FSDreamTeam forum

General Category => FSDT Promotions => Topic started by: virtuali on June 10, 2018, 04:45:38 pm

Title: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 10, 2018, 04:45:38 pm
For those that didn't attend to the Flightsimexpo yesterday, here's some information about our new upcoming product, which is:

GSX Level 2 expansion

An "expansion" ? Yes, it means we are not releasing a entirely new version of GSX, causing grief to anybody that bought it recently, and having to deal with several upgrade offers that won't surely satisfy everyone so, instead, we are releasing it as an expansion, which means:

- The core GSX product will continue as it is, constantly updated for free in all its main features, so you won't have to pay for a new version, just to get rid of bugs of the old one...

- You are not being asked to pay for something you might not be interested right now.

- It's easier for us supporting it, because the code to maintain is only one, with just a different behavior depending if you bought the expansion or not so, this will give you the guaranteed of continued support for the whole GSX program.

We believe the expansion approach is one that will allow us to sustain the continuing development of the product for the following years, without leaving anybody out. We'll surely improve all the core features in GSX, like Pusback, which is the likely candidate for the next rewamp (last year we remade the Refueling), and we'll still add new services to the core product, like water/lavatory vehicles, and such core updates will continue to be free.

GSX Level 2 focuses on two main features:

SODE jetways, everywhere

GSX has been one of the most popular products out there, because it was always thought as a "global" addon that would work everywhere, not tied to a specific airport or airplane addon. The expansion will follow on that concept, with jetways, which will be improved in the following way:

- Upon installing it, ALL those outdated, ugly (by current standards) and bugged default jetways, will disappear, to be replaced by SODE jetways, way more reliable, and so much better looking, with the same level of quality you might have seen in our KORD V2 preview. This is not very different that having the default Pushback truck disabled during the GSX installation: the old default jetway model will be replaced with one with compatible dimensions, just way better looking, and using SODE instead.

So, without doing anything on your part, all default jetways in all default airport will immediately work/look much better. The following screenshot is an example of the default EDDM scenery, with standard jetways automatically replaced by GSX:

http://update.fsdreamteam.com/2018-6-10_6-44-39-261.jpg

What about 3rd party airports ?

YES, we can replace them too but, it won't be made automatically, you'll have to go through the GSX parking customization page, and indicate the parking(s) you want the jetway replaced so, it will automatically create a very small .BGL EXCLUDE file, which will remove JUST the jetways from any 3rd party airport that used the default (CTRL+J) animation system, but its own custom models.

We DO NOT touch any of the original scenery files, and if you just remove the GSX-created Exclusion .BGL, that scenery will go back to the way it was. We'll have a single shared folder in the \Fsdreamteam\Addon Manager\Exclude, which will contain all these automatically created Exclude files, with a name that will clearly relate to the associated scenery.

Also, if your addon airport already use SODE jetways, we won't touch it, assuming a developer who made the effort to support SODE, already did jetways in the best possible way so, we won't allow customization of these sceneries.

So, for example, you might take your FlyTampa EHAM scenery, which is very nice, but doesn't have SODE jetways, and replace them with SODE jetways, allowing things not possible with the default animation system, like multiple jetways per parking, up to a maximum of 4. And yes, the editor will allow you to customize the range of every exclusion area so, you'll be able to remove static jetways too, as long as they were modeled as a separate object.

CUSTOMIZATION

The jetway customization features are extensive, see the following screenshot, which shows the new jetway editing page:

http://update.fsdreamteam.com/images/gsx_jetway_editor1.jpg

Here, we customized the parking to replace the "default replacement" ( a better looking version of the default jetway model ), with an actual Thyssen-Krupp Apron Drive Chrystal 3-tunnels 38/19, which is the real world designation for that specific jetway model. GSX Level 2 will come with 80+ real world jetways, modeled after their real life counterparts, from several manufacturers like Thyssen-Krupp or JBT. We'll surely plan to expand this library a lot during the life of the product, with the goal of having every commercially available jetway in.

Why this is important ? In real life, jetways are offered in multiple sizes and different variations, to properly fit every possible parking space. But scenery developers (including ourselves), don't usually model more than 2-3 variations for a scenery, because it's simply too much work to do. This result in not always having the best possible fit for all parkings, which results in the jetway not working, or working only in a very limited range of stop positions.

Instead, with so many models to choose from, you can be sure there is a jetway that will work with that particular parking and yes, the editor will tell you if the jetway works, because when you edit in 3d, pressing the 5 key on the numpad, will "TEST" the jetway, asking SODE if it will work, without having to guess. You'll hear a "ding" sound and a message, telling all the doors that jetway will be able to reach, considering its position and the position of the currently loaded airplane. So, if you hear the sound, you can be sure the jetway WILL work once you'll get there. Otherwise, you'll know you might have to either change to a different model, move it a bit, adding a connecting bridge, rotate it, etc.

JETWAY ACCESSORIES

Jetways can have several accessories, which can be turned on/off: the Air conditioner unit, the Power Unit, the Ground markings, and a LOGO.

You might want to remove, for example, ground markings and the Air/Power units on the 2nd jetway in a dual-jetway parking spot. Or, you can select a logo from a list of commonly seen advertizers (HSBC, Swift, etc.) or use your own graphics.

The power unit will actually power the airplane. Similar to the popular option in FSUIPC which prevents battery discharge when parked, we'll keep the airplane powered when a jetway with a power unit is connected.

This will work with every airplane that use a standard electrical system but, same as the fuel system, if the airplane is flagged having a custom electrical system, we won't touch it. However, we'll publish some variables that airplane developers can read, so they will know if GSX has connected a jetway with a power unit, and decide to do whatever they need to do in their code, to supply the airplane with external power. Same for the Air conditioner unit, 3rd party developers can read a variable too and do whatever they want to do, knowing there's external Air available.

JETWAY NUMBERS (Prepar3D 4 ONLY)

Jetways by default will have their number automatically set to the actual number of the parking (taken from the AFCAD), and users can customize the Font size, style, background and foreground color. This feature will not be available in FSX, since it uses the Render to Texture feature of the P3D4 PDK. This use DirectX11 to draw the numbers and, since it's a static texture that never changes, it's rendered only once, so the fps impact is exactly zero.

All these changes will be saved in the airport customization .INI file under %APPDATA%\Virtuali\GSX folder, so they can be shared and scenery developers can simply provide such .INI file alongside the .BGLs in their main scenery folder too, saving a great deal of time doing jetways AND place them, since they can just use our editor to either place our own jetways OR create standard SODE jetways which just a couple of additional parameters in the SIM.CFG file, so they will appear in the GSX editor, ready to be placed. We won't require any license to do this, since users will be required to have the GSX expansion anyway, but it will be a great time saver for scenery developers.

Animated Passengers, everywhere

The 2nd main feature of the GSX Level 2 expansion, are visible animated passengers, boarding the airplane either using our new jetways (of course, they must have glass windows to be visible), and with boarding stairs, which is where they really shine.

We modeled a much better looking Passenger bus, and you'll be able to see them coming out of it, and enter the airplane when boarding. There are many different characters, each one independently animated with its personal walking style and attitude so, the posh girl will walk very differently from the old lady or the little child, or the business man.

We also have characters for pilots and the crew. When boarding, a Van will come first, with the captain and the first officer coming out first, followed by the fight attendants, which will place themselves at every exit, greeting the passengers as they board.

Then a passenger bus will came, boarding exactly the number of passengers calculated by GSX, which is only simulated in the current version.

Here, we also have the ability for airplane developers to control the process because:

- By default, GSX will estimate the number of passengers, based on the airplane load, exactly as it is now.

- By WRITING TO to a special L: variable, airplane developers can TELL GSX the precise, exact, number of passengers which are supposed to be boarded, so GSX will indicate the same number the airplane is expecting to have.

- Another L: variable developers can READ, will indicate the running total of passengers boarded/deboarded so, developers will be able to keep track of the process and, eventually, simulate the progressive change in weight and balance occurring while passengers enter/exit the plane.

Both variables will be officially documented in the manual, and are very easy to use. We have been already in talk to several developers, who seemed eager to add this feature to their products.

Release date and price

If everything goes right with Beta testing, which will probably start in the last week of June (because me and the other main GSX developer will be on vacation in the US until June 24th), we are aiming for a September release.

The product will work with both FSX and Prepar3d but, we STRONGLY suggest Prepar3D V4, both because it will be more featured, but also because the animated passengers, although are fairly fps friendly, will probably take some toll on memory, which is already a scarce resource in 32 bit., so it's very likely that using a complex airplane with a complex scenery AND animated passengers WILL cause OOM crashes in FSX.

So, while (with the exception of the Jetway numbers feature), there's nothing that prevents the product to work with FSX, it would be wise using it with Prepar3D 4 only. Of course, it will be available in Trial, so if you are still convinced to use FSX, try it first with your preferred airplane.

About the price, it hasn't been decided yet, but you can expect it will cost less than the base GSX products so, very roughly, you can expect something below 30$.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: L-1011 on June 10, 2018, 07:59:22 pm
any discount for present GSX holder?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: DoverEightMike on June 10, 2018, 08:03:39 pm
Will it be possible to demo the Level 2 expansion if you already have the purchased, full version of the current GSX installed?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Tigh on June 10, 2018, 09:14:32 pm
any discount for present GSX holder?

Did you actually read the article?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: L-1011 on June 10, 2018, 09:28:38 pm
any discount for present GSX holder?

Did you actually read the article?

sure and I suppose that we have to pay for the expantion if we want it
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: mtbrkhrd on June 11, 2018, 12:34:55 am
Umberto,

great news and I'm looking very much forward to this!

When talking about jetways in P3D I always think about one particular issue that has been there forever; The minimum view distance you need to see scenery objects. As you know, when a jetway is docked to the L1 door close to the cockpit, it gets clipped by the graphics engine when viewed from the VC.
Perhaps you have had a chance to talk to Lockheed Martin about this to see if they could reduce that minimum view distance, to allow for jetways to display normally when close to the VC? That way your new jetway models would shine even more!  :)

Thanks,
Markus
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Ifikratis on June 11, 2018, 02:33:33 am
Thank you very much Umberto for this amazing development! These was certainly the best news in the Expo this weekend. Congratulations for FSDT's dedication to bring the level of simulation so high. The fact that you make these features available to all airports is a huge bonus.Thank you so much and looking forward to getting this :))
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: ebattle on June 11, 2018, 02:58:04 am
This seems like it’ll be a nice product. I kinda like the idea of visible passengers. However, more importantly to me, will GSX now make it easier for me to customize the ground support staff?? I really don’t like landing at an airport and picking from the random options available. It’s be great to always have an option for the carrier I’m flying with to service the aircraft, I understand that may mean having to download extra Airlines handler textures after the fact. In my opinion that would actually be great! No more United servicing my Southwest jet?! Please??
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Ray Proudfoot on June 11, 2018, 10:05:53 am
This could be the tipping point for me buying P3D v4. It's great to see continued improvements to GSX and I have no problem paying for the extra module. I'm sure a lot of work has gone into it.  :)
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Richard McDonald Woods on June 11, 2018, 10:40:58 am
Well done, Umberto! Very much looking forward to this release. :)

I am happy to be a P3Dv4.2 beta tester if you wish.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 11, 2018, 01:42:54 pm
It’s be great to always have an option for the carrier I’m flying with to service the aircraft, I understand that may mean having to download extra Airlines handler textures after the fact. In my opinion that would actually be great! No more United servicing my Southwest jet?! Please??

This issue has been discussed so many times in the forum: it would be wrong and unrealistic if the airplane airline code would drive the choice of the ground operator, because it never happens that a ground crew for your own airline would appear everywhere, especially when flying internationally: it would be silly if you flew a Southwest plan in, let's say, Mexico or Canada (or Europe), and getting Southwest crew there so, by default, the airplane airline code only affect the livery of the ULD pallets.

HOWEVER, the "Virtual Airline override" option, explained at Page 26 of the manual, will allow you to do just that: always use your preferred ground crew, regardless of the location.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 11, 2018, 02:51:33 pm
Will it be possible to demo the Level 2 expansion if you already have the purchased, full version of the current GSX installed?

Yes, of course. If you have the full GSX installed, but the expansion in Trial, the new custom jetways won't operate and passengers won't appear if you are outside of the Trial airports or FSDT airports, but the rest of GSX will work as usual.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 11, 2018, 02:57:00 pm
sure and I suppose that we have to pay for the expantion if we want it

Yes and, in fact, the last line of my post discussed about a possible price so yes, it is a paid expansion.

That's why your "any discount for present GSX holder?" question was a bit puzzling: you MUST be a GSX owner in order to use it so, either call it "expansion price" or "discount for present GSX users", it doesn't really makes any difference, since all users will have to be existing GSX users, that's what "expansion" means.

Just to be more clear: the base GSX product is not going anywhere. We are not releasing a new GSX, only an addon module for it.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: VHHHflyer on June 11, 2018, 03:06:18 pm
Great job! I love SODE jetways and look forward to this expansion.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Hnla on June 11, 2018, 03:11:48 pm
So airports with SODE jetways already will not be touched? Or will we have to customize the jetways at all of our favorite airports?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 11, 2018, 03:27:10 pm
So airports with SODE jetways already will not be touched?

This was already explained in the announced post: airports that already come with SODE jetways won't be customizable.

To be more precise: it's only the non-FSDT airports with SODE jetways that cannot be customized, but existing FSDT airports using SODE jetways can be customized.

Quote
Or will we have to customize the jetways at all of our favorite airports?

Not sure I undertand the question: customization is an option, not a requirement. The only differences are:

- On an default airport with default jetways, there's nothing you must do: just install, and you'll immediately have better looking SODE jetways, which you CAN customize, if you want, but you don't have to.

- On a 3rd party airport with custom-made jetways using the default (CTRL+J) animation system, you must explicitly tell the GSX editor which parkings will have replaced jetways, so it will create an Exclude .BGL for you, and then  you can start customizing them.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Simjockey on June 11, 2018, 04:33:46 pm
Hi Umberto,

What is the smallest aircraft that this new module will interface with?  e.g. with a KingAir 350, obviously the SODE jetways won't be used but will passengers leave the transfer bus and walk over to the aircraft just as they would to a B737?

Brilliant addition to a great program!

Regards.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: SKEWR on June 11, 2018, 08:51:59 pm
Will there be different voices? Love GSX, but the robot voice of ground crews isn't pleasant.

Thanks.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Speedbird ATC on June 11, 2018, 10:38:51 pm
I am sold. Will we finally have the option for multiple bus trips and multiple buses? It will be a tad amusing to watch 500 passengers walk out of one bus!
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: jabloomf1230 on June 12, 2018, 12:28:19 am
I looking forward to buying this. For default airports will all the gates have animated SODE jetways or just the user's gate? The reason that I ask is I'm wondering how AI aircraft will work with the new GSX 2.  I know that they presently work beautifully with SODE 1.63 and SODE jetways, but I just thought that I'd ask, because VOXATC aircraft (not the sim's) only work with SODE jetways.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Silverbird on June 12, 2018, 01:26:53 am
I will gladly pay for the expansion to support development great work so far to the team Umberto.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: DrumsArt on June 12, 2018, 01:33:58 am
Great news!!! 8)

Thank you and Regards,
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Jayster226 on June 12, 2018, 01:42:18 am
Kind of bummed we can't customize all airports, even ones already using SODE because I have some airports that some lack luster jetways. I'm still excited for this however.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Ursli80 on June 12, 2018, 06:03:14 am
Hello Humberto,

I have a question about the FPS.
You mention that the PAX are very FPS friendly.
I assume that this "FPS break-in" if it will take place only when the passengers are seen?

Or will this "FPS breake-in" then always be present?

Best regards
Urs
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: joefackel on June 12, 2018, 10:32:58 am
Nice upgrade. The price seems maybe a bit high for an Add-on-Addon but i will reconsider when its out  :)

One plea: for gods sake, please review the walking speed of your simulated persons  ;)
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Anders Bermann on June 12, 2018, 10:47:34 am
Nice upgrade. The price seems maybe a bit high for an Add-on-Addon but i will reconsider when its out  :)

One plea: for gods sake, please review the walking speed of your simulated persons  ;)

Has the price been announced?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: joefackel on June 12, 2018, 11:07:50 am
Has the price been announced?

Yes.

Okay, have to admit "something below 30$" can also mean 10$ ;-)

Nonetheless, no reason to draw the baseball bat  :-*
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: wigerup on June 12, 2018, 03:33:45 pm
This program is getting better and better. I like this "beside the flight simulator" program  which take your simulator to another level. Very good.
Best regards
Bjorn Wigerup
Sweden
 :)
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 12, 2018, 04:21:16 pm
Will there be different voices? Love GSX, but the robot voice of ground crews isn't pleasant.

Don't worry, we already have an update planned, which will feature hired professional voice talents, to replace all the voices in GSX. And this will be a free update of the core GSX product. That's why making an expansion and not a new paid GSX version made sense...
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: funkyj4ever on June 12, 2018, 04:29:51 pm
Nice!,

And what about the cargo expansion? I thought that was also in the making....
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 12, 2018, 04:34:48 pm
For default airports will all the gates have animated SODE jetways or just the user's gate? The reason that I ask is I'm wondering how AI aircraft will work with the new GSX 2.

I was quite sure this question would come up soon. We thought a lot about it, and we decided that, at least for the initial release, it will work only for the user airplane.

The obvious reason is performances.

By supporting only the user gate, we can afford the luxury of having *much* better looking jetways than the default ones without any significant fps impact, since the static ones won't have any bones/skin, they are a static object and are all carefully optimized with multiple LODs. Note that, a *docked* jetway, even if it's not moving, is still a skinned dynamic object, since its docked position cannot be pre-made as a static object, being dependent on the airplane door and its parked position.

Supporting AI too, would multiply the number of bones and animation running at the same time, and it's not even something we can fully control, since it's difficult to anticipate how many of them will have to move at the same time, due to very different AI density, schedules, etc.

With some AI products, such as UT Live, we cannot even know when the airplane will depart exactly, since their schedules are not standard and there's no support to read them programmatically, so we cannot even know when it's time to dock/undock a jetway with such products.

In fact, almost every 3rd party AI traffic product has the ability to *exclude* jetway animations from their model as a feature. Because, of course, even if it sounds nice in principle, most users realize their precious hardware power is better spent for other things.

So, at least for the initial release, we'll stick to the user gate only.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: twincessna340a on June 13, 2018, 07:07:29 am
- On an default airport with default jetways, there's nothing you must do: just install, and you'll immediately have better looking SODE jetways, which you CAN customize, if you want, but you don't have to.

Does this include default airports modified with programs like ADE that still use the default jetways?

I have 2 scenarios:
Most of my modified airports exist as AFCAD BGLs in the Addon Scenery area
However I have a few airports where the AFCAD BGL is in a separate distinct scenery area

I'm using P3D v4 and use the proper XML method with the files located outside of the P3D root folder.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 13, 2018, 08:29:06 am
Does this include default airports modified with programs like ADE that still use the default jetways?

Yes, they are not any different than default airports, just with a different layout.

When installing, we disable the default jetway library object (just like we disable the default pushback truck in the same way), and replace them with SODE jetways automatically. You will still see the jetway in ADE, but it won't be controlled by the AFCAD anymore: from that point on, it would be a SODE/GSX jetway that can be customized/moved/rotated with the GSX editor.

The location where you place your sceneries doesn't matter, and there will be no need for an exclude .BGL in that case, since in case of the default jetway model, it won't be visible anymore, so there's no need for an exclude file.

Exclude files will only be created for 3rd party airports with jetways animated with the default system, but with a custom model, so we don't replace them automatically and we don't disable their model but, instead, we'll create an exclude .BGL file.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Loc on June 13, 2018, 09:37:37 am
Looking forward to this new GSX level2. I have one question: in some airports the passengers doesn't go from bus to plane, but goes from airport straight to the airplane stairs. Will it be simulated?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Diuhh on June 13, 2018, 09:40:02 am
Great stuff. I have two questions:

Power and air condition units: will GSX ground crew be able to handle and connect GPU and the air condition unit on the plane itself? Are the cables visible? That would be an amazing feature for sure!

Passengers: I know it is only a first preview. However, the boarding process looks a bit unrealistic. The bus doors open and the first passengers slowly disembark followed by more passengers. Normally you would see a bit crowd disembarking the bus as soon as the door open. Then people usually stand on stairs wait till they can go inside the plane. Do you find some limitations here (for example only a limited amount of passengers can be shown at a time)?

Thanks for your appreciated feedback.

Greetings,
Diuhh


Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: kihew on June 13, 2018, 10:24:57 am
Is there a video (or photo, even) preview of the passengers boarding available or only what was shown at the expo?

Disregard - just found it at pcflight.net!

Wow, double wow. For a pre-beta preview it already looks fantastic. What jumped out as best was that there was little feeling of repetition and the fluidity of it all. As suggestions for improvement from my first thoughts: the people models need hand or should bags, and there's a lady that looks like she's dancing - too easy to single her out which we will then do every single time ("look, there's dancing lady again"), they'd need to be as uncharacteristic as possible :).

I've been specially happy with the GSX improvements for those that, like me, only fly cargo ops but visible passengers is kind of a "holy grail" in fs world, to me. Well done!

Alex


Great stuff. I have two questions:

Power and air condition units: will GSX ground crew be able to handle and connect GPU and the air condition unit on the plane itself? Are the cables visible? That would be an amazing feature for sure!

Passengers: I know it is only a first preview. However, the boarding process looks a bit unrealistic. The bus doors open and the first passengers slowly disembark followed by more passengers. Normally you would see a bit crowd disembarking the bus as soon as the door open. Then people usually stand on stairs wait till they can go inside the plane. Do you find some limitations here (for example only a limited amount of passengers can be shown at a time)?

Thanks for your appreciated feedback.

Greetings,
Diuhh



Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: joefackel on June 13, 2018, 11:39:00 am

So, at least for the initial release, we'll stick to the user gate only.


Hopefully you can find a way to get the services running also for AI plane, even when its only stripped down animations for AI, without hestiation i would sacrifice the cycles of one core to get more life in the oftern very static airports  :)

We need food for our often underemployed CPU cores  ;D
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 13, 2018, 04:14:59 pm
Power and air condition units: will GSX ground crew be able to handle and connect GPU and the air condition unit on the plane itself? Are the cables visible? That would be an amazing feature for sure!

While P3D4 already has an API to create wires, they are a bit limited and too simplified in appearance so, I think it might not look very good to have a cable which looks textured and modeled, then it would become a simple wire, in order to use the new "Rope simulation" system which has been added fairly recently in the P3D4 API.

I guess we *might* create our own cable simulation, but it's not the easiest things to do, and it would still be a P3D4-only feature anyway, since it would require an higher number or bones, and we are already close to the maximum possible with FSX. So, maybe not in the first release, but after allowing more time to finally have everybody moving out from FSX.

Quote
Do you find some limitations here (for example only a limited amount of passengers can be shown at a time)?

When something doesn't look entirely realistic, always ask yourself "could be they made it like that for performance reasons ?", and you'll find the answer would be almost invariably YES. Yes, we need to keep the number of passengers visible at any given time under control, which is why we try not to form too crowded areas.

Don't forget the situation we started with: an empty bus and passengers created by your own imagination, which is GSX always worked so far.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: jabloomf1230 on June 13, 2018, 04:26:57 pm

...
So, at least for the initial release, we'll stick to the user gate only.

Thanks for the response. V1.63 of SODE uses proximity to the jetway as the trigger for AI docking. I can't say whether it works with UTL, but it does work with both the sim's ATC-controlled AI aircraft and VOXATC AI.  I modded KALB (my home airport) for personal use with SODE jetways and the performance hit was negligible. But at a big airport, the results will be much worse.

As you know, SODE also has the option of adding a static jetway version which has a lower LOD and is used to improve performance with airports with large numbers of jetways. The non-animated version replaces the normal version of the jetway when the user is distant to the jetway.

In any case, sticking with replacing just the user's jetway seems prudent for an initial release.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Cyrex1984 on June 13, 2018, 07:36:27 pm
I have some questions about GSX 2 that is easy to answer on i think, its just something im thinking on all the time and i would realy appreciate an answer on this:


1. How will it be when passengers are boarding smaller aircrafts like the Q400 or Saab 340? will they use the doorstairs on the plane? or just vanish near the aircraft?

2.Is it possible that passenger can walk out\in from the terminal at a chosen spot when not at a gate? or is it only they will arrive with bus? Im thinking if it is a small airport its not realy realistic they will appear in a bus when the aircraft is parked close to the terminalbuilidng.

3.How many different passenger models will it be in the release pack?

Thanks :)
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: medic87 on June 14, 2018, 02:55:07 am
Will it be possible to configure SODE-Jetways on a 3rd party airport and share such files in your download section? Since those files doesn’t seem to content material of the 3rd party add ins this should be legal I guess.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Diuhh on June 14, 2018, 10:02:51 am
While P3D4 already has an API to create wires, they are a bit limited and too simplified in appearance so, I think it might not look very good to have a cable which looks textured and modeled, then it would become a simple wire, in order to use the new "Rope simulation" system which has been added fairly recently in the P3D4 API.

Thanks Umberto. As an alternative GSX could tell aircraft devs the exact position of the power unit and the air condition unit when the jetway has moved into its position. Then the addons devs can design cables and hoses theirselfes and show them as soon as they are connected.

Of course an actual GSX ground crew connecting them would be nicer...

Greetings,
Till

Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: FireCapt on June 15, 2018, 03:31:28 am
Wow Umberto,

I'll be the first one in line to buy when it's released.  :D
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Anders Bermann on June 15, 2018, 07:07:48 am

1. How will it be when passengers are boarding smaller aircrafts like the Q400 or Saab 340? will they use the doorstairs on the plane? or just vanish near the aircraft?

Thanks :)

Interesting question. Would like to know as well.


2.Is it possible that passenger can walk out\in from the terminal at a chosen spot when not at a gate? or is it only they will arrive with bus? Im thinking if it is a small airport its not realy realistic they will appear in a bus when the aircraft is parked close to the terminalbuilidng.

Thanks :)

Again, would be a nice addition. In smaller airports, a bus is not used. Also, in Copenhagen (EKCH) passengers from Terminal GO (low cost/budget airlines) walk to the plane from the terminal building.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: LukeK on June 15, 2018, 05:19:02 pm
By WRITING TO to a special L: variable, airplane developers can TELL GSX the precise, exact, number of passengers which are supposed to be boarded, so GSX will indicate the same number the airplane is expecting to have.

- Another L: variable developers can READ, will indicate the running total of passengers boarded/deboarded so, developers will be able to keep track of the process and, eventually, simulate the progressive change in weight and balance occurring while passengers enter/exit the plane.

Both variables will be officially documented in the manual, and are very easy to use. We have been already in talk to several developers, who seemed eager to add this feature to their products.

How can I get on the list to receive the documentation when it is available for my products?

Cheers!

Luke
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 16, 2018, 09:03:09 am
1. How will it be when passengers are boarding smaller aircrafts like the Q400 or Saab 340? will they use the doorstairs on the plane? or just vanish near the aircraft?

They will use the airplane stairs, of course.

Quote
2.Is it possible that passenger can walk out\in from the terminal at a chosen spot when not at a gate? or is it only they will arrive with bus? Im thinking if it is a small airport its not realy realistic they will appear in a bus when the aircraft is parked close to the terminalbuilidng.

GSX always had the ability to turn off the Passenger bus in the parking customization page, to cover these cases.

Quote
3.How many different passenger models will it be in the release pack?

We'll know for sure on release day. The version we demonstrated at the Flightsimexpo had 2 pilots, 3 flight attendants and 25 different passenger models, but this will surely increase before the release day.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: airflyer on June 16, 2018, 12:03:17 pm
Will there be a public beta?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: paulwain on June 16, 2018, 03:09:03 pm
Any chance the new update can have boarding and refuelling  at the same time just like in real world or at any time instead of waiting for other services to complete?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: twincessna340a on June 17, 2018, 05:09:30 am

Will there be a provision to change more than one jetway at the same time, from 2 to every one at the airport?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Logic007 on June 17, 2018, 06:07:02 pm
Animated passengers - exactly what GSX is missing. This will take immersion to the next level. Can't wait 👍
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: ols500 on June 17, 2018, 11:10:43 pm
This sounds EPIC, but Will animated passengers affect VAS?

-Ollie
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 18, 2018, 07:15:14 am
This sounds EPIC, but Will animated passengers affect VAS?

Of course it will. Everything you add to the sim affects VAS. Which is why we strongly suggest using P3D4, even if the expansion will still work with FSX or P3D1-2-3 but, when used together with a complex airport and a complex airplane, where VAS is already a problem, you'll get very close to OOM crashes.

Use P3D4, and VAS will not be an issue.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: medic87 on June 19, 2018, 02:40:16 am
Will it be possible to configure SODE-Jetways on a 3rd party airport and share such files in your download section? Since those files doesn’t seem to content material of the 3rd party add ins this should be legal I guess.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 19, 2018, 08:32:02 am
Of course, we expect/hope users will share their files.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: gstriker on June 19, 2018, 05:36:37 pm
Hi!

Great news!

I was wondering if its possible to add a "Aircraft Repositioning" feature (i.e. moving from one gate to another or moving to/from remote positions / maintenance to gates) and to "turn on / off" specific vehicles on turnarounds without having to modify the aircraft's configuration.

Thanks!
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 19, 2018, 11:40:04 pm
The gate-to-gate pushback feature has been asked and answered so many times and yes, it's planned for a future update to the core GSX program, which means it will be free so, it's not something related to this expansion.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Anders Bermann on June 20, 2018, 05:35:21 am
The gate-to-gate pushback feature has been asked and answered so many times and yes, it's planned for a future update to the core GSX program, which means it will be free so, it's not something related to this expansion.

Interesting. Does this include the ability to simulate towing an aircraft? For instance, from Maintenance to a gate or similar?
Or is that not something which is gonna be a part of GSX?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Johnliem on June 20, 2018, 10:35:54 am
will it be possible to edit the duration of the animation?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: luisca_2001 on June 20, 2018, 06:37:18 pm
In this expansion are we going to have repaints for the buses?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Captain Moose on June 20, 2018, 08:29:38 pm
Very exited and can't wait to get my hands on GSX L2...

You mentioned that "...you'll be able to remove static jetways too, as long as they were modeled as a separate object.".  Can you shed some light on how this will be done or is it too early and we should wait until the release?

thx
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 21, 2018, 02:29:37 am
In this expansion are we going to have repaints for the buses?

Yes, they are very easy to do for us. We already have several colors, but more can be added with no effort on our part.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: danielgonzalez on June 22, 2018, 03:54:31 am
Dear friends,

I'm happy for the announcement of GSX Level 2, I watched the previews you uploaded on YouTube and I must say: It's very amazing  :o !!! Congratulations!

I have a question to you guys, let me tell you: I'm an aircraft developer and I released a business jet almost a year ago and I want to develop some more in the future. Are you guys considering a possibility in the future for implementing support to business jets (from smaller to bigger ones)? Maybe not in the core GSX product but here on Level 2 expansion.

Thank you so much and congrats once again guys.
I admire your work a lot!

Kind regards,

Carlos D. González
Addon Developer

Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Mikeyankeevictor on June 23, 2018, 11:50:33 am
Great idea. At the moment the flight crew are male, the cabin crew female. Will you get some gender balance in the final product?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 24, 2018, 06:52:30 pm
Great idea. At the moment the flight crew are male, the cabin crew female. Will you get some gender balance in the final product?

It depends on the availability of the models, since we licensed them from a commercial provider, not modeled them internally.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: nordicman on June 25, 2018, 08:32:13 pm
Saw the 2nd video and frankly if you don't have FSDT GSX you should go back to playstation. This is just the start in my opinion of the future in flight sim and GSX is a must have. LEGEND!!
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: trisho0 on June 27, 2018, 09:00:42 pm
What about leaving GSX level 1 for FSX and level 2 to P3Dv4?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 27, 2018, 11:06:10 pm
What about leaving GSX level 1 for FSX and level 2 to P3Dv4?

Nobody will be forced to buy the Level 2 expansion. It's an EXPANSION precisely for that reason.

And, Level 2 is still technically compatible with FSX (although some features won't appear in FSX, like the dynamic jetway numbers, which use the native P3D4 PDK) and, if one doesn't goo to high with settings and/or doesn't use a memory-hungry airplane or a very detailed scenery, it WILL run without crashes so, it wouldn't be right if we blocked FSX, just because SOME FSX users might get an OOM.

That's why there's a Trial to begin with: if you use FSX, we strongly suggest TRYING the expansion with your configuration before purchasing it, something that is always best to do in any case.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Loc on June 29, 2018, 10:20:30 am
Is it possible with GSX Level2?
(https://scontent.cdninstagram.com/vp/ba5803a41b09ba5efc066adf867272c5/5B87E3C5/t51.2885-15/s640x640/sh0.08/e35/33028635_182986385691160_9203887505399611392_n.jpg)
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on June 29, 2018, 01:47:30 pm
Is it possible with GSX Level2?

I'm not sure what you are asking for. Passsengers walking out without a Bus ? Yes, this is planned. But forget that passenger density, the sim simply won't handle it.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Anders Bermann on June 29, 2018, 02:45:46 pm
Is it possible with GSX Level2?

I'm not sure what you are asking for. Passsengers walking out without a Bus ? Yes, this is planned. But forget that passenger density, the sim simply won't handle it.

That's really nice. How do you set the 'starting point' for the passengers without the bus? Is that set manually for each gate/parking area?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: bedgie on July 02, 2018, 12:16:57 am
Can't wait for this to come out. great to see passengers finally.
The animation could do with a bit of polishing though, as it looks like everyone has a case of explosive diarrhoea and they are clenching their butts closed as they try to make it to the terminal.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Hnla on July 02, 2018, 01:37:10 am
That is so ridiculous, this isn't 1960, there is never that many people out on the tarmac.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: FireCapt on July 03, 2018, 07:32:28 pm
Umberto,
those of use that have Rex Worldwide Airport to replace the default airports. will GSX Level 2 allow us to work with them make SODE jetways and such?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on July 03, 2018, 11:28:41 pm
those of use that have Rex Worldwide Airport to replace the default airports. will GSX Level 2 allow us to work with them make SODE jetways and such?

That product only changes models and textures, so by installing GSX Level 2, even such "enhanced" jetways ( nicer, but still buggy, and only a single jetway per gate ) will be replaced automatically, since they use the same GUID of the default model.

We'll just have to make sure we can disable them in the installer, but this shouldn't be a problem, since I own that product, so I'll make sure this will be tested.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: FireCapt on July 04, 2018, 01:08:20 am
Thanks sir  ;D
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Tiev on July 13, 2018, 07:20:37 pm
Will GSX Level 2 be able for more than one Parking Position at a Gate Like A112 and A112b?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on July 14, 2018, 01:02:23 pm
Will GSX Level 2 be able for more than one Parking Position at a Gate Like A112 and A112b?

The sim doesn't support such configurations in the AFCAD .BGL file format.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: tgycgijoes on July 18, 2018, 04:37:14 am
With an expansion in the works and customization of airlines, ground crew etc. has there been any thought of military ground crew, service vehicles airways, etc. at military airports?  I have friends that I fly with though I do both commercial and military flights, they have not purchased GSX though they think it is really good because they ONLY fly in and out of military airports in C-40s which are the military B737.  It would really be something no one else has done. Also, ground crew dressed appropriately for the location and season or is that just too much and not feasible to determine if the marshaller should be in shorts or a parka.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on July 19, 2018, 10:10:47 am
We'll likely have other expansions and a military-themed one is surely under consideration but, I'm afraid before that, an eventual one dedicated to GA will come first.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: tgycgijoes on July 19, 2018, 03:01:05 pm
Though I fly FSX/A I am still going to get V2 demo and try it out.  Hopefully it will not OOM me.  I have not had that problem since I got the new laptop which has an external monitor on which I fly.  I monitor the VAS and it is good as well as the framerates just a slight stutter and I have a lot of ORBX installed.  Keep up the great work.  I love the GSX program much much better than AES I used for many years since it first came out.  I especially like that GSX works everywhere at every airport I fly.  Thank you for all your efforts. 
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: DreamSkywards on July 20, 2018, 12:14:15 am
We'll likely have other expansions and a military-themed one is surely under consideration but, I'm afraid before that, an eventual one dedicated to GA will come first.

Very happy to hear about an eventual GA expansion!
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: RoughLanding on July 28, 2018, 12:30:01 am
I am also anticipating the new update. With that in mind, is there any thought given to having a marshaller available for departures without pushback? Just a thought. Thanks for all your hard work for this great product.

RL

Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Harma on August 02, 2018, 03:15:58 pm
Apologies if this has been asked and answered before.

Watching the demo on YouTube with the FSLabs A320 and 79 passengers, does the passenger load take into account the number of people who can fit in a bus? So if we were loading 300 passengers, would there be multiple buses arrive at the plane, or will all 300 "appear" out of the same bus?

Won't stop me buying the expansion, GSX was the first addon I bought (even before any Aerosoft planes, PMDG planes, scenery addons etc) and have always found it added the extra bit of realism to the experience. OK, I'm not a pilot so I've never sat in "The Seat" for real, but as far as I'm concerned, my flights wouldn't be the same without the little touches you have brought to the platform(s). Keep up the good work, and can't wait till the release date  :D :D
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on August 03, 2018, 02:31:32 pm
Watching the demo on YouTube with the FSLabs A320 and 79 passengers, does the passenger load take into account the number of people who can fit in a bus? So if we were loading 300 passengers, would there be multiple buses arrive at the plane, or will all 300 "appear" out of the same bus?

This has been already discussed and answered here:

http://www.fsdreamteam.com/forum/index.php/topic,17957.msg125469.html#msg125469

And yes, of course we'll do it in the proper way, with a bus taking only the real-world number of passengers. But since some users might be annoyed by a longer boarding process, there's always the option of having everybody fitting into an unlimited capacity bus that will do only one trip.

That's what the "Multiple Trips" option in the GSX Settings does.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: luisca_2001 on August 28, 2018, 05:07:20 pm
Could it be possible to have two buses at the same time. I think its a good idea but only in case of boarding in heavy aircrafts like 787 a330 777
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on August 29, 2018, 04:56:52 pm
Could it be possible to have two buses at the same time. I think its a good idea but only in case of boarding in heavy aircrafts like 787 a330 777

This will double the number of animated passengers visible at the same time, so it will be too much of an fps impact (on any sim), and will surely crash FSX.

And even if you were prepared to accept the performance hit and will use P3D4, doubling the amount of visible passengers, will also double the number of commands sent with Simconnect to the sim, which makes the passenger animations possible, and too much traffic on Simconnect will likely disrupt not just GSX, but all our other addons that use it, because the sim won't be able to keep up with too many request.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Faz on August 30, 2018, 04:12:39 pm
I know that you are adding jetway numbers in the level 2 expansion but will there be stand numbers at parking spots without jetways? Perhaps a sign at each spot?
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on August 31, 2018, 11:46:44 am
I know that you are adding jetway numbers in the level 2 expansion but will there be stand numbers at parking spots without jetways? Perhaps a sign at each spot?

Aren't these supposed to be added by scenery developers in their airports ?

Having numbers on jetway is hard and very inefficient (not with GSX Level 2, of course, since we draw numbers in DX11 code instead of creating hundreds of different jetway models), but static panels are fairly easy to do.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: abueren on September 02, 2018, 09:24:18 pm
Hello Umberto,

this is really a very exciting enhancement of GSX and I'm sure it'll be worth every bit of the price. I have one question though, just to be specific: Will it also be possible to add these jetways to airports from 3rd party developers that just feature static jetways (like e.g. Flytampa Dubai or Montreal or ZGGG)?

Thanks for your reply
Adrian
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on September 02, 2018, 09:40:07 pm
Will it also be possible to add these jetways to airports from 3rd party developers that just feature static jetways (like e.g. Flytampa Dubai or Montreal or ZGGG)?

It depends how they were made.

If the scenery developer is smart, and made the static jetways as a separate object, they can be excluded just like the animated ones.

Don't know about Dubai, but FlyTampa Amsterdam is made this way so, for example, you'll be able to take a stand at EHAM with a single CTRL+J jetway + a static one, and convert it into one with SODE Double jetways. We are going to publish a video tutorial explaining how to do just that.

If, instead, the jetway is part of the terminal polygonal mesh, there's simply no way to exclude it, other than bugging the original scenery developer that, if he doesn't want to support animated jetways or SODE, at least create a version with separate jetways that can be then excluded and replaced with SODE ones by GSX Level 2.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: ols500 on September 03, 2018, 09:02:12 am
For a non-SODE airport for example Eiresim Alicante (uses AES, but without AES static) will level 2 automatically replace all the bad static ones with SODE or do I have to replace every Jetway manually, if so an airport like Heathrow would take forever...

-Ollie
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on September 03, 2018, 09:27:51 am
For a non-SODE airport for example Eiresim Alicante (uses AES, but without AES static) will level 2 automatically replace all the bad static ones with SODE

As I've said, if the static jetways are separate from the terminal polygon mesh, they can be excluded.

The only thing that GSX excludes automatically are default jetways using the default model.

It won't exclude automatically default jetways using custom models (non-default CTRL+J jetways), because it would be wrong and very invasive to affect 3rd party airports this way, automatically, and it CANNOT exclude something which is not a jetway automatically, because if an object is not identified in the scenery AFCAD as a Jetway, there's no way to tell, automatically, it IS a jetway.

So, in both cases (non-default CTRL+J jetways and static jetways modeled separately from the terminal), you'll have to edit the parking position in GSX, to enable an Exclusion area for that parking spot, which can also have a range, which by default is 1 mt. around the jetway insertion point, but can be changed for each parking.

Quote
or do I have to replace every Jetway manually, if so an airport like Heathrow would take forever...

No, because as with ALL the other features in the GSX parking customization page, you can select multiple parking spots at once, and have the setting applied to all of them at once.

So, for example, assuming you know that all jetways of a terminal have the same style/model/logo, you could just select the terminal itslef (instead of the single parking spots), enable the Exclude flag, set the Jetway style/model/logo, then click Apply, so all parking spots will have that setting applied to.

Yes, of course, if you want the absolute realism, and be able to specify for each parking a different jetway model, set up double jetways, test them to be sure they'll work, set the stop position to be in agreement with any docking system the scenery might have, or even ADD a GSX docking system if the scenery didn't had one, you can do that as well.

Of course, it's likely that users more willing to go that far in the customization might just want to share their .INI files.

And scenery developers, if they are smart, might just supply the GSX customization with their scenery. That's the way we'll add SODE jetways to all our sceneries that don't have them yet, like JFK or KLAX.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Swisspilot on September 03, 2018, 06:56:48 pm
I‘m looking forward for this outstanding Level2. However I have a lot of custom parkings set in GSX(i.e. Parking radiuse, position uses a jetway (AES) and so on, can I import these settings or will they be lost?
Kind Regards
Patrick
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: grandfred29 on September 04, 2018, 04:04:40 am
Hello, about the release date, maybe at the end of this week or later?
thanks
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Swisspilot on September 04, 2018, 08:48:22 am
Maybe it would be an idea to post a sticky where users can post sceneries (pay- and freeware) which have excludable jetways.
It would help to buy or download the one or other addon which hadn‘t movable jetways until Level 2.
Just an idea.

Kind Regards
Patrick
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on September 04, 2018, 12:11:36 pm
Maybe it would be an idea to post a sticky where users can post sceneries (pay- and freeware) which have excludable jetways.

We had such forum sections since GSX has been released:

http://www.fsdreamteam.com/forum/index.php/board,52.0.html

The Level 2 Expansion doesn't change anything: they are still GSX airport .INI, just with more data in it. Users without the expansion simply won't see the jetways, but the files are compatible.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: Swisspilot on September 04, 2018, 06:16:16 pm
But adding SODEnJetway to „every“ airport is a new future comming with Level 2, so how can it be existing since the beginning of GSX  ???
I mean a list with airports where Jetways are a separate bgl.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: DreamSkywards on September 04, 2018, 07:23:24 pm
I think Umberto means a place where GSX users will be able to share their custom modifications for GSX. That place does exist and is linked by umberto. You will be able to post your own jetway .ini files there once you edit your jetways with Level 2.

There is no list anywere that I'm aware of that lists airports with separate bgl.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on September 04, 2018, 07:25:28 pm
I mean a list with airports where Jetways are a separate bgl.

We don't create a new .BGL for jetways.

GSX Jetways will be contained in the same GSX airport .INI file that is already used to save all the other customizations for an airport, so it can be shared in that sharing area of the forum.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: KenrickPollock on September 17, 2018, 05:30:13 am
Question. How to go about replacing or should I say auto excluding static jetways (can’t use CTRL+J) but were modeled separately as a .BGL file using the exclusion tool and edit mode ?

 Because my static gates still appear after loading the sim. I have to resort to finding the corresponding .Bgl and removing it from the folder.  Or making it a .Off file.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on September 17, 2018, 11:53:38 am
If static are not modeled separately, there's no way to exclude them. If they have a separate library .BGL, it means that, although they are static, they *are* modeled independently.

If you feel adventurous and are fully determined to remove static jetways modeled as part of the terminal, you can try the solution suggested here:

http://www.fsdreamteam.com/forum/index.php/topic,18401.msg128495.html#msg128495
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: jalmari on September 25, 2018, 04:04:58 pm
My problem is that I haven't seen a single passenger!
Is there something which I don't understand?

P3D v3
GSX (level 2 updated)
B747, B737-800 (originals) + third part Caravelle

hmm....
(how can one be sure that the update is installed properly?
Is there any difference to GSX (without update L2) or help file, ext. ?)
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on September 25, 2018, 04:35:12 pm
My problem is that I haven't seen a single passenger!

Is the scenery using SODE jetways ? Passenger won't work in default jetways, they must be SODE, either provided with the scenery, or replaced by GSX.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: jalmari on September 25, 2018, 05:42:00 pm
OK, it could be that. to be checked.
Title: Re: GSX Level 2 expansion announced:SODE jetways and animated passengers everywhere
Post by: virtuali on November 26, 2018, 09:57:38 am
. Here is a screen shot of shadow people moving but no people themselves. I think its because of the jetway

If the jetway is solid, it's normal you cannot see them, unless you put a custom camera view inside of it.