FSDreamTeam forum

Products Support => GSX Support MSFS => Topic started by: jdb on May 08, 2025, 08:11:47 pm

Title: Pax waypoint height
Post by: jdb on May 08, 2025, 08:11:47 pm
Is it possible to raise the first 'pax waypoint' to a higher level than the ground?
The passengers start from a higher floor and have to come down to the ground to go to the plane.
My Q key does not work.
Title: Re: Pax waypoint height
Post by: KL204 on May 09, 2025, 09:57:51 pm
Try another keyboard.
Title: Re: Pax waypoint height
Post by: jdb on May 10, 2025, 04:17:37 pm
found solution : had too many bindings on Q key
Title: Re: Pax waypoint height
Post by: Captain_J on August 27, 2025, 06:45:27 am
I only had the one binding in MSFS and I cleared that to check, but Q still did not work for me, so I'm unable to raise the pax walk waypoints. What could be the problem?
Title: Re: Pax waypoint height
Post by: virtuali on August 27, 2025, 11:33:21 am
As explained in the release notes for version 3.6.8:

Quote
GSX Pro Change: The Shift key in all editors (Parking, QuickEdit and Airplane) now behaves like a toggle, to prevent problems caused by a Simconnect bug in MSFS calling back twice when subscribing to both Shifted and Unshifted key events. Now, pressing the Shift key will alternate between FAST and SLOW cursor Move/Rotate/Raise, so it’s no longer required to keep it pressed to move FAST.

Both the manual and the in-game pointers icons for the key has been updated as well, replacing Q/Z with PgUp/Dn
Title: Re: Pax waypoint height
Post by: Captain_J on September 17, 2025, 04:31:27 am
The page up/down works for me in most scenarios, thanks (but the in-software popup link when going into the editor still says Q/Z. A problem I've encountered though ...

I configured YLRE for walking PAX (Asobo default enhanced Longreach QLD, Australia). The terminal building windows are transparent, so you can see the passengers inside, however the passengers walk along the roof of the terminal building, and then suddenly drop down onto the ground at the correct level to continue their walk along the apron to the aircraft.

I lowered the height of the passenger waypoints inside the terminal down to the inside ground level, but as soon as I advanced to the next waypoint, the previously edited waypoint immediately jumps back up to roof level again. I have tried repeatedly, but the same thing keeps happening.

Any ideas?
Title: Re: Pax waypoint height
Post by: mwyatt on September 18, 2025, 05:38:28 pm
I also have this problem at other airports, is there a fix ??
As the passengers fully enter a terminal they jump up onto the roof.
And if starting from the Terminal, they walk on the roof, then leap down as they exit the building.
Highly comical but not correct.
Perhaps not connected to GSX at all, I am sure Umberto will know !!
Title: Re: Pax waypoint height
Post by: virtuali on September 23, 2025, 10:53:38 am
Perhaps not connected to GSX at all, I am sure Umberto will know !!

It's caused by the building crashbox, but I'll need to explain it better:

- Passengers must be configured to walk "on ground" (even if they have an height, it must be above ground), because airports aprons might be sloped, so if passengers didn't follow ground, you would see their feet either slightly raised or into the ground, when they walked along a sloping path, even a very gentle slope would be very visible.

- The building crashboxes are not fully 3d walls, they are more like 2.5D, meaning their roofs are changing the ground altitude.

- The building crashboxes are not always precisely following the exact profile of the building, it depends how the airport is made, but sometimes they are more like bounding boxes that won't match the building profile, so even if you visually see a recessed area like an entry, it might still be inside the larger crashbox, so the ground altitude there is really on the roof.

There might be tricks used by airport profile creators to fool the sim into accepting those waypoints, but they don't always work because it depends how the 3d building is made, so in some cases, the only solution is not placing waypoints in places that might be inside the building crashbox.