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Walk in paths - different gates seem to be sharing nodes

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airbadger:
I tried customizing four gates at MK's DUB with walking paths but it seems like there's a bug where one position will include nodes from others. Screenshot attached.

virtuali:
We had this problem in Beta, but I was fairly sure it was fixed. It's possible you used F6/F5 to add/remove points, perhaps a bit too quickly ?

In any case, to fix it, you must Reset the affected parking spots, to remove the wrong information that has been saved in the .INI file.

airbadger:

--- Quote from: virtuali on February 11, 2022, 10:30:57 pm ---We had this problem in Beta, but I was fairly sure it was fixed. It's possible you used F6/F5 to add/remove points, perhaps a bit too quickly ?

In any case, to fix it, you must Reset the affected parking spots, to remove the wrong information that has been saved in the .INI file.

--- End quote ---

I'm getting this bug by just starting the process of creating another position, not pressing F6 or F5.

https://streamable.com/p0rwgl

virtuali:

--- Quote from: airbadger on February 11, 2022, 10:48:24 pm ---I'm getting this bug by just starting the process of creating another position, not pressing F6 or F5.
--- End quote ---

Yes, of course you pressed F5/F6, on the previous gate. As I've said, try to reset BOTH affected gates and try again.

Also, I suggest editing to keep the highest frame rate possible, that is using a default airplane, with clear weather. If the sim is too busy handling other add-ons, it's possible it might miss commands from GSX.

airbadger:
Not keen on resetting all custom vehicle positions for this bug, but I guess I'll try that.

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