RE: [Flightgear-devel] latest AI tricks
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] latest AI tricks
http://www.boston.com/news/galleries/2003/domeplane/01.htm Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
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. Dave -- David Culp davidculp2[at]comcast.net ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] latest AI tricks
- 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 :) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] latest AI tricks
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] latest AI tricks
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] latest AI tricks
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] latest AI tricks
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] latest AI tricks
* [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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel