• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Feature Wishlist

A

Aviasim

Guest
Would be cool to have "random conditions" - so any animations can be set to random, for example, Triggerable Animation of hangar doors, have it so it can be locked in a random position on the Keyframe counter or just fully open/close.

I thought of this whilst doing my current model which has 3D window frames etc - would of been good to have all the individual windows open/close at a random state to allow for a more dynamic feel.

It already exists for the jetway system so maybe not too much?
 

fs1

Messages
301
Country
brazil
Can SODE pause. rewind or forward an animation? Or place the animation in a specific frame? If so this would a good feature.
Thanks
 

jtanabodee

Resource contributor
Messages
3,886
Country
thailand
I was wondering if it is better we do not have to choose the stand. Since FSX knows that where is the user aircraft is in the sim, there might be some methods that automatically select the stand that user aircraft just parked. So there is no need to select on the menu. We do not park on the parking 1 and activate jetway of parking 2 anyway. There should be only the parking that we parked that we can control. It is quite troublesome to find through a lot of gates if we are in a big airport.
 
Last edited:
Messages
611
Country
switzerland
I was wondering if it is better we do not have to choose the stand. Since FSX knows that where is the user aircraft is in the sim, there might be some methods that automatically select the stand that user aircraft just parked. So there is no need to select on the menu. We do not park on the parking 1 and activate jetway of parking 2 anyway. There should be only the parking that we parked that we can control. It is quite troublesome to find through a lot of gates if we are in a big airport.

This has been added in V1.6.0:
  • Added Auto-Stand-Selection when parked at the stand with parking brake set and calling SODE menu
 
Messages
611
Country
switzerland
Can SODE pause. rewind or forward an animation? Or place the animation in a specific frame? If so this would a good feature.
Thanks

Internally, this is all possible (jetways). But this is not exposed to general animation and SODE's XML system.

I've had a rudimentary interface to that in the early SODE days (haha, a stub got into the documentation: https://sode.12bpilot.ch/?document=the-xml-definition-file/controllableanimation), but didn't complete it since I didn't see any use cases for that (manual control of animations).

What would you have in mind to do if you had such a system?
 

fs1

Messages
301
Country
brazil
Internally, this is all possible (jetways). But this is not exposed to general animation and SODE's XML system.

I've had a rudimentary interface to that in the early SODE days (haha, a stub got into the documentation: https://sode.12bpilot.ch/?document=the-xml-definition-file/controllableanimation), but didn't complete it since I didn't see any use cases for that (manual control of animations).

What would you have in mind to do if you had such a system?
Well, if you think there are lots of interesting things to achieve, e.g. custom skin/bone animations of objects (people, etc.). You can even randomize it and make unique animations paths
 
Messages
611
Country
switzerland
Well, if you think there are lots of interesting things to achieve, e.g. custom skin/bone animations of objects (people, etc.). You can even randomize it and make unique animations paths

That would go way beyond the scope of SODE, since that would require a customizable scheme to implement finite state-machines...and that using XML! That would be a nightmare to design and code.
Such a customizable system would need to go into the core engine of the sim itself and supported by the SDK, e.g. using lua scripts or similar...and not the trickery used by SODE to squeeze out some functionality of the limited SDK.
 
Top