FSDreamTeam forum

Developer's Backdoor => GSX Backdoor => Topic started by: juxair on November 04, 2013, 11:13:24 am

Title: allocating vehicles to an airport
Post by: juxair on November 04, 2013, 11:13:24 am
hello

this might be posted in the forum but i couldn t find the answer

my question is:

how to allocate vehicles to an airport ?

example:

Luxair vehicles to ELLX

regards

awe
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 04, 2013, 11:47:11 am
Explained briefly in the manual, and with more detail in the documentation that comes with the PaintKit
Title: Re: allocating vehicles to an airport
Post by: juxair on November 05, 2013, 02:01:19 pm
ty for your answer

i read the paintkit sdk and i m completely confused ....

putting the logo luxair in the staircase folder but changing the catering sim !?

may be there is a kind soul around that can post the texts and where to add /put what exactly

airport:ELLX airline:LUXAIR (color lightblue greenish )

staircases  lightblue greenish
catering  lightblue greenish
big pushback  lightblue greenish
etc

ty

regards

awe
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 06, 2013, 01:06:54 am
I'm sorry but, the most clear explanation I could give, is the one in the PainKit documentation, it's really no use repeating it here. Try to read it more carefully, everything you need to known to learn to control vehicles at airports is there.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 06, 2013, 10:21:14 am
hello
i absolutely agree that there is no need repeating it here as that wouldn t clear up things but posting an example what s needed in texture and what s needed in sim for ONE vehicle that would put ALL needed vehicles to ELLX would help me alot !!!

ty

regards

awe
Title: Re: allocating vehicles to an airport
Post by: juxair on November 08, 2013, 12:54:54 pm
hello

i suppose that nobody knows how to program the 6 vehicles to show up at ELLX or nobody is willing to help ...

clearly disappointed customer

regards

awe
Title: Re: allocating vehicles to an airport
Post by: Hnla on November 08, 2013, 02:33:06 pm
hello

i suppose that nobody knows how to program the 6 vehicles to show up at ELLX or nobody is willing to help ...

clearly disappointed customer

regards

awe


Please stop, I have enough whining babies in my house now already...

Umberto said it comes with the paint kit, so READ IT.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 08, 2013, 03:29:02 pm
it would be way easier for you and less time consuming to post me an example and make your customer happy

i read it together with my daughter and we both couldn t figure it out

now call us stupid !

regards

awe
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 08, 2013, 03:45:12 pm
it would be way easier for you and less time consuming to post me an example and make your customer happy

I don't know what do you mean with "you" in this message. Are you referring to the message from Hnla ? His just a fellow forum user like you so no, you are not his customer.

As I've said, everything you need to know was in the PaintKit documentation, which took time and effort to write it, and I couldn't explain it here any better or any different than it's explained there. The PaintKit documentation also comes with an example, explaining how to add a new livery, the FSDT livery, I don't see how it would be any different if the livery was, for example, Luxair.

Since it would take more time to post a message on a forum, than do the actual work, I've made the changes for you so, if you download the Vehicles Update installer 3 now, it now comes with Luxair already set to appear at all EL* ICAO codes.

So much for the "clearly disappointed customer"...
Title: Re: allocating vehicles to an airport
Post by: juxair on November 08, 2013, 03:58:12 pm
ty for this fast reply Umberto

and yes it was ment to hnla and his comment really made me upset

what we both don t understand in your documentation are the texture instructions
example:
[fltsim]
fallback.1=..\..\FSDT_Marshaller\texture.01
fallback.2=..\..\FSDT_Staircase\texture.01

does fallback 1 mean that it uses the marshaller with texture.01 ?
now if i want to use another marshaller should i just change his texture ?

now if i make a new logo in ... user.ELLX do i put ALL i want to call in the texture file ?

example:

fallback.1 .....
fallback.2 ....
etc

etc


ty for your patience and ty for your support i ll check your new files now and may be it will clear up things

regards
Title: Re: allocating vehicles to an airport
Post by: Hnla on November 08, 2013, 04:17:39 pm
Well I apologize for my comment. It just makes me "upset" when people complain over and over again on the forum and don't take the time to read it.
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 08, 2013, 05:40:24 pm
now if i want to use another marshaller should i just change his texture ?

Nowhere the PaintKit documentation says you can change a marshaller, nor you asked for it. You asked only how to assign a new operator and this, as clearly explained on the PaintKit documentation, is made with JUST adding its LOGO.

Quote
now if i make a new logo in ... user.ELLX do i put ALL i want to call in the texture file ?

The PaintKit documentation clearly explained everything you had to do. I'm sorry, but you NEED to read AND UNDERSTAND ALL the explanations there, if it was possible to explain this in a few lines on a forum post, the PaintKit documentation wouldn't be 9 pages long. You must read it entirely, without skipping any steps, and it contains all you need to know to do what you are asking.

As I've said, there's a step-by-step example about creating an FSDT livery, and the result is even INCLUDED in the PaintKit, because that's the livery of the samples. I really don't see how else you would need.

The PaintKit is meant for users that knows how to edit files and have a basic knowledge of the FSX SDK about Simobjects folder structures. It's not meant to teach you what you can also learn in the FSX SDK about how objects folders work and textures Fallback works, it's assumed you know that already and if you don't, it's discussed in the FSX SDK so, no point to repeat it in the PaintKit either.

If you can't figure it out with the PaintKit documentation, than just ask for new operators, and we'll add them. It really took less time for me to add Luxair than it took to reply to this post.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 09, 2013, 12:53:45 pm
first of all ty for adding luxair
they nicely show up in aerosoft ellx

though i did not only want to add a logo but also  repaint the vehicles

i ll keep on testing and keep you informed

regards

awe
Title: Re: allocating vehicles to an airport
Post by: juxair on November 10, 2013, 07:20:18 pm
hello umberto

i created new textures for catering and replaced your original files

unfortunalety i can t get rid of LOGOS that aren t needed as the logo is on the main textures

i tried to call your new luxair logo but it s not showing up ....

[fltsim]
fallback.1=..\..\FSDT_Catering\texture
fallback.2=..\..\FSDT_Marshaller\texture.green
fallback.3=..\..\FSDT_Marshaller\texture.01
fallback.4=..\..\FSDT_Baggage_Loader\texture.01
fallback.5=..\..\FSDT_Catering\texture.LUX

what s going wrong here

ty

regards

awe
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 11, 2013, 10:39:21 am
unfortunalety i can t get rid of LOGOS that aren t needed as the logo is on the main textures

No, it's not. As you can clearly see by opening the Catering main texture folder ( FSDT_Catering\texture.01 ), the textures do not contain any logo, there's just a blank vehicle.

Assuming you want to use the LUX texture added in the last update, that configuration you made won't work because you still haven't read the PaintKit with enough attention. From Page 5 of the PaintKit Documentation:

Quote
The 5th Fallback is likely the most important to understand properly. We are finally referencing the folder containing the actual Logo user texture.

This is the folder that contains the GSX_Logo_4x1.DDS you can create for your Logo but, why it’s under the FSDT_Staircase folder ?

It’s just a convention, we need to choose only ONE Simobject folder that will act as a “Storage” for the actual logo textures, with the others just referencing through Fall- backs. We chose to use the Staircase for this purpose, it could have been any other object but, since the rest of the set provided with the PaintKit uses this convention, it’s best if you stick to it, otherwise you would need to modify all the other texture.cfg of the PaintKit, with no particular benefit.

I don't see how this could have been explained any clearer. Just check some of the OTHER TEXTURE.CFG files for Catering vehicles that comes with GSX which have a texture that ALREADY EXISTS (meaning, it's not Catering-specific) as an operator for other vehicles. For example, the one for Air China, in the FSDT\Catering\texture.CA folder, look like this:


[fltsim]
fallback.1=..\texture
fallback.2=..\..\FSDT_Marshaller\texture.red
fallback.3=..\..\FSDT_Marshaller\texture.01
fallback.4=..\..\FSDT_Baggage_Loader\texture.01
fallback.5=..\..\FSDT_Staircase\texture.CA


This because Air China is already an operator for all other vehicles types so, as explained in the PainKit, its "master" objects that contains its actual Logo textures is the FSDT_Staircase folder so, the same is valid for LUXAIR: since we HAVE it as an operator for all the other vehicles, its logo is under the FSDT_Staircase\texture.LUX, so that's what you'll have to put inside your texture.cfg.

And, of course, you must have a custom texture folder+texture.cfg for all different variations of the Catering vehicle, and the according [fltsim.xxx] sections, each one with the proper ICAO codes.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 11, 2013, 04:40:00 pm
hello

all changed as you described

Luxair still not showing up
it switches between servair and jet aviation

example of the sim

[fltsim.1]
title=FSDT_catering_01_USER_LUX
model=01
texture=LUX
couatl.catering_man = FSDT_catering_man_generic_lightblue
couatl.icaoprefixes = ELLX

of course all changed correctly in all the sim s

regards

awe

ps: tried with ?   ? EL  ? EL ELLX

same results
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 11, 2013, 04:50:43 pm
I'm sorry, but the only possible explanation is that you haven't made all the changes yet. Which I can't possibly know without checking ALL your files.

Check again all your files, and you will surely find your error. Note that some catering vehicles have multiple variations, so you must add two [fltisim] sections for each variation in the same sim.cfg.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 12, 2013, 07:47:39 pm
hello

was playing around with catering but didn t manage to call the special vehicle i want

[fltsim.12]
title=FSDT_catering_EU_LUXLOGO
model=EU
texture=LUXLOGO
couatl.icaoprefixes  = ELLX
couatl.atc_parking_codes = LGL
couatl.catering_man = FSDT_catering_man_generic_lightblue

of course corrected in catering catering half etc ...

[fltsim]
fallback.1=..\..\FSDT_Catering\texture.Juxair
fallback.2=..\..\FSDT_Marshaller\texture.white
fallback.3=..\..\FSDT_Marshaller\texture.01
fallback.4=..\..\FSDT_Baggage_Loader\texture.01
fallback.5=..\..\FSDT_Catering\texture.LUXLOGO

i always got ggourmet or lsg showing up so what i did was replacing those gsx_logo...dds in the catering texture.lsg/ggourmet folders and now i have what i want

this is NOT the way to do it but nothing else seemed to work

continuing with the correct textures for the staircase and baggage loaders now

i ll keep you informed

regards

awe

PS: gsx works perfectly even combined with aes !

Title: Re: allocating vehicles to an airport
Post by: juxair on November 12, 2013, 08:47:23 pm
what you could add easily is a crew boarding as you already have the shuttle for it :P

regards

awe

Title: Re: allocating vehicles to an airport
Post by: virtuali on November 12, 2013, 09:34:28 pm
In any case, I've also added Luxair catering in a further update to the Vehicle Updates 3 installer.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 12, 2013, 09:38:49 pm
you are to kind umberto

unfortunately this might cause me more trouble then help as your input will for sure have the highest priority and i won t be able to force my designs to show up

but ty anyways

the more content you have the more satisfaction for your customers

regards

awe

Title: Re: allocating vehicles to an airport
Post by: juxair on November 13, 2013, 12:28:24 am
the staircase with the truck have a bug

the doors of the truck hang at the top of the stairs and it has no driver...oioioi

regards

awe
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 13, 2013, 11:48:57 am
Quote
the staircase with the truck have a bug

They don't.

the doors of the truck hang at the top of the stairs and it has no driver...oioioi

Object is correct, and driver is there, see the screenshot.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 13, 2013, 12:44:18 pm
erm --- this 1
Title: Re: allocating vehicles to an airport
Post by: juxair on November 13, 2013, 01:12:17 pm
full aircraft and i don t get a bus ...

Title: Re: allocating vehicles to an airport
Post by: virtuali on November 13, 2013, 01:20:26 pm
erm --- this 1

That's another vehicle and it doesn't have a driver, because the cabin is not 3d, it's just a texture so, it's not a bug, it's just how the object was made.

I don't see any other problem in your screenshot, what you indicate as a door truck is not that, it's the last movable part of the stair, and that's how it's supposed to look like.
Title: Re: allocating vehicles to an airport
Post by: virtuali on November 13, 2013, 01:29:38 pm
full aircraft and i don t get a bus ...

Tried it too now and no, it doesn't happen here, setting the airplane full using the PMDG FMC result in a large passengers bus.

GSX just reads the total stations load from FSX divided by 220 lbs. to calculate the number of passengers so, if the airplane correctly sets it, it will work.
Title: Re: allocating vehicles to an airport
Post by: juxair on November 13, 2013, 02:50:28 pm
1. OK
2. OK
if you start with cold and dark and ask catering before you set your fuel and passenger you don t get the bus
if you set fuel and passenger and then start gsx you get the bus

good to know


regards

awe