AI STATE_SIMPLE_TAXI broken

Version: 1.1.9.0

Frequency: Consistently

Severity: Blocker

Marketplace package name: /

Context: Same issue as in MSFS2020

Similar MSFS 2020 issue: AI STATE_SIMPLE_TAXI broken?

Bug description: Same issue as in MSFS2020

Repro steps: Same steps as in MSFS2020

Attachments:

Private attachments: Send a PM to @PrivateContent with the link to this topic and the link to download your content

1 Like

Update on this (Tested in SU4B):

Initial issue seems fixed: AI is taxiing along the path, but sim freezes now when the AI reached the last waypoint.

Greetings,

Kai


    private void buttonCreateParkedATCAircraft_Click(object sender, EventArgs e)
    {
        SIMCONNECT_DATA_INITPOSITION Init = new SIMCONNECT_DATA_INITPOSITION();
        Init.Altitude = 0;                      
        Init.Latitude = 38.77844001338494;      
        Init.Longitude = -9.135185012447632;   
        Init.Pitch = 0.0;
        Init.Bank = 0.0;
        Init.Heading = 360.0;
        Init.OnGround = 1;
        Init.Airspeed = 0;

        simconnect.AICreateNonATCAircraft("340 Passenger", "Test", Init, DATA_REQUESTS.REQUEST_SIMOBJECT_SPAWN);
    }


    private void buttonSendWaypoints_Click(object sender, EventArgs e)
    {
        if (vehicle != 0)
        {
            
            SIMCONNECT_DATA_WAYPOINT[] waypointList = new SIMCONNECT_DATA_WAYPOINT[2];
            waypointList[0].Flags = (uint)(SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_ON_GROUND | SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_SPEED_REQUESTED);
            waypointList[0].Latitude = 38.78032171466568;
            waypointList[0].Longitude = -9.135683433531407;
            waypointList[0].ktsSpeed = 20;
            waypointList[1].Flags = (uint)(SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_ON_GROUND | SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_SPEED_REQUESTED);
            waypointList[1].Latitude = 38.7811010811845;
            waypointList[1].Longitude = -9.134426137019052;
            waypointList[1].ktsSpeed = 20;

            Object[] objv1 = new Object[waypointList.Length];
            waypointList.CopyTo(objv1, 0);

            simconnect.SetDataOnSimObject(DEFINITIONS.SET_WAYPOINTS, vehicle, 0, objv1);
        }
        else
            displayText(" ID not set!");
    }
3 Likes

Hey Sylvain @FlyingRaccoon

can you confirm that the new issue for this report has been logged as well?

Greetings

Kai

1 Like

Yes, it has.
Thanks for the ping.

Regards,
Sylvain

3 Likes

Hey Sylvain @FlyingRaccoon,

update on SU4B (1.6.13.0) :

Sim no longer freezes after last way, but after the last Waypoit the AI gets into the takeoff-state (similar to what the original issue was).

Greetings

Kai

1 Like

Hello @Kaiii3

In the original report, it was not moving at all, with the state to STATE_SIMPLE_TAXI.
So now, you just expect it to switch to a sleep state with the engine shutting down when it reaches the last ground waypoint, is this correct?

Regards,
Sylvain

2 Likes

hey Sylvain @FlyingRaccoon

the original report from Nov 2024 (and from MSFS2020) was that the airplane was instantly switching into the TakeOff-State. With the first build of SU4B the AI was able to taxi following the waypoints but the Sim freeze as soon as the AI reached the last waypoint. No with the latest SU4B build the Sim no longer freezes, but the AI does not stop but performs a takeoff.

My understanding of the feature would be, that it is similar to the behavior every other SimObject (like boats/ground vehilces) has.

Airplane follows the porived waypoints, and stops at the last waypoint. No need to shut any engines down or so. (at least thats how it works on Vehicles and boats at the moment)

Greetings

Kai

1 Like

Just to add to this (and I may be wrong in my interpretations of how this is meant to work!) but I believe that the original idea behind the waypoint states was to be.. if the aircraft is on the ground and the waypoint is set as on the ground, the aircraft should taxi to that point.. it should continue to taxi along ground based waypoints and should only switch to a takeoff state if the next waypoint in the list is NOT flagged as on the ground?

So I would guess that Kai’s intent is that if the final waypoint is still on the ground then the aircraft should remain in taxi state but simply come to a halt?

Just my quick interpretation though! Happy to be corrected.

I would absolutely love to see this feature restored to a good workable state though.

1 Like

@Kaiii3 @Marajin360 I am surprised, version 1.6.13.0 does not contain the fix for the freeze when the AI reaches the last waypoint.
This will only be fixed starting from 1.6.14.0.

So this still leads to a game freeze for me on SU4 beta.

On the dev build, the AI aircraft stops at the last waypoint and gets to STATE_SLEEP as expected.
I used the following waypoints on the AIObjectsAndWaypoints SDK sample:

waypointListDA62[0].Flags = SIMCONNECT_WAYPOINT_SPEED_REQUESTED | SIMCONNECT_WAYPOINT_ON_GROUND;
waypointListDA62[0].Altitude = 800;
waypointListDA62[0].Latitude = 47.438067;
waypointListDA62[0].Longitude = -122.307993;
waypointListDA62[0].ktsSpeed = 20;

waypointListDA62[1].Flags = SIMCONNECT_WAYPOINT_SPEED_REQUESTED | SIMCONNECT_WAYPOINT_ON_GROUND;
waypointListDA62[1].Altitude = 600;
waypointListDA62[1].Latitude = 47.438061;
waypointListDA62[1].Longitude = -122.306387;
waypointListDA62[1].ktsSpeed = 20;

waypointListDA62[2].Flags = SIMCONNECT_WAYPOINT_SPEED_REQUESTED | SIMCONNECT_WAYPOINT_ON_GROUND;
waypointListDA62[2].Altitude = 800;
waypointListDA62[2].Latitude = 47.439013;
waypointListDA62[2].Longitude = -122.306369;
waypointListDA62[2].ktsSpeed = 20;

Regards,
Sylvain

1 Like

Hey Sylvain @FlyingRaccoon

I have just tested on 1.16.13.0

it slows down for the last waypoint but then goes to takeoff

as you can see no freeze.

            waypointList[0].Flags = (uint)(SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_ON_GROUND | SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_SPEED_REQUESTED);
            waypointList[0].Latitude = 38.78013940472142;
            waypointList[0].Longitude = -9.134144705220587;
            waypointList[0].ktsSpeed = 20;

            waypointList[1].Flags = (uint)(SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_ON_GROUND | SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_SPEED_REQUESTED);
            waypointList[1].Latitude = 38.780470620546716;
            waypointList[1].Longitude = -9.134104289430102;
            waypointList[1].ktsSpeed = 20;

            waypointList[2].Flags = (uint)(SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_ON_GROUND | SIMCONNECT_WAYPOINT_FLAGS.SIMCONNECT_WAYPOINT_SPEED_REQUESTED);
            waypointList[2].Latitude = 38.7838076098934;
            waypointList[2].Longitude = -9.132329122640039;
            waypointList[2].ktsSpeed = 20;

Greetings

Kai

1 Like

if the upcomming .14 seems to be working on your end, I guess we can asume it to be fixed :slight_smile: Will report back when we have access to it as well.

1 Like

For clarity we were also still experience freezing when a final point is reached on .13

Will also report back on the situation with .14 when available

1 Like

And this is still using AICreateNonATCAircraft with “340 Passenger” title?

1 Like

correct:

simconnect.AICreateNonATCAircraft(“340 Passenger”, “Test”, Init, DATA_REQUESTS.REQUEST_SIMOBJECT_SPAWN);

2 Likes

I do have the freeze on 1.6.13.0 with your config, and the expected behavior on the dev build.
So just run the test again when the next beta build is released.

Regards,
Sylvain

1 Like

ok will do - thanks for the info. Looking forward to this fix, it will open up a lot of options for our future development :slight_smile:

Greetings,

Kai

1 Like

A post was split to a new topic: Lights switch off when injected AI reaches last provided ground waypoint

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