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FSX ADE Parking Not Working Correctly

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us-arkansas
For the past few months, I've been working hard to complete an airport project that's very important to me. For some reason, when I spawn into the airport, whether or not I use the parking spaces or runway spawns, it spawns my aircraft in random locations. I've been using ADE for quite some time, and I've never had this issue. Also, I have double checked all the parking and runway spawns, and they are correctly placed. Is anyone else having this issue?
 

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Hello Jack, I am still pretty new to ADE, can I ask what you mean by "spawn"? Thanks, Robert


Sent from my iPad using Tapatalk
 
By spawn I meant the parking and aircraft start points that "spawn" your aircraft when you enter the game.
 
Ahhhhh, thanks for the clarification. So, when I start an FSX session, I will set my parking spot either within the game start free flight options, else I will set in on my flight plan (PlanG). Not sure if you use FSX, but I would think the other sim packages will allow the same. Have you checked for duplicate parking spot numbers and do you have have the latest compiled airport file in your add on directory for your simulator. Also, I must update plan g anytime I add/remove parking spots from an airport. Please forgive me if this response is "noob" like, just trying to be helpful. Thanks, Robert


Sent from my iPad using Tapatalk
 
Yes, I'm using FSX. I've made sure all parking spots and runways start points are correct. For example, I'll specify either a runway start point or a parking spot when I'm entering the game. Once I'm in the game, instead of putting me where I specified, it puts my aircraft in a random location near the center of the terminal (see picture above). No idea why it's doing this, considering I've made other airports in the past and didn't experience this issue. You're helping be part of the solution, so no need to apologize. I appreciate any help given.
 
Lane Street, everything you stated checked out. Thank you for reminding me of the simple airport scanner. It seems to me that there is an issue with the xml file, because my friends that help me test the airport are having the same issues. The start points are in the right place, but maybe ADE is recording the values wrong in the xml. I will attempt to use Prokey to figure it out. If anyone else has any ideas on what could be going on, the help is much appreciated.
 
Ok, so even the raw data checks out. All the start points have the correct altitude, latitude, and longitude. I saved and compiled the airport correctly, deleted it from my fsx library, allowed fsx to rebuild the scenery, added the airport, rebuilt fsx scenery, and tried it again. Every start point is still spawning me in the wrong place near the center of the terminal. I have no idea what is causing this.
 
Click on the black runway link lines and see if they say R16

This may be a case where you will have to attach your .ad4 file to your post so we can see the problem and help find the answer.
 
Check if the primary runway has the lowest number (ie if your runway is 04-22, the primary runway must be 04). My 2 cents
 
Thanks jjbld. I checked on that. The primary runway is 16-34, and secondary is 17-35. I tried in single player, and all the start points work fine. Once I attempt to fly in multiplayer, that's when it starts us in random locations. I hope this narrows down the issue I'm having.
 
Jack, your .ad4 file appears to be OK.

Start points have no bearing on where AI spawn. AI spawns in parking spots - to the extent you have defined parking spots of adequate size. As Lane suggested, your report that aircraft are spawning near the center of the main terminal suggests to me you have a conflicting airport (with parking located under your terminal building) in your Scenery Library (or a stock airport). While I don't use multi-player mode, I assume in that mode you all see each others AI and, consequently, there's a lot more AI to display - perhaps more than your parking can accommodate.

It's not clear to what erroneous XML file you are referring. Are you sure you have properly excluded the stock airport? A screenshot of the incorrectly-spawned traffic may be helpful as would be a copy of the offending traffic file so that we can see for ourselves what's happening.
 
When you use multiplayer, each participant must have the same airport files.
 
There is no AI during multiplayer, so that's not the issue. I distributed this airport to a few friends to help me test it, and they complained the start points were wrong. I checked them, and didnt see any issues in ADE. I attempted to join them in the online session, and that's when I noticed it as well. Offline, you can pick any start point specified, and it will work great. It's starting in multiplayer that seems bugged, and that it will spawn you almost centered on the terminal, no matter what gate or start point you specify. Gadgets, you may be right, and that there may be a conflict with the stock scenery. Although, I did run the simple airport scanner, and it came up with nothing.
 
Replacing Stock Airports with ADE files
When you modify an airport with ADE and compile it, it produces a replacement .bgl file for that airport. This file has an exclusion mechanism that causes it to override most of the elements in the stock airport. ADE will create exclusions for airport elements and many of the scenery objects that are found at the airport automatically. This will occur for both visual and facility models of that airport. This means that the stock airport is still in FSX unmodified but the ADE airport contains information that tells FSX to ignore what is in the stock airport file and use what is in the ADE file instead.

I read this and wonder if my ADE airport is not forcing FSX to ignore the stock airport start points during multiplayer only. Just a theory at this point.
 
I checked your AD4 file as well, and the starts in FSX Go To Airport take me directly to the correct runway. Is it possible that another file of yours for this airport is causing interference?
 
Two things I noticed from your .ad4 file...

1) Your parking spots are too close to the terminal. I tested four or five parking spots with the default B737 by loading a flight and picking those spots from the list.

By connecting ADE to FSX I could see that the plane was right on the parking spot, as expected.

However, the animated jetways won't connect to the plane because of the relationship between the parking spot and the jetways.

Also, when I switched to the B747 at one spot, the nose was almost in the terminal.

I don't think this is the cause of what you are seeing, I think that might be caused by...

2) You moved the airport reference point. It has always been my understanding that you should avoid doing this if possible.

Try moving it back to the original location and test.

Other than that it looks good although you should run the Fault Finder, even though I think most of the issues are intentional.

Oh, I think you might also see some unexpected fuel truck behavior.

cheers,
Lane
 
Surely the problem is that others in the multiplayer session have different files?
 
No, I run the server we're on. fsxf.server US CENTRAL on Steam. The server's fsx is loaded with the updated and correct scenery, as well as my friends. We've also used another airport I made, AR09 - Bella Vista Field, which is available for download on AVSIM. It works just fine for all of us as well.

Is there a way I can completely disable the original scenery for this airport in the game? I may try and see if that fixes it.
 
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