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AI-Scenarios

Postby Necolatis » Thu Feb 07, 2013 11:45 pm

I can find no substancial info about the scenarios, so which ones do what?

Edit: found some info inside the scenery files, has updated the list.

This is what I have found so far:

Nimitz:
Places 2 Nimitz-class Carriers in the environment -
USS Nimitz - in the Pacific Ocean off San Fransisco
USS Eisenhower in the Mediterranean off Toulon
The Nimitz works, haven't tested Eisenhower.

Eisenhower_demo:
Sets up USS Eisenhower in operating an operating box off Norfolk VA.
Have not tested.

Seahawk Wingman Demo:
A Seahawk wingman. Works.

PS. The plane must be installed in data/aircraft folder.

ballon_demo:
Spawns some hotair ballons close to where you start. Works.

ICE3_demo:
Seems to be a german train from Frankfurt to Essen.
Have not tested.

Steamtrain:
A steamtrain operating in North Yorkshire Moors, UK.
To find it start at EGXZ - TOPCLIFFE and fly 084 degrees magnetic
Have not tested.

KRHV_towing_demo:
J3 takeoff from runway 31L at KRHV for aerotowing.
Didn't test.

KSFO_airtrain:
Trains drive around on elevated rails in KSFO. Works.

bigstorm_demo:
Should be big thunderstrom over San Fransisco. Could only find some low hanging clouds. (2.10 RC1)

lead-aircraft:
Should be a 737 tanker at 3000 somewhere above KSFO. Could not find it, even using F16s radar. (2.10 RC1)

Wingman_demo:
One british twin engine Bucaneer acts as wingman. This only works if its installed into data/Aircraft folder.

Wingman2_demo:
Two british twin engine Bucaneer acts as wingmen. This only works if they are installed into data/Aircraft folder.

Wingman_b29_3_demo:
4 B29 act as wingmen. Works. They can even keep up with a F16. .)

Console:
Nasal runtime error: undefined symbol: formation
at /sim/bindings/gui/binding[9], line 1

PS. It assumes the b29 is put in default FG aircraft folder.

Vinson_demo:
Puts a carrier at:
<latitude>37.8</latitude>
<longitude>-123.6</longitude>
Haven't tested.

Thermal_demo:
Thermal winds over KSFO.
Not sure how to test.

Sanantonio_demo:
Puts a carrier at:
<latitude>32.75</latitude>
<longitude>-117.34</longitude>
have not tested.

Clemen Ceau:
Puts a carrier at:
<latitude>42.800</latitude>
<longitude>6.325</longitude>
Haven't tested.

Load_demo:
Should place a load to be picked up somewhere. Haven't tested.

PAVictoria:
Ferry will depart from port near KNOW. Works.

aircraft_demo:
737 takeoff from runway 28L at KSFO and fly the Porte Departure to the south
Have not tested.

droptank_demo
ties droptanks to the aircraft
have not tested.

droptank_hunter_demo
ties droptanks to the aircraft
have not tested.

foch_demo
Puts a carrier at:
<latitude>42.830</latitude>
<longitude>6.325</longitude>
Have not tested.

railway_demo
This scenario runs a variety of trains and buses along
tracks or roads near Wakefield, Yorshire, UK
Have not tested.

refueling_demo
puts an 737 aerial tanker in orbit over KSFO at 3000 ft AGL.
have not tested.

refueling_demo_1
puts an KC-135 aerial tanker in a N/S towline starting over KSFO at 8000 ft AGL.
have not tested.

refueling_demo_2
puts an KC-135 aerial tanker in a N/S towline starting over KSFO at 8000 ft AGL.
have not tested.

ship_demo
puts a sailboat in the bay just east of KSFO
have not tested.

Will update the post if someone provides more info or that they have tested it with 2.10. Can also make a Wiki page if I get enough info.
"Airplane travel is nature's way of making you look like your passport photo."
— Al Gore


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Re: AI-Scenarios  

Postby Gijs » Fri Feb 08, 2013 10:25 am

If you open the scenario files (AI/*.xml), you can find (extensive) descriptions ;-)
I agree that it would be nice to show these in-sim, eg. similar to the tutorial descriptions. We already load the descriptions (see the Nasal code in gui/dialogs/scenarios.xml), but we don't display it anywhere...
Airports: EHAM, EHLE, KSFO
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Re: AI-Scenarios

Postby Thorsten » Fri Feb 08, 2013 12:36 pm

I have the feeling they;re a bit of a legacy feature. The AI system is pretty limited in what you can do, so AI gets replaced by more versatile Nasal solutions.

Compare tanker.nas with the AI aerial refueling demos - you can call the Nasal-spawned tanker everywhere when you're out of fuel, it interactively can provide you instructions to reach it, it automatically selects the tanker apprpriate for what you're flying,...

Compare the thermal demo with Advanced Weather - the AI thermals are on pre-defined locations, so there's just zero element of surprise in glider flight, you have to do a lot of preparation up-front in order to get gliding in a different location - Advanced Weather just generates them anywhere in the world, merged right into the other weather patterns,...

Nasal in static models makes them interact with aircraft, no need to pre-define AI or pre-load anything.

So if not for the Carriers, I think we could safely get rid of the AI scenarios - Nasal-driven Wingmen would be far superior in interactivity.
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Re: AI-Scenarios

Postby Hooray » Fri Feb 08, 2013 12:57 pm

Thorsten wrote:I have the feeling they;re a bit of a legacy feature. The AI system is pretty limited in what you can do, so AI gets replaced by more versatile Nasal solutions.


I have to agree completely with Thorsten here. Scripting via Nasal makes it possible to move development of such features to the base package and delegate it to "user space" (contributors not core developers).

So that core developers can focus on writing C++ core. Just look at examples like tanker.nas, fox2.nas, [url]Curt's fully autonomous f14 demo[/url] or flug's bombable addon: They all use Durk's AI traffic system as their backbone and foundation, but they provide totally different and novel features on top of it.
In fact, there has so much more "AI" development taken place, just because the AI traffic system has become scriptable through the property tree.

Using Nasal, it would be possible to create AI traffic that responds to ATC instructions, and even ATC controllers that control simulated and AI traffic: viewtopic.php?f=23&t=12849&p=134933&hilit=#p134933

So there's tons of flexibility here without C++ developers and their spare time being the bottleneck:

Subject: Possibility to run a fully automatized mission ?

Hooray wrote:
Is it possible to make a complete automatized mission, from engine start to engine shutdown ?


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:

http://diydrones.com/profiles/blogs/uas ... simulation
http://www.mail-archive.com/flightgear- ... 33987.html
http://www.flightgear.org/forums/viewto ... =4&t=13615


http://www.flightgear.org/tours/carrier-ops/

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

And then we have the fox2.nas script which implements a fox2 AI missile using Nasal: search.php?st=0&sk=t&sd=d&sr=posts&keywords=fox2.nas

The "bombable" addon is completely implemented in Nasal and created multiple virtual pilots for dogfighting purposes: http://wiki.flightgear.org/Bombable

Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: AI-Scenarios

Postby Necolatis » Tue Feb 26, 2013 8:13 am

I put an edited version of the above list into this Wiki page: http://wiki.flightgear.org/AI_Scenarios
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