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The animated jetway project

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Re: The animated jetway project

Postby Yesrev » Tue Jan 05, 2016 1:41 am

I did but i get the same stuff
Stay aloft with your engines on.
Gently bank as you approach a turn.
With your landing lights on.
Prepare your cabin and let the rubber burn.
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Re: The animated jetway project

Postby pommesschranke » Mon Feb 29, 2016 12:18 pm

NEW: animated jetways for more airports and door locations for AI aircraft:
viewtopic.php?f=5&t=27688&p=277987#p277987
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Re: The animated jetway project

Postby wkitty42 » Mon Feb 29, 2016 7:09 pm

are these animated jetways supposed to also work with the AI craft when they are in the parking spot??
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: The animated jetway project

Postby pommesschranke » Mon Feb 29, 2016 8:45 pm

wkitty42 wrote in Mon Feb 29, 2016 7:09 pm:are these animated jetways supposed to also work with the AI craft when they are in the parking spot??


yes, but only a few AI aircraft have door positions. That's why I added door locations to some aircraft yesterday.
See this patch:

http://media.lug-marl.de/flightgear/AI/ ... oors.patch
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Re: The animated jetway project

Postby wkitty42 » Tue Mar 01, 2016 12:27 am

will this be applied to the repo soon? everything i run comes from the repos and modifying or adding anything in there leads to problems for me so i wait until everything has been applied to the SF repos unless it is custom scenery or a custom craft that can live in my FG-Custom directory outside of my repo directories...

is your patch good for the AI craft fixes that have been done and are still awaiting being imported into the repo? the fixes were mostly for liveries and removal of some no longer existing airlines... i think gooneybird (in the forums) did a lot of the work with someone else and made them available as zip files to be downloaded and applied but there's no merge request for them so i don't know how that's going to work unless someone of the code dev team pulls down the zips, applies them and then syncs to the repos :( the question is who...
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: The animated jetway project

Postby pommesschranke » Tue Mar 01, 2016 8:25 am

wkitty42 wrote in Tue Mar 01, 2016 12:27 am:will this be applied to the repo


I will suggest that on the devel list.

unless someone of the code dev team pulls down the zips, applies them and then syncs to the repos :( the question is who...


I think that happened already:

https://sourceforge.net/p/flightgear/fg ... 5ab546fc4/
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Re: The animated jetway project

Postby wkitty42 » Tue Mar 01, 2016 4:27 pm

did you see the response on the dev list where the patch won't apply properly?

right, thanks for the reminder on the AI updates... i think i have seen the results of some of that the other day when an AI craft had a certain call sign but the livery was definitely something else... the AI traffic files need some updating and cleaning, too :?
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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If this can help...

Postby icare38 » Fri Feb 24, 2017 2:14 am

Hi,

I tried to obtain a correct work of jetways.

2 scenery samples here, and some Nasal modifications:
https://fshare.udtq.fr/dl/ACSds0xjuO5U? ... GO6xB5jjyz

All modifications in Nasal scripts are commented with "XDG" (unless involuntary omission(s)).

Thanks for your feedback here or by mail: FGExtend(at)autosoft.fr.

Best regards.
Last edited by Johan G on Fri Feb 24, 2017 10:50 pm, edited 2 times in total.
Reason: Better obfuscate plain e-mail address
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Re: The animated jetway project

Postby pommesschranke » Mon Feb 27, 2017 12:23 pm

Thank you for improving the AI jetways!

Can you make a merge request for FGDATA ?
or send a mail to the developer mailing list ?

FYI

Ryan A Young is working on a C++ implementation:
https://sourceforge.net/p/flightgear/ma ... /35233389/

I suggested the "Exports" folder solution back in 2016-09-20, but some developers do not like it:

https://sourceforge.net/p/flightgear/ma ... sg35381005
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Re: The animated jetway project

Postby icare38 » Sat Mar 04, 2017 12:58 am

Hi,

I made some new modifications in jetway.nas.

I also added jetways in east SBGL terminal.

Unchanged link : https://fshare.udtq.fr/dl/ACSds0xjuO5U? ... GO6xB5jjyz

d-laser, thanks for your reply; I followed your links and found interesting information.
But i didn't take time to try the Ryan c++ core implementation yet.
I think i will try that, but anyway it will take a long time before integration in FG.
I agree with a developer writing there is no fundamental reason to use disk writing for jetways.

At this time i only obtained a correct jetways operating for the current FG aircraft, maybe it's a good idea to push that to fgdata.
Maybe i'ts also a good idea to push sceneries to terrasync.
If someone is able to do that, no problem for me.

Best regards.
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New script

Postby icare38 » Sat Apr 01, 2017 11:12 am

Here is a new jetways.nas release.
https://fshare.udtq.fr/dl/ACSds0xjuO5U? ... GO6xB5jjyz

This is not perfect, but works with MP in most cases.
In extension, I added a button in the jetways dialog to call restart().

Best regards.
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New scenery samples

Postby icare38 » Tue Apr 18, 2017 8:38 am

LFML,EDDT

Hi everybody,

I just added animated jetways in LFML and EDDT.
Unchanged link to the fg_jetways_samples.zip file.


Note:
In case of EDDT, since there is already generic jetways in the .stg file, it is necessary to rename your $FGDATA/Models/Airport/Jetway folder.

Best regards.
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Re: The animated jetway project

Postby daweed » Mon Apr 24, 2017 12:14 pm

LFML need a full rework ....:)
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Re: The animated jetway project

Postby Catalanoic » Mon Jun 05, 2017 9:25 am

I tested it on KBOS and EDDT, it works perfect with most of common jet aircraft connected, the only jetway that works without issues, but you need to install manually to see it work. I was thinking to remove all static jetway objects in KBOS, like KSFO, if that jetway is finally implemented on FGdata for default, i'm currently tweaking coordinates and headings for these jetways from the KBOS.jetways.xml file on https://github.com/mherweg/Airports/blo ... etways.xml (most updated jetway file for KBOS to date). My question is, can we have a workable jetway version based on this for next FG versions or in nightly to start to see it work at least on default airports?
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Re: The animated jetway project

Postby pommesschranke » Fri Jun 09, 2017 2:39 pm

I tried icare38's Version with limited success so far.

first I did get:

Nasal runtime error: Permission denied
at /usr/share/games/flightgear/Nasal/jetways/jetways.nas, line 405
called from: /usr/share/games/flightgear/Nasal/jetways/jetways.nas, line 873
called from: /usr/share/games/flightgear/Nasal/jetways/jetways.nas, line 878

how can it work when it still uses the "runtime-jetways" folder ?
I changed to "Export" but that did not help. same error message.

That was due to wrong access right of files in the Models/Airport/Jetways folder.
After fixing that, jetways were still invisible, because generic.xml is missing in the Jetways.run folder
and the one in the Jetways.edit folder is not clickable.

with my own generic.xml (taken from the EDDK custom scenenry) it works now.


I testet with FG 2017.3.1 at EDDF
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