed as well, so
> we only have a rudimentar part of it still.
> It is quite similar to the droptanks of the hunter
> Use:
> --ai-scenario=load_demo
> and start at KSFO 28R
> 
> and there should be a Cube visible right near your aircraft.
> With /ai/models/ballistics/controls you can play a bit and see how it
> works (or not ;-)).
> It can be moved by changing the forces in /sim/ai/ballistics/force[...],
> so in theory a whinch added to an aircraft, using their force output could
> be used for that.
> 
> I think Vivian Meazza and Maik Justus worked on that, maybe one of them
> can explain it better.
> 
> At least towable objects is a missing feature, and all other sims are able
> to simulate this, even with more or less correct tow-behaviour.
> 

I hadn't realized that we were talking about that old stuff - thanks for
pointing it out.

Yes, we did all that, and the code still works. We were defeated by the
winch idea, because the hysterisis in the system meant that we could never
get it stable. The load was either whistling past the window, or lagging
behind in the scenery. The proximate cause is the frame rate of AIObjects,
which prevented us from controlling the winch and load accurately enough.
However, the underslung load works well enough, but the sling is straight,
which has always annoyed me.  

It's all in AIBallistics. When you detach the load it will fall on a
ballistic path.

We never solved getting loads (or droptanks for that matter) over MP. I keep
on revisiting the issue, but never quite solving it. But you shouldn't
underestimate the problems caused by latency here either. Positions are
often significantly in error. We have quite complex algorithms in MPCarrier
to compensate for these.

Vivian 



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