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Kaiii3 avatar image
Kaiii3 asked FlyingRaccoon answered

Is there a specific boundary box used for SimConnect added SimObjects?

Hey,

while upgrading the Ground Traffic Manager for our AIG Traffic Tools I identified some strange behavior of the added ground vehicles (added via: AICreateSimulatedObject; Type: default ground vehicle)

They get their path via the default SimConnect Waypoints and in the DevMode view it is clearly visible that all waypoints are added to the simobject, but for some (to me yet fully unclear) reason they stop sometimes and do not continue, the default Airport Vehicles are driving through them at this time.

My guess is that the boundary box around the user Aircraft (in this case default Censa Caravan) is much bigger then needed, but would this not also prevent the default AI Ground Traffic to not enter the area?

I know from ESP based Simulators that the 3rd party added ground traffic is "boundary box"-aware and is not entering the critical area, but I have not seen this "big" distance so far between Traffic and User Airplane...

Enableing the Sphare View in DevMode is not helpin to identify the issue.

Anyone an Idea what might cause this?

simconnect
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Paavo avatar image
Paavo answered

I have the same issue. A service road runs right next to parking stands and custom ground vehicles created with SimConnect get stuck there.

Please add a variable to turn anti-collision stopping on and off.


stuck.jpg



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FlyingRaccoon avatar image
FlyingRaccoon answered Kaiii3 commented

Hello

There's a "YIELD_TO_USER" flag that is used by the game but not accessible through the SimConnect API yet.
I'll create a ticket so this is added and will make sure we're not missing other useful parameters.

Regards,
Sylvain

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Kaiii3 avatar image Kaiii3 commented ·
will this falg be setable for each waypoint? Cause in some situations it would be nice to have the "default" Collision-Awareness active. Because as long as the User Airplane is parked i would like to have AI ground traffic ignore it, but as soon as the user is active it would be good to have the AI awareness back up ^^
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FlyingRaccoon avatar image FlyingRaccoon ♦♦ Kaiii3 commented ·
Hello.

No, just like some other flags, it will only be considered on a given waypoint and will be valid for the whole path.
The feature you describe would require a more advanced mechanic as the flag I mentioned makes no distinction if the user is "active" or not.

Regards,
Sylvain

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Kaiii3 avatar image Kaiii3 FlyingRaccoon ♦♦ commented ·
ok thanks, I will take care of the "user is active" inside our app then.
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Kaiii3 avatar image Kaiii3 commented ·
Hey,

any chance to see this within the next SDK Update?

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FlyingRaccoon avatar image FlyingRaccoon ♦♦ Kaiii3 commented ·
Hello.

No, not for SU6. Can't give any ETA.
I'll update this question when we know more.
Regards,
Sylvain

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Paavo avatar image Paavo commented ·
Has there been any progress? I searched SDK docs for "yield" and found no changes.
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Kaiii3 avatar image Kaiii3 Paavo commented ·
it is added in the c++ file as a waypoint flag but missing in the C# file.
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FlyingRaccoon avatar image
FlyingRaccoon answered

Hello.

The C# version of the lib will be updated in the next SDK, coming with SU10 flighting.

Regards,
Sylvain

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