Hi Ken,
You can reactivate the KLGA_STAT.bgl and see what happens.
You can also check which jetways still work with SODE and which don't.
I have the feeling that we have talked past each other with the static jetways.
I'll try to explain it a little differently:
1.)
There are jetways as pure 3-D objects.
They are placed in the scenery at the airport, just like a building.
They are in the scenery folder, look good but don't work.
2.)
Then there are the jetways from FSX/P3D.
For performance reasons, these are only visible from a set level of detail of “DENCE”.
Only from “EXTREMELY_DENCE” are they all visible.
They are also difficult to redesign and look the same everywhere.
3.)
And then there are the SODE jetways.
The developer has to build and design these himself (hence perhaps the protection).
For performance reasons, only static jetways are shown here at first.
Even if you are standing at the GATE and the jetway is still in its home position.
Only when the jetway is docked does the static jetway become a dynamic jetway.
The SODE Developer Guide under SODE Placer Workflow Step 6A states the following:
"For large projects with many jetways, it is a good idea to provide static jetways. The dynamic jetway has all the bone animations data included and placing lots of them hurts performance in the sim. A static jetway is the solution.
SODE will switch from the static version to the dynamic jetway once the user selects the parking stand through the menu or via GSX. Therefore, the static variant of the dynamic jetway must match the pose you have set for your initial state of the dynamic jetway (initial Keyframes).
In order to keep the number of objects low, it is better to re-use the same pose of the dynamic jetway and place that multiple time. You can add variation by playing with the main “heading” property to turn the entire jetway.
Remember, every different pose of a dynamic jetway needs a matching static variant!"
Here are a few pictures for better illustration.
SODEPlacer started and connected to sim in the LIVE preview.
Here you can see the Jetway as it is in the SODE xml.
Here you can see the changes via Initial State KeyFrame in comparison to the existing Jetway in the LIVE preview.
The changes were saved and SODE was reloaded.
Here you can now see the new position of the Jetway in the sim.
Here you can see the entry of the static SODE Jetway in the SODEPlacer, which belongs to the dynamic Jetway.
And here is the static jetway in the sim.
This picture shows the dynamic jetway after activation for docking.
As you can see from the previous image, the static jetway has a completely different position to the dynamic jetway.
This causes the jetway to jump from static to dynamic.
ImagineSim is very user-friendly with its jetways in KATL.
They have one dynamic jetway in three paint schemes (as you can see from the existing texture folders) and four static jetways (as you can see from the model folders) in the same paint scheme.
If you now open a static model folder, you will see the mdl name and this contains the Initial State KeyFrame entries for the dynamic jetway.
So that static and dynamic Jetway are congruent.
AS in PANC only uses a static jetway,
You only change the appearance by changing the heading of the entire jetway.
What about the jetways from Drzewiecki Design?
You can also experiment with the jetways from ImagineSim to see whether you also see changes in the LIVE preview when you change the Initial State KeyFrame, even before you reload SODE.