• 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.

Fuel Trigger

Messages
377
Country
unitedstates
So I'm building my airport and want to add a fuel parking ramp. When I test the fuel parking ramp nothing happens. Meaning, if I have a 1/2 tank of petrol and park at the ramp, my fuel remains the same.

Do I need to add a fuel trigger for this to work? Can I do that via ADE or SBuilderX?

Thanks once again for the help. [And Jon, if you tell me this is in the manual, I'll kick myself.]
 
Nevermind, after searching the threads, the answer appears to be no, ADE doesn't support fuel triggers in home edition. And, in playing with SBX, it doesn't appear SBX supports fuel triggers either.

So, I'm back to Whisplacer... :confused:
 
Bob

We are working with Fuel Triggers.

There is a very simple process of adding them with XML. Many of the areas you are working with are being looked at and decisions made on where they will be put (Home or Pro).
 
Last edited:
Bob

We are working with Fuel Triggers.

There is a very simple process of adding them with XML. Many of the areas you are working with are being looked at and decisions made on where they will be put (Home or Pro).

I've entered a brand new world... Tired of switching from app to app to do what I want, I finally downloaded SDE, and am in the process of adding the fuel trigger via XML. Let's hope I don't screw everything up. ;)
 
WOO HOO!

Added the fuel trigger using SDE and combined my 5 .bgl files to 3. I now have the ade.bgl, the cvx.bgl, and my scen/obx.bgl (complete with new fuel trigger).

This has been a great learning experience. Thanks again to everyone who provided your input.
 
Yes, its far better when everything is under one hood. Thats why I changed to ADE. I now have several projects on the go, but may shelve some until Pro comes out. Going off to learn about different packages is all well and good but theirs more chance of a good coexistence in one package.

Reider
________
silver surfer vaporizer
 
Last edited:
Yes, its far better when everything is under one hood. Thats why I changed to ADE. I now have several projects on the go, but may shelve some until Pro comes out. Going off to learn about different packages is all well and good but theirs more chance of a good coexistence in one package.

Reider

The hope is that with future versions of ADE you will be able to carry out all the tasks needed to design or modify an airport. So if it is inside the airport boundary then ADE will hopefully be able to handle it :) Defining the goal is the easy bit, achieving it takes a little time ;)
 
The hope is that with future versions of ADE you will be able to carry out all the tasks needed to design or modify an airport. So if it is inside the airport boundary then ADE will hopefully be able to handle it :) Defining the goal is the easy bit, achieving it takes a little time ;)

What I did for the fuel trigger was add the trigger in XML at the same coords as the fuel ramp, and made the trigger rectangle 15m x 30m. I used Whisplacer to build a .bgl with the trigger to know how to structure the xml, then I copied it over to my main scenery file. I would think that when one places a fuel ramp in ADE, the program would automatically add the trigger with standard trigger dimensions. Of course, that's probably the hard part... ;)
 
I would think that when one places a fuel ramp in ADE, the program would automatically add the trigger with standard trigger dimensions. Of course, that's probably the hard part... ;)

Well now that seems a good idea ;)
 
Hello

Presently, Whisplacer allows you to manage Triggers.
If you need to move or edit, first use SDE and open OBX file to get infos about trigger (object + area).

However, if you use various design tools, take care with such "specialities" that could be not recognized and destroyed in xml code when decompiled with other tools.

Personnaly, when using "specialities" as triggers, fencing, poly filling, ..., I compile in a separate bgl, with explicit name.

Pierrot - FMEP
 
I've entered a brand new world... Tired of switching from app to app to do what I want, I finally downloaded SDE, and am in the process of adding the fuel trigger via XML. Let's hope I don't screw everything up. ;)


I think the xml for editing trigger boundaries is non-intuitive in terms of the meter offsets.

I thought I would just get that out there. :)

I once did some testing and could not get actual lat/long coords to work with fuel trigger box boundaries. The compiler wanted offsets. How disturbing, I thought.
 
I think the xml for editing trigger boundaries is non-intuitive in terms of the meter offsets.

I thought I would just get that out there. :)

I once did some testing and could not get actual lat/long coords to work with fuel trigger box boundaries. The compiler wanted offsets. How disturbing, I thought.

The way I viewed offsets was based on the old x,y coord graphs I used to do in school. Given the center point, you would plot based on x,y coordinates away from the center. In this case, it's x,z coordinates.
 
The values have to be offsets not coordinates and it seems possible that it could be a polygon
 
Hello

It's rather difficult to calculate coordinates of vertex of area, even for a rotated square! In such case, if you use the "heading" parameter, you have local coordinates, very easier to use. I had sent a post with pics about this fact.

For any area, the easiest way is to draw it with Whisplacer; if you don't use Whisplacer in your project, you can get the xml code section concerning trigger, and past it in your program.

Pierrot - FMEP
 
Back
Top