• 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:

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SODE Jetway Control

Has DrzewieckiDesign got a beta copy? Or can we use this now?
Nope, they are using fixed animation jetways that connect to a specific aircraft type at that particular gate. This is a "normal" animation that is triggered, which is possible for some time already with SODE (since summer 2014).
Dynamic IK jetways is a new feature that is in development/testing phase. As soon as the new module is robust, I will release in it a new SODE version.
 
Very impressive work! This was badly needed. I will take a close look at this for implementation in our next product and a donation will be gladly given for your hard work

Mir
Flightbeam Studios
 
This is absolutely fantastic!
I will definitely use this on the jetway of my KTRI collaboration scenery (and of course I will donate some money once this feature is released)!
 
*Sorry for asking here, but is seems to be the most relevant place at the moment*

What is going to happen in regards to jetway animation for airport sceneries in general? Everybody is doing different things in trying to achieve the same goal. Would it be possible to come to some kind of universal standard? (SODE being the best in my opinion)

We will soon have the following systems:
1. FSX default, inverse kinematics, Ctrl +J jetway animation.
See here: http://www.fsdeveloper.com/wiki/index.php?title=Jetway_IK_video_tutorial

Limited system, simplified animations, lots of bugs, implementation is not developer friendly, free for the end user.

2. AES jetway animation based on BGL opcodes & graphics engine hacks.
See here: http://forum.aerosoft.com/index.php?/topic/82019-prepar3d2-support-once-more/?p=588234

Perfect animation options, relies on low-level hacks & legacy code, not cross-platform, requires implementation by 1st party instead of scenery developer, (most of the time) pay-per-airport for the end user.

3. Simobjects Display Engine (SODE) using FSX/FSX:SE/ESP/P3D native Simconnect interfacing.
See here of course.

This is what FSX native jetways were supposed to be, allows multiple user-controlled jetways, very developer friendly, still in development, no licence required for developers & users (donationware).

4. Airport Controller (AC) using FSX/FSX:SE/ESP/P3D native Simconnect interfacing.

See here:
http://forum.aerosoft.com/index.php?/topic/74892-aerosoft-split-x-preview/page-4
http://en.shop.aerosoft.com/eshop.php?action=article_detail&s_supplier_aid=11975&s_design=DEFAULT&shopfilter_category=Flight Simulation&s_language=english
http://forum.aerosoft.com/index.php?/topic/69566-mega-airport-prague-preview/?p=630991

Not much is known, appears to be similar to SODE, licensed by developer/Aerosoft.

I really don't think the end users would like to use 4 different jetway systems, depending which airport scenery they are using at the moment. What is the plan for the future for the development community?
 
Nice summary of all the methods.
Personally, I think SODE might be the best way for now.
AES is good since it accompany with service vehicles. I think it can be used with other methods. Since it will exclude the old jetway out and replace with a new one from them.
I have no idea about AC control from aerosoft. But they often use for their product only.
 
Hello Jeffrey

We would love to implement your solution to our LHBP scenery.

Some questions I do have:
- The jetways were created with 3DS Max. Hopefully we can somehow get it in gmax without loss.
- What is your status with payware products?
- Can our installer directly copy your dll to the machine or do you want to force your own install?
- Can you support us to create the first jetways? Video tutorial etc.

Thanks!
 
Folks,

I have now implemented the two other most common jetway types. These are not possible to animate in FSX/P3D with the standard SDK, so it's time for SODE to bring them to life!
  • "Noseloader": These are fixed leg (so no rotation) type jetways that can just extend the bridge. Optionally, the bridge itself can be lowered/elevated.
  • "T-Shaped": These are also fixed leg type jetways, but the bridge can be lowered/elevated. The special thing here is that the head is angled 90degrees to the bridge (hence T-shape) and the head can move back and forth. This kind of bridge is for example used in Stockholm Arlanda ESSA.
Support for these jetways will come with SODE v1.4.0. I still need to finalize the 3dsmax/gmax scripts.

Here are two videos that show the two types in action (sorry for the choppy playback courtesy of CamStudio ;) )

Type N

Type T

-Jeffrey
 
Jeffrey, so is it possible to use custom textures with your jetways?

You mentioned end user creating custom models and manipulating the nomenclature of the components so that SODE can convert them, any particular model format for the object? Can the model have custom textures?

Thanks,
David
 
You mentioned end user creating custom models and manipulating the nomenclature of the components so that SODE can convert them, any particular model format for the object? Can the model have custom textures?

Of course! You can model and texture your jetway the way you want it. You just have to comply with the naming of the main components and link subcomponents to the respective main component. Sounds complex when written, but is pretty easy in the modelling tool. My jetway SDK describes the entire process with pictures.

Model format? Well, both 3dsmax and gmax are supported by my scripts, then you export the jetway like any other model.
 
So nice :D any plan to create a mode to do jetways on Blender :)? please :)

Sorry, no Blender support planned from my side. It would require me to learn the python script language used in Blender...I read someone else is working on Blender support, though.
 
Sorry, no Blender support planned from my side. It would require me to learn the python script language used in Blender...I read someone else is working on Blender support, though.
I requested the same when this thread was started over a year ago and you said you would do some documentation on how to do it manually. Does this doc exist yet? :)
 
Of course! You can model and texture your jetway the way you want it. You just have to comply with the naming of the main components and link subcomponents to the respective main component. Sounds complex when written, but is pretty easy in the modelling tool. My jetway SDK describes the entire process with pictures.

Model format? Well, both 3dsmax and gmax are supported by my scripts, then you export the jetway like any other model.

Awesome. I don't have 3DS but I have it's daddy CATIA. I should be able to downconvert to MAX, since both are Dassualt I.P.

Thank you very much I will download and report on my progress!

David
 
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