Crazy Plane Script

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Ashlyn Robello

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Aug 5, 2024, 2:41:41 AM8/5/24
to nondhumtiter
Helloeveryone! I am glad you guys considered this script. Trust me when I say that this script's only goal is realism.

If you would like to support me, feel free to join me on my streams: www.twitch.tv/benair222


With more than 500 lines of code, I have made sure that the cold and dark experience in the A350 is not only as realistic as possible, but also mimics real human behaviour.

This means that every time you load up the aircraft, your cold and dark will be slightly different. This of course now gives you more of a purpose to look for certain items when doing your flows.


An example of this would be maintenance. Maintenance is known to forget to switch a few things on or off, and I added that in. Don't worry though, the chances of that happening though is rare, like in real life.


I want to make it clear that although this script simulates slight randomness, v1.3 now has "intelligant randomness". This means not complete chaos, but randomness based on human choices with the real plane.

Also again, don't expect to have things that would ruin your flying experience to be included like for example Generators being off by accident. Those will never see their position change in real life, so don't expect them to change in my script.




How to install: Just take all of the contents from the folder "AirbusA350_scripts" and paste them into the Main A350 folder. If done correctly, windows (or other OS) will ask you to overwrite all contents. Make sure you do overwrite them. Enjoy!


This is a project I've been working on forever. Programming an atmospheric autopilot can be very, very hard, but I've came up with an acceptable result, at least in my eyes, and wanted to let you guys be able to check it out! There is much to be optimized which I will do in the future as well as add new features, but for now, the results were quite good in my opinion, which is why I'm releasing it now.


To create new waypoints, simply copy an existing one (best if you copy the first one), give it a new name and enter it's latlng position. You can do this two ways: log the current geoposition of your craft to a file and then copy the logged coordinates into the waypoint OR enter the coordinates from the cheat menu "Set position".


This script could be extremely handy for career mode where you have to fly to certain waypoints, gather some data etc. Now you can just enter the heading you need to fly to, select the speed and altitude and lean back!


Wow... this looks kewl... A nice way for peeps to dip a toe into kOS, without having to use the kOS terminal and scripting for *everything*? vOv



Hmmm... I imagine this could be adapted easily for use with ground vehicles/rovers, as well as naval craft?



Could this also be easily adapted for use with waypoint addons? ie Waypoint Manager, NavUtilities, etc...??



@Kartoffelkuchen


Yes, this can be easily adapted for ground use. I actually have already made a ground based mode for taxiing and stuff, I'll include that later. As far as integration with other mods is concerned, I think this would actually need to be a real plugin, but I have no experiences with such so far.


@rottielover Height means the altitude above ground the kOs unit is reading in the takeoff / landing configuration (so with gear extended, it's the altitude from the command module). You can get a good value by typing "print alt:radar." in the console and just add 0.5-3m to that numer, depending on your aircrafts size. Just keep in mind, too high value means that the plane will come in higher than it should (because the ap thinks it's lower than it actually is) while too low means that if you have a certain pitch angle at landing you might actually crash into the ground because the cockpit is higher up than the landinh gear.


Nah, I use it all the time. The only times I've seen it flake out is when your plane is stalling and can't recover. (Which at that point, you shouldn't be using an auto-pilot anyways.) I do admit you do have to do some tuning for various conditions and craft though.


@shdwlrd The main difference between Pilot Assistant and this is that I made a kOS script, not an external plugin. This means that the script, due to kOS limitations, will run at a significantly lower rate than PA would do, due to kOS limited "processor speed". It can o be increased, but I didn't want to make that step for now.


This runtime difference means that it is much harder for the script to compensate, from the time it sees that the aircraft is exceeding it's target pitch rate (for example) until it does something to correct for it, up to 0.2seconds pass by. That makes it quite complicated to properly tune a PID, since a LOT can happen between each "run" in .2s, especially with very sensitive aircrafts.


I wasn't trying to compare a Kos script to a .DLL plugin. I was just curious if the could tune the PID's and max limits to different crafts. The planes I make are stable, but some are underpowered. They can't do high amounts of positive pitch for very long before stalling. I was planning to using it to send planes to a set of coordinates and have it land near by.


Yeah sure if you open the "Settings" Tab of the gui, you can adjust things like "max pitch, roll angle, min speed, max speed" there when in flight OR you can create a profile for your own plane in the database.ks script so you don't have to adjust things every time (see step 6 of how to use).


Add in holding patterns near the KSC and desert runway. That way you can guide planes into the pattern from anywhere and then do the landing approaches from there. Also, if there is missed landing, the ap can directly fly you back to the pattern to try again.


Hey! I've been testing this 'mod' with FAR for a while now, and while it works for the basic features (I'm damm impressed by that, even havign a custom UI with kOS is crazy!) it does have a few problems:


- While the oszilation dampening for the pitch control works I'm experienceing low frequency oszilations when using the autoland function. These oszialtions are so bad that the plane slams into the ocean or the landing lights before even reaching the runway. This seems to happen with planes of any size.


Edit: It would also be really cool to have a feature where the plane is placed at the intended touch-down spot with the right heading and then this info can be put into the autopilot to generate an approach path that can be later used to automatically land at this destination.


The script assumes that the provided plane has length and width resolution in powers of two (ex. 64, 128, 256, etc.). The script is intended to be used on landscape meshes in a game engine to help with optimization using occlusion culling.


Funny story: I actually got to use the code I wrote for you the other day at work! That means I got to flesh out that code into something a bit more production ready. (Also, this geometry connectivity stuff is my absolute favorite task, so I...


That makes complete sense to not grow the selection all over the place. I was visualizing the solution could be to only grow the selection every n number of edges, starting from the side edge, but it looks like you did just that in your version.


What needs to be corrected so as not to check the result and not to clean up defective shapes?

You need to replace polySplitEdge with a more reliable tool: polySplitVertex.

Having previously converted the set of final eges loops into vertices set.

polySplitVertex is somewhat slower than polySplitEdge, but with more predictable results:


I am noticing one small glitch after running the script on the mesh I provided. I am noticing that some of the vertices have random vertex normals. Before running the script, the normals look fine, but after there are patches of vertices where some vertices are pointing on an angle, resulting in strange shading.

Capture1052701 144 KB


Further optimization of the process of creating a list of split-vertices is not very justified, because it takes an insignificant part of the time from the overall process.

Therefore, a dramatic increase in execution speed is possible using the Maya Python API (or Maya C++ API).

Instead of splitting/separate, simply recreate new meshes from the source mesh data.

Recreating empty meshes is very fast.

But transferring additional data (such as shading data, UVs, colors, normals, blind-data, etc) can add a lot of overhead.


I am noticing one small glitch after running the script on the mesh I provided. I am noticing that some of the vertices have random vertex normals. Before running the script, the normals look fine, but after there are patches of vertices where some vertices are pointing on an angle, resulting in strange shading.


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