Good to hear that there's not a huge FPS loss, I was just imagining a scenario with hundreds of such individual lights which is more computation heavy than a single model with hundreds of light polygons.
There is a solution to this: Fresnel Ramp. It is described in the Modeling SDK (FSX...
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...
Well, you've hit a limitation of the current SODE, which is the combination of the EnvironmentalDataProbe with grouped, multi-placed SimObjects. It just can't resolve the individual objects to hook them up to the data probe.
I have fixed that now for the next version, but you can overcome this...
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...
Yes, all CustomDesignators must be completed.
I would recomment to use the "SODEPlacer" tool for that. You just fill that correlation table once and the tool will handle those CustomDesignators for you.
See here -> https://sode.12bpilot.ch/?document=tutorials/sode-placer-custom-designators
Thanks for the report.
Any chance to have a small xml code snippet that triggers this failure?
EDIT: I found a bug a couple of weeks ago which I think is related to your report. The event log is very similar to mine (fault offset). This has been fixed.
Any behavioural "tag" (like TriggerableAnimation) is a child of the Model tag -> https://sode.12bpilot.ch/?document=the-xml-definition-file/model
<SimObject Name="T2 Hangar">
<Placement Lat="52.6056768361" Lon="-1.036713039" Alt="0.0#AGL" Hdg="-41.5"/>
Do the shapes/rings you want to display need to be dynamic in their appearance (e.g. size, color)? If not, you could also just inject SimObject models using the SimConnect_AICreateSimulatedObject API call.
You'd need to create the (static) objects using one of the modelling tools and place them...
That's a debug message for the situation where the real altitude is at sea-level.
Some background info:
FSX SimConnect does not have a function to get the altitude at a given lat/lon. So doing object injections at a relative altitude (like AGL) is a two step process.
1) the object gets injected...