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SimObject Display Engine [released]

Hi there, thank you SO much this looks awesome. Already have a dozen things to try using SODE!

Also I needed to kill and open a new process before the samples showed up.

Just a couple of points...I'm mainly thinking about logic behind automatic installers....if this is going to be used by multiple devs should the location of the module be a standard?
Also is there a way to check the version of the module eg a newer release with new features but the client PC has an older version, (or even they have a newer one and mine is older etc) how will the it know to overwrite or not etc.

This may be already thought of and implemented?

Perhaps a new subfourm should be opened for SODE? I'm not sure how this usually works.

Cheers,

Nick
 
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I can open a special forum for SODE if we feel this tool will get a lot of discussion. Since I guess it will, it might be a good idea :)
 
Thank you for trying out the module.
I will look into the restart issue when I'm back home. Meanwhile, if you put a <Debug/> tag as a child of <SODE>, do you see anything special in the console window during initial start up?

I suspect the application can't find the xml subfolder, and therefore doesn't load any models? (Find First File failed message). Please report, thank you.
 
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Jeffrey - IMO this can mean that application tries to push objects too soon, before sim can accept it. In DLL it could hang, but in exe you may not see it.

Also - I assume since you do exe, you only work with enviromental variables for animation?
 
If I start P3D using a flight saved at the test area, it all works fine.

However if I:
  • start P3D and then load the saved flight;
  • start 50kms away and fly to the test area;
  • use 'goto airport';
nothing is being triggered. So it only seems to be checking bounds when it first starts.


--------------------------
SIMOBJECT DISPLAY ENGINE
(c)2014 Jeffrey Staehli
--------------------------
Exe Path = I:\P3D\SODE
XML File Found: SODE_mini.xml!
XML File Found: SODE_Samples.xml!




FSX SimObject Creation History:

- - - - - - - - - - - - - - - - - - - - - - - - - - - -
- FILTERING OBJECTS WITHIN SIM RADIUS OF 24000m
- > Active SimObjects: 0; Active Wind Data Probes: 0
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Jeffrey - IMO this can mean that application tries to push objects too soon, before sim can accept it. In DLL it could hang, but in exe you may not see it.

Also - I assume since you do exe, you only work with enviromental variables for animation?

Hi Peter, this is possible as I've seen similar problems with object loading before with my tool. Especially when the object is defined by an altitude relative to ground (double call: first to retrieve ground elevation, then to set calculated altitude to object). Sometimes, the first call returns 0.0 when FSX was not ready to return the ground elevation, but the app already sets up the object in FSX.

As for the variables, yes, I'm using SimVars as I couldn't find a way to connect to the gauges part through an exe application. Until now, it has proven to be more or less robust and the SimVars are local to the object which is perfect and don't add any overhead as they already exist with the SimObject.
 
When we make an object into a simobject is there a way to play a sound or tigger one using SODE, I have a hangar door and would like to play a siren as the door animation opens, Is that possibile??

:)
 
Is there a way for the exe to quit after FSX closes?
If the process is started by FSX, it terminates when FSX closes.

When we make an object into a simobject is there a way to play a sound or tigger one using SODE, I have a hangar door and would like to play a siren as the door animation opens, Is that possibile??
Would have been elegantly possible if the SDK supported trigger events also for Sim variables...But there is a possibility to start/stop effects depending on the animation state (start/end) using SimConnect. I try to add a feature offering an associated effect to start when the animation starts (so you can have a flashing light along your siren for example :D)

By the way, there is an updated version 1.0.1 available on http://sode.12bpilot.ch that resolves the "I need to start SODE manually a second time" bug. Thanks to all for the reporting.
 
Hi Jeff,
I may have missed it but is there a possibility of adding a time of day variable - standard dawn, dusk, day night - and also a time of day by hour?
Cheers,
Ian
 
Hi Jeff,
I may have missed it but is there a possibility of adding a time of day variable - standard dawn, dusk, day night - and also a time of day by hour?
Cheers,
Ian
Hey Ian, standard time of day variable is implemented already, hour of day can be added as well. In fact time of day is already in the tool, but not yet documented. Will do with the next update.
 
Great stuff Jeff. Out of curiosity what's the xml code to use the time of day variable?
If I were to hazard a guess I'd say something along the lines of Variable="TimeOfDay" Value="DAWN;DUSK" but I'm not near my FSX computer right now.
Thanks!
Ian
 
v1.0.1 loaded up just fine. I'm sitting here torturing Hangar 1 by slewing back and forth to toggle the door! :mischievo

This is just a great add on for the community, both developers and users. Now to go and tinker and figure out how to do something with it. And yes, I've gone through the manual and will go through again. I blame recent medications for my sudden learning slow down. :rolleyes:
 
Hi Jeffrey.

In the demo, does the seasonal box not change textures with the seasonal change? That's what I'm (not) seeing.

Dick
 
Hi Jeffrey.

In the demo, does the seasonal box not change textures with the seasonal change? That's what I'm (not) seeing.

Dick
I'm also have troubles with the seasonal house. I'll post some screenshots when I get home.
Sometimes it changes and also changes sometimes based on distance from the object
 
Will it be possible to jump to certain frames in an animation based on conditions?
Sent from my RM-821_apac_australia_new_zealand_222 using Tapatalk
 
I see others are not seeing the seasonal changes, me too.

What I do see is if I load a saved flight with the month within a season and then start SODE, then the seasonal texture will appear. Same applies to the roof of the house, if I load up in December and add a snowstorm, then start SODE the texture for the roof shows. Otherwise, the roof and box do not change regardless if SODE is started through DLL.XML or after FSX is running.
 
Hi Jeff,
the automatic start of SODE works fine now with Version 1.01.
I also have the problem with the seasonal object at Grenchen. Is it possible, that you have two objects overlaying? Look at the attached picture.
Jörg

PS @ Arno:
We already have some different discussions here concerning SODE, perhaps its really time to move them in a seperate subforum. I think this is only the beginning of several discussions about SODE.
 

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    seasonal.jpg
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Once more, thank you for pointing out that issue concerning the seasonal box. I'll try to solve that on thursday when I'm back home.
 
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