• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Feature Wishlist

hi Jeffrey

Now we know that Prepar3D is on its way and will become available on May 30th I was wondering how much effort it would be for you to make SODE compatible re. 64bit architecture ?

Philippe

I was invited to the beta and SODE v1.5 is already done for Prepar3d v4. The SimObjectAnimationModule.dll was ported to 64-bit.
 
Hello,
I had this little idea reading about alternative models inside a single simObject:
It would be cool if one model could be picked at random at the moment the simObject is loaded.
That can be useful for things that simply aren't the same all the time but don't really follow environmental conditions.
More specifically: Groups of static cars in the parking lot or people standing around could be randomly chosen from multiple alternatives.

Does that sound possible? :)

Hey Dave,

Your suggestion has made it into the next version. To make this new possibilty even more open, you can define probabilities/weight values for each model, e.g. Model 1 appears with a chance of 40% , Model 2 35% and Model 3 only 25%. Or you can of course just distribute the values evenly :)
 
I was invited to the beta and SODE v1.5 is already done for Prepar3d v4. The SimObjectAnimationModule.dll was ported to 64-bit.

Will it be possible to have both 32 and 64 bit versions on the same computer?


Hey Dave,

Your suggestion has made it into the next version. To make this new possibilty even more open, you can define probabilities/weight values for each model, e.g. Model 1 appears with a chance of 40% , Model 2 35% and Model 3 only 25%. Or you can of course just distribute the values evenly :)

Nice to hear :)
Will it be possible to combine this with the normal environmental conditions?
e.g. the people on the near beach are chosen from a couple of random setups but only during daytime and above a certain temperature.
 
Will it be possible to have both 32 and 64 bit versions on the same computer?

Yes, the same SODE install serves all simulators. P3Dv4 will load the 64-bit dll, all the others use the 32-bit code.

Will it be possible to combine this with the normal environmental conditions?

At the moment, combining randomness with environmental dependence is not possible due to the way the model selection is coded within SODE. I will try to find an elegant solution to this for a later update.
 
Perhaps an integrated placement tool like IS3 for precise/quick placements? I had placed a load of objects which I intend to control with SODE, but since SODE makes me enter where objects need to be manually, I placed them with IS3 so I can later reverse the file to get all the coords and headings to then copy/paste in to my scenery SODE file.. but there are 229 of these entries, all with different Lat/Lon, Scale, Heading and Altitude...which leads me to my next idea.. the ability to clarify scale of an object.
 
Hello Jeffrey

I noticed that SODE V1.5 64bit version is included in GSX. At least this is what I read in some forums.

If this is true it means that SODE V1.5 should be ready for release on your Web site as a stand alone program as the successor of SODE V1.4.2 ?

Do you confirm ? Thanks

Philippe
 
Hi Jeffrey

That'd be good if 1.5 is coming soon!

Confirmed released on the website.

Do you know if this will ever be compatible with FSW?

Thanks
 
Perhaps an integrated placement tool like IS3 for precise/quick placements? I had placed a load of objects which I intend to control with SODE, but since SODE makes me enter where objects need to be manually, I placed them with IS3 so I can later reverse the file to get all the coords and headings to then copy/paste in to my scenery SODE file.. but there are 229 of these entries, all with different Lat/Lon, Scale, Heading and Altitude...which leads me to my next idea.. the ability to clarify scale of an object.

I have modified WhisPlacer to work with SimObjects and formatted the output to generate a valid SODE xml. But is in an early dev stage and I have no time to work on it further in the next couple of months.

Scale is not possible with SimObjects, there is no such parameter/call in the SimConnect API.
 
Do you know if this will ever be compatible with FSW?

Don't have FSW and until there is a clear statement on the SimConnect API, I'll just wait and see what comes out of that development. If there is not a big change in SimConnect, there is a chance that SODE can be used in that sim. No promises, though.
 
Hi Jeffrey

I cant remember if I've asked this before so sorry if I have, but would it be possible to make a condition end delay, more specifically wet runways that stay wet for a specified period of time after rain has stopped.

Thanks
 
...but would it be possible to make a condition end delay, more specifically wet runways that stay wet for a specified period of time after rain has stopped.

No, this hasn't been requested before if I remember correctly, but it has been on my mind for a long time already. Thanks for asking.
Yeah, I'll try to find a way to be able to define a delay between transitions.
 
Hi Jeffrey

I cant remember if I've asked this before so sorry if I have, but would it be possible to make a condition end delay, more specifically wet runways that stay wet for a specified period of time after rain has stopped.

Thanks
This is already possible with the fsx sdk, no?
 
I'd need it for other things like snow etc which isn't in the SDK, but if you've got the section in the SDK I can look at that'd be good.
 
Hi any plans for instead using LON LAT coord to position and object witn SODE use something as distance X, Y, Z from user-aircraft center. That could be cool for simulate ground services around aircraft.
 
Hi any plans for instead using LON LAT coord to position and object witn SODE use something as distance X, Y, Z from user-aircraft center. That could be cool for simulate ground services around aircraft.

No, I don't have plans to include that. What ground services did you have in mind? There's GSX that does ground services nicely.
 
There's GSX that does ground services nicely
thx jeffrey, I know GSX and is nice, but for military aviation is not adapted... any case I can add objects to a military parking with LAN LOT, but I was thinking if with X,Y, Z will be possible. That the reason of the question. thx for your nice program.
 
No, this hasn't been requested before if I remember correctly, but it has been on my mind for a long time already. Thanks for asking.
Yeah, I'll try to find a way to be able to define a delay between transitions.

Hi Jeffrey

Any news on this?

Also, would it be possible to implement a reverse distance trigger? For example, at the moment you can get an object to show using triggerablevisibility and proximity when approaching the distance, but could you make the object hide instead, and then show when moving away from that distance?

EDIT: Now that I've thought about it a bit more and read the documentation again, it looks like the proximity is a toggle, so if the object starts as on by default and the user moves into the distance radius, the object should turn off. But if the user starts within the distance radius, it'll be on where it should be off. Therefore the request should be altered to visible between 2 distances, i.e. between 10nm and 5nm.

Thanks
 
Last edited:
Hi,

No news unfortunately. I gave it a thought last year but it's not as easy as I imagined...I'll give it another shot later, working on the VDGS pack again now.

I'll also check if a range criterion is feasible in the current proximity switch code.

You are spot on concerning the reverse trigger usage :teacher:
 
Back
Top