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Gulf Air 50th 767-300

Thanks for visiting AI Aardvarks unreliable webpage.
The place for AI aircraft that won't kill your frame rates.



The AI Aardvark Philosophy

Our guiding principle here is that the key to an enjoyable AI traffic experience is that it's all about frame rates. What's the point of having real world flight schedules, lots of AFCAD gates and hundreds of additional AI aircraft if the result is crippling frame rates?

The primary reason for poor frame rates is the use of aircraft that are quite unsuited for AI use.  You can find these unsuitable aircraft at many flight sim sites as well as at sites dedicated to AI traffic.

AI Aardvark is committed to providing high quality, frame rate friendly aircraft for use with AI traffic.

I T ' S   A L L   A B O U T   F R A M E   R A T E S !

 









Find out what AI Aardvark aircraft are currently available.   Also, see what repaints are available for each aircraft.


Despite exhaustive testing, occasionally an error slips through, but imagine how terrible it would be if we did no testing at all. ..


Learn about low polygon modeling and why it so important to achieving good frame rates.


Learn the reasons behind Aardvark's AI flight characteristics, and why real world scheduling just doesn't work in FS2002.

Painting
Learn how we paint our planes.
NOT YET OPEN



Nov 12, 2003
Site moving to new server...

We are in the process of moving to a new server, so the site may be experiencing difficulties over the next few days. Various parts of the site may or may not be operational during the move.

<insert self serving rhetoric about how we are moving to a new server in order to better serve our users and how we will have lots of exciting new features here...> *

The url will remain the same as it is now: www.ai-aardvark.com

*
The truth is, that in keeping with the selfish nature of the aardvark web lackey, we are doing it to make life easier for ourselves, not the users. Most visitors won't notice anything different.

 


October 16, 2003
Welcome Peter (Kefo) Pavlin

After much arm twisting and evasion of the truth on the part of AI Aardvark, Peter (Kefo) Pavlin has agreed to become an official aardvark type person. Peter was hesitant at first because he was afraid of the huge demands on his time that Aardvark would impose on him. After finding out that on the "DiBacco Plan" he could actually vanish for months on end and not lose his aardvark standing, his mind was put at ease, and he signed on the dotted line.

Peter is well known for his very detailed and very accurate repaints. He added several layers of details to the just released 767-300's as well as producing several airline repaints for it. We're so impressed with his work that we are now pressuring Peter to develop the paintkit for the next aircraft that is slowly lumbering its way down the Aardvark assembly line.

Welcome to AI Aardvark, Peter!




October 11, 2003
Lots more Boeing 767-300's


We have finished the 767-300 release with a deluge of GE repaints. We're not sure how many, new repaints kept slipping in at the last minute, but trust us, it's a lot. We've tried to get an accurate count several times, but lack of sleep has prevented us from getting any sort of consistant count. We're pretty sure there are more than 15 though. Maybe more than 20...

Enjoy the 767-300's.

Must sleep now...

 


October 07, 2003
Boeing 767-300 RR


Three Rolls Royce engined 767-300's slipped out of the aardvark hanger today and have arrived at AVSIM and flightsim.com. Apparently the RR's didn't feel like waiting around for the Pratt & Whitney and General Electric powered 767-300's, which are still being worked on.

As would be expected with an Aardvark model, the 767-300 has been designed from the ground up to be used as AI traffic. It has 10 LOD models, plenty of moving parts (flaps, spoilers, slats, engine fans, landing gear, tail skid, etc) and is very frame rate friendly.

The 767-300 PW's and GE's should be released in the next few days.



August 11, 2003
Boeing 727-200

On August 8, 2002, David Rawlins released his very first Flight Simulator model, a 727-200 designed specifically for AI use. Over the past year, that model has gotten uglier and uglier to his eyes. Despite being a sub standard model, it still attracted repainters who weren't afraid of it's very user unfriendly textures.

Today, we hope to hear the flushing of a lot of virtual toilets and to never hear mention of that old 727 model again. Because today, AI Aardvark releases a BRAND NEW 727-200 model! More detailed than last years model, but because of it's 9 LOD models, it's actually more frame rate friendly than the old one.

This 727-200 has animated landing gear (including tail skid), 2 part flaps, slats and spoilers.

The 2 part flaps are making their first appearance on an Aardvark model, and they really give a more realistic appearance on a plane making a final approach.

 

There will be a few repaints to follow the Delta repaint out, including FedEx, DHL, Iran Air and Pan Am. Within a couple of days a paintkit will be made available, which will also include a model with winglets. Please wait for the paintkit before doing any repaints!


A 727-200 in the Aardvark house scheme tests out winglets over the Everglades.


David R. would like to especially thank Boback Shahsafdari for recreating the original paint scheme used on last years model, Delta Airlines N474DA, which was the 1000th 727 built by Boeing. David also owes a special thanks to Craig Crawley who provided invaluable help late Friday night helping to sort out the huge number of LOD's (rumored to have been 16 at one point) and determine the LOD appearance distances and what parts were or were not needed.



August 2 , 2003
Boeing 767-400ER

After a long testing, and testing again period, the Boeing 767-400ER has been released and should hopefully be appearing at avsim & flightsim.com within the next 24 hours. This is the largest AI plane we have built thus far, and we discovered that using only 5 or 6 LOD models, which our most recent previous releases have, just wasn't giving us the frame rates we wanted. So, we added a few more... The 767-400 has 12 LOD MODELS!!!

In our harsh frame rate tests (KORD, 100 gates, all filled), the 767-400ER has frame rates that are comparable to our much smaller 737-200.

The 767-400 has the usual details you've come to expect, plus the usual animated parts. A new addition to this aircraft is the hanging main landing gear bogies, as you can see in the picture below.


767-400  Delta


The 767-400 is being released in 3 paint schemes: Continental Airlines & Delta Airlines (2 versions). These are the only 2 airlines currently flying the 767-400.

The 767-400 has been tested in both FS2002 and FS2004.

 


August 2, 2003
FS2004 FDE information.

FS2004 users may have noticed that some aardvark planes don't fly very well in FS2004. We will release a set of FS2004 fde's, once we have tested everything thoroughly. For those of you who can't wait, we suggest replacing the original .cfg and .air files with the same files from the default 737-400. You will have to rename the .air file of course, as well as transfer the original aardvark contact point and light location parameters.

Aardvark planes that seem to fly ok in FS2004:
757-200
757-300
(flies ok, but may not want to land)
EMB-120 (flies so well, it brought tears to the tester's eyes)

Aardvark planes that don't fly well, if at all in FS2004:
737 series (pretty bad)
dc-9 series (slightly better than 737's)


July 16, 2003

Recent aardvark testing has concluded that the previous 757 releases, although containing 5 LODs (Levels of Detail models), did not have optimum LOD placement. So we just shifted the LODs around a bit and the newly compiled model files yield a nearly *6 frames per second increase in performance from the previously released 757 models.

At least you can never say Aardvark doesn't look after you and your frame rates.
*
Read More for clarification


May 30, 2003

FINALLY, the repaint sections have been brought up to date, using a new "minimal effort" format for easy updating. "Minimal effort" means "no pictures", sorry about that, we know they were nice to look at, but it just took too long to download, install, and make profiles of repaints.

We only frequent avsim and flightsim.com looking for new repaints, so if yours aren't listed, send us an email.



What makes a good  AI aircraft?

Judging from the files we've downloaded from several sites, it  would appear that simply putting the words " good for AI use " in the file description would do it.  It doesn't of course, but we have identified a few very common misconceptions about what makes a good AI aircraft.
 If it's a Gmax aircraft, it'll provide good frame rates.

This is by far the most common misconception about AI aircraft and you'll see it quite a lot.  Gmax is simply a tool to build models, there is nothing in Gmax that inherently builds frame rate friendly aircraft.   It's up to the modeler to build a frame rate friendly aircraft by keeping the total number of polygons used in the model as low as possible, and using the LOD (Level of Detail) feature in an efficient manner.  Both of these have to be used well to make a really good AI model.  Keeping the polygon count low, but only using 1 LOD model is about the same as using a huge number of polygons and having several LOD models.
If an aircraft has LOD modeling,  it'll provide good frame rates.

Finding an aircraft that even uses LOD modeling is a daunting task, but if you can find one, that's a sign that the designer was at least thinking about frame rates.  To really take advantage of LOD's the modeler will have to build several models to represent the different levels of detail.  Taking the most detailed model and simply deleting parts to make the next lower detail model is not the ideal way to do this.  The modeler also has control of the distance at which the LOD models appear to the viewer.  The modeler can adjust the distance to achieve the best frame rates possible.  Making the least detailed model appear closer to the viewer will improve frame rates, but at the expense of allowing the user to actually see the lower detailed model which probably bears only a vague resemblance to the aircraft being modeled.


However, regardless of whether the LOD modeling is being used to it's best advantage, a model that uses LOD models will always deliver better frame rates than a similar model that only has a single LOD model.

The only way to have good frame rates is to use a less detailed looking model.

If you equate the number of polygons used with the degree of detail this would be true.  We've discovered that through very concientious modeling we can produce a fairly detailed model using far less polygons than others that have built the very same aircraft types.
 

We feel that we have gotten the most detail for a given number of polygons that is possible.  You could have better frame rates than our aircraft offer, but since our aircraft have literally been stripped to the bone of all unnecessary polygons, this would  result in less detailed models.


How has AI Aardvark managed to build such detailed aircraft,
yet still keep the polygon count low enough to insure non-crippling frame rates?


The deceptively simple answer to that is that we only use polygons where we need to.  It is a very common mistake for beginning 3D modelers to use far more polygons than are actually needed to have a model that reads well.  Fortunately, one of the Aardvark modelers has been building 3D models for years, and has learned a few tricks along the way.

When we start off  building a new aircraft model, we already have a polygon-count target that we do not want to exceed.  For a 2-engine jet like the dc-9 or 737, that target is 2000 polygons.  Sometimes this requires that we go back and rebuild sections of an aircraft in order to stay on target.  If we develop a basic model, and have not reached the 2000 mark, that allows us the luxury of adding lots of little details, such as antennas, strakes, flap hinge canoes, etc.  Many times, even after adding these additional parts, the model is still under 2000 polygons.  We'll try harder next time...

VISIT THE AARDVARK MODELING SECTION FOR MORE DETAILS


AI Aardvarks Flight Dynamics


The AI flight dynamics are the result of months of tweaking and testing, and are made to allow the maximum number of aircraft movements per hour.  That said, for the most part, most of our FDE's are modified versions of the default 737-400.  It doesn't matter to us if a 727 uses the FDE of a 737, just as long as it appears to operate correctly in FS.

In an effort to get arriving aircraft clear of the runway as quickly as possible, in order to reduce go-arounds, AIA aircraft will touch down pretty firmly very near the runway thresh hold.  This behavior can be easily adjusted in the aircraft's .cfg file if you would rather have your aircraft "float" down the runway a bit before touching down.

VISIT THE AARDVARK FDE SECTION FOR MORE DETAILS