Author Topic: Issues with GSX Level 2  (Read 12393 times)

virtuali

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Re: Issues with GSX Level 2
« Reply #15 on: September 09, 2018, 12:33:35 am »
No, i report just that is is not possible to change a high amount of gates at a airport just with one lick.

That's not true, because you surely can do that.

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The set up of the new Sode Gates after that takes a long time, because we have to do it for every gate

Well, of course if you want to do a PROPER job, and perfectly adapt each jetway to each parking, as in real life, that takes time.

mroschk

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Re: Issues with GSX Level 2
« Reply #16 on: September 09, 2018, 01:24:16 am »
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That's not true, because you surely can do that.

Ok, lets take my default Airport EDDP as example

Here we have the Gates 128, 130, 132, 134, 136 with Gateways

1 pic, a view to the eddp default gates
2 pic is in the gsx editor making the exclude file. ( here i miss the gate 134...why ever it is missing )

After compiling the scenerie excludes in the GSX Control Panel, the default Gates are still there , i dont know why.
I did it exactly like in the Video, just with the FSX because i did not have P3D installed at the moment.
Even after trying it with only gate 126 the default gate is still there.

also in pic 3 you can see, that every new sode gate is at the wrong position.

So even if it works with the excluding the gates, i must configure every gate.
So...no chance for one click editing
« Last Edit: September 09, 2018, 01:26:58 am by mroschk »

virtuali

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Re: Issues with GSX Level 2
« Reply #17 on: September 09, 2018, 01:25:45 am »
After compiling the scenerie excludes in the GSX Control Panel, the default Gates are still there , i dont know why.

If these jetways were static and not modeled as a separate object, they cannot be excluded.

marknie

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Re: Issues with GSX Level 2
« Reply #18 on: December 10, 2018, 01:56:52 am »
Theres alot of airports that are flat not going to work with this update until their developer make them compatible. Many of the Jetways just are too customized. Some are made with the older version of Sode and proprietary.
Capn Mark Niebauer

virtuali

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Re: Issues with GSX Level 2
« Reply #19 on: December 10, 2018, 01:11:49 pm »
Theres alot of airports that are flat not going to work with this update until their developer make them compatible.

Well, this is not entirely true. They might not be *easily* excluded, but they surely can, a way or the other. Even if they cannot be excluded using the normal method, usually because they are modeled as part of the terminal building polygonal mesh, there's still a way out, see here:

http://www.fsdreamteam.com/forum/index.php/topic,19375.0.html

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Some are made with the older version of Sode and proprietary.

This can be surely excluded by removing their SODE XML file. Again, it's nothing we could do automatically, since we stick to the principle of NOT touching ANY files belonging to 3rd party sceneries, but you can surely do it yourself.

marknie

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Re: Issues with GSX Level 2
« Reply #20 on: December 12, 2018, 05:16:34 pm »
Maybe there is hope for orbx old PSP  after all?
Capn Mark Niebauer