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Marten@Stairport

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Posts posted by Marten@Stairport

  1. Thanks for your feedback. Here is ours:

    1. Jetways accidentally connecting onto unauthorized ID's

    That's because during implementation of this jetway you ticked "force connect to aircraft" and forgot to uncheck it before continuing with the next one. As it is forced it will connect anywhere although you're out of the limits. That setting is saved until next restart of the sim.

    2. Jetway not fully lowered into position on smaller aircraft

    The template of each jetway is set to a certain limit so that passengers would not have to "climb" out of the aircraft. However depending on the aircraft type and the jetway it indeed has to be finetuned. You can do that by editing the values in the installation tab of each jetway after applying the template. You can then save a new template which will include all new values if you like.

    NEVER EVER change the door position of an aircraft which is already supported. It will mess up all other jetways 😉

     

     I might be blind, but I don't really see an option to configure gate configurations dependent on the aircraft type. This is somewhat at a disadvantage if you have several different gate markings for one stand.

    That would basically require to set up a correct parking spot for EVERY supported aircraft. If Heathrow has like 100 parking spots you would have to set up more than 1.000 configurations. I bet you won't do that and that's why it's not implemented 😉

    This is more on the Laminar side, but trying to slew aircraft using the default map is extremely difficult. Perhaps some simple transform commands would be appropiate here

    The easiest would be to set up a WED startup location for each parking spot. Then you only have to load each once. However you would have to use a docking object (marshaller/VDGS) for each parking position. It is not possible to serve different parkings with the same object. But it will only show the one which is the closest to your position.

    On a single monitor screen, the SAM interface (not the authoring tool) is rather invasive. I would prefer to see an on-screen option that slides out when in range.

    You are probably refering to the situation when using manual connection instead of automatic because otherwise the long list of jetways wouldn't be visible. We might change that in the future.

    Options for stair tugs and baggage carts? I'm not aware of the roadmap and it may be something you've already considered.

    Although christmas is close Santa was busy with other things this year 😉

    Attempting to connect to Jetway is often a bit fiddly. Sometimes the option is presented on screen, but gates won't connect. Other times, you set a parking position which should be in range, but isn't.

    Probably because you added a lot of jetways and played around with the checkboxes, testsliders etc. Try to restart the sim. If the jetway is still not connecting you can click "force connect" and check the test sliders. You will definitely have at least one value which is out of limits. If the object permits you can change the values but the library jetways are actually pretty much set up to their maximum values. We hope to have more jetway models in the future.

    And yes we will create a tutorial on how to animate jetways, at least for 3ds max. If you have AC3D you can import the library jetway to see the animated parts with their values.

    • Like 1
  2. SAM is created in a windows environment so we can support that easily.

    The plugin should also work in Mac OS and Linux however we don't officially support them. If you find a crucial bug, please report it in the section Bug Reports.

  3. Simply copy the SAM folder into your Resources/Plugins folder. In the X-Plane menu you will find the new SAM entry in the plugins directory.

    Resources.PNG.908d3e9fbf8d2478f3d8f848636d58df.PNG


    Then copy the SAM_Library folder into your custom scenery folder. If you forget this you will probably get error messages when loading SAM supported sceneries which use the provided library objects.

    CustomScenery.PNG.69e8d3c2c3559c3e5bc6783bcc56fb30.PNG

     

    Please keep in mind that each scenery has to be configured individually by the developer to work with SAM. It is not working with default X-Plane Gateway sceneries!

  4. Developers can create several custom animations or use provided library objects. In case it is a controllable animation you will see a checkbox in the user menu.

    menu.JPG.fcaad0a3f346decc751e18b515e9b8b3.JPG

    By clicking it you can start and stop the animation (for example to open or close a hangar).

    Keep in mind that the buttons are only visible if you are in the relevant area and the objects are loaded. Especially when using lower graphic settings some objects might not be loaded and therefore no button appears.

  5. In the settings tab you can select the jetways to automatically connect to your aircraft when
    you are in range. This is the default setting. To manually control the jetways uncheck this option.

    setting1.PNG.0ea0941c0f080386e126c6ce72acf3f6.PNG

    setting2.PNG.c9818a0912b152c0971c37a3b8f9e004.PNG

    For the automatic connection two conditions have to be fulfilled: The Engines have to be shut down (no fuel flow) and the Beacon light has to be disabled.

     

  6. The Parking Guidance objects (VDGS or Marshaller) use different states depending on the current situation. If you initially load up a flight it will always be off and only be available again once you start up the engines and approach another parking spot.

    sign.PNG.2fbb07ea5ceaeb9d878aa6d841534216.PNG

    While approaching the optimal parking spot it runs through different states showing you the distance and the deviation. Once parked it will be disabled/hidden.

     

  7. If you want to animate your custom jetway object to work with SAM we propose to use a library jetway as a reference. The following datarefs and their values are available:

    sam/jetway/rotate1 | -/+ 90 degrees | Rotation of the entire jetway around Z-axis at 0,0,0

    sam/jetway/rotate2 | -/+ 90 degrees | Rotation of the docking door  

    sam/jetway/rotate3 | -/+ 6 degrees | Vertical rotation of the gangway around X-axis

    sam/jetway/extent | 0-10 meters | Gangway extent in meters along Y-axis

    sam/jetway/wheels | -/+ 2 meters | Distance of vertical translation of the wheel pillar

    sam/jetway/wheelrotatel | 0-360 degrees | Left wheel rotation (forward)

    sam/jetway/wheelrotater | 0-360 degrees | Right wheel rotation (forward)

    sam/jetway/wheelrotatec | -/+ 90 degrees | Wheel turn axis rotation

    sam/jetway/warnlight | 0/1 | status 1 = Jetway is operating

     

    Note: You have to animate from/to all values listed above. If your jetway does only extent 5m please animate it to 10m so SAM can calculate the correct value. You can limit the extent to 5m in the authoring tool later.


    Once the object is finished and placed in your custom scenery you configure the animation the same way like library jetways except setting own values instead of the template. In this case you don’t need to register the datarefs but set the measures of your object in the Description tab.


    We propose to read out the measures from your 3D Editor. However you can also use debug lines by selecting Show Debug Lines in the Util tab. They will indicate each value as a colored string. Furthermore use the Force Connect to Aircraft button in the Test Arrangement tab to check your entered measures. If the docking door is in a wrong position you can finetune the values until they are correct. Please do this finetuning mainly by changing the Distance from cabin pivot to end of cabin and Height of bottom jetway edge above ground. If you change other values your animation might get messed up under different circumstances (other door heights or extend distances).

    If you don’t want to enter the values for all jetways again simply store them as a template in your custom scenery and load them for each following object.


    Finally you have to set up the jetway limits per object as described in PART 2.

     

    VIDEO TUTORIAL

  8. The plugin already provides the following pre-animated datarefs which can be used in your custom objects:

    Dataref | Values | Description

    sam/library/hangar/door20s | 0 - 20 | Runs from 0 to 20 in 20 seconds

    sam/library/hangar/door40s | 0 - 40 | Runs from 0 to 40 in 40 seconds

    sam/library/hangar/door60s | 0 - 60 | Runs from 0 to 60 in 60 seconds

    sam/library/light/obs | 0 - 1 | Runs automatically between 0 and 1 in 2,5 seconds

    sam/library/windturbine | 0 - 360 | Rotor blade turning according to the windspeed

    sam/library/radar2s | 0 - 360 | Runs automatically between 0 and 360 in 2 seconds

    sam/library/radar4s | 0 - 360 | Runs automatically between 0 and 360 in 4 seconds

    sam/library/radar6s | 0 - 360 | Runs automatically between 0 and 360 in 6 seconds

     

    Video Tutorial

    Create custom datarefs

     
    If you want to animate any custom object by yourself you can easily create custom datarefs with SAM.  Use any common 3D Editor to create your animation. When entering the Dataref simply choose a name to your liking with the following format: sam/ICAOCODE/yourcustomdataref. For example: sam/KJFK/hangar/door


    Once the object is finished and placed in your custom scenery you add the dataref the same way like library objects (see above). You have to register your custom dataref first, to tell the plugin that a new dataref should be loaded in the future.

    In the Authoring Tool click New Dataref. First select the scenery where the dataref should be saved. Then enter the dataref in the Name field. Choose a convenient description in the Label field.


    Then set the values depending on how you want the dataref to behave. The following settings are available:

     

    Checkbox Label | Button name in the user menu

    Animated | The dataref has several values and proceeds linear between them

    Time | The second in which the dataref will reach the value below when triggered

    Value | The value the dataref will reach at the given second when triggered

    Add Point | Add the entered dataref time/value to the animation

    Clear Animation | Clear the entire animation

    Randomize Phase for Instances | Sets a random beginning for the animation for each (!) object instance

    Autoplay | The dataref will run and loop automatically

    Augment Wind Speed | The speed of the dataref will be influenced by the current wind

     

    ATTENTION: If you are using the dataref the first time ever you have to restart X-Plane after registering the dataref otherwise the plugin won’t load the animation. This only has to be done once for each new dataref.

     

     

    VIDEO TUTORIAL

    • Thanks 1
  9. The provided SAM Library contains different pre-animated objects to be used within your custom scenery. You can easily implement them without the full background knowledge. There is a tutorial showing the implementation as well.

     

    Add Jetways

     

    You will find the library jetways in the World Editor Library tab in the SAM_Library/jetways/ directive. The numbers in the file names describe the height above ground of the jetways floor. Depending on the height of the building you want to connect the jetway to select an object and place it in your scenery like every other object. Rotate the object to match the entrance/bridge with your terminal. Make sure that you rotate them clockwise so that the heading matches the real heading and is positive. In certain situations it is turned incorrectly to a negative value (like -90 instead of 270 degrees). In that case the animation won't work. Once all jetways have been placed export the scenery and load it in you X-Plane 11 flight simulator. Your jetways should now be visible in your custom scenery. To animate the jetways open the Authoring Tool (jetway tab). You will see a list of coordinates of your jetway objects.


    First choose the specific jetway you want to animate. You could either look up the coordinate of the jetway in your World Editor or you simply open the Test Arrangement dropdown in the Authoring Tool. You will see different test sliders. By moving them around you can drive the associated animation. Click and slide through all shown coordinates until you found the jetway object you were looking for.


    Now you set up the jetway measures by selecting the corresponding template. Open the Description tab of your jetway and load the template according to the used jetway object. Make sure to select the right one otherwise the animation will be messed up. Then you define the movement limits of the jetway. The loaded template already sets proposed values however you might tune them to work with your custom environment. Keep in mind that you have to do this for each placed jetway object in your scenery.


    Open the Installation tab and set the minimum and maximum values for each part oft he animation. You can use the Test Arrangement to determine the relevant limits. Attention: Min/Max Wheel usually won’t be changed. Also set the initial rotate values which will be the fixed position if the jetway is not being used.


    Finally choose a name for the user menu button at the Jetway Label like „Gate 01“ and save it. Your jetway should now be animated correctly. You might restart your flight again to start the
    animation flow.


    If your jetway does not connect, your aircraft is probably out of the given limits. You can use the „Force Connect to Aircraft“ button in the Test Arrangement to see which values are required for your current parking position.

     
    Add Marshaller/VDGS
     
    You can integrate a Visual Docking Guidance System or a Marshaller to every parking position no matter if they use a jetway or not. Place the relevant object from the dockings directory in your scenery. There are no requirements in terms of range or angle to the parking position. To activate the objects open the Authoring tool (Docking Points tab). You will see a list of coordinates of your objects. You have to define a parking position for each so the easiest way is to load a flight / move the aircraft at each spot and simply click Copy Aircraft Location.
     
    Furthermore you have to set a unique ID (like marshaller 01) and save it into the corresponding scenery.

    Note: The marshaller will only be visible when either the aircraft is moving or you override the
    animation in the Test Animations tab.
     
     
    Add other library objects
     
    All other library objects contain individual animations which have to be set up with specific values. To use an object simply place it with WED in your custom scenery. Once all SAM objects have been placed export the scenery and load it in you X-Plane 11 flight simulator. Your SAM library objects should now be visible in your custom scenery.

    Check the list Objects Overview down below and see which dataref is beeing used by the object. Then go to the Authoring Tool (Dataref tab) and open the relevant dataref. You should see the coordinates of your placed object.

    Enter a Name for the specific object, for example „Hangar 1“. If it is a user controlled animation the button in the user menu will use this name. Otherwise you will only see the name in the authoring tool.
    If you want to test the animation simply click Toggle Now.

    Important note: You can place the same library object multiple times. They can use the same dataref but individually animated. Just keep in mind to change the button name accordingly.
     
    Objects Overview
     
    v1.00
    Hangar 01 - sam/library/hangar/door60s + sam/library/light/obs
    Hangar 02 - sam/library/hangar/door20s
    Hangar 03 - sam/library/hangar/door60s
    Hangar 04 - sam/library/hangar/door20s
    Windturbine 01 - automatic
    Windturbine 02 - automatic
    Windturbine 03 - automatic
     
  10. Before you can use any SAM content you have to register your custom scenery folder within the plugin. Open the Authoring Tool and select the scenery tab. Click add, select your scenery from the list and give it a convenient name (proposal: DEVELOPERNAME - ICAO AIRPORTNAME). Click save and it will appear in the SAM scenery list. Now it is ready to be animated.

    scenery.PNG.0b1e89943643c724e18466cee10e1e15.PNG

    Hint: If you woud like your scenery to be hidden in the list because you're done with the configuration manually open the sam.xml file in your custom scenery folder and set locked="true".

    • Like 1
  11. Version 1.1.0
     
    Version 1.0.9

    Version 1.0.2

     
    Version 1.0.1
     
    Version 1.0.0

     

     
    * Flightfactor overwrites the beacon light so no automatic jetway connection is possible. However you can use the user menu to connect a jetway manually.
  12. Some aircrafts can use multiple jetways for boarding. They will automatically connect to all available doors. Keep in mind that depending on your parking position and the jetways sometimes only one jetway will connect because the others are not in your range.

    jetway.PNG.f1c8053f4499653e9ccf40b2511ae653.PNG

     

    If you want to connect only one jetway although multiple ones would be available you have to switch off the automatic connection in the user settings menu and connect them manually.

    setting1.PNG.52a775fb9f103ac11f1b77359f5eba2e.PNG

    • Like 1
  13. SAM Jetways will always connect to your aircraft wherever you park as long as you are in sufficient range. So it doesn't matter if you are not 100% correctly headed or a bit offset to the perfect parking spot. 

    1.thumb.PNG.75e5f35ebb4fe97b17cd3eace03b0862.PNG

     

    Furthermore you can use the same jetway for multiple parking spots in different angles.

    2.thumb.PNG.569687ff41d76f23ef46464e0d77c1c4.PNG

  14. Like real jetways the SAM equivalent will keep the connected position as long as possible. That means if you change i.e. the aircraft mass it will follow the subsidence of the door location relative to the connection point.

    3.PNG.3ee754be4a7ce71cc8ac529b6b94d8d5.PNG4.PNG.72ce3d47c1c88b37d0c1d105d7e8ff8f.PNG

  15. Hi everyone,

    in the world of programming there will always be bugs. However we try to minimize them as much as possible. Please help us by following this guideline:

    • Check Reports | Please check the reported bugs before adding a new one to make sure nobody is already on it.
    • Convenient Title | Please use a short but precise title for your topic
    • Detailed Description | Please give as a description of your problem as detailed as possible.
    • Log Files | Please upload sam.log (X-Plane/Resources/plugins/SAM) and log.txt (X-Plane Root)
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