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AI Systems

70 bytes added, 20:38, 7 November 2017
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==== Types of AI Objects ====
* aircraft
* wingman: See [[Howto:Add_wingmen]] for the main article about this subject.
* tanker
* carrier: The aircraft carrier AI object is based on the "ship" object but is much more complicated. See the scenario file called "data/AI/nimitz_demo.xml" for details. User information can be found at [[Howto:Carrier]]
* ship
* escort
* ballistic
* static
* submodels: AI ballistic objects that emanate from, fall from, or launch from the user aircraft. They are presently used to model smoke, contrails, flares, tracers, bombs, drop tanks and flight path markers. See [[Submodels]] for the main article about this subject. See also {{readme file|submodels}}. It gives a good idea about how to create submodel files, what parameters are available and how to use them, and also the type of research needed to make sure the information and models are accurate historically.
AI objects have some things in common:
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=== Wingman ===
{{Main article|Howto:Add_wingmen}}
 
=== Aircraft Carriers ===
The aircraft carrier AI object is based on the "ship" object but is much more complicated. See the scenario file called "data/AI/nimitz_demo.xml" for details.
=== Submodels ===
{{main article|Submodels}}Submodels are AI ballistic objects that emanate from, fall from, or launch from the user aircraft. They are presently used to model smoke, contrails, flares, tracers, bombs, drop tanks and flight path markers.
Submodels are controlled by the submodel manager. The manager reads a submodel configuration file at the start of the sim session. This configuration file is written by the aircraft author and defines all the submodels for that particular aircraft.
As an example examine the submodels file in the Aircraft/737-300 directory. This file creates two submodels which will become the airplane's left and right engine contrails. Each contrail needs its own submodel definition because the contrails begin at different locations. Each contrail consists of a train of individual "puff" models that are released in rapid succession as long as the "trigger" property is true. We ensure an unlimited supply of puffs by setting the "count" parameter to -1. The individual puffs, being AIBallistic objects, will follow their own ballistic paths once released. In this case we have used the "bouyancy" parameter to negate gravity in the ballistic path. The puffs have been given a life span of eight seconds. At cruising speed the [[Boeing 737|737]] will thus have about 400 puffs behind it at any moment.
* See also {{readme file|submodels}}. It gives a good idea about how to create submodel files, what parameters are available and how to use them, and also the type of research needed to make sure the information and models are accurate historically.
=== Multiplayer controlled traffic ===
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