RE: [Flightgear-devel] latest AI tricks

2003-12-17 Thread Curtis L. Olson
Norman Vine writes:
 http://www.boston.com/news/galleries/2003/domeplane/01.htm

Nice ... :-)

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] latest AI tricks

2003-12-17 Thread Norman Vine

http://www.boston.com/news/galleries/2003/domeplane/01.htm

Norman

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Re: [Flightgear-devel] latest AI tricks

2003-11-29 Thread David Culp
 Can't wait for you guys to add the AI for a Blue Angels routine.  :-)

Maybe someday.  The present AIAircraft fdm won't do it though.  It only 
handles normal maneuvers, like normal climbs, descents and turns.




Dave
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David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] latest AI tricks

2003-11-29 Thread John Barrett
 - Original Message - 
 From: David Culp [EMAIL PROTECTED]
 To: FlightGear developers discussions [EMAIL PROTECTED]
 Sent: Saturday, November 29, 2003 7:32 AM
 Subject: Re: [Flightgear-devel] latest AI tricks


  Can't wait for you guys to add the AI for a Blue Angels routine.  :-)

 Maybe someday.  The present AIAircraft fdm won't do it though.  It only
 handles normal maneuvers, like normal climbs, descents and turns.


Would just about need a full FDM to pull that off, with the AI manipulating
the stick and pedals directly.. something I talked about as a possibility
for my script engine to accomplish. I'm using David's AIAircraft (as I
believe Eric is for the Nasal interface), but a full FDM could be interfaced
if needed :)

Just a little more work and my PSL+EventHandling system will be ready for
testing, possibly by mid week :)


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Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Erik Hofman
David Culp wrote:

I've handed this over to the professionals (Erik), as I've run out of clues.  
The AI also includes ships and ballistic objects.
I've put the current code, slightly modified on one or two places, into 
CVS. The next step would be adding support for NASAL scripts to controll 
the vehicles and after that we need some code the add dynamic objects to 
scenery locations to make it possible for ferries to cross the channel 
(or something like that).

Erik

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Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Andy Ross
Erik Hofman wrote:
 I've put the current code, slightly modified on one or two places,
 into CVS. The next step would be adding support for NASAL scripts to
 controll the vehicles and after that we need some code the add dynamic
 objects to scenery locations to make it possible for ferries to cross
 the channel (or something like that).

I'd love to play with the AI stuff and see now Nasal fits in.  But
I've been kinda ignoring it so far. :) Is there a quickie tutorial or
something (or even a mailing list message that I missed) that you can
point me to?

Andy



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Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

I've put the current code, slightly modified on one or two places,
into CVS. The next step would be adding support for NASAL scripts to
controll the vehicles and after that we need some code the add dynamic
objects to scenery locations to make it possible for ferries to cross
the channel (or something like that).


I'd love to play with the AI stuff and see now Nasal fits in.  But
I've been kinda ignoring it so far. :) Is there a quickie tutorial or
something (or even a mailing list message that I missed) that you can
point me to?
Right now models are added by adding an ai section to the sim 
section in preferences.xml like:

  ai
   enabled type=booltrue/enabled
   entry
typeship/type
pathModels/Geometry/saratoga.xml/path
speed-KTAS type=double30.0/speed-KTAS
altitude-ft type=double0.0/altitude-ft
longitude type=double-122.3/longitude
latitude type=double37.61667/latitude
heading type=double20.0/heading
   /entry
  /ai
This will add a moving saratoga carrier in the bay area.
There are a number of functions to influence the behavior of the model 
(see AIBase.hxx in FlightGear/src/AIModel):

void setSpeed( double speed_KTAS );
void setAltitude( double altitude_ft );
void setLongitude( double longitude );
void setLatitude( double latitude );
void setHeading( double heading );
And for aircraft models the following functions are alos available (see 
AIAircraft.hxx):

void SetPerformance(PERF_STRUCT ps);
void AccelTo(double speed);
void PitchTo(double angle);
void RollTo(double angle);
void YawTo(double angle);
void ClimbTo(double altitude);
void TurnTo(double heading);
There are also special functions for ships (see AIShip.hxx) and balistic 
objects (see AIBallistic.hxx).

We might need another function to dynamically add new AI driver models.

Erik



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Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread David Culp
 Is there a quickie tutorial ...


The AIManager subsystem reads the preferences.xml file at startup and 
instantiates an AI object for every occurrance of entry in the sim/ai node.
Presently there are three object types available, aircraft, ship and 
ballistic.  The aircraft are available in four classes, called light, 
jet_transport, ww2_fighter and jet_fighter.  The class is used to 
establish the airplane's performance capabilities.

The aircraft object can have the following attributes:
class, heading, speed-KTAS, path, altitude-ft, longitude and 
latitude.  These values are the starting point for the object. The path 
refers to the path to the exterior model.

The ship object can have the following attributes:
heading, speed-KTAS, path, altitude-ft, longitude and latitude.

The ballistic object can have the following attributes:
azimuth, elevation, speed-fps, path, altitude-ft, longitude and 
latitude.


Much of the FDM's are untested, awaiting scripting to call the TurnTo(), 
ClimbTo() and AccelTo() methods.

For a good demo of each type:

* Aircraft  
This sets up a fly-by of 3 F16s.  Take off form KSFO rwy 28R and climb at 250 
kts straight ahead.  The formation of F-16s will pass you.

  ai
   enabled type=booltrue/enabled

   entry
typeaircraft/type
classjet_fighter/class
pathAircraft/f16/Models/f16.xml/path
speed-KTAS type=double300.0/speed-KTAS
altitude-ft type=double1000/altitude-ft
longitude type=double-122.321/longitude
latitude type=double37.5972446/latitude
heading type=double298.0/heading
   /entry

   entry
typeaircraft/type
classjet_fighter/class
pathAircraft/f16/Models/f16.xml/path
speed-KTAS type=double300.0/speed-KTAS
altitude-ft type=double1000/altitude-ft
longitude type=double-122.321/longitude
latitude type=double37.5969666/latitude
heading type=double298.0/heading
   /entry

   entry
typeaircraft/type
classjet_fighter/class
pathAircraft/f16/Models/f16.xml/path
speed-KTAS type=double300.0/speed-KTAS
altitude-ft type=double1000/altitude-ft
longitude type=double-122.321/longitude
latitude type=double37.5975226/latitude
heading type=double298.0/heading
   /entry


  /ai


* Ship ***

This puts the Saratoga a couple miles east of KSFO, doing 30 knots, heading 
020.

  ai
   enabled type=booltrue/enabled

   entry
typeship/type
pathModels/Geometry/saratoga.xml/path
speed-KTAS type=double30.0/speed-KTAS
altitude-ft type=double0.0/altitude-ft
longitude type=double-122.3/longitude
latitude type=double37.61667/latitude
heading type=double20.0/heading
   /entry

  /ai


* Ballistic **

This will launch an unpowered rocket from the terminal at KSFO.  The rocket 
model is already in the base package, but it needs to be reoriented using the 
rocket.xml file below.

  ai
   enabled type=booltrue/enabled
   entry
typeballistic/type
pathModels/Geometry/rocket.xml/path
speed-fps type=double500.0/speed-fps
altitude-ft type=double13/altitude-ft
longitude type=double-122.3858/longitude
latitude type=double37.616/latitude
azimuth type=double90.0/azimuth
elevation type=double45.0/elevation
   /entry
  /ai


* rocket.xml  (a file to reorient the rocket.ac model) **

?xml version=1.0?

!--
   NOTE: These are the available offsets:
   x-m/x-m
   y-m/y-m
   z-m/z-m
   heading-deg/heading-deg
   roll-deg/roll-deg
   pitch-deg/pitch-deg
--

PropertyList

 pathrocket.ac/path

 offsets
   pitch-deg-90.0/pitch-deg
 /offsets  

/PropertyList


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Cameron Moore
* [EMAIL PROTECTED] (Andy Ross) [2003.11.28 12:15]:
 Erik Hofman wrote:
  I've put the current code, slightly modified on one or two places,
  into CVS. The next step would be adding support for NASAL scripts to
  controll the vehicles and after that we need some code the add dynamic
  objects to scenery locations to make it possible for ferries to cross
  the channel (or something like that).
 
 I'd love to play with the AI stuff and see now Nasal fits in.  But
 I've been kinda ignoring it so far. :) Is there a quickie tutorial or
 something (or even a mailing list message that I missed) that you can
 point me to?

Can't wait for you guys to add the AI for a Blue Angels routine.  :-)
-- 
Cameron Moore
-rw-r--r--1 cameron  users   8 Oct  4 19:41 .signature

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