Status of AI in FlightGear
AI Scenarios vs. Scripting
the most flexible approach would be using scripting - FligthGear has a built-in scripting language (called "Nasal"), that can be used to control aircraft, and even to instantiate multiple AI aircraft, one of the most straightforward examples is the "tanker.nas" script, which creates a fully scripted AI tanker - that could be easily extended to create dozens of tankers, and obviously you could also change the 3D model if you wanted to. In fact, we have a separate addon, named "bombable" that adds "AI bots" to the simulator, for dogfighting purposes - none of that required C++ changes, it's all done in scripting space. Another users implemented a fully scripted missile (fox2.nas) that tracks aircraft - and we also have a feature for "wingman" support, too.
— Hooray (Wed Aug 28). Re: Suitability of this software to run a swarm simulation.
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Scripted AI in FlightGear
Another example is the "tanker.nas" script in $FG_ROOT which implements a simple scripted AI tanker for AAR purposes: search.php?st=0&sk=t&sd=d&sr=posts&keywords=tanker.nas http://www.mail-archive.com/search?q=ta ... eforge.net <iframe width="420" height="315" src="http://www.youtube.com/embed/LL7bdHrR8uI" frameborder="0" allowfullscreen=""></iframe>
— Hooray (Mon Feb 04). Re: Possibility to run a fully automatized mission ?.
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Fully Automatized Missions
Yes, it is possible "to make" such a mission - but you will literally have to MAKE it by writing a script to outline all required steps for your aircraft. Curt did that a while back for the f14b, which did a fully automated carrier approach using just Nasal scripting: <iframe width="420" height="315" src="http://www.youtube.com/embed/cvbtSG9cy20" frameborder="0" allowfullscreen=""></iframe>
— Hooray (Mon Feb 04). Re: Possibility to run a fully automatized mission ?.
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