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ADE & Parking.

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Greetings Jon, or anyone willing to help. I'm trying to place all my Aircraft on the Correct Markers at the gate. Respectfully, Since 1998, No Flt. Sim Platform, or 3rd Party Airport Designer, has ever placed the Aircraft parked at the gate on its correct Marker. When they don't, you get a very unrealistic Flight Line/Ramp which looks like the Screenshots I've provided. Engines run into the Jetways, Aircraft too close or too far back; and Nowhere near the Marker they're supposed to be on. This is KORD v2; where a lot of this is done. It's going to take time and work to place every Aircraft on the Correct Marker it belongs on, but I believe in Perfection. So here's my question, How do you get the Aircraft to work with ADE, once you have the Original Airport BGL File open, so you can SLEW your Aircraft into place? With Lee Swordy's Old Way, you could Rotate the Airport left or right, and you could see the open Airport and BGL, so you could see what you're doing. Does the open Airport BGL you're working on in ADE Rotate? Is there a Transparent Airport Tab that works with ADE so I can see and add the New Apron Link to the Marker? Does this make sense? And any help will be greatly appreciated; Thank you in advance.

All the best,
Claude.
 

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If you are wondering how move a parking spot, I belive there is a feature within ADE that allows you to do that. Simply select the parking spot and move it back to the spot that you desire. Although if you want to move the jetways, that is a complex process that involves the editing of the sode xml file that the airport developer installed (if the scenery uses SODE).
 
If you are wondering how move a parking spot, I belive there is a feature within ADE that allows you to do that. Simply select the parking spot and move it back to the spot that you desire. Although if you want to move the jetways, that is a complex process that involves the editing of the sode xml file that the airport developer installed (if the scenery uses SODE).
Thank you my friend, Jon and Gibson have given me some excellent advice as well. I definitely won't be moving any jetways; but also, just moving the parking spot back, without an aircraft, doesn't tell me where to chalk the nose gear; so I'm going to use an aircraft and ADE. If these 3rd party developers would just take the time to do this, the airport wouldn't look so crapy. They design a beautiful airport, "But EVERY aircraft parked at a gate is parked incorrectly; just crap; I'm a Perfectionist." Thanks again, be well......
 
No problem! Glad I could help. Yeah its sad that these devs don't take the placement of AI traffic into consideration when they are creating the scenery.
 
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its sad that these devs don't take the placement of AI traffic into consideration when they are creating the scenery
It's much more complicated than you guys think :

First :
Airports developpers are focused on creating a state of the art scenery, visually. Most of them are not filling their sim with AI traffic, they just don't have the time to look for everything or learn about how to auto install all those, handle AI-specific problems.
Users install and use the pro sceneries, they also install a bunch of AI, they have the time because they are not required to work on a scenery 5 days a week. They do spot the problems you're describing. But the difference is there : you all have the AI variety from FAIB/FSP/Raven/UT/whatever, the scenery developpers don't (or doesn't bother to get the perfection on that side of the simming)

Second :
AI aircraft and parking spots. You must understand aircraft are considered "correctly" parked at the gate by the simulator when their center of reference as designed in the model by the AI aircraft modeler is colocated with the center point (coordinate) of the parking spot. While reading you, I'm under the impression you're assuming the aircraft nose gear, or maybe the front door has something to do with how far away from the terminal the docking aircraft will stop. There is no such thing. Everything is about center of parking spot, and center of aircraft model. Now, each single AI aircraft model was built with its own "center" (the x:0, y:0, z:0 coordinate in the 3D modeling tool). You take a Boeing 767-300 from AIAardvark, a Boeing 767-300 from FAIB, and a Boeing 767-300 from FSPXAI, and those three will park differently on the very same gate.
No matter how effort you would make in ADE, the only thing you can do is compromise between the three. But even then, when all three 767-300 are somewhat okay on that gate, the moment a 747-400 gets there, KABOOM ! That's just what is called simulator limits. The feature you wishes for is just not there yet.

Third :
Wanna get improved ADE ? Visit AIG/Alpha India Group on a regular basis to spot for new ADEs on pro/payware, pro/freeware and default airports. Or at least try Avsim search with "AIG" keyword (or probably directly the name of the few AIG ADE makers), in the appropriate Avsim subsection (Afcad/ADE/corresponding sim version). Those (re)works are what are called "compromises", which takes account of the most probable aircraft and operator using each gate. You said "perfectionism", that also means "ability to understand what is currently possible" and "I'm prepared to look for the best on my own (assuming I find out at least an hint - that's the purpose of my post)". AIG specialises on AI traffic, are also "perfectionists" on this side of the sim, meaning they, at least, try to get the best humanly possible with what we (can) have. But because we are all just humans, there are still errors and limits we can't overcome.

Last :
You may argue, but wait, we do have those nose gear stop exactly where the associated ground marking (B747 or whatever) is in the scenery !?!? Yeah, that good for you, but that's just by chance, unfortunately. You should understand a 747 is longer than a 737, that's a fact that doesn't change in a 3D modeling tool. Therefore, a 747 model compared to a 737 model will likely have its nose gear farther from the center (origin) in the modeling tool aswell. The way you find out where the sim limit is, is to find a scenery with stop markings of a widebody nose gear at exactly the same position of a narrow body. ie, find "a B747 (must stop there)", and "an A320 (must stop there)" aswell, same nose gear marking location, not 20ft behind/farther. There you will see, despite the scenery seemingly taking care of stop position (visually, as in real life because it's a virtual reproduction), the simulator just don't handle that.

:) Hope that will bring some light on who can do what and why.

Who would you blame now ? <- this is just to invite you to revise the situation, and help you enjoy what is available, maybe encourage you to bring your piece of future solution(s) for future sims. This is not to make morale, to make you think to much about, or to try to find who's "guilty" (no one get any benefit whatsoever from that)
 
I'm sorry Sir, Although I do respect your input; your very First Statement, QUOTE: "Airports developers are focused on creating a state of the art scenery, visually." END QUOTE. This Sir, WOULD INCLUDE, "777 Engines, NOT Run Into The Jetway Opening." Your Second Statement, QUOTE: "Most of them are not filling their sim with AI traffic." END QUOTE. No one, has to fill their Airport with AI Traffic. If you only had TWO, 777 Aircraft parking at the KORD V2 that I have; the Engines would still be, Run Into The Jetway because of the developers' LAZINESS; or any airport. I would expect, the 777, to be on The 777 Marker. Under Lee Swordy's AFCAD, "I" Corrected this issue, of developers just throwing (Or better yet, Plopping) parking spots just, Any-O-Where near the gate; so when the AI Aircraft (No Matter The Size) comes to a stop, It Is Nowhere Near Where It Should Be. It took me HOURS; but I created AFCADS that were 100% Perfection. Every Aircraft on its Correct Marker; 747, 777, 767, 737, MD-80's, Whatever; they were parked right where they're supposed to be. When I pay $40-45 US, for custom scenery; I Expect Perfection. Any one of us controls, "How Many Aircraft Land At Any Given Airport." Don't tell me, "It Can't Be Done; I've Done It." You Control what Airline, and what Size Airliner, parks at ANY Gate. There's Absolutely Nothing Complicated about what my concerns are posted here, regarding Sim Platforms, and or Special Designers of Custom Airports To Take The Time, To Park The Aircraft, No Matter The Size, On Its Correct Marker. You did see my Screenshots? Ok, Sir, there is Absolutely NO Excuse, For The 777 Engines on both gates, To Be Inside The Jetway Opening. NO SIM PLATFORM, since 1998, has EVER Done This Correctly. I started with Flt. Sim 98, 2k, 2002Pro, Flt Sim X, FSX SE, and now P3D v4.5. I even bought Flt. Sim 2020; Installed it the first night it came out; Un-installed it THE NEXT DAY; AND GOT MY $120.00 BACK; For exactly the same reasons we're talking about now. See The Screenshots of Flt. Sim 2020, that I've attached; you'll get a kick out of this GARBAGE; and these are just a drop in the bucket; of the crap in 2020. You should've seen my KMIA in 2002Pro; Every Aircraft On Point. Sir, LAZINESS, Is The Only Thing Wrong With Putting Aircraft On Point. Respectfully, your post is nothing but four paragraphs of Excuses........But All The Best To You Anyway.
 

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Well, I'm sorry if made things worse, that was not my intention.
I get your point, you pay, it must be perfect, if it's not, creators are lazy.

Perhaps worth to point out :
You did see my Screenshots?
No, only the blurred thumbnails at the bottom of each post. They won't load (perhaps too large for the forum service, or they require extra privilege to be viewed).

As a perfectionist like you, I also spend hours to get the best gate placement. I'm also a creator, since FS5.1, more specialized in AI models and sceneries than building gauges or modules, that's why I felt concerned, and thought I could help, but the above is just mere excuses. I get it.
What I can do on my own now is link this topic to Asobo/LM, and creators to show them (again, since 2007) why I believe :
- getting a better and more powerfull/customizable AI engine is important (the logic, the parameters, the transision taxi/airborne, the gates and path conflicts)
- working on a detailed and referenced "AI standards" that can adapt to user's preferences, not calibrated for creator's taste (a big update to what Lee Swordy/Afcad proposed)
- make FSDevelopper platform the ressource base of "how we create what", like walkthrough to make jetways creation a breeze that doesn't rely on payware stuff (because I won't make that fancy jetway for you user, on my airport, that animates perfectly if I must buy the plugin first)

The sad thing is, behind the scene (creators's side) there is a war about who thinks he/she has the best ideas/principles/opinions (that's an exageration, but on point). All discussions about "bad creators habbits" or "outdated standards" always lead to dozen of times creators leaving the hobby in anger than creators pushing the sim limits.

Anyway, I don't have the answer for anything, it's probably wise to keep going on as usual.
All the best for you aswell.
 
OK - I am going to close this topic since it is getting personal. Please respect the terms and conditions of this forum
 
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