AIGround is a MSFS simconnect utility designed to improve AI taxi characteristics at the airport the user’s aircraft is located at.
AIGround holds the AI stationary on the tarmac after pushback for a more realistic amount of time before the AI begins its taxi out.
The AI will also perform control surface checks as they begin their taxi out (if control surface animations are supported by the AI model in use).
AIGround can also optionally increase or decrease the AI’s taxi speed.
AIGround also prevents the AI from spinning while stationary at the threshold (a bug of the native AI control program).
The user can also optionally reduce or extend the AI landing and takeoff ground rolls.
AIGround enforces better spacing between the user's aircraft and AI (both aircraft and ground vehicles) when the user is performing a taxi-out or taxi-in. AIGround does this by commanding the AI to temporarily stop in situations that the normal MSFS AI control program would miss.
When the user’s parking brake is engaged, taxi incursion detection for AI aircraft is disabled because the user has signaled an intention to stop the aircraft’s movement longer term (e.g., the user’s aircraft is parked at the gate) (e.g., the user is holding short indefinitely at a hold short line). When the user’s taxi lights are OFF, taxi incursion detection for AI ground vehicles is disabled because the user has signaled an intention to not taxi so that ground service vehicles can closely approach the user’s aircraft to provide service (baggage, gpu, push-back vehicles, etc). Note however regardless as to whether user-AI separation is disabled, the native MSFS AI taxi control program may continue to stop AI independently of AIGround.
However, in situations where the user might want stopped AI to continue its taxi (e.g., giving way an intersection) (e.g., moving a backed up line of AI), the user can flash the landing lights or strobes (on certain aircraft flashing the strobes is much easier) off-on-off as a signal to the AI to continue the taxi. Note however that the native MSFS AI taxi control program may continue to stop AI independently of AIGround.
The user can also ZAP (remove) AI traffic (both aircraft and ground vehicles) that has become stationary (stuck) and is blocking the user’s path by turning the landing lights on, then flashing the strobes off-on-off.
AIGround does not require a configuration file to run, however the configuration file AIGround.ini is included, which contains several parameters that the user may change to suit personal preferences.
AIGround is designed to compliment the default MSFS AI program and thus is fully compatible with it. Thus, AIGround is compatible with any AI-related program that places AI mostly under control of the default AI program (SU11), such as MSFS live traffic, MSFS off-line traffic and external AI injection programs that mostly rely upon the default AI program after injection.
AIGround operates externally via simconnect and thus makes NO changes to the MSFS sim.
See the included readme.txt and readme.pdf for additional details.
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Hi Just a quick question when i have noticed sometimes when i am sat a the gates waiting to depart other aircraft spawn in on other gates they will push back then dissapear before they taxi have is there something in the settings i need to do to stop this as when i turn AI ground off they seem to push back and taxi out ok
cptautoland
Been using since P3Dv4 version launched. Irreplaceable when using any sort of AI and you get the hang of the ini options. Thank you!
Harrier77
Thank you for an excellent mod for the MSFS AI system. There is one thing I have noticed that I would ask that you look at. When the AI aircraft taxi onto the stand they initially approach at a moderate speed, then suddenly speed up to the stop position, sometimes overshooting the correct position. Would it be possible to have a slower approach to the stop? The default MSFS system has the aircraft taxiing slowly to the stand stop position.
ClipperOS
For the users having issues with user-AI ground vehicle separation impacting services while parked (e.g., GSX, push-back addons, etc), please test this hotfix.
https://www.mediafire.com/file/f1komtn1xkcpkgq/AIGround207HotFixTest.zip/file
The fix is that user-AI ground vehicle separation will only become active when the user turns on their aircraft's taxi lights (indicating an intention to taxi and that all ground service vehicles have completed their tasks).
Please report back to me, I would like to get this update uploaded soon as this is appears to be a usability issue affecting a chunk of users. Thanks!
balu0 8 day(s) ago
Just did a departure, the hotfix worked fine, all services were able to connect. Nice!
balu0 8 day(s) ago
But MSFS will CTD if you change ground vehicle density setting if AI Ground is running and you are taxi-ing.
Yellow11
When used, it interferes with GSX Pro and partially interferes with the ground worker's animation.
As far as we can tell, it cancels all animations until the ground worker with the bypass pin that spawns when pushback is requested reaches the nose gear.
ClipperOS 8 day(s) ago
Hot fix:
https://www.mediafire.com/file/f1komtn1xkcpkgq/AIGround207HotFixTest.zip/file
Please let me know how it works. Taxi lights off user-ground vehicle separation disabled.
Yellow11 8 day(s) ago
Tested with version 2.0.7 with full flight.
Departure had no problems.
Refueling and pushback are functioning correctly.
On arrival, problems occurred.
When the GSX Pro approached the spawned marshaller, the animation was canceled.
ClipperOS 7 day(s) ago
Did you turn off the taxi lights before approaching the gate? I'm not 100% sure, but I think turning off taxi lights before turning onto the gate approach is fairly normal procedure.
Yellow11 7 day(s) ago
I turned off the Taxi light and the RWY turnoff light before the gate approach and the GSX marshaller worked correctly.
Thanks for the support.
balu0
AI vehicle code stops ground services, tug fuel truck ect wont be able to connect to the player. Had to turn it off.
ClipperOS 9 day(s) ago
Did you have the parking brake ON while the user's aircraft was being serviced? That is supposed to stop all user-AI (aircraft and ground vehicle) separation.
I also tested MSFS pushback when the user's parking brake must be released and the pushback tug still seems to work.
I appreciate that you looked inside the .ini and realized there is a way to turn off user-ground vehicle separation.
This is to you and anyone generally, if you are having a bad interaction between the user's aircraft and ground vehicles, please report, thanks! I was thinking this could be an issue, especially with push-back addons. I could do something simple like enable interaction with ground vehicles only when the user's aircraft has turned on taxi lights (or something like that).
loto 9 day(s) ago
I had a similar problem with Toolbar Pushback ,when the tug has finished the pushback it does not move away from the plane , I think the solution of linking this option to the taxi lights is a very good idea.
ClipperOS 8 day(s) ago
Hot fix:
https://www.mediafire.com/file/f1komtn1xkcpkgq/AIGround207HotFixTest.zip/file
Please let me know how it works. Taxi lights off--> user-ground vehicle separation disabled.
loto 7 day(s) ago
I tested the 2.0.7 released , no problem now with ground vehicles. Thanks
balu0
Anyone uses AIGround and/or AIFlow with FShud ? Are there any conflicts ? Do they play nice with each other ?
CaptainK
Well done with both AIGround and AIFlow, your utilities seem to have sorted out all of the bunched-up aircraft, thus making all AI traffic more real when they are taxing, departing, and arriving. I haven't seen any recent GoArounds.
Harrier77
Hi, are there any updates planned for SU11?
volkand
Thank you for your great tool. I have installed AIground v2.04 and FSLTL 1.2.1 in MSFS SU11 WU11. Now I've two issues when running "AIground" and "fsltl-traffic-injector" in parallel, at various airports stock or 3rd party, like EGLL, EGCC, KBOS, CYYZ:
The taxi behaviour works better than default - also after landing - according to the configuration settings of "AIground.ini".
I did that with default settings and a little tweaking in "AIground.ini" to accelerate movements during taxi (max. 22kts limitation on taxiways, 40kts on runways after landing).
My hope was to have faster AI-traffic movements on the ground, after landing and on taxiways, this works ok, but "take-off" with "FSLTL" running at the same time does not work.
When running "FSLTL" without "AIground" take-off" is no issue.
Is there a possibilty to check compatibility to "FSLTL"? Maybe there are side effects with "FSLTL", e.g. the removal of aircraft sticking at "runway nodes" for, e.g. >120seconds.
EnSnellHest
Do you have any blog or forum where one can follow your development and process for AIGround/AIFlow?
Would be really interesting to see what you are up to!
gundamf91
Hi there, thanks for fantastic addons. However, the AI aircraft did not take off, just slide on the grass besides the runway. How to fix this?
erik
If you use addon linker you can add both airflowe (exefile) and air ground (exefile) to tools-options -additionals options, link exe file in there.
jburrowes 3 month(s) ago
erik if this message was in answer to my "To start AIGround automatically when MSFS starts..." question, I thank you. And if it wasn't I still thank you. Addon linker is just such a great program that continues to surprise me - especially being that it is free.
Dusty72
All looks good with the AI ground new hotfix ....landings are great now without changing the ini file , the only last thing which would make it superb is that when the aircraft are at stand thet rotate about 45 degrees after a short while , hopefully this can be fixed then it will be excellent , keep up the great work
mjleprix
slight correction it did it with the first landig and arrival at gate but the next six were all ok. Well done and many thanks for your time spent to date.
mjleprix
great addon but even with latest update they still hit the gate at 45' and start to slowly spin round. But keep up the good work as it does the trick with everything else.
DownedAviator
Although it is good that aircraft do not stop when transitioning from rollout to taxiing speed, I prefer the previous version where I could extend the rollout to just ahead of the taxiway turnoff before the plane slows to taxi speed using AILANDINGTARGETTIME.
Now when I set AILANDINGTARGETTIME to anything above 0 as soon as aircraft exit the runway they charge off like an enraged rhino across the airport running through buildings etc and heading off cross country to the horizon.
ClipperOS 3 month(s) ago
Thanks, I'll look into it. Is this happening at a specific airport/runway?
DownedAviator 3 month(s) ago
I think it happens at any airport/runway.
Test configuration:
Using MSFS Standard Edition with AIG Traffic Controller injection. Using AIGround only, not running with AIGFlow. I don't think AIGTC is a factor.
Scenarios:
Mostly testing at London Heathrow EGLL with just the MSFS default airport and then with the iniScene EGLL addon. Same result in both situations.
Also tested at default MSFS La Guardia KLGA, which has really bad AI btw, aircraft at times taxi to takeoff using runways instead of taxiways etc, same problem observed.
From comments on the MSFS Forums other have the same experience with rhino landings also.
ClipperOS 3 month(s) ago
Thanks for this feedback, I didn't realize I could make the AI taxi that fast on the runway after landing until I read this. I was able to replicate your bug report and figure out how that was happening. Version out soon will have the AI will taxi very fast on the runway until they turn to vacate.
DownedAviator 3 month(s) ago
You're welcome, happy to help out. Now waiting to see what SU11 does to the sim and your addons 🙄
Dusty72
Good work on this.
My only two issues are that the aircraft come to a dramatic stop on rollout too soon and then continue, although with your ini fix they do depart the runway quicker which is great.
The other thing is which has been mentioned and I know you are looking into is that they taxi to stand a bit fast and start to spin at gate , if these issuess are fixed then it wil be perfect.
ClipperOS 3 month(s) ago
Thanks Dusty, hopefully if you're still around, what value for AILANDINGTARGETTIME are you using in the AIGroun.ini file?
ckthewinner 3 month(s) ago
I'm using default but when I switched to 1 then they will almost stop immediately after they land. For me it's not a big problem though, I'm just curious if there's a workaround.
ClipperOS 3 month(s) ago
Thanks, could you try AILANDINGTARGETTIME=0 (make sure no comments //) and the airport you are seeing this? That should force disable although it should be disabled by default.
What airport (stock or 3PR) and runway are you seeing the stopping? I'll give it a look, it could be something else causing the short landings.
You can bump up the landing target time to suit (e.g., AILANDINGTARGETTIME=7 means AI will finish landing rollout in about 7 second roughly).
Dusty72 3 month(s) ago
Hi There I am using 1 as opposed to the default 0 and the speed i changed to 22 , hope that makes sense
ClipperOS 3 month(s) ago
Got it, setting the landing time to 1 is setting it to 1 second. That is, the program will attempt to bring the AI to a stop in 1 sec, which is the "stops" you're seeing.
jburrowes
"To start AIGround automaƟcally when MSFS starts, add an entry for AIGround to the MSFS exe.xml file at:
AppData\Local\Packages\MicrosoŌ.FlightSimulator_8wekyb3d8bbwe\LocalCache\exe.xml"
The only xml file I see there is the SimConnect.xml. No exe.xml. Even if there were one I wouldn't know what to add. Can anyone enlighten me?
jburrowes
I just tried this mod and was excited to see two GA aircraft taxiing out to the active runway. Their speed seemed realistic, one following the other. Each stopped for half a moment before turning onto the runway - good - then each, in turn, taxied about 25 meters along the runway before actually starting their takeoff roll. Odd.
I didn't watch the first one carefully but noticed, when I looked for it, I couldn't see it climbing out. The next one I watched and it seemed to disappear after passing the end of the runway. I fly in VR with a Rift S so _maybe_ it just pixelated away at that point. I don't know.
This looks promising but, I have to say, landing at another similar sized airport - with parking spaces - I didn't see any taxiing happening. I fly every day so we'll see what happens today.
I've yet to land or take off from an airport with jet liners so I haven't witnessed AIFlow in action yet. Hoping for good things with it.
Liked. Will add stars after more testing.