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Ground services !

Discussion and requests for new features. Please note that FlightGear developers are volunteers and may or may not be able to consider these requests.

Re: Ground services !

Postby Johan G » Wed Feb 01, 2017 4:41 pm

Catalanoic wrote in Wed Jan 25, 2017 2:13 pm:Nice idea [...]

Johan G wrote in Wed Jan 25, 2017 5:42 pm:Indeed :)

ThomasS wrote in Wed Feb 01, 2017 4:14 pm:Are your comments meant ironically due to the complexity of jetways.nas?

No, it was not meant ironically. If it in due time would work as well as the animated jetways can work it would be a great feature that probably would scale well.

I do appreciate the complexity of it though. The jetways are complex, need a lot of configuration to work, both scenery and aircraft side, and I think there is a tool for placing them. In addition and to make them usable for scenery and aircraft developers there is also documentation.

As the ground services currently are mostly done aircraft side, there is probably very little commonality between them. The features that mostly are done FlightGear side probably also have rather little in common, as they nearly always was developed as descrete features by different developers. Integrating those in an extensible framework is no small task.
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Re: Ground services !

Postby pommesschranke » Wed Feb 01, 2017 5:24 pm

Johan G wrote in Wed Feb 01, 2017 4:41 pm: I think there is a tool for placing them.



yes, the jetway editor is included in FG: AI->Jetways

And we can import jetway locations and headings for at least 340 airports from the gateway.
Here are the ICAO.jetway.xml files (FlightGear format) for anyone who like to use them:
https://github.com/mherweg/Airports

I did not yet suggest to include them in terrasync because at a few airports it will result in duplicate jetways
(AI and non-AI type)
here are more details:
http://wiki.flightgear.org/Animated_jetways


About airport ground vehicles:
A while ago HerbyW and I did a successful Multiplayer-Pushback. The trick was, that one user had set his FG to "hot" and the other not.
--prop:/sim/multiplay/hot=true


At 2 airports I made cars driving around as AI scenario. But such AI scenarios live in FGDATA and are therefore hard to share with others :-( The current GUI dialogue for that is limited.

https://github.com/mherweg/OMDB-fg-Cust ... /master/AI
https://github.com/mherweg/RJBB-fg-Cust ... htplan.xml
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Re: Ground services !

Postby CaptB » Wed Feb 01, 2017 8:03 pm

GSX ( for FSX ) uses gate and aircraft configuration to figure out how to position/animate ground services.

Initially those vehicles just spawn near the aircraft, if the gate is not customized they might as well spawn in the middle of the terminal building. If the aircraft is not customized ( no positions and angles for the door ) the vehicles will not approach the aircraft correctly.

The only thing that uses groundnets ( taxiways ) seems to be the followme car.
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Re: Ground services !

Postby pommesschranke » Fri Feb 17, 2017 3:49 pm

I just installed the latest Version (1.6) of WED (Wold Editor) and I noticed that you can define parking locations and AI networks for ground vehicles.

Currently we'd need a C++ developer to use this data for FG or a C++ developer that exposes those AI networks to Nasal and then Nasal Code that lets the cars & trucks drive around.
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