Re: [Flightgear-devel] How to control multi aircraft in FG simultaneously?
Am Donnerstag 03 Januar 2008 schrieb tangyong: ...(Advanced Surface Movement Guidance and Control Systems)... A-SMGCS should manage all kinds of vehicles(including aircrafts and cars) on airport.So I need to simulate more than twenty aircrafts moving on the airport surface to test A-SMGCS. This sounds interesting and is something on my long term todo list, as it will also improve realistic looking AI traffic at airports. FG multiplayer can support multi aircrafts to fly together,but that means I need twenty persons to control twenty FG instances. For display the Multiplayer module uses AI objects anyway. So it depends on what exactly (i.e. how smart) you want to make your moving objects. If you can program a reasonable behaviour the go with the AI module. If the planes need human control, well then you need 20 people anyway... The flightplan can support multi aircrafts,but the scenario is writed in the xml files initially. Well, TrafficManager based AI planes do quite 'intelligent' routing (taxi to/from runway) themselves. All that is specified in the XML there is departure/arrival airport and when to go. Ground vehicles like passenger busses may be done the same way, using a different routing network. I suppose its no big deal to improve support for that in TaxiDraw. We can not modify the flightpalan when the FG is running.Could anybody give me some design ideas?Should I use AI module to do that,can FG been modified to support this? I think this quite doable using the AIModels module. What is needed is a way to reinitialize the user aircraft structure from the data of the FGAIAircraft. In essence this is online plane switching, which everyone wishes for but is not implemented yet. I can see some logical issues though switching to a MultiPlayer controlled aircraft, so this needs be sorted out. As far as I know a rough user interface for AI aircraft selection is implemented in the UFO (Melchior?). So as a summary: Every of your requirements except plane switching can be done quite easily using existing FG code. Online plane changing is a long wanted feature, so there is some chance to get it implemented in one of the next releases. HTH Thomas - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to control multi aircraft in FG simultaneously?
On Jan 3, 2008 12:30 AM, tangyong [EMAIL PROTECTED] wrote: Hi,everybody.I am doing an project of A-SMGCS(Advanced Surface Movement Guidance and Control Systems). An A-SMGCS should support the following primary functions: a) surveillance; b) routing; c) guidance; and d) control. A-SMGCS should manage all kinds of vehicles(including aircrafts and cars) on airport.So I need to simulate more than twenty aircrafts moving on the airport surface to test A-SMGCS.FG multiplayer can support multi aircrafts to fly together,but that means I need twenty persons to control twenty FG instances.My question is that how can I modify FG to adapt multi aircrafts to run in one instance and I can switch from one aircraft to another to control it.When I control one aircraft ,the others could move automatically. The flightplan can support multi aircrafts,but the scenario is writed in the xml files initially.We can not modify the flightpalan when the FG is running.Could anybody give me some design ideas?Should I use AI module to do that,can FG been modified to support this I don't know if this is a full solution to what you need, but there is a lead_target.nas script in the data/Nasal directory. It's a bit overly complex as an example, but if you wade through all the extra stuff, it shows how to dynamically control an AI aircraft from a nasal script. In this case the nasal script directs the AI aircraft to fly various maneuvers. The commands are given by setting specific properties tied to that aircraft (things like target heading, target speed, target altitude, or even lon/lat.) It seems like it should be possible to setup a number of AI aircraft and then have pretty tight control over their behavior via the property system. Regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel