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July 19, 2019, 06:19:23 am

Author Topic: [Beta] Autopilot  (Read 8896 times)

SinisterRectus

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Re: [Beta] Autopilot
« Reply #30 on: October 11, 2015, 06:50:25 pm »
This is pure awesomeness. However, maybe the approach angle can be a little steeper. On a lot of runways i end up hitting hills or trees for the most part. Cheers.
One thing I have to say is, make sure the approach-hold is not being activated when you are too close to the runway. The further from the runway you are when it is activated, the more time the autopilot has to stabilize the plane. Most glidepaths are 5 km long, so don't be afraid to start the approach way far out. Some are as short as 1.5 km, though. It varies depending upon the surrounding terrain.

Another issue could be the fact that I optimized the altitude-hold to work well for a 3 degree pitch, but didn't account for the fact that some runways have their paths pitched as high as 6 degrees. I do have plans to fix this, but there are 32 runways to address, so I haven't been too interested in doing it. Are there any runways that are particularly problematic?

Darwood37

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Re: [Beta] Autopilot
« Reply #31 on: October 11, 2015, 07:31:34 pm »
Nothing i cant handle for now XD. Thanks.

SinisterRectus

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Re: [Beta] Autopilot
« Reply #32 on: December 19, 2015, 05:18:41 pm »
The following changes have been made since I last updated this topic:

  • Adjusted vehicle check
  • Changed glidepath graphic from Render to GameRender
  • Made settings for altitude and heading holds adjustable in-game
  • Simplified target and approach hold calculations
  • Compacted all InputPoll subscriptions into one
  • Compacted some if statements into elseifs
  • Moved the target hold graphic into its own Render-subscribed function
  • Changed all approach glide angles of 6 to 5, to hopefully fix approach hold
  • Simplified YawToHeading and HeadingToYaw functions
  • Various other tweaks, fixes, optimizations

I have made a final release topic here.