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Products Support => GSX Support MSFS => Topic started by: MaximumN2 on April 18, 2025, 01:18:02 pm

Title: Rampi walking path
Post by: MaximumN2 on April 18, 2025, 01:18:02 pm
Hi,
I don’t know since when GSX introduced this bug or "feature," but why does the rampie walks into, behind, or directly in front of the engine during pushback? It happens with every aircraft using the default GSX profile.

Is there any way to fix this, or is it just considered "user error" and ends up being ignored like every other bug/feature?

https://i.ibb.co/tTqLrsRH/Screenshot-31.png
Title: Re: Rampi walking path
Post by: virtuali on April 20, 2025, 05:52:17 pm
Is there any way to fix this, or is it just considered "user error" and ends up being ignored like every other bug/feature?

I don't know what you are trying to say with "ignored like every other bug", the bug fixes speaks for itself:

https://www.fsdreamteam.com/couatl_liveupdate_notes.html

Quote
https://i.ibb.co/tTqLrsRH/Screenshot-31.png

Your screenshot is not very clear about what the "problem" is supposed to be. Are you reporting a the very presence of two Wingwalkers, which of course is a feature that was highly requested by users, or a problem with them ?
Title: Re: Rampi walking path
Post by: MaximumN2 on April 20, 2025, 08:26:29 pm
It's not the wingwalker; it's the ramp agent who should walk next to the flight deck, as they are connected via a wire.

https://ibb.co/4ZMvgbvq

By the way, the wingwalker also follows a strange path. After the pushback is finished, they walk behind the running engine, which makes no sense at all.
Title: Re: Rampi walking path
Post by: MaximumN2 on April 28, 2025, 09:51:08 pm
I don't know what you are trying to say with "ignored like every other bug", the bug fixes speaks for itself:

https://www.fsdreamteam.com/couatl_liveupdate_notes.html



There you go — two weeks of radio silence, and the problem is once again ignored.

Title: Re: Rampi walking path
Post by: virtuali on April 28, 2025, 10:30:29 pm
There you go — two weeks of radio silence, and the problem is once again ignored.

Without even mentioning the supposed "two weeks" of silence are just 5 WORKING DAYS (your last post was Sunday 20th, now it's 28th), so you are wrong again but, as usual, nothing is "ignored", and walking path of all kind of pushback crew are not easy to anticipate, because they depend on many things related to the airport, the path, the type of pushback.

So no, it's not a "bug", everything can be improved, of course, and nothing is "ignored".
Title: Re: Rampi walking path
Post by: Art69 on May 08, 2025, 07:10:29 am
I don't know what you are trying to say with "ignored like every other bug", the bug fixes speaks for itself:

https://www.fsdreamteam.com/couatl_liveupdate_notes.html



There you go — two weeks of radio silence, and the problem is once again ignored.

The problem could be that the Virtuali maybe does not understand fully english, as you noticed they make a lot of confusion with wing walkers an ramp agent. How do you expect that they fix something that they don t understand??? ;D
Title: Re: Rampi walking path
Post by: virtuali on May 08, 2025, 10:36:15 am
The problem could be that the Virtuali maybe does not understand fully english, as you noticed they make a lot of confusion with wing walkers an ramp agent. How do you expect that they fix something that they don t understand???

English is not the problem, I had a look at the first screenshot he posted, and I couldn't see anything wrong with it, it looked like a reasonable position to be for a wingwalker, that why I assumed he was referring to that but I also asked for clarification, because I couldn't see from the first screenshot what the problem was, as as if the very presence of a person walking around the wingtip could be considered a problem and since we recently added winwalkers and since until the latest update it wasn't possible to completely disable them, I thought this was the issue reported.

Then he posted a 2nd screenshot, which finally shows something that looks like a problem, where he also said he wasn't referring to the wingwalker, but the ramp agent instead. But in the same message, he said the wingwalker ALSO follows a strange path so, finally, it seem the meaning of the question was:

"Every guy that walks with the airplane during pushback sometimes takes strange path".

So I could finally give the proper answer:

Quote
walking path of all kind of pushback crew are not easy to anticipate, because they depend on many things related to the airport, the path, the type of pushback. So no, it's not a "bug", everything can be improved, of course, and nothing is "ignored".

To clarify better, we know the method to calculate the path for all pushback crew can be improved, because right now is a fairly simple system which just offsets the pushback path and applies some compensation to account for different walking speeds required to keep up with different distances covered by the walkers compared to the tug+airplane due to the fact they are offset and the tug+airplane don't have a constant speed, but walkers in GSX don't have a multiple set of walking animations depending on speed (sauntering->stolling->striding->sprinting->running) complete with all transitions from one state to the other, there's only a limited amount of compensation we can use before the single walking animation would start looking wrong, and this results in the walkers sometimes left behind or being too far ahead, by how much depending on many other variables like the pushback path length, how curved/straight the path is, if there's a towbar or not, how the geometry of the airplane is (wingspan and engine positions mainly), so it IS a very complex problem to solve and as I've said in my last reply, it IS something we would like to address at some point, but shouldn't considered a bug, rather something that has room for improvement.
Title: Re: Rampi walking path
Post by: Ankh on May 08, 2025, 11:07:00 am
Well, put the offset as such that it walks 2-3m left/or right of the pushback tug and it will for SURE never be behind any aircraft engine. Problem solved.
Title: Re: Rampi walking path
Post by: virtuali on May 08, 2025, 11:18:30 am
Well, put the offset as such that it walks 2-3m left/or right of the pushback tug and it will for SURE never be behind any aircraft engine. Problem solved.

it's already like this, there's already an offset and I think is more or less that size but, depending on all the issues I listed, 2-3 meters might not be enough to be sure it will never cross into the tug, which is most common problem, a safer distance might be the length of the pushback tug + eventual towbar, but then with an offset that might reach up to 10 mt or more, but that's would look wrong for an headset operator and, such large offset is not always needed, it depends on the pushback path.

I still don't understand how the headset operator could clash into an engine (that's why I initially assumed it was the wingwalker), it must be a specific path, but if I had a better report instead of a screenshot, indicating everything like:

- the airport used

- if a GSX profile is in use and if yes, which one

- the gate used

- the pushback direction chosen

- the airplane used

If I had this data, I could try reproducing the case, and maybe found another new unforeseeable reason for it, but as it was posted, it seemed as if every airport, every gate, every pushback, somebody walks into the engines, which is clearly not the case.
Title: Re: Rampi walking path
Post by: MaximumN2 on May 08, 2025, 08:39:54 pm
It's not that hard to reproduce because it happens on the Fenix every time. PMDG seems fine at the moment.
Title: Re: Rampi walking path
Post by: virtuali on May 08, 2025, 09:20:38 pm
It's not that hard to reproduce because it happens on the Fenix every time

Which version and which simulator ?
Title: Re: Rampi walking path
Post by: trisho0 on May 09, 2025, 06:20:27 am
If people with concerns won't give details, then I doubt that Umberto will help because even I don't understand the concerns presented in this thread neither. Please, be more clear!

Patricio Valdes
Title: Re: Rampi walking path
Post by: MaximumN2 on May 09, 2025, 10:36:04 am
because even I don't understand the concerns presented in this thread neither. Please, be more clear!

Patricio Valdes

Sorry, but : what?

You have two pictures that clearly show the ramp agent is using the wrong walking path. There’s no “it’s not a bug” or “I don’t understand the problem” here. The ramp agent is supposed to walk next to the cockpit and pusher; not underneath the aircraft fuselage, next to the engine, or even into the engine.

I really can't stand this attitude of “the customer is the problem, not the program.” Clearly, GSX is behaving oddly in this case. I’ve shown it with two clear photos ... come on.

I'm using the latest version and FS2024, but this issue has been present for a while now.

The last thing:

" had a look at the first screenshot he posted, and I couldn't see anything wrong with it, it looked like a reasonable position to be for a wingwalker" and this one here: your program uses two different models for a ramp agent and a wing walker. So why did you think it was a wing walker, especially when I even titled the thread “Ramp Agent Walking Path” and you have a photo of the situation? I mean as a developer you should know your application, models etc.
Title: Re: Rampi walking path
Post by: virtuali on May 09, 2025, 03:02:16 pm
I really can't stand this attitude of “the customer is the problem, not the program.” Clearly, GSX is behaving oddly in this case. I’ve shown it with two clear photos ... come on.

You replied to trisho0, another user like you and, like me, he ALSO said the pictures weren't clear so, maybe they weren't THAT clear.

I think explained why I might have misunderstood your initial comment, especially because it came after we just released wingwalkers and I think to have provide a through explanation of it.
Title: Re: Rampi walking path
Post by: FerrevmVnion on June 02, 2025, 07:07:43 pm
This french lady also passed away during pushback
Title: Re: Rampi walking path
Post by: MaximumN2 on July 16, 2025, 04:07:03 pm
And here we go; two months of radio silence, and it's still not fixed. Ramp agents still don’t know where their walking path is, and wingwalkers are still walking across the engines and main landing gear.

To be honest, I’ve never seen a program with less bug-fixing ability than GSX. Such a shame.

Title: Re: Rampi walking path
Post by: virtuali on July 17, 2025, 09:51:57 am
And here we go; two months of radio silence, and it's still not fixed. Ramp agents still don’t know where their walking path is, and wingwalkers are still walking across the engines and main landing gear.

What do you mean with "two months of radio silence" ? You got the proper and detailed answer why this is not as easy to "fix" (it's not even a bug) here, exactly two months ago:

https://www.fsdreamteam.com/forum/index.php/topic,33093.msg208477.html#msg208477

So, I don't know if you have missed it, or you didn't like the answer, but surely there wasn't any "radio silence".


Quote
o be honest, I’ve never seen a program with less bug-fixing ability than GSX

The changelog speaks for itself:

https://www.fsdreamteam.com/couatl_liveupdate_notes.html

Just count the words "fix" and the frequency of updates:
Title: Re: Rampi walking path
Post by: MaximumN2 on July 17, 2025, 12:11:43 pm
For me, that's a bug. Why introduce a feature that doesn't work properly? I mean, you're creating the profile for every airplane, so you should be able to fix this.

But if I remember the last versions correctly, every "fix" has broken something else. I think at the moment it's a hot mess, which isn’t really getting better—because you're releasing features that are either incomplete or broken, and then take months to fix. Meanwhile, the core problems—like the absolutely ridiculous, unrealistic, and weird walking paths—remain untouched, with the excuse that they're "not easy to fix."

And calling the path, where the wingwalkers practically kill themselves on every pushback, not a "bug" is just ridiculous, to be honest.
Title: Re: Rampi walking path
Post by: virtuali on July 17, 2025, 12:35:29 pm
For me, that's a bug. Why introduce a feature that doesn't work properly?

The feature works properly, even if it's not as "perfect" as you are expecting. In addition to that, it's not even a new feature, because exactly the same issues for exactly the same reasons, happened also with the main headset operator, which also sometimes crosses the pushback towbar.

Quote
I mean, you're creating the profile for every airplane, so you should be able to fix this.

If you read what I wrote carefully, you would have known it's not as simple as that.

Quote
But if I remember the last versions correctly, every "fix" has broken something else

In the rare cases when this ever happens, it's always fixed by a later fix, when properly reported.

Quote
I think at the moment it's a hot mess

It obviously isn't. But of course, since you are nitpicking on something so minor, it's clear you'll never be ok for you.

Quote
, which isn’t really getting better—because you're releasing features that are either incomplete or broken, and then take months to fix. Meanwhile, the core problems—like the absolutely ridiculous, unrealistic, and weird walking paths—remain untouched, with the excuse that they're "not easy to fix."

I don't know what you are trying to say here, it seems you are too fixated on walking paths, that's the ones are "not easy to fix". You don't like Wingwaklers, they can be DISABLED in the airport profile.