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Distance of pushback vehicle from parking spot

adr179

Resource contributor
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259
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slovenia
I do apologize if this was covered already. I did searched for solution of my problem but couldn't find any thread covering it.

The point is I work on an airport that's pretty space limited and if I want to put the parking spots into their real world positions and use correct parking radius for them, pushback vehicles are already half hidden in the terminal building. By reducing radius of parking spots I managed to move the pushback vehicles out of the terminal to only have them standing right in the middle of the servicing road where they are overrun by other vehicles causing rather stupid looking situation. The only way to move them on their real life positions which is just by the servicing road, is to move the parking spots farther away from the terminal and servicing road - final result is unrealistic coordinates of parking spots. Is there a parameter to control the distance from parking spot to the position of a pushback vehicle?
 
Is there a parameter to control the distance from parking spot to the position of a pushback vehicle?

Not as far as i know, you have already found that reducing the size of the spot moves the push back tug and baggage vehicles,
the only other option means doing away with them by changing the spot to RAMP_GA_LARGE, which probably doesn't help you,
You could look at the terminal to see if that is possible to move, i've done this several times, even easier if the terminal is made up of Generic Buildings,
can sometimes be quite frustrating trying to emulate the real world as you're finding out :)
 
Thanks for your reply - it just confirmed what I was afraid of.
Moving the terminal is no option - if I move the terminal, then I need to remove the parking garage, if I move the parking garage, then I need to move the road to the airport and if I move the road, then I can also move the parking lot on the other side of that road, and then the forest and the nearby village:p

Never ending story. So we will need to suffer with gates coordinates being slightly off from their real world counterparts.
 
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