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Nasal based Independant Ramp Marshall

Nasal is the scripting language of FlightGear.

Re: Nasal based Independant Ramp Marshall

Postby Philosopher » Tue Aug 20, 2013 12:36 am

Is that your code? How about nil instead of 0 ;)

But you're right, it does not have to be (it's the order specified in the FDM ofc), but it usually is. (I checked a couple aircraft, and it just makes sense to me.) I would, however, be interested to get stats on how often it is/isn't, I think I could make a python script to do that ;). (I wouldn't do it in bash! :P)
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Re: Nasal based Independant Ramp Marshall

Postby Johan G » Wed Nov 27, 2013 2:51 pm

Hmm, maybe some of these can be combined with some of the portable walker efforts over in Walking through the Scenery: The portable Walker. ;)
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Re: Nasal based Independant Ramp Marshall

Postby dtlan201 » Fri Jun 27, 2014 3:25 am

I ve got this error
Code: Select all
called from: C:/Program Files/FlightGear/data/Nasal/globals.nas, line 102
Nasal runtime error: io.open(): opening file 'C:/Users/admin/New folder/ramps.st
g' denied (unauthorized access)
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Re: Nasal based Independant Ramp Marshall

Postby merspieler » Wed Mar 21, 2018 5:16 pm

Has there been any development since 2014?
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Re: Nasal based Independant Ramp Marshall

Postby legoboyvdlp » Wed Mar 21, 2018 7:35 pm

No. But if you can find the code for it, I'm willing to implement it on the IDG-A32X, perhaps we can extend the code a bit :)

I think the code may have been lost with the loss of the omega hangar.
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Re: Nasal based Independant Ramp Marshall

Postby merspieler » Thu Mar 22, 2018 10:01 am

legoboyvdlp wrote in Wed Mar 21, 2018 7:35 pm:I'm willing to implement it on the IDG-A32X
:roll:

It should be in FG it self so it works with any aircraft... not like the pushback is right now... Every A/C has it's own....


EDIT2:
I've created a new repo on github with a copy from omegas version:
https://github.com/merspieler/flightgear-snippets
My work will go inthere.
Last edited by merspieler on Thu Mar 22, 2018 11:05 am, edited 2 times in total.
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Re: Nasal based Independant Ramp Marshall

Postby legoboyvdlp » Thu Mar 22, 2018 10:47 am

Good, thank you.
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Re: Nasal based Independant Ramp Marshall

Postby scarymovie » Tue Oct 10, 2023 2:57 pm

Hi everyone. This addon is one of the best I've ever used! It's easy to implement and realistic. However, I've noticed that sometimes the ramp marshall disappears after I land and taxi to the apron. It reappears when I restart FlightGear. I'm wondering what could be causing it to disappear.
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Re: Nasal based Independant Ramp Marshall

Postby wlbragg » Tue Oct 10, 2023 3:45 pm

I can't help with your issue, and I never saw this feature before. I think the next evolution of it needs to be in the form of an addon and uploaded to addons. Maybe I can help make that happen so others can enjoy it without having to mess with code.

edit:
I see it is already an addon, I will put this into the official addon repository if I hear no objections.
Last edited by wlbragg on Tue Oct 10, 2023 4:54 pm, edited 4 times in total.
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Re: Nasal based Independant Ramp Marshall

Postby merspieler » Tue Oct 10, 2023 4:12 pm

Also a VDGS version (ig replaced model and animation?) would be nice (it's been on our ever lengthening todo list for years)
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Re: Nasal based Independant Ramp Marshall

Postby wlbragg » Tue Oct 10, 2023 7:21 pm

The Ramp Marshall repository is somewhat a mess I think. Best I can tell it is both a (historical) nasal add-in script and a newer approach actual addon. But the docs are confusing to say the least and suggesting you use both techniques duplicating nasal script in two different files.

@scarymovie
Might I ask how you installed this?
Also I don't have or get any ramps, what is the suggested method to get them?
I'm using terrasync scenery, I have scenery models on, rendering animated jetways on and AI enable animated jetways.

I've tried both airports that are included in the git repo SBYS and WSSS.
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Re: Nasal based Independant Ramp Marshall

Postby scarymovie » Wed Oct 11, 2023 2:43 pm

Hi wlbragg.

There is a quicker way to install it. You can basically go to https://archive.softwareheritage.org/browse/origin/directory/?origin_url=https://gitorious.org/fg-singapore-scenery/fg-singapore-devel.git and follow the instructions. However, I do not like that custom scenery of WSSS, and I noticed that the nasal is kind of different/outdated when compared to RenanMsV's.

I will try my hardest to explain how I would do this. (mostly followed the wiki page):
1. Download all the required files from https://github.com/RenanMsV/ramp-marshall. Place "ramp_marshall.nas" and "addon-main.nas" in $FG-ROOT\Nasal.
2. Place the "Models/Airport/Ramp", "AI/Airports" and "gui/dialogs" folders in $FGDATA.
3. Copy other files and place them in your addon folder ( I'm sure you know how to install addon so I am skipping this part).
4. Next, find out the "x" position of the center of your aircraft's nose gear and add the code"<ramp>...</ramp>" in the aircraft's -set.xml file (please refer to "Adding ramp marshalling compatibility to aircraft" section in wiki page). Remember to change the class value based on your aircraft.

This is the part where I spent a lot time on, I am really bad with models, blender etc.

5. Go to the airport which you want to add the ramp marshallers to with UFO. Place the ramp marshaller model "ramp.xml" model (it is located in $FGDATA/Models/Airport/Ramp/). Then make some adjustment to heading, position etc if required.
6. Once done, use the D key to dump the stg lines onto the console. Copy them to a notepad. Go to "AI/Airports" folder. Let's say the airport is "EDDH", then create a folder and name it "EDDH". In the "EDDH" folder, create a file and name it "ramp.xml" (or you can just simply copy it from other folders located in "AI/Airports" and make changes to it.)

For instance, the stg lines copied are
Code: Select all
------------------------ Selected Object -------------------------
Path:         Models/Airport/Ramp/ramp.xml
Latitude:     53.63324639 deg
Longitude:    10.00390615 deg
Altitude ASL: 12.8590 m (42.1882 ft)
Heading:      -94.4 deg
Pitch:        -0.2 deg
Roll:        -0.0 deg

------------------------------------------------------------------


Then in my "AI/Airports/EDDH/ramp.xml" it will be

Code: Select all
<?xml version="1.0"?>

<PropertyList>
  <ramp>
    <latitude-deg type="string">53.63324639</latitude-deg>
    <longitude-deg type="string">10.00390615</longitude-deg>
    <altitude-m type="string">12.8590</altitude-m>
    <heading-deg type="double">-94.4</heading-deg>
  </ramp>

  <ramp n="1">
.....................................
  </ramp>
 
</PropertyList>


Hopefully I did not miss out any steps but do try it and let me know if it works for you.
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Re: Nasal based Independant Ramp Marshall

Postby merspieler » Wed Oct 11, 2023 3:44 pm

hm... been thinking... not making it as a addon but as part of FGData/Terrasync so scenery devs can place marshallers at airports (and VDGS' when someone adds them tho)
Ik there's already a VDGS out there that kinda works, issue with that is, it doesn't look at the airfcraft position but what it shows depends on the view so while from the cockpit it looks right, as soon as you switch to a different view, it's totally off
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Re: Nasal based Independant Ramp Marshall

Postby Isaak » Wed Oct 11, 2023 7:53 pm

If you can point me to the existing VDGS I'd like to see if I can add a new logic to it. I think adding it to fgdata so it can be added to the scenery directly is the right approach.
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Re: Nasal based Independant Ramp Marshall

Postby merspieler » Wed Oct 11, 2023 11:16 pm

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