SODE 1.6.3 update

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SODE 1.6.3 update

Postby cowpatz » Sat Jun 02, 2018 6:12 pm

Gidday Rob,

Will this SODE update automatically work in your scenery?
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Re: SODE 1.6.3 update

Postby toprob » Sat Jun 02, 2018 7:17 pm

I've had a quick look, and it certainly works. Only really tricky bits are the gates at Dunedin, and these dock as always, although both gates are a little off the mark when docked -- not sure what the issue is there, but I'll check it out. That's in FSX, I don't actually have any aircraft with suitable doors to test in Prepar3d :(
Everything else -- which is just windsocks and flags really -- work as expected.
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Re: SODE 1.6.3 update

Postby cowpatz » Sun Jun 03, 2018 1:26 pm

I have the iFly737 so I will check in P3D when I get home. Need some gate guidance Rob ...wink...wink.
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Re: SODE 1.6.3 update

Postby toprob » Sun Jun 03, 2018 1:42 pm

Cheers.
You can wink all you like, but it won't make me any cleverer! :wink2:
Actually, the SODE developer is currently working on a plan to market his SODE guidance systems, once he sorts that out I may be able to offer something as an optional extra, for those who purchase his addon.
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Re: SODE 1.6.3 update

Postby cowpatz » Tue Jun 05, 2018 8:25 am

I have tried the iFly737 in P3D4.2 at NZDN.


The first pic shows the 737 parked on the spot. Lateral alignment is good but is just a little high as you can see it connects about 250mm above the door sill. The curtain does not quite attach neatly but this could be in the iFly coding.

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The next is the spawning position at Gate 1.

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This is an AI 737 in the normal parked position on Gate 3.

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I have very briefly experimented with moving the gates forward a bit in ADE. Seems to work ok with the iFly737 but the FTX one seems to have a few issues. This may be the door coding in the FTX model but I will have a look at this later. I did notice that Gate 3 seems to come in at a very slight angle to the gate position that is marked. I didn't have time to adjust that yet.
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Re: SODE 1.6.3 update

Postby NZ255 » Tue Jun 05, 2018 7:14 pm

Parking spots are tricky in FSX/P3D.
I think the stop position is a function of the position of middle of the aircraft model and the wing size, rather than the position of the nose wheel.
And addon creators can have different ideas about where the middle of an aircraft might be. Hence the AI 737 not lining up where another 737 does.

So gates that take a 737 and a 777 can have very different stopping positions. Sometimes you get lucky, but they're not accurate :)
Last edited by NZ255 on Tue Jun 05, 2018 8:53 pm, edited 1 time in total.
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Re: SODE 1.6.3 update

Postby cowpatz » Tue Jun 05, 2018 7:47 pm

Yes agreed. The gates work well with the iFly 737 after I tweaked them but the AI just doesn't seem to want a bar of it. I may have to slew the aircraft around until I get a position where it works.
NZDN Gate 1 is tricky because it is fixed. Gate 3 has wheels.
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