Author Topic: BUG: Disjointed Walker Heights after first loop completes (Initial path is fine)  (Read 1653 times)

ChrzOC

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I see a topic referencing this (or something extremely similar from the authors description) back from August '23.
https://www.fsdreamteam.com/forum/index.php/topic,30355.msg195443.html#msg195443

Want to know if the devs have any input on working around this.

I have noticed it on about 25% of the walker loops I create, if there is a substantial delta in the Z height between the final (WP9) and initial sets of waypoints (generally WP's 1 through 3).

Q: Is the walker loop also interpolated and resolved as a spline curve? (I already know the pushback paths are) I'm wondering if this disjointing is because of a failure to solve the vertical/Z component between the final WP and the initial WP(s).

What happens/Reproduction:

1) Create the initial Walker WP at ground level (For instance the bottom of a staircase, as depicted in attached ref image)
2) Place the ramping waypoint(s) as normal, along the stair path
3) place remainder of waypoints (3-9) along desired path, with final waypoint adjacent to starting waypoint, and at same Z level to complete the loop.
4) Initialize the walkers, the first set will follow the interpolated path "up the stairs" as normal, however after the first loop has completed, and the walkers complete the initial path
through waypoint 9, they will then translate/pop to the highest Z position on all subsequent loops and no longer interpolate up the stairs as normal.

Hopefully I'm conveying what I'm speaking about effectively,
let me know if you need further information.

See ref IMG's attached (FYI this is at FlyHigh KISP, Main Terminal, abeam Gate A1)

Image 1 Shows WP Placement
Image 2 Shows Walkers following path normally at initialization of loop
Image 3 Shows Walkers floating for all subsequent loops



In any case if anyone knows of a workaround for this, let me know.

Thanks.
-ChrzOC
(OCNET Networks)
Mechanical Design Engineer, CFI/MEI, AvGeek

ChrzOC

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Also just to get ahead of some potential responses.

The result is the same whether or not I use that intermediary WP in the stairs midpoint position (In the middle of the stairs).

Normally I just use two WP's (one at the bottom and one at the top, to keep the path simple and be deliberate with WP placement)

H/E I added that mid point WP when I was testing to see if it made a difference in trying to alleviate this bug. It's the same regardless.
-ChrzOC
(OCNET Networks)
Mechanical Design Engineer, CFI/MEI, AvGeek

ChrzOC

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**update**


I Managed to get it to work for both the initial pass and all subsequent loop passes with this walker WP arrangement.

I placed the spawn point at the top of the stairs, and the final stair climb is the end of the loop.
Seems it's best to avoid large -Z- discontinuities at the start of the loop.

incase anyone else runs into this I'll attach a SS.

As I recall this is what I had to do the previous times I ran into this.

-ChrzOC
(OCNET Networks)
Mechanical Design Engineer, CFI/MEI, AvGeek

KL204

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You set the waypoints in the wrong order.

You have to start from the terminal and end till the jetway. On the stairs you have to place the waypoints halfway the upper step en halfway the down step on the floor. The one in the middle of the stair have no use.

You also have to change the pathwide to 0.8 meter.
« Last Edit: May 11, 2025, 12:59:12 am by KL204 »

ChrzOC

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You set the waypoints in the wrong order.

You have to start from the terminal and end till the jetway. On the stairs you have to place the waypoints halfway the upper step en halfway the down step on the floor. The one in the middle of the stair have no use.

You also have to change the pathwide to 0.8 meter.

These where not passenger boarding/deboarding waypoints.

The post refers to airport walker loops.

none of this is relevant
-ChrzOC
(OCNET Networks)
Mechanical Design Engineer, CFI/MEI, AvGeek