• 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.
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    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.

FSX Instant Scenery 3

If you are trying to delete an object placed by a FS / P3D stock airport BGL, or other default scenery library object placement BGL, you should instead use an Exclusion Rectangle.
No, they were not place by FS stock airport bgls. I placed the objects using IS3. The manuals says you can delete objects placed by IS3.
Your first course of action should not be to use an exclusion. In fact, the only time you should use an exclusion is when (a) you have positively identified default objects, (b) need them removed and (c) intend to distribute this scenery to people who you do not expect to modify a default installation - or - you intend to return to a default scenery configuration without using the repair function. If it is for your own use and you do not mind altering your default installation, then it is simpler and more understandable to simply edit a default .bgl and this can be witnessed by the many questions that were raised about how to apply an exclusion.

Therefore, your first course of action upon discovering a mystery object, should be to remove the mystery and discover it's source. Of course IS3 has a method for accomplishing this. There is a function to show objects from all scenery .bgls. When you activate it, IS3 scans the placement data for every .bgl visible in the scene. This is significantly different from the normal functioning of IS3, when it shows only the objects within the open placement .bgl as "active," or moveable. The scan will take some time, up to ten minutes depending on how many items are present in a scene and when it completes, it will display various details about the objects.
In your case, Ken, you probably have these jetways placed in multiple placement .bgls. It is common and possible that you have recorded the placement data into each jetway .bgl. IS3 can only move active scenery objects, those that are within a placement .bgl which you have already opened with IS3. It makes sense if you think about it, how could you edit the location of some default (or mystery) object just by moving it? Of course you would have to find, open and then edit the specific .bgl that contains the object. So, after the scan runs, examine the results. See if you recognize the library .bgl name, or do a title search for it in your scenery library. Then, once you have identified the name and location of the library .bgl that contains the former mystery object, you can open it with IS3 and remove or edit the object.
 
http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/#post-781838

No, they were not placed by FS stock airport bgls. I placed the objects using IS3. The manuals says you can delete objects placed by IS3. The objects I placed are the jetways I've talked about and mentioned that they would not animate, so I'm just going to delete them and use those in ADE. I'm not sure if I did it correctly when I placed the jetways. This airport contains 18 jetways and the way I did it was to place them one at a time at the location where they go. I think I have an idea about why these jetways won't animate. First of all, I checked the xml information for the jetways in ADE, which do animate, and there was one thing I've noticed that was not in the jetway objects I've placed using IS3. Of course, I converted these files to xml so that I could compare them. The jetways I've placed using IS3 does not contain this line:

<Jetway
gateName="GATE"
parkingNumber="x">

Each jetway would have it's own parking gate number where you see the "x", from 2 through 22. These would match the parking spot the plane is parked at. I'm thinking that FS doesn't know what gate number I want it to animate when I use the key command Ctrl+J or GSX because this line is missing and therefore will not do anything. But FS does know what parking spot I'm at. When I placed these jetways, all 18 of them have the same file name and when you look at their xml, they all have the same information with no distinction from the other jetways. I'm just guessing here but I'm thinking about adding that line to the xml and convert back to bgl and see what happens. I need to install these jetways in a way that they're separate and have their own name, so to speak. I guess what I should have done is select "Add to another File."

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/#post-781843

Hi Gary,

I still need to know why I cannot delete the objects I placed in IS3. The manual says to simply point the mouse over the object and when it highlights in red, you right click and click Delete Object, but it's not highlighting in red when I point the mouse over the jetway. Why won't they highlight in red when I point my mouse over the jetways?

Ken.

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/#post-781832

BTW: If you want to Add / Edit Object Properties / Move / Delete a scenery library object placed by a BGL that you personally created, you must first "Open" it in Instant Scenery ...so that it has the 'focus' of IS3; you can then use the Mouse to select (aka "highlight") an object with IS3 for any of those functions. :pushpin:

Hi Ken:

Based on what you have stated, I was inclined to believe you and assert that it was OK to "edit" a scenery library object placement BGL you personally created with IS3 (...and not a BGL you personally created in ADE).

I continue to maintain that assertion is correct. :redflag:


However, I am compelled to ask:

* Did you first "Open" the scenery library object placement BGL you personally created with IS3 ...before attempting to "select" the jetway for any kind of 'editing' ? :scratchch


FYI: IS3 one uses the 'file folder icon' on the toolbar to "Open" a scenery library object placement BGL that you created with IS3.

If you might inadvertently be 'uncertain' as to which BGL fine name you may have used for all such jetway scenery library object placements at the airprot where you are still learning how to use both ADE and Instant Scenery, it is 'certainly' not an impossibility that you may have ended up with more than one scenery library object placement BGL which contains instructions for placing the jetways in question.


To verify the source of the jetways in question, it would be reasonable to perform a scan using a special feature in IS2 / IS3.

The following quotes info I have been posting for IS2 / IS3 users for years, both here and at the Flight1 support forum for IS3.

http://www.fsdeveloper.com/forum/threads/edit-object-placment-bgl.439429/#post-765128

Hello:

Instant Scenery version 2 (aka "IS2") or version 3 (aka “IS3") offers a couple of ways to visually identify "objects from all scenery files" in a specified radius near the user aircraft via display of colored text info on-screen at run time for BGLComp-XML-placed objects in a scenery object placement BGL; thus, one does not need to "guess which placement file it is that you need to modify", or to 'decompile' a placement BGL. ;)


NOTE
: Whether or not a XML scenery object placement BGL was made by IS3 won't matter, as those BGLs made via other methods such as either FS9 or FSX BGLCompiler... can normally also be opened by IS3.

So, even if a (non-IS3) XML scenery object placement BGL has been decompiled, edited, and and re-compiled via FS9 or FSX SDK BGLComp, it can again be opened by IS3, and used to place more objects.


IS3 can ID those Objects, Generic Buildings, and Exclusions "placed" near the current aircraft location from ALL scenery files which are 'active' in FS within a number of miles specified for the IS3 object labels "scan" radius.


Identify objects in IS3 “Move / Delete Objects” mode


In FSX free-flight mode using any aircraft at the scenery project airport:

Set FS "camera" view to Top-Down or Virtual Cockpit without instruments displayed at desired Zoom level

1.) Slew aircraft to (minimum of) 50 to 100 feet AGL

2.) Open IS3 from FSX main menu > Add-ons > Instant Scenery

3.) On the IS3 main menu, click on the ‘Folder icon’ (Open Scenery) and "Open" your scenery placement BGL in question

4.) Back in FSX, right-click the ground, and click to ‘check’ “Move / Delete Objects

5.) Again in FSX, right-click the ground, and click “Labels”, then click to ‘check’ “All Objects

6.) Once more in FSX, right-click the ground, and click “Labels”, then click to ‘check’ “Library and Model

7.) Back in FSX with IS3 still open, move the mouse cursor over objects to select them (mouse-over)


NOTE: When selected by a ‘mouse-over’, scenery objects in the currently “open” IS3 or other XML scenery object placement file... will display their bounding box, and their corresponding library and model name will be highlighted on-screen.



An alternate method may also be used to scan multiple IS3 or other XML scenery object placement files all at one time: :idea:


Identify objects in IS3 “Show Objects From All BGLs” mode

In FSX free-flight mode using any aircraft at the scenery project airport:

Set FS "camera" view to Top-Down or Virtual Cockpit without instruments displayed at desired Zoom level

1.) Slew aircraft to (minimum of) 50 to 100 feet AGL

2.) Open IS3 from FSX main menu > Add-ons > Instant Scenery

3.) In FSX, right-click the ground, and click “Labels”, then click to ‘check’ “All Objects

4.) In FSX, right-click the ground, and click “Labels”, then click to ‘check’ “Library and Model

5.) In FSX, right-click the ground, and click “Extras”, then click to ‘check’ “Show Objects From All BGLs


NOTE: From the latter context menu, a “Objects From All BGLs” dialog pops up

6.) In the “Objects From All BGLs” dialog, click to ‘check’ “Objects”, “Gen. Buildings”, and “Exclusions

7.) Still in“Objects From All BGLs” dialog, click in “Radius, NM” to set a Ex: (1) nautical mile radius; click “Scan


IIUC, after the BGL scan is done, IS3 should identify on-screen, "ALL" default FS and 3rd party XML-placed scenery objects 'active' in the FS scenery library... for that geographical area (within a Ex: 1 mile radius of the aircraft) at the scenery project airport.


Hope this helps identify the object(s) in question ! :)

GaryGB


BTW: To quickly look for any file on all your local computer NTFS drives, I would recommend using this excellent freeware utility:

Everything

Locate files and folders by name instantly.

https://www.voidtools.com/


After installation, simply run the program with 'Administrator' permissions and allow it to do its relatively fast initial indexing.

Then type a file name into the search field; it will find all instances of that file name on any number of (default) NTFS file system formatted drives installed in Windows on your local computer ...almost instantly.

When Everything finds all instances of the specified file name, it will display and grant access to them via its search dialog ...regardless of which [user account or profile name] folder chain the file is located within.


I would only "Open" and 'edit' to "Delete" jetways placed via a scenery library object placement BGL that you created with IS3. :alert:

GaryGB
 
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http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781846

Your first course of action should not be to use an exclusion. In fact, the only time you should use an exclusion is when (a) you have positively identified default objects, (b) need them removed and (c) intend to distribute this scenery to people who you do not expect to modify a default installation - or - you intend to return to a default scenery configuration without using the repair function. If it is for your own use and you do not mind altering your default installation, then it is simpler and more understandable to simply edit a default .bgl and this can be witnessed by the many questions that were raised about how to apply an exclusion.

I disagree with this entire statement, and I consider it irresponsible to have posted it for a person such as Ken who is working through challenges with learning the many complexities of FS development, and who is at this very moment working through a multi-factorial troubleshooting scenario.

Even after he has sorted out this current scenario, he clearly has indicated that he has an ongoing interest in working with fully functioning jetways in FSX and/or P3D, and in order to do that with any likelihood of success, he will need all default / "stock" files in his installation intact and un-altered.

[EDITED]

Furthermore, we must consider the impact of 'Exclusion Rectangles' on jetways confirmed by ADE author Jon Masterson (aka "Scruffyduck"):

http://www.fsdeveloper.com/forum/threads/fsx-jetways-doing-a-no-show.96018/#post-266467

There is a general problem that an exclusion designed to exclude library objects can also exclude FSX jet ways

...within this discussion thread:

http://www.fsdeveloper.com/forum/threads/fsx-jetways-doing-a-no-show.96018/

[END_EDIT]


I shall once again offer this caveat to Ken with a genuine and comprehensive concern for his FS development learning endeavors:

NEVER OPEN OR WRITE INTO A FSX DEFAULT AIRPORT OR OTHER FS DEFAULT SCENERY BGL FILE !!!

GaryGB
 
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="GaryGB, post: 781852, member: 995"

However, I am compelled to ask:

* Did you first "Open" the scenery library object placement BGL you personally created with IS3 ...before attempting to "select" the jetway for any kind of 'editing' ?


Okay. That was the problem. I did not first open the scenery object placement bgl. I don't understand why the manual did not specifically tell me to first click the folder icon to open the bgl and then delete it. All is stated is that you select the object by pointing at them. I think this may be the older manual. By the way, when I opened that folder, selected the placement bgl file, and clicked Open, FS did a "build a date base." Was it supposed to do that? I guess it's no big deal but I didn't understand why it did that when I haven't even made any changes yet.

Now, I guess the first thing I need to be sure of is that am I placing these files correctly in IS3. It's my understanding that when IS3 is launched, it searches all my bgl files in my FS scenery and places them in IS3 menu box that pops up. What I did was from the drop down library selection box, I selected Aiport_objects.bgl. In the model selection below, I selected the icon jetway with the file name AIR_Jetway001. Is this they exact same jetway that's in ADE and was ADE scanned by IS3 when it was launched? They look exactly alike. The only thing I've noticed is that they have a different GUID. Now regarding the animation of the jetway, if the jetway in IS3 with the file name AIR_Jetay0001 is the very same jetway that in ADE, why want it animate just like the one in ADE? Here's my problem: If I use the jetways in ADE that do animate, they're not exactly positioned correctly nor in the proper place, but if I use the jetway in IS3 with the file name AIR_Jetway001 and place them perfectly, they don't animate, and I'm sure the AIRJetway001 is not static. That being the case, and if the 2 jetways are not the same, is it possible for IS3 to scan the jetway, or an object in ADE and import that bgl into IS3?


If you might inadvertently be 'uncertain' as to which BGL fine name you may have used for all such jetway scenery library object placements at the airprot where you are still learning how to use both ADE and Instant Scenery, it is 'certainly' not an impossibility that you may have ended up with more than one scenery library object placement BGL which contains instructions for placing the jetways in question.

Yes, you might be correct. The only thing I can tell you is that when I first launched the IS3, I selected the jetway that is shown or listed in the model selection window, I think it's called, and there was only ONE jetway, with the file name AIR_Jetway001.

To verify the source of the jetways in question, it would be reasonable to perform a scan using a special feature in IS2 / IS3.

Great idea. But I'm not sure how to do that and I didn't see anything on that in the manual, unless I've overlooked it.

Ken.
 
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I still need to know why I cannot delete the objects I placed in IS3.

This is usually a case of not having the correct .bgl file selected in the UI, try other .bgl's until you find the right .bgl for the objects you are attempting to delete.

GaryGB has mentioned it more than once, this was from his most recent post
"Once one has used any name other than the original one IS3 submits in which to save a placement, that 'most recently used' BGL name will be the one which is submitted in the context menu during the very next IS3 session launched in FS."

It might be good to review his previous post carefully as to planning how to store your work in way which are easy to find your way back to the objects you place with IS3, and airport scenery projects in general, lots of good information there, especially if you plan on buying IS3.

YOU HAVE TO SPECIFY TO IS3 WHICH BGL TO SAVE EACH SESSION TO AND WHICH BGL YOU WANT TO MODIFY, one mistake, and you might be twenty miles from where you thought you placed something, or the delete doesn't work because the object isn't on the .bgl you have active in IS3.

I am laughing as I say this because developed helipads and towers and I had test areas where I had so many issues with EZ Scenery and IS2, caused by not paying attention to which .bgl I was saving to.
One trick is to remove all possible .bgls from the active scenery folder, until everything is gone from the scenery. Now add the bgl's back one at a time separately, and note what you see.
The problem being it is so easy to add objects a three different airports on the same bgl.

It's all you can do, and sometimes it is better to just start over, in total control of what wen where. You can even jot down on a notebook what you have placed on a given .bgl.

Have fun, been there done that.
Gman
 
"Gman, post: 781884, member: 483"]This is usually a case of not having the correct .bgl file selected in the UI, try other .bgl's until you find the right .bgl for the objects you are attempting to delete.
GaryGB has mentioned it more than once, this was from his most recent post


Hi Gman,
I can now delete objects that I created with IS3. The reason I was not able to delete them was because I first did not open the scenery folder containing the object placement BGL I personally created with IS3. Gary asked if I did so and that explained everything. I didn't open the folder first because the manual never stated it, at least on pages 13 and 14 under Deleting Objects.


It might be good to review his previous post carefully as to planning how to store your work in way which are easy to find your way back to the objects you place with IS3, and airport scenery projects in general, lots of good information there, especially if you plan on buying IS3.


YOU HAVE TO SPECIFY TO IS3 WHICH BGL TO SAVE EACH SESSION TO AND WHICH BGL YOU WANT TO MODIFY

How do I go about doing that? I don't see anything on that in the manual.


caused by not paying attention to which .bgl I was saving to


How do I know which bgl to save to?


One trick is to remove all possible .bgls from the active scenery folder, until everything is gone from the scenery.


Well, the only bgl I used in IS3 was the AIR_Jetway01, and I have removed it from the Scenery folder several times.


It's all you can do, and sometimes it is better to just start over, in total control of what wen where.

Yes, some times it might be best to start over.


Ken.
 
http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781879

By the way, when I opened that folder, selected the placement bgl file, and clicked Open, FS did a "build a date base." Was it supposed to do that? I guess it's no big deal but I didn't understand why it did that when I haven't even made any changes yet.

Yes, IS3 will always build a database for placement BGLs that have been "Opened" for the first time by IS3; it may also refresh the FS flight session to enable display of Scenery Objects 'under its control' that are 'placed' by a placement BGL that has just been "Opened".

http://www.fsdeveloper.com/forum/threads/edit-object-placment-bgl.439429/#post-765128

Hello:

Instant Scenery version 2 (aka "IS2") or version 3 (aka “IS3") offers a couple of ways to visually identify "objects from all scenery files" in a specified radius near the user aircraft via display of colored text info on-screen at run time for BGLComp-XML-placed objects in a scenery object placement BGL; thus, one does not need to "guess which placement file it is that you need to modify", or to 'decompile' a placement BGL. ;)


NOTE
: Whether or not a XML scenery object placement BGL was made by IS3 won't matter, as those BGLs made via other methods such as either FS9 or FSX BGLCompiler... can normally also be opened by IS3.

So, even if a (non-IS3) XML scenery object placement BGL has been decompiled, edited, and and re-compiled via FS9 or FSX SDK BGLComp, it can again be opened by IS3, and used to place more objects.


IS3 can ID those Objects, Generic Buildings, and Exclusions "placed" near the current aircraft location from ALL scenery files which are 'active' in FS within a number of miles specified for the IS3 object labels "scan" radius.


Identify objects in IS3 “Move / Delete Objects” mode


In FSX free-flight mode using any aircraft at the scenery project airport:

Set FS "camera" view to Top-Down or Virtual Cockpit without instruments displayed at desired Zoom level

1.) Slew aircraft to (minimum of) 50 to 100 feet AGL

2.) Open IS3 from FSX main menu > Add-ons > Instant Scenery

3.) On the IS3 main menu, click on the ‘Folder icon’ (Open Scenery) and "Open" your scenery placement BGL in question

4.) Back in FSX, right-click the ground, and click to ‘check’ “Move / Delete Objects

5.) Again in FSX, right-click the ground, and click “Labels”, then click to ‘check’ “All Objects

6.) Once more in FSX, right-click the ground, and click “Labels”, then click to ‘check’ “Library and Model

7.) Back in FSX with IS3 still open, move the mouse cursor over objects to select them (mouse-over)


NOTE: When selected by a ‘mouse-over’, scenery objects in the currently “open” IS3 or other XML scenery object placement file... will display their bounding box, and their corresponding library and model name will be highlighted on-screen.


An alternate method may also be used to scan multiple IS3 or other XML scenery object placement files all at one time: :idea:


Identify objects in IS3 “Show Objects From All BGLs” mode

In FSX free-flight mode using any aircraft at the scenery project airport:

Set FS "camera" view to Top-Down or Virtual Cockpit without instruments displayed at desired Zoom level

1.) Slew aircraft to (minimum of) 50 to 100 feet AGL

2.) Open IS3 from FSX main menu > Add-ons > Instant Scenery

3.) In FSX, right-click the ground, and click “Labels”, then click to ‘check’ “All Objects

4.) In FSX, right-click the ground, and click “Labels”, then click to ‘check’ “Library and Model

5.) In FSX, right-click the ground, and click “Extras”, then click to ‘check’ “Show Objects From All BGLs


NOTE: From the latter context menu, a “Objects From All BGLs” dialog pops up

6.) In the “Objects From All BGLs” dialog, click to ‘check’ “Objects”, “Gen. Buildings”, and “Exclusions

7.) Still in“Objects From All BGLs” dialog, click in “Radius, NM” to set a Ex: (1) nautical mile radius; click “Scan


IIUC, after the BGL scan is done, IS3 should identify on-screen, "ALL" default FS and 3rd party XML-placed scenery objects 'active' in the FS scenery library... for that geographical area (within a Ex: 1 mile radius of the aircraft) at the scenery project airport.


Hope this helps identify the object(s) in question ! :)

GaryGB

Great idea. But I'm not sure how to do that and I didn't see anything on that in the manual, unless I've overlooked it.

Hi Ken:

Please double-click on the bottom area of the 'yellow' quotation above ...to expand the full extent of my quoted text into view. :pushpin:

I shall defer a reply to your question regarding the jetways until you have had an opportunity to review my quoted mini-tutorial on how to use those features in IS3 ...to identify the source of all the jetways in question, and to then use the "Everything" search utility to verify source locations for the involved source files.

GaryGB
 
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Sorry I can't be more specific Ken, as I mentioned in my first post, after buying and promoting EZ Scenery, I bought and promoted Instant Scenery, and when I bought FSX-SE, the author thanked me for promoting his products by saying I would be required to pay for a new version, I said no thank you and went on to use other freeware utilities available here at FSD.
Are the freeware utilities as easy as IS3 for placing scenery objects?
No, there is nothing that is easier than IS3. The thing is, for my needs, the freeware utilities worked just fine for placing my towers and helipads, and even better by creating airport listings for my helipads, which can be difficult to find scattered in the Grand Canyon or similar, and I wasn't worried about placing trees and cabins, static aircraft, and GSI like I used to. If you plan on keeping your FSX, IS3 will treat you right and if you don't end up turning several airports into slideshows by adding too many objects, you're doing something wrong.

But that is why I said to make sure you don't plan to upgrade from FSX to a version of P3D to be released in the future, you may have to buy IS4 or IS5 by then and pop for another $30.
At any rate, I don't have ISx anymore so I can't give you a walkthrough, but that is what you need to look for, the interface which will allow you to specify a particular .bgl, it is like open one or create one, it's what you have to do each time to make sure you are either opening the .bgl you are planning on working on adding or deleting objects to/from, or creating a new one.
Should be a right click option once you open IS3.

GaryGB may have already provided the specifics to reach the proper user interface, go back and read everything again from the start and you will probably get the idea.
Cheers
Gman
 
I consider it irresponsible to have posted it for a person such as Ken
Are you able be clearer about what you mean by referring to Ken that way? This is a flight sim developers forum. I too have feelings about Ken as a developer but I think we should try to discuss flight sim development and I hope you agree. Things will be so much clearer if we stay on topic and try to be concise. :)
Even after he has sorted out this current scenario, he clearly has indicated that he has an ongoing interest in working with fully functioning jetways in FSX and/or P3D, and in order to do that with any likelihood of success, he will need all default / "stock" files in his installation intact and un-altered.
Please, on my behalf, explain to Ken how this relates to the fact that one can sucessfully edit default scenery .bgl's which I have demonstrated with personal experience and zero problems as a consequence. Did I miss something? I think it is admirable that you intend to safely guide Ken, but I would understand it better and I think Ken might, if you placed your advice in the context of your own experience and barring that, what you've learned and from where. As I wrote above, if Ken were to decide to edit default scenery .bgls and if he didn't like the results, he could simply use the repair function. It restores all default files and does not change anything that was added. Or, he could simply copy the relevant .bgl, store it safely and edit the default one to his content, knowing he could replace it with a mouse click. Given that ability, it seems like you'd want to encourage Ken to make his own decisions.
Also, please be aware that the term "stock" refers to O.E.M. automobile parts, as in the term, "stock racing," implying race cars assembled from parts readily available in a dealers stock. Using the term in relation to software files might cause confusion.
NEVER OPEN OR WRITE INTO A FSX DEFAULT AIRPORT OR OTHER FS DEFAULT SCENERY BGL FILE !!!
The vehemence of this statement seems clear. It seems like you would be able to support it with personal experience, is it perhaps anecdotal? I'd like to learn why this is so important, is it just for Ken, for everyone, or anyone that just can't learn otherwise? Is there factual data that supports this assertion, or are you maybe recommending caution that looks like a directive? Thanks.:wave:
 
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http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781846

Your first course of action should not be to use an exclusion. In fact, the only time you should use an exclusion is when (a) you have positively identified default objects, (b) need them removed and (c) intend to distribute this scenery to people who you do not expect to modify a default installation - or - you intend to return to a default scenery configuration without using the repair function. If it is for your own use and you do not mind altering your default installation, then it is simpler and more understandable to simply edit a default .bgl and this can be witnessed by the many questions that were raised about how to apply an exclusion.

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781853

I disagree with this entire statement, and I consider it irresponsible to have posted it for a person such as Ken who is working through challenges with learning the many complexities of FS development, and who is at this very moment working through a multi-factorial troubleshooting scenario.

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781893

Are you able be clearer about what you mean by referring to Ken that way? This is a flight sim developers forum. I too have feelings about Ken as a developer but I think we should try to discuss flight sim development and I hope you agree. Things will be so much clearer if we stay on topic and try to be concise. :)

Rick:

You have quoted my statement out of context (again); my statement is clear, concise, and self-explanatory within the context of the entire sentence ...as quoted above (again).

My statement is also on-topic with regard to Kens stated goals of using IS3 with his airport development activities involving jetways in this thread, in his other threads here in the ADE form, as well as in the Flight1 SimForums IS3 support forum.

It is inappropriate for you to quote my statement out of context, as it serves only to mis-characterize and mis-represent my personal statement quoted above.


Please refrain from this pattern of posting behavior which has been a subject of discussion with forum moderators on more than one occasion. :alert:



http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781853

Even after he has sorted out this current scenario, he clearly has indicated that he has an ongoing interest in working with fully functioning jetways in FSX and/or P3D, and in order to do that with any likelihood of success, he will need all default / "stock" files in his installation intact and un-altered.

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781893

Please, on my behalf, explain to Ken how this relates to the fact that one can sucessfully edit default scenery .bgl's which I have demonstrated with personal experience and zero problems as a consequence. Did I miss something? I think it is admirable that you intend to safely guide Ken, but I would understand it better and I think Ken might, if you placed your advice in the context of your own experience and barring that, what you've learned and from where. As I wrote above, if Ken were to decide to edit default scenery .bgls and if he didn't like the results, he could simply use the repair function. It restores all default files and does not change anything that was added. Or, he could simply copy the relevant .bgl, store it safely and edit the default one to his content, knowing he could replace it with a mouse click. Given that ability, it seems like you'd want to encourage Ken to make his own decisions.

I have no intention at this time, to explain an option for editing default (aka "stock") airport or other scenery BGLs output by ADE, as I consider it an invitation to 'trouble' for:

* the person who is editing default BGLs

* the FS Developer community members who may attempt to troubleshoot an entire chain of consequences resulting from editing default BGLs

...as well as:

* end users who may attempt to use any publicly-distributed scenery based on use of edited default BGLs within a MSFS / LM-P3D installation configured by the developer of such scenery.



While stated within the context of ongoing discussions with Ken, my caveat to:

NEVER OPEN OR WRITE INTO A FSX DEFAULT AIRPORT OR OTHER FS DEFAULT SCENERY BGL FILE


...is a well-intended personal recommendation that I believe to be a "best practice" for all who may read it.



http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781893

Also, please be aware that the term "stock" refers to O.E.M. automobile parts, as in the term, "stock racing," implying race cars assembled from parts readily available in a dealers stock. Using the term in relation to software files might cause confusion.

One might wonder whether you actually do not remember your use of the term "stock" in this thread:

http://www.fsdeveloper.com/forum/threads/lock-up.439059/

You are likely using all your available ram. Are you using a stock version of FSX upon which to try these creations, or are you adding a new scenery layer each time you start a new project and leaving all the others activated?


...or threads you participated in where others used the term "stock" to describe FS "default" scenery:

https://www.google.com/search?q=site:www.fsdeveloper.com+=rk=+"stock"&ei=IA_NWayQO-ni0gK0tYSAAQ&start=10&sa=N&biw=1173&bih=624


...or whether you have ever actually read the ADE User Manual:

http://www.scruffyduck.org/downloads/4584110854 > http://www.mediafire.com/download/8rp6jr7en9xwdls

..in which the word "stock" is used at least 215 times in relation to FS "default" scenery


While I personally consider the term "default" adequate (and perhaps even preferred), to describe any content installed by MSFS / P3D which is intact and un-altered by the end user subsequent to the FS installation process, it is reasonably apparent that the use of "stock" is now so widespread in the FS Developer community (particularly as a result of the use of that term by Jon Masterson and the ADE team et al), that is acceptable for anyone to use as an alternative to the word "default", especially when referring to airport-related scenery.


I consider your interjection of a comment regarding use of the term 'stock' "in relation to software files might cause confusion" as not only off-topic, but yet another inappropriate attempt on your part to cast aspersions on my statements made in the context of Kens stated goals of using IS3 with his airport development activities involving jetways in this thread, in his other threads here in the ADE form, as well as in the Flight1 SimForums IS3 support forum.

IMHO, your statement serves only to mis-characterize and mis-represent my personal statement quoted above.

Again, please refrain from this pattern of posting behavior which has been a subject of discussion with forum moderators on more than one occasion. :alert:



http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781853

I shall once again offer this caveat to Ken with a genuine and comprehensive concern for his FS development learning endeavors:

NEVER OPEN OR WRITE INTO A FSX DEFAULT AIRPORT OR OTHER FS DEFAULT SCENERY BGL FILE !!!

GaryGB

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781893

The vehemence of this statement seems clear. It seems like you would be able to support it with personal experience, is it perhaps anecdotal? I'd like to learn why this is so important, is it just for Ken, for everyone, or anyone that just can't learn otherwise? Is there factual data that supports this assertion, or are you maybe recommending caution that looks like a directive? Thanks.:wave:

Again, I have no intention at this time, to explain an option for editing default (aka "stock") airport or other scenery BGLs output by ADE; there are multiple reasons, only a few of which I cited above in this post which I believe are sufficiently adequate to:

"once again offer this caveat to Ken with a genuine and comprehensive concern for his FS development learning endeavors:

NEVER OPEN OR WRITE INTO A FSX DEFAULT AIRPORT OR OTHER FS DEFAULT SCENERY BGL FILE !!!

FYI:

"offer":

https://www.merriam-webster.com/dictionary/offer

"caveat":
https://www.merriam-webster.com/dictionary/caveat

"comprehensive"

https://www.merriam-webster.com/dictionary/comprehensive

GaryGB
 
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Hi Ken:

After reviewing the procedures and recommendations in my quoted mini-tutorial above on how to use those features in IS3 ...to identify the source of all the jetways in question at the airport ICAO you are attempting to modify in your current project, and then using the "Everything" search utility to verify source locations for the involved source files, please read all sections of the ADE Manual with regard to jetways and the inter-related use of a parking space.

You may wish to open the ADE user manual in Adobe Acrobat PDF Reader and search for the word "jetway", and scan all occurrences to get familiar with all that you will need to study, especially the caveats for how- and where- a default (aka "stock") scenery object used for the animated jetway ...may be used successfully.

Additionally, take note of the repeated alerts that jetways have a major impact on run time performance / FPS, and this underscores the importance of following all the 'best practice' procedural advice which appears within the ADE GUI and the ADE manual.


http://www.scruffyduck.org/downloads/4584110854 then: click on --> http://www.mediafire.com/download/8rp6jr7en9xwdls


Also, you may wish to read the following thread at AVSIM with a post by Jim Vile (RIP) of the ADE team, which discusses the default (aka "stock") scenery object used for the animated jetway:

https://www.avsim.com/forums/topic/62648-jetways/


Note that Jim also mentioned a partial list of other jetways which are 'inherited' from FS9 in the available FSX scenery library objects which are, IIUC, NOT animated. ;)



A visual guide to FSX Scenery Library Objects (all of which, AFAIK, can be placed via IS3) ...is here:

http://lc0277.gratisim.fr/sceneobjects/



Also, the (AFAIK, 1-and-only ?) default (aka "stock") FSX ANIMATED jetway is seen here:

http://lc0277.gratisim.fr/sceneobjects/airport_objects/index.html

upload_2017-9-28_15-39-5.jpeg


Object Name: AIR_Jetway01
GUID: {BFCDF52B-9142-415C-8318-03C1B92CA9D9}


Size: 37.92, 8.77, 26.51



PS: Take note that the (AFAIK, 1-and-only ?) default (aka "stock") FSX ANIMATED jetway is located in Airport_Objects.BGL, and any placements for that FSX scenery library object by a default FSX file would be located in other specific BGLs for the Geo-graphic location of a default FSX airport.


BTW
: According to the SDK, for performance reasons, this FSX ANIMATED jetway was created via "skinned mesh and bone" methods:

https://msdn.microsoft.com/en-us/library/cc526972.aspx#TheDefaultJetway

https://msdn.microsoft.com/en-us/library/cc526978.aspx#Jetway


I am uncertain whether it is possible to use FS Design Studio version 3.x (aka "FSDSv3.x") to create and animate this type of scenery object.

Bear that in mind if you consider at any time in the future, creating custom animated jetways. :pushpin:



At this point, I believe your best course of action would be to work with ANIMATED jetways via ADE, rather than attempting to place them via IS3.

Other than outstanding questions specific to what has already been discussed in this thread regarding IS3, further discussion of using ANIMATED jetways via ADE 'should', IMHO, compel you to open a new and separate thread in the ADE forum:

http://www.fsdeveloper.com/forum/forums/airport-design-editor.95/


...rather than discussing attempts to place ANIMATED jetways via IS3 in this same thread. :)


Finally, please tell us what default (aka "stock") airport ICAO you are attempting to modify in your current project. :scratchch


GaryGB
 
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Hi all,

First of all, I want to thank all of you for helping me to understand the things we've all discussed here. But I see there are some disagreements regarding ADE, IS3 and the things discussed regarding "deleting scenery bgl objects" and "excludes." If I'm correct, the jetways in ADE have the file name AIRJetway001 and are scenery bgl placement objects, and I too have deleted them from ADE with no issues. But that was after I've created a new project airport file. I felt comfortable about deleting the jetway objects because I had made a copy, so to speak, my own project file, and I thought that as long as I created a new project file, none of the default bgls or scenery objects in the default stock airports would be effected. Gary is absolutely correct that one should NEVER edit a default stock airport file or FS default scenery files. I totally agree with him 100 percent. I happened to went back and read over the things Gary and I discussed and I found something that I've said that caught my attention. This is why Gary was urging me not to write or edit default stock airport files. Noticed what I've said below:

I do recall that before running the sim and IS3, which operates in the sim, I did open ADE and browsed to the stock KSEA airport which was APX151150, and purposely deleted the jetway at gate D12, and that of course, created another airport file with my initials, so that I can test placing the jetway object there from IS3.

It's true that I browsed to the stock KSEA airport file, but I was not correct when I stated that I deleted the jetway in that stock airport as I posted. I must have been partially asleep from staying up too late trying to learn and get things done. I browsed to the stock KSEA airport file only to create my own project airport file, but I did not specify that when I posted. What I did was created my project airport file, deleted the jetway at gate D12, and compiled it into FSX so that I can test how well I can place a jetway in that location using IS3. Otherwise, there would be 2 jetways at gate D12. I checked the KSEA stock airport file and gate D12 has not been effected. Although it has not been effected, I still have to agree with Gary, and I think Jon agrees, that it's good practice to exclude them, but I wasn't familiar with how to use it. From my understanding, I think it was Jon that created the ADE program and he, as well as Gary, knows the inner workings of ADE, and that being the case, I would prefer to listen to what Gary and Jon say because I feel they're very knowledgeable in these things.

Ken.
 
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Ken, I have to apologize, I was hoping to get more definitive information from Gary and unfortunately he complied, in spades. I had asked him to explain why it might be so bad to edit a default scenery .bgl and after reading 8 paragraphs about his personal opinion on personalities, I had to stop reading. It's like information overkill, in my own opinion, of course. It seems like more of a defense mechanism than messages from an informed source, calling out misquoted posts while misquoting site admins is almost endearingly myopic.:rotfl:

I still see no reason you should not modify your personal copy of the simulator software. I will tell you why I advise it, because it is exactly consistent with my policy of kiss, "keep it simple rk." While I am experimenting and learning, I like to minimize distraction. Excludes are valid and important, but they do nothing toward making your jetway work, they aren't necessary. Their deployment requires a learned understanding, which is fine, but during jetway development, excludes are a distraction. I'll learn excludes during their own occasion.
Although it has not been effected, I still have to agree with Gary, and I think Jon agrees, that it's good practice to exclude them, but I wasn't familiar with how to use it. From my understanding, I think it was Jon that created the ADE program and he, as well as Gary, knows the inner workings of ADE, and that being the case, I would prefer to listen to what Gary and Jon say because I feel they're very knowledgeable in these things.
Two things I would comment on. A "good idea" is just that and it is significantly different from a "must never conduct". You can agree with Gary, he writes copiously and seems to be very knowledgeable about information that has been posted or published about the simulators. I personally have tested the idea of modifying a default .bgl, as have you. I have uploaded 14 freeware sceneries to Avsim (which I invite you to enjoy) and have created several commercial, or payware sceneries and products. I have worked with and for developers that are pillars in the community.
I do not believe Gary had any part in the creation of ADE and I'm sure he will correct any misrepresentation, so barring that, he would have no more knowledge of the inner workings of ADE than do you or I - and finally...I don't know, did he say anything in the post to me why one can't edit a default .bgl? I ask because it is entirely possible that you Ken, have more practical knowledge about using ADE, based on the simple fact that you are known to have experience using ADE, because you have demonstrated it here. Personally, I'd prefer you believe none of us, use our ideas to investigate and then draw your own conclusions and if you do this, please post those conclusions here.


I'd like to make a statement about divisiveness, Ken. I don't like to see you confused and I don't like to see you misinformed. Sometimes I fell like you have trouble understanding things and then I realize, no, you're actually a lot like me and there is more to understand than you or I have the ability to efficiently process.
There is no "source," no "oracle of flight sim." If we are unable to share opinions and accept differences in them while supporting development, we are requiring support and not providing it.

 
Hi Ken:

After reviewing the procedures and recommendations in my quoted mini-tutorial above on how to use those features in IS3 ...to identify the source of all the jetways in question at the airport ICAO you are attempting to modify in your current project, and then using the "Everything" search utility to verify source locations for the involved source files, please read all sections of the ADE Manual with regard to jetways and the inter-related use of a parking space.

Hi Gary,

Sorry it took me a while to get back to you. I was going back and reading up on the things we've discussed, including this one. I read the section on jetways, which is a page 105 in the ADE manual as well as creating the parking spots. That utility "Everything" is a great utility. I really like it. I opened it and typed in the jetway file name - AIR_Jetway01.BGL. I think these are the source locations you referred to:

AIR_Jetway01.bgl C:\Users\Ken\Desktop
AIR_Jetway01.BGL.lnk C:\Users\Ken\AppData\Roaming\ex.
AIR_Jetway01.bgl.xml C:\Users\Ken\Desktop\BGL2XML
AIR_Jetway01.bgl.xml C:\Users\Ken\Desktop\XML Output
AIR_Jetway01.bgl.xml.bak C:\Program Files(86)\ConText\Backup
AIR_Jetway01.bgl.xml.lnk C:\Users\Ken\AppData\Roaming\Micrsoft---
AIR_Jetway01.dds C:\FSX\Scenery\Global\Texture
AIR_Jetway01.xml.lnk C:\Users\Ken\AppData\Roaming\-------
AIR_Jetway01_Im.dds C:\FSX\Scenery\Global\Texture
AIR_Jetway01 Bump.dds C:\FSX\Scenery\Global\Texture
AIR_Jetway01 Specular.dds C:\FSX\Scenery\Global\Texture
AIR_Jetway2.dds C:\FSX\Scenery\Global\Texture
AIR_Jetway2_Im.dds C:\FSX\Scenery\Global\Texture


You may wish to open the ADE user manual in Adobe Acrobat PDF Reader and search for the word "jetway", and scan all occurrences to get familiar with all that you will need to study, especially the caveats for how- and where- a default (aka "stock") scenery object used for the animated jetway ...may be used successfully.

That's the part I want to read over, the caveats on how and where a default scenery object used for animated jetway may be used. Let me make sure I understand you correctly. You used the words "Search" and "Scan all Occurrences." Are you saying that ADE has a Search Box that I can type in the keyword Jetway? I never seen one so I guess I just miss understood you.


Additionally, take note of the repeated alerts that jetways have a major impact on run time performance / FPS

Yes, I already knew that. I think that's one reason why they set the Complexity to Extremely High.


Also, you may wish to read the following thread at AVSIM with a post by Jim Vile (RIP) of the ADE team, which discusses the default (aka "stock") scenery object used for the animated jetway:
https://www.avsim.com/forums/topic/62648-jetways/
Note that Jim also mentioned a partial list of other jetways which are 'inherited' from FS9 in the available FSX scenery library objects which are, IIUC, NOT animated.

Thanks for posting that. It's something I can go back and refer to. It's also given me some information I needed to know.


A visual guide to FSX Scenery Library Objects (all of which, AFAIK, can be placed via IS3) ...is here:
http://lc0277.gratisim.fr/sceneobjects/

Yes, these list their GUID and screenshots which many are not shown in ADE. But I don't see no way to download them, if they can be downloaded.


Also, the (AFAIK, 1-and-only ?) default (aka "stock") FSX ANIMATED jetway is seen here:
http://lc0277.gratisim.fr/sceneobjects/airport_objects/index.html

Object Name: AIR_Jetway01
GUID: {BFCDF52B-9142-415C-8318-03C1B92CA9D9}

Size: 37.92, 8.77, 26.51

Yes, that's the only one I can find. You mentioned above that as far as you know, these scenery objects can be placed in IS3, and I think so too. We know that the default jetway has the file name AIR_Jetway01.bgl. When I place my mouse over the jetway in IS3, it also says AIR_Jetway01, same file name. If that's the case, and the default jetway in FSX is the same jetway in IS3, which it is as far as I know, why won't the jetway in IS3 animate? But I did noticed one difference. When I compared the GUID between the two, the default jetway in FSX and the jetway in IS3, the GUIDE are NOT the same.


I am uncertain whether it is possible to use FS Design Studio version 3.x (aka "FSDSv3.x") to create and animate this type of scenery object.
Bear that in mind if you consider at any time in the future, creating custom animated jetways.

Yes, I'll remember that. But I guess that FS Design Studios is very expensive.


At this point, I believe your best course of action would be to work with ANIMATED jetways via ADE, rather than attempting to place them via IS3.

You may be correct but it's nowhere possible to place these jetways in the exact position where I need to place them so that they line up perfectly with the terminal building. I've tried using FSX aircraft, lining up the crosshair exactly where I need it in the sim and with ADE connected to the sim, and placing the jetway over that aircraft crosshair, it's still not possible. But in IS3, I could place them perfectly.

Other than outstanding questions specific to what has already been discussed in this thread regarding IS3, further discussion of using ANIMATED jetways via ADE 'should', IMHO, compel you to open a new and separate thread in the ADE forum:
http://www.fsdeveloper.com/forum/forums/airport-design-editor.95/
...rather than discussing attempts to place ANIMATED jetways via IS3 in this same thread.

Great, I'll do that.


Finally, please tell us what default (aka "stock") airport ICAO you are attempting to modify in your current project.

The airport I'm working on is KPVD, Green Tree Airport, in Providence Rhoad island. The location is C:\FSX\scenery\0302\scenery, and the file name is APX28170.bgl


Ken.
 
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Ken, I have to apologize, I was hoping to get more definitive information from Gary and unfortunately he complied, in spades.


Hi Rick,

I don't feel you have anything to apologize to me for. I know we all have our own opinions and that's okay be me. I know that each developer does things in a different way.


While I am experimenting and learning, I like to minimize distraction. Excludes are valid and important, but they do nothing toward making your jetway work.

Yes, that's true as far as making the jetway work, or I guess you could mean animate. From my understanding, they only exclude those objects so that they're not displayed on the screen.


I ask because it is entirely possible that you Ken, have more practical knowledge about using ADE, based on the simple fact that you are known to have experience using ADE, because you have demonstrated it here. Personally, I'd prefer you believe none of us, use our ideas to investigate and then draw your own conclusions and if you do this, please post those conclusions here.

Well, I do know that I still have more to learn about using the ADE, and for one thing, I haven't read the entire manual. But when I have a question about something that relates to it, I refer to it, and we also have support here at FSDeveloper


Ken.
 
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http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-782012

Let me make sure I understand you correctly. You used the words "Search" and "Scan all Occurrences." Are you saying that ADE has a Search Box that I can type in the keyword Jetway? I never seen one so I guess I just miss understood you.

Hi Ken:

No, I specifically referred to the search feature within Adobe Acrobat PDF Reader. o_O

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-781951

You may wish to open the ADE user manual in Adobe Acrobat PDF Reader and search for the word "jetway", and scan all occurrences to get familiar with all that you will need to study, especially the caveats for how- and where- a default (aka "stock") scenery object used for the animated jetway ...may be used successfully.



http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-782012

Yes, I already knew that. I think that's one reason why they set the Complexity to Extremely High.

Actually, the ADE Manual and the SDK docs indicate that the jetways will only be displayed when ones scenery complexity slider in the FS GUI is set to "Extremely Dense". :pushpin:




http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-782012

Yes, these list their GUID and screenshots which many are not shown in ADE. But I don't see no way to download them, if they can be downloaded.

This an ADE-specific issue, but here are some links on adding "Thumbnail" images to ADE:

https://www.google.com/search?sourc...0i22i30k1j0i22i10i30k1j33i160k1.0.UZWWXNjK4Qc


http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-782012

Yes, that's the only one I can find. You mentioned above that as far as you know, these scenery objects can be placed in IS3, and I think so too. We know that the default jetway has the file name AIR_Jetway01.bgl. When I place my mouse over the jetway in IS3, it also says AIR_Jetway01, same file name. If that's the case, and the default jetway in FSX is the same jetway in IS3, which it is as far as I know, why won't the jetway in IS3 animate? But I did noticed one difference. When I compared the GUID between the two, the default jetway in FSX and the jetway in IS3, the GUIDs are NOT the same.

Please use ADE instead of IS3 ...to place animated jetways.

Object Name: AIR_Jetway01
GUID: {BFCDF52B-9142-415C-8318-03C1B92CA9D9}



http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-782012

You may be correct but it's nowhere possible to place these jetways in the exact position where I need to place them so that they line up perfectly with the terminal building. I've tried using FSX aircraft, lining up the crosshair exactly where I need it in the sim and with ADE connected to the sim, and placing the jetway over that aircraft crosshair, it's still not possible. But in IS3, I could place them perfectly.

Please show us 1 or more screenshots wherein, by use of ADE, "it's still not possible" to place (jetways) "so that they line up perfectly with the terminal building" at the following airport:

"KPVD, Green Tree Airport, in Providence Rhode island."

"The (FS default (aka 'stock') location is C:\FSX\scenery\0302\scenery, and the file name is APX28170.bgl".


GaryGB
 
No, I specifically referred to the search feature within Adobe Acrobat PDF Reader.

Well, ADE opens in PDF but I still don't see the Search Box, unless it's under Tools or something. I've never knew PDF had a Search


Please use ADE instead of IS3 ...to place animated jetways.
Object Name: AIR_Jetway01
GUID: {BFCDF52B-9142-415C-8318-03C1B92CA9D9}

I guess I'll have to, if I want them to animate. It's amazing to me that IS3 will animate traffic, but not animate the jetway. All I want to know is why the jetway in IS3 will not animate, but I don't recall receiving an explanation for that reason. I'm not sure if I asked but is the jetway in IS3 the very same one used as the default jetway in FSX? They both have the same object name AIRJetway01, but the GUID name is different. The GUID for the jetway in IS3 is bfcdf52b415c9142c1031883d9a92cb9, and of course, the GUID for the default is what you've posted.


Please show us 1 or more screenshots wherein, by use of ADE, "it's still not possible" to place (jetways) "so that they line up perfectly with the terminal building" at the following airport


Below are the screenshots:


Jetway 1.jpg


Here, the arrow shows where the jetway must connect to the terminal building. I'm using this spot because there is no jetway connected to it.




Jetway 2.jpg


In this screenshot above, you can see that the jetway is too far to the left, and is actually too high. This is after I made my alignment and using ADE. The problem is that I have to go back, readjust again, compile the airport, then check it in the sim, and one would get tired of having to recompile every time it's not right.




Jetway 3.jpg


This is how I make the alignment in the sim. In slew mode, I slew the airplane forward until the crosshair lines up with the top edge of the building. Going forwards and backwards is not the challenge. It's the moving from left to right and getting it right in the center. The jetways should probably be connected in a straight line but that is not the norm at most airports as this 2016 satellite image shows:


Overview 7.jpg




Jetway 5.jpg


Here, I have the aircraft aligned with the edge where the jetway would make contact with the building.




Jetway 6.jpg


Here in ADE, the crosshair shows where the edge of the building is in the sim. Since the jetway is normally parked at an acute angle, it's very difficult to get it right. If it were perpendicular with the building, it probably would be correct. I had all 18 jetways created in Sketchup for each position and for their parked positions as shown in the satellite image. They were at different lengths and matched with the satellite image, but I have to wait until I can get them to animate.

It seems that there would be a way to get IS3 to scan that default animated jetway bgl object in FS and place it into IS3. In FSX, I wish it were possible to convert the coordinates to decimals rather than being in degrees, minutes, and seconds. If that were possible, I could probably use the coordinates in the sim and ADE to place them. I've tried doing that using the Google Earth coordinates but that did not placed them accurately

Ken.
 
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http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-782027

Well, (the) ADE (Manual) opens in PDF but I still don't see the Search Box, unless it's under Tools or something. I've never knew PDF had a Search

"Seek and Ye shall find"; it's as easy as 1,2,3 ! ;)

1.) Adobe Acrobat PDF Reader Menu > Edit > Find

2.) In the text field, type the query string: jetway

3.) Click "Next" repeatedly, to step through all hits for the word: jetway ...reading as you go.


I'm not sure if I asked but is the jetway in IS3 the very same one used as the default jetway in FSX?

They both have the same object name AIRJetway01, but the GUID name is different.

The GUID for the jetway in IS3 is bfcdf52b-415c-9142-c1031883d9a92cb9, and of course, the GUID for the default is what you've posted.

1.) In IS3, choose "airport_objects.bgl" as the 'active' scenery object library

2.) Select "AIR_Jetway01" and place it by 'Adding' it into ex: "KPVD_IS3_AIR_Jetway01_Demo.BGL"

3.) In IS3 main dialog box, click the Yellow | ? | icon on the toolbar

4.) Note that the (FSX only !) GUID for that object is: {bfcdf52b-9142-415c-8318-03c1b92ca9d9}

...which is identical to the FSX default (aka "stock") Animated jetway I cited above:

Object Name: AIR_Jetway01
GUID:
{BFCDF52B-9142-415C-8318-03C1B92CA9D9}



NOTE: This correlates with jetway placement at the "stock" KPVD in the BGLComp-XML code attached below. :pushpin:

HINT: View that XML file in ConTEXT Editor with line numbering displayed.

http://www.contexteditor.org/index.php

ConTEXT Menu > Options > Environment Options > [dialog loads slowly !] >{Editor Tab} > check "Line Numbering" checkbox


KPVD airport code starts at Line # 115828

KPVD jetway code starts at Line # 120445

Example:

<Jetway
gateName="GATE"
parkingNumber="1">
<SceneryObject
lat="41.7252749204636"
lon="-71.4371797442436"
alt="0.0M"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="14.095458984375"
imageComplexity="EXTREMELY_DENSE">
<LibraryObject
name="{bfcdf52b-9142-415c-8318-03c1b92ca9d9}"
scale="1.00"
/>
</SceneryObject>
</Jetway>




I'll have to reply to your latter questions above tomorrow (Saturday) as it is late here in Chicago area.


PS: Take a look at this utility by Don Grovestine (aka gadgets): SlewMaster

http://stuff4fs.com/Utilities/SlewMaster/SlewMaster1001.zip

http://stuff4fs.com/newpage.asp?Folder=SlewMaster&Docs=SlewMaster User Manual.pdf

...to see if "nudge" might help with precise jetway placement in ADE. :idea:


GaryGB
 

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to see if "nudge" might help with precise jetway placement in ADE.
Mentioning Slewmaster reminded me of Terrain Sculptor, another application by Don and it works really well for minute adjustments, I know this from using the application to carefully tune island shorelines. It is probably the same software performing the slew operation.
However, don't discount the numeric display in the IS3 placement window. Instead of coarse mouse slewing, observe the numbers as you place an object, then change one or two of the smaller numbers. You will come to learn that changing the smallest number by one increment is barely visible! Talk about precision placement. This technique works for longitude, latitude, elevation and orientation (directional) adjustments. Tilt, roll and pitch adjustments are not saved in a placement .bgl.
 
1.) Adobe Acrobat PDF Reader Menu > Edit > Find

2.) In the text field, type the query string: jetway

3.) Click "Next" repeatedly, to step through all hits for the word: jetway ...reading as you go.


Thanks a lot Gary. This way, I won't miss anything relating to the jetway in ADE. I've been using the table of contents


1.) In IS3, choose "airport_objects.bgl" as the 'active' scenery object library

2.) Select "AIR_Jetway01" and place it by 'Adding' it into ex: "KPVD_IS3_AIR_Jetway01_Demo.BGL"

3.) In IS3 main dialog box, click the Yellow | ? | icon on the toolbar

4.) Note that the (FSX only !) GUID for that object is: {bfcdf52b-9142-415c-8318-03c1b92ca9d9}

...which is identical to the FSX default (aka "stock") Animated jetway I cited above:

Object Name: AIR_Jetway01
GUID:
{BFCDF52B-9142-415C-8318-03C1B92CA9D9}



NOTE: This correlates with jetway placement at the "stock" KPVD in the BGLComp-XML code attached below. :pushpin:

HINT: View that XML file in Context with line numbering displayed.

Example:

<Jetway
gateName="GATE"
parkingNumber="1">
<SceneryObject
lat="41.7252749204636"
lon="-71.4371797442436"
alt="0.0M"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="14.095458984375"
imageComplexity="EXTREMELY_DENSE">
<LibraryObject
name="{bfcdf52b-9142-415c-8318-03c1b92ca9d9}"
scale="1.00"
/>
</SceneryObject>
</Jetway>


Okay, that GUID is the one read from the airport_object.bgl in FS, which is the default. Here's how I arrived at a different GUID Name and hopefully you can explain:

I go to C:\FSX\Addon Scenery\KPVD\Scenery\AIR_Jetway.bgl, which is the jetway I placed using IS3. I converted it to xml using the BGL2XML tool. I opened the xml using ConText and here's what it says about the jetway I placed using IS3:


<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- Created by Scenery Design Engine (SDE) on 9/30/2017 -->
<FSData
version="9.0"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<SceneryObject
lat="41.7239592969418"
lon="-71.4361260831356"
alt="0.0M"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="279.986572265625"
imageComplexity="NORMAL">
<LibraryObject
name="bfcdf52b415c9142c1031883d9a92cb9"
scale="1.00"
/>
</SceneryObject>
</FSData>


Another thing I've noticed is that the image complexity is set to "Normal," but those in the default are set to Extremely Dense. It sure looks like I'm not using the default jetway. So why do I have a different GUID name and a different image complexity from the default?

Ken.
 
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