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  1. Thanks for the reply, that seems only like a basic solution to me... Is there any way to match one handler to one airline at one airport and a different handler to the same airline on a different airport? For example look at Frontiers Jobs page here to get an idea of how many different entries and options would be needed for one airline only... Then again there are major airports that have only one ground handling provider for all airlines but this one is missing from GSX so every given option is not real (Ok I admit this is complaning on a high level because there are thousands of ground handlers world wide...!) BTW I noticed a small bug on the afcad scan, I only ran into it once with a scenery, this one came with an add-on.xml where all paths came like this: <AddOn.Component> <Category>Scenery</Category> <Path>.\XXX</Path> P3D and some programs like EFBs where able to find the AFCAD in this path starting with ".\" but GSX was unable and selected the stock AFCAD, had to change the add-on.xml manually to get GSX started.
  2. It is always awful to be unable to revert to a funtioning version of any software, however it seems like GSX is working properly now. Unfortunatly this update brings back the problem with FSDTs understanding of Groundhandling, why is it so hard to just have a correct database with the handling rules (Airline X + Airport Y = Handler Z). Yes, I can edit this manually in the rules_handling.cfg, but it will get lost again with the next couatly update session... And manually editing every single position on one airport only takes just too much time and is limited to one "default" handler per stand... Imagine having two airlines with different handling companies share a position! And yes, this database would be a lot of work, but why not let the community do the job for them, this seems to work out quite good with FSLabs Runways database. But then again I am speaking about a software that has yet to find the reverse gear on the pushback tug after how many years? But great to have the choice between so many ground handling companies that never ever provided any ground handling at all and missing the ones that are actually at the airport. Just the two cents of someone who has to deal with ground handlers on a daily base...
  3. I dont use stock airports in the sim anyway and removed all psxt stock airport files but thanks for the hint! Awesome and quick reaction... as always!! Thanks!
  4. Thats the FSSimStudios Cancun with an AFCAD file from the AIG Forums. Because I like to reorganize my Addons differently then most installers, PPG almost never picks up the correct developer 😃 Im quite sure it was this one here.
  5. Hi Nico, For a couple days I noticed on two different airports some trouble with the learning functions of the learner and PSXT running with the SIM as well, AFCAD entries are completely ignored and almost all soft entries are saved on one gate See my parked updates for MMUN - Cancun (which has poor ADSB coverage but tons of traffic)I had running for a couple hours during the last 2 days: Just tried the new KMCO from T2G, basically the same happens here too with the soft entries but they get saved to 3 different gates... Maybe you can help?
  6. Yep, matching works now! Thanks so much 🙂 Unfortunately the wingflex / gear problem remains, but this is not the biggest issue! Best regards!
  7. It might need some more finetuning: See here and here 😄 The aircraft itself was perfectly leveled the way it should be but because in the flying state the main gear hangs down, the model makes contact with the ground with the lowest point which is the hanging gear at this stage and just keeps going like this. EDIT: I just thought about it and if I recall it right, I only saw this problem with aircraft that have the gear hanging down before touchdown where in the sim the gear only made contact on the lowest point while hanging while taxiing in. Great news!
  8. Thanks, you are awesome 😄 See my screenshot here, its not the flaps (I believe they are controlled by speed?) but actually the gear. Maybe its because the hanging gear is actually touching the ground? Im not into modelling but maybe someone here reads this and knows a solution on how you can command the airplane to get to the ground all the way? The problem started, when I added the special liveries (which match perfectly btw). Lets keep Southwest as an example, I have OC split scimitar winglets, NC winglets, NC split scimitar winglets, all without reg code (because there are over 400 and no database on which has what type / color). Every SWA 737 got matched randomly with either choice and it always worked. Since I added the 13 special liveries, all with "special" in the name and the proper regcode, the "regular" 737 sometimes does not find the correct match: (I have 2 BBJs and 1 completely white 737 as airline="ZZZ", its either one of them) But if I restart PSXT it will usually find the correct match: While in the same session of PSXT, on other live flights it will find the match with all my regular SWA 737 options: And thats excactly my problem, I get a generic one eventhough I have a correct livery installed and it even gets matched on other (live and static) aircraft. I can confirm this with my Frontier fleet, I have 97 different liveries all with a single reg code and they always match perfectly. A couple new Aircraft have not been painted for AI yet and they match randomly with any suitable Frontier livery which looks really nice. But with Frontier I have no option withouth any reg code at all because all airplanes are totally different and there is not "the one" livery they should match with. I checked with the AI Lights Reborn preview tool, where I can select the Aircraft and it gets spawned into the sim to adjust the lights and they all show up withouth any error so it should be ok, but maybe only PSXT finds the "bad apple" in my AI... Thanks for your help!
  9. Hey Nico, I recently noticed that on some occasions I get a "missmatch" with a livery that is installed but I have several livery options for the same ACFT type and Airline. For example since I installed all the 13 Southwest special liveries for the 737-700, so incl. the standard ones I have 17 entires for SWA 737, 13 with a regcode, 4 without, I sometimes get the info, that the (regular) livery cannot be created and I get a white one in the sim. I saw it a couple of times with aircraft types where I have more then one option, either its because of a special livery with a regcode or because of different winglet / new vs old colors etc, it seems like the more liveries are installed, the more often I get a missmatch / "can not be created". Just a quick selection from my missedliveries, seems more of a 737 problem, but I got the most liveries for them: AAL 738, ASA 738,739, SWA 737, UAL 739. I double checked and all livieres in the PSXT liveries.xml work in the sim. Also I noticed, that on some airliners they get stuck in the "airborne" state after landing, means the still got the wingflex and the gear is hanging down while they taxi in. I tried with a fresh avgheights.txt but it did not solve the issue... Personally I would say it happens mostly to heavies, I havent it noticed too much on smaller aircraft. And last but not least, in the types.xml there are SW3 and SW4 missing, would be great if you can add them there 🙂 Maybe you can have a look into this, thanks as always! Daniel
  10. And it is working very well most times, but I totally get thats its nothing that can be fixed easily. (Maybe its the next step of PSXT to get the taxiways and runways from the AFCAD to have the planes aligned more to the sim scenery? Looking forward for PSXT version 43.1 but I probably cant afford that as it will be the most expensive addon for any flightsim 🤪) Perfect, thanks! The new feature works good for me, the old one was just a little bit more convenient for me as an IFR-flyer as I usually dont change the destination inflight 😉 Also it can be a little bit difficult with some scenerys, ORBX Burbank for example has the surrounding airports enhanced as well, so when on approach to rwy 08 PSXT finds the airport file for Van Nuys where PPG created a file because it is in the same folder. PSXT then selects Van Nuys until after touchdown in Burbank. Of course deleting the airport file for Van Nuys is a one time workaround so its not a big deal! And I totally get your point on why I am looking out the window, but on the bigger hubs they usually keep you quite high until you are at the end of the sequence so until its my turn (thanks to the RT radar that is a little bit ahead of PSXT its easy to find a gap in the sequence) I have not much to do 😄 Thanks for your endless effort 👍
  11. Yep, just delete any exclusions that are more than 2!
  12. As I feel a little bit responsible for the exclusions 😄, I hope I can solve your questions. The exclusions are generated from the AFCAD position infos, if there is an overlapping position, PSXT will only place a plane on either one but not on both positions. In real life there are often positions that can be used either by one big or two small aircraft. Some developers include only the big or only the two small stands but some do both. So that PSXT does not spawn up to 3 aircraft on top of each other, PPG generates the exclusions by the given position radius. I dont have MSFS but on Taxi2Gates P3D V5 CDG scenery its clear to see why you get the error: H23 interferes with H21, H1 and H20 but PSXT only counts a maximum of 2 exclusions because if there are more, its likely that there is an AFCAD error. In your case, I assume you are using the stock MSFS scenery for CDG, there are just too many stand options. The solution is to just check the AFCAD section of your PSXT / PPG airport file and see if there are any positions with more than 2 exclusions. Hope I could help! EDIT: Maybe Nico can downgrade it from an error to a warning?
  13. Hi Nico 🙂 22.7 seems totally stable to me but I noticed a couple of things that I think could profit from some finetuning. - The pushback logic works great but if the pushback is longer than the 2.5 gate radius, the plane makes the weird turn on the taxiway before making again a weird turn when it starts taxiing. This happens especially at bigger airports and wider taxiways with pushbacks from smaller gates. Maybe you could either implement something like 'no turns for 2 minutes after push initiated' or 'no turns if new heading more than 180° difference' or maybe a combination of both? I timed a couple of pushbacks I performed at work and basically I always need more than 2 minutes from commencing the push until I can give the clear signal (The only exception would be, if a pull forward with the tug happens as part of the pushback path). - Again a US problem, some airlines (AAL,SWA,FFT) seem to leave the transponder on when on ground, even during nightstops resulting in many small position updates so the AI gets spawned parked at the correct gate but after some time they start shifting around the position, turning wildly on the stand etc. Maybe there is a way to make those "sticky" to the gate until they get a real position update? I dont know if this is even possible with the ADSB data... If it helps, those planes have barely ever a flightplan loaded to the transponder and are usually either shown with their registration or the flightnumber from the inbound flight. - Personally I miss the user set destination (at least the option to have it), when approaching a bigger hub the airport is always empty when on the downwind and I always verify with the airport file if I entered the correct gate ID as many developers use different designators on the afcad (gXX, rXX etc.) so the PSXT valid gate check was always a help. Id be very happy if you could spend a minute to check out the possibilities of my suggestions 🙂 Thanks so much!
  14. Yep that works, thanks! I dont pay too much attention to any MSFS related topics, my apologies!
  15. Hi Nico, apparently RT seems to be having a connection problem with PSXT (Probably the latest RT update, reverting back to PSXT 22.5 did not solve the problem). The connection works fine with RT - PSXT - P3D V5 but not traffic data gets recieved by PSXT, RT Radar remains clear of any traffic while in PSXT mode (red "NO TRAFFIC" info on RT screen), once you select Spotter Mode the traffic around the current position shows up on the screen and recieves updates but as soon as you go back to PSXT mode, all traffic freezes on the RT screen and PSXT still recieves no Traffic Stream (No traffic data recieved from the Provider for the last minute), not even the "frozen" aircraft from RT... Deleting the realtraffic config data did not help either... Hope you can help out here 🙂 EDIT: After roughly 100 cylcles between spotter and PSXT mode PSXT recieved a traffic update from RT but as the info from RT is frozen, no aircraft movement is visible...
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