Jim / Gypsy::
i'm confused at to what the question is - probably due to my choice of nomenclature -
i said AI Boat - invoking inference to the AI boat traffic tool (this is for scenery AI and movement , BGL based)
...but really was referring AI Carriers and the AI Carrier tool (this is for AI craft with sim.cfg's, MDL based)
-SNIP-
I was refering to the AI Boat Utility, also by Lamont Clark, that
allows you to define AI boat traffic that follow predefined routes
and schedules much like AI aircraft.
This allows you to have boats/carriers that are ever-present
in the sim without placing them using a
the "aicarriers2" utility by Lamont Clark.
I use both methods but I was searching for a way to
place the FLOLS trailer and wires using the AI Boat Utility
so that they would always be present and also, you could
then have multiple installations present simultaneously
on more than one runway. Also, one would not have to first
be on the runway to 'place' the trailer and wires but could
'arrive' from some other takeoff point and find them in place. Alas, this doesn't seem to be possible...
One could, with a bit of experimenting I suppose, create a
"group" that contained multiple trailers and wires with the
appropriate offsets to accomplish the 'multiple runway'
solution in "aicarriers2". In fact I may attempt this at
KPNA when I get some time. I did, in fact, locate three
versions of the trailer side-by-side when doing some comparative
testing for Sylvain.
The AI Boat Utility BGL's are read by the FSX components
that read "traffic" files and it is there that limitations appear to
exist as to implementation.
For instance, there appears to be a minimum route length
when defining waypoints. In testing using a smal 25' boat it seemed
to be around 150-200'. I couldn't get any object to remain
'stationary forever'.
Any attempt to place an object...boat, bus, platform...
on land with the AI Boat Utility resulted in the object
disappearing within a couple of minutes of it's appearance.
Resetting time/date, etc and the object reappears only
to vanish again shortly thereafter.
Thus it seems there are different FSX elements involved between
"AI Traffic" injected via simconnect and that defined in BGL's.
Paul