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Having edited (with ADE) the FSX default NTAA (Tahiti) to suit my AI traffic (Traffic X and AIFP), I do my usual visit to the airport to watch the AI arrive and depart to check that all is well. As well as business and VFR traffic, I have a selection of Air Tahiti (A340 and ATR) plus a few other airliners scheduled to use the airport.
I usually have my FSX "Airport vehicle density" set to "High" which means that most but not all of the 'Gates' have the push-back tug and baggage vehicles positioned at the head of the parking spot - I like to see these in place and generally this seems to have worked OK for me. I also have a fuel truck which attends each aircraft when departure time arrives.
Also, most of my airliners including the A340's are set with 'type 1' "exits" (cargo doors) in their aircraft.cfg files - the ATR's do not have them.
Watching my AI depart, I found that whilst all ATR's departed without exception, only some of the A340's did depart as expected. It was only the A340's that were at spots that did not have the 'gate vehicles' were the ones which departed. If I changed my "Airport vehicle density" to "Maximum" then none of the A340's departed - changing it to "None" allowed all aircraft to depart as expected.
When an aircraft is due to depart, as well as "calling" the fuel truck to attend, any cargo doors open on the aircraft ready for the baggage vehicles to attend but, in the cases mentioned above, the fuel truck attends but the baggage vehicles don't budge and the aircraft just sits at the gate and just never moves.
As a check I used some default FSX aircraft and found the same mis-functions so the problem is not with the aircraft (as far as I can see).
Obviously I totally remade all of the parking spots and taxiways using ADE to see If I had gone astray in some way whilst doing my original editing even though I couldn't see how I could have got anything wrong since all aircraft left OK if the "Airport traffic density" was set to "None".
I also then tried a similar test at an unedited FSX airport (NZAA) where I found exactly the same thing except that, even though all parking Gates had the vehicle traffic, aircraft at some spots were able to depart and some would refuse to get beyond the 'opening cargo doors' stage.
So, even though I have come to the conclusion that this effect is not correctable using ADE, I am asking if anyone else has noticed a similar experience when editing or even using an airport? I would welcome any thoughts from ADE users out there.
One always get the feeling that I have changed a setting somewhere that is causing this but I have no idea where!
I usually have my FSX "Airport vehicle density" set to "High" which means that most but not all of the 'Gates' have the push-back tug and baggage vehicles positioned at the head of the parking spot - I like to see these in place and generally this seems to have worked OK for me. I also have a fuel truck which attends each aircraft when departure time arrives.
Also, most of my airliners including the A340's are set with 'type 1' "exits" (cargo doors) in their aircraft.cfg files - the ATR's do not have them.
Watching my AI depart, I found that whilst all ATR's departed without exception, only some of the A340's did depart as expected. It was only the A340's that were at spots that did not have the 'gate vehicles' were the ones which departed. If I changed my "Airport vehicle density" to "Maximum" then none of the A340's departed - changing it to "None" allowed all aircraft to depart as expected.
When an aircraft is due to depart, as well as "calling" the fuel truck to attend, any cargo doors open on the aircraft ready for the baggage vehicles to attend but, in the cases mentioned above, the fuel truck attends but the baggage vehicles don't budge and the aircraft just sits at the gate and just never moves.
As a check I used some default FSX aircraft and found the same mis-functions so the problem is not with the aircraft (as far as I can see).
Obviously I totally remade all of the parking spots and taxiways using ADE to see If I had gone astray in some way whilst doing my original editing even though I couldn't see how I could have got anything wrong since all aircraft left OK if the "Airport traffic density" was set to "None".
I also then tried a similar test at an unedited FSX airport (NZAA) where I found exactly the same thing except that, even though all parking Gates had the vehicle traffic, aircraft at some spots were able to depart and some would refuse to get beyond the 'opening cargo doors' stage.
So, even though I have come to the conclusion that this effect is not correctable using ADE, I am asking if anyone else has noticed a similar experience when editing or even using an airport? I would welcome any thoughts from ADE users out there.
One always get the feeling that I have changed a setting somewhere that is causing this but I have no idea where!