Sode fsx что это

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Microsoft Flight Simulator X: Steam Edition

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SimObject Display Engine is what it stands for. And yes Ken you are correct it does not seem to be doing any harm. I think it got loaded when I recently installed some scenery but then later deleted the scenery as it was too much of an FPS hog.

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SimObject Display Engine is what it stands for. And yes Ken you are correct it does not seem to be doing any harm. I think it got loaded when I recently installed some scenery but then later deleted the scenery as it was too much of an FPS hog.

I think this is from Fsdreamteam, To control the Jetways if you have GSX installed.

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I think this is from Fsdreamteam, To control the Jetways if you have GSX installed.

I have GSX and SODE is not a part of GSX’s installation

I think this is from Fsdreamteam, To control the Jetways if you have GSX installed.

I have GSX and SODE is not a part of GSX’s installation

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I think this is from Fsdreamteam, To control the Jetways if you have GSX installed.

I have GSX and SODE is not a part of GSX’s installation

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SODE was added to GSX when FSDT released KMEM. Memphis uses SODE jetways as well as some other SODE objects.

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SODE was added to GSX when FSDT released KMEM. Memphis uses SODE jetways as well as some other SODE objects.

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SODE was added to GSX when FSDT released KMEM. Memphis uses SODE jetways as well as some other SODE objects.

Thanks for your info.

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SimObjectDisplayEngine has been intergrated into GSX for airports that have the jetways animated with the SODE system. The system will only work on Airport addons programed with SODE animated jetways and if you open the gsx menu and select SODE jetway with a non SODE jetway the jetway will be removed for that flight and will become availiable the next time you load that flight. I would strongly suggest readind page 12 of the GSX_manual Animated Jetways using SODE is clearly explained.

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Sode fsx что это

Besides fixing some minor bugs, this release mainly incorporates the necessary code modifications to have GSX control their SODE-based jetways in order to dock/undock to/from AI traffic. Of course, GSX needs to be updated as well for this to work, and the update from their part will be available very soon.

Small change log this time: changelog.

SODE V1.7.0 is out with overhauled AI jetway engine

Version 1.7.0 contains a lot of internal code changes and bug fixes. The most notable one is surely the completely overhauled AI jetway engine: The detection and jetway assignment got more efficient. The entire communication logic between SODE and its animation module is rewritten and should lead to more stability and has fixed a couple of CTDs related to SimObjectAnimationModule.dll.

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Together with this release, the VDGS Pack has been updated to version 1.1, supporting more aircraft types and adding the “old” Honeywell VDGS unit. It is a free update for existing customers. (https://secure.simmarket.com/12bpilot-sode-vdgs-pack-fsx-p3d.phtml)

Also, the SODEPlacer utility has received an update to version 0.6, see here: https://www.fsdeveloper.com/forum/threads/sodeplacer-v0-6.442264/page-2#post-843932

A thank you goes out to all the users who have reported and helped tracking down the bugs and have tested the beta versions.

Full change log can be viewed here: changelog.

SODE V1.6.8 with Prepar3D v5 Support released

UPDATE: V1.6.8 is now the latest version, fixing a last-minute bug concerning jetway display in Prepar3D v5.

While Prepar3D v5 support was already (secretly) included in V1.6.6, I have decided to release a new SODE version also to fix some issues with anti-virus software blocking SODE due to falsely flagging it as malware. A compilation setting within Visual Studio seems to have done the trick.

No big changes have been made feature-wise, except for enhancing the SODE API to allow GSX more options to trigger their own jetways…

SODE V1.6.6 available – Notice to airmen 18FEB20

18FEB20: The AI detection code is working again. Please uninstall SODE V1.6.6 first (through Windows Apps&Features) and then download the new installer from this site and install as per usual.

16FEB20: There is an issue in the AI detection code which renders the AI detection inoperative. Expect a fix coming Tuesday, which will require you to re-download and re-install V1.6.6. I am sorry for the inconvenience.

This SODE release is meant to be a maintenance release only and fixes a couple of smaller bugs but doesn’t add new features.

Thanks to those who have reported the bugs and helped me trace them down.

Change log is updated: changelog.

SODE VDGS Pack finally released!!

After a long development time and delays, the commercial add-on to SODE bringing you Visual Docking Guidance Systems is finally available through simmarket: https://secure.simmarket.com/12bpilot-sode-vdgs-pack-fsx-p3d.phtml

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Please read the product description provided on the product page.

Thank you for your ongoing support.

SODE 1.6.5 released

This SODE release incorporates a completely rewritten AI aircraft to jetway interface. In the past, this interface was prone to timing issues between internal parts of SODE; These timing issues could lead to a complete crash of SODE and the simulator (CTD). Now, a time-independent signalling protocol is used which should solve this issue.

Also, a couple of smaller bugs have been fixed as well.

Have a look at the change log if you want more information: changelog.

SODE V1.6.4 is out!

This release irons out a couple of bugs reported by you, the users. As always, thanks for your reports and your patience while I was trying to fix them. Most of them dealt with missing objects and one of the reported bugs resulted in a re-write of the “heart” of SODE, the object injection loop. I think this iteration of this loop is safe for release now and I’m confident that all objects are now loaded correctly.

The jetway control system also got some upgrades based on user feedback: a completely new way of jetway movement when the angle between the jetway and the aircraft fuselage is somewhat “shallow”. In the past, the jetway would “scrape” along the fuselage as it extended the bridge. Now, the jetway will rotate towards the door as the final step. This works for both user and AI aircraft.

To support add-on aircraft with custom variables for the parking brake and/or beacon states (as used for the automatic jetway triggering based on aircraft system states), SODE now has an interface that is able to query those variables from the aircraft. At the moment, the FSLabs A32X is supported that way.

As always, further clean-up/refactoring of the source code was done to make future development easier.

See the change log for more details: changelog.

SODE V1.6.3 released!

Important for GSX users: The latest live update of GSX has somewhat broken its support for SODE V1.6.2. You need to install the newly released SODE V1.6.3.

This SODE release adds the automatic jetway docking resolving feature.
Using this feature, SODE tries to solve the assignment of single or multiple jetways to the available aircraft doors. There is no need for the user anymore to manually assign each jetway to a door.
If successful, SODE will then trigger the jetways sequentially.
To trigger this automatic docking, there are two ways:

The other hugely improved feature is the AI aircraft jetway detection, supporting multiple doors and multiple jetways.

Of course, many bugfixes and improvements are also a part of this release. See the change log for more details: changelog.

Thank you to all the various beta testers that have found the time to report back issues and supported me in fixing the bugs.

SODE V1.6.3 needs some beta testing…

For SODE V1.6.3, there has been a major overhaul concerning the jetway control handling. All this was needed to enable the automatic docking of jetways to both user and AI aircraft.

Given the large impact if something is not working as intended, I need some brave people to beta test this version before public release. See this post here on fsdeveloper for download links and instructions: https://www.fsdeveloper.com/forum/threads/sode-v1-6-3-open-beta.442541/

Important: This beta version is *NOT* intended for use in products to be released to the public! Please wait for the official V1.6.3 release!

Thank you for your help and please report any issues either in the fsdeveloper.com forum thread or here in the SODE support forum.

SODE V1.6.2 available

Update: I want to apologize for the quick succession of micro updates. The new model existance checking revealed a couple of bugs that need to be fixed. With the release of V1.6.2 I am confident that this newly introduced mechanism is now working as intended.

It’s been a long time since the last SODE update, but work has continued in the background.

The focus was set to improve stability and polish some minor details. Of course, fixing bugs is always a task…

Stability and performance

To improve stability, I had to re-think the entire process of handling SimObject injections into the sim. While SimConnect still offers the same simple object injection method, the art is in how one uses that method to achieve the desired functionality like conditional display, etc.

In the past, SODE would just throw in all objects it found in a certain radius into the simulator. While this works perfectly for smaller airports with few SimObjects, larger projects with hundreds of SimObjects (jetways) could saturate the simulator’s SimConnect server and this would result in a stutter until all objects are loaded.

Now, SODE injects its objects in chunks with small delays in between. This way, SimConnect and the sim remain responsive.

Also, another source of stuttering was eliminated when the simulator was not able to find the requested SimObject on your harddrive. A missing SimObject is not the fault of SODE, it is an issue coming from installers forgetting to install the SimObjects properly or uninstallers forgetting to remove the controlling xml file but correctly removing the SimObjects. Both cases lead to a controlling xml requesting to inject a SimObject that does not exist! The simulator is trying hard to find the requested SimObject and this results in massive stutters for each object requested!

In this version, SODE checks during initialization if each and every SimObject (i.e. the MDL file belonging to a SimTitle) is actually accessible on your disk! If the MDL file is not present, SODE will internally replace that with a “red cross” object to indicate the missing object(s) to the user. Now that the simulator is able to load a model anyway, the stutter will not occur!

Another mechanism to enhance performance is the addition of cutting-off injections when the user aircraft is above 18’000ft. Cruising above a heavy SODE jetway populated airport will not affect performance anymore.

New features

This version introduces an automatic selection of your parking stand. When you have set the parking brakes and call up the SODE menu (Tab+S ), SODE tries to figure out the parking spot you are at and automatically selects it. So you can directly operate the jetways from there.

Speaking of the Tab+S keystroke…there were many support questions when users failed to operate SODE jetways at Drzewiecki Design airports because they tried to use Tab+S. As stated in their manual, DD airports use a custom key combination “SHIFT+D” to operate their jetways.

In hindsight, I found this confusing and have now changed the logic internally so that you can use Tab+S also for their airports. Also, SHIFT+D will work on non-Drzewiecki Design airport as well if you are used to that combo…Any valid key combo will work now!

That’s it for the main improvements, more details can be seen in the extensive change log: changelog.

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FSX Scenery designer? SODE it!

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One of the biggest disappointments with FSX for scenery designers, when the sim was released umpteen-and-a-few years ago, was the fact that ACES neglected to include something called “conditional animations”. That means nothing to most people, but if I said “opening hangar doors“, “custom windsocks“, “piles of snow” and “this product is not compatible with DX10 preview mode” then that might mean a little more. Basically, if you wanted to include anything that animated outside of a simple loop, or only displayed given certain criteria, then you either had to use FS9 models and code, or write a complete module outside the sim to make it work.

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SODE driven custom Landing Direction “T” at the author’s RAF Watton scenery

Although a few companies, notably Orbx, have done a lot to develop modules capable of adding these things in, most developers have been stuck with either FS9 code that isn’t compatible with DX10, or using external configuration tools that swapped models or textures while the sim was not running. The latter, of course, meant that you had to remember to swap them if you were flying in a different season, then restart the sim. It was an extremely difficult task to make things happen “live” inside the sim, in the same way as could be done in FS9. Prepar3D, while being constantly further developed, has still not added this functionality either.

Well, now you can – with some limitations, courtesy of a Swiss gentleman by the name of Jeffrey Stähli and his Donationware SimObject Display Engine or SODE.

By using Simobjects, rather than scenery library objects, SODE is able to to place objects through the Simconnect interface, which provides significant amounts of control on how things can be placed and animated. Unfortunately, it also requires a considerable amount of coding to make it do this – which is exactly why SODE exists.

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Winter textures at ACG Wattisham “Seasonal Edition”

Presented as an executable file, which is called to run by FSX itself through the exe.xml configuration file, SODE is programmed by the scenery developer and the only thing the user need do is complete any actions required to give commands, such as setting a frequency, selecting an option from a menu or simply taxying their aircraft close to an object. This does mean that there’s very little to actually show of the tool itself, which is why this article contains images of the effects, rather than the tool itself, for the most part.

Configuration of SODE is carried out via a simple text format xml file, which means that most of the “code” is plain English. Numerous examples are given, for a number of applications of the utility, as part of the install set, while the user manual is online, via the developer’s homepage.

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Snapshot of the SODE development documentation

Although the xml format is very easy to understand, it can also be a little awkward if you make an error – as I found when I was getting multiple objects appearing at a time, even though the code was only calling one. I had missed an entry out from the Environmental Data Probe’s client list, which was a significantly less than obvious cause of the problem, although thankfully easily fixed once someone else had spotted it (thanks Jacques!)

So what can SODE do and not do? Well the short answer is that it can do simple animations and conditional visibility, using single or multiple conditions. If you want to call something dependant on wind direction and only on one specific day of the year, that’s fine. If you want it to only occur when there is no traffic on the runway, when departure clearance is given, or when an AI aircraft is doing something, rather than the user aircraft, then SODE can’t help.

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The demo area at Grenchen, Switzerland

The examples given in the documentation are for a windsock, “landing T” runway direction indicator, range-based visible hangar, proximity animated doors, manually activated doors, seasonal snow effects, pilot activated lighting and the latest addition, custom animated jetways, to give you an idea of what it can do.

One of the first airfields to be released including SODE functionality is Airfield Construction Group‘s freeware RAF Wattisham 1991 Seasonal Edition (Avsim library link), which has seasonal trees, grass, building and ground poly textures. Other developers including Flightport and Drzewiecki Design have also now got involved, with the jetways being used at Drzewiecki’s Warsaw Chopin. As the tool is free, however, and comparatively easy to use, why not improve your own “home” airport? For example you can edit the example xml file very simply to position the provided hangar or windsock at your home field.

Here’s a quick example using the default “single runway” airfield at 6666 Ranch (6TE6) in Texas.

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Default 6666 Ranch (6TE6) with Orbx FTX Global scenery activated

As you can see from the above image, not even the addition of Orbx FTX Global helps 6666 Ranch much – “it’s borrrrrring”, as our four-year old would say. So let’s see what we can do with it.

First of all, with FSX not running, in Windows Explorer, go to your [FSX]/SODE/xml folder and copy SODE_Samples.xml. Rename your copy to be 6TE6_TEST.xml.

In order to edit the XML file, you will need a plain text editor, meaning one that doesn’t add control characters and extra code to the document, in the way that things like MS Word, OpenOffice/LibreOffice Writer or WordPerfect will. I use a free application called Notepad++, which highlights text in a way that assists with debugging, but Windows Notepad or any other plain text editor will do. Use your chosen editor to open your new 6TE6_TEST.xml file and you should see something like the below – if you’re not using Notepad++, it may well be less colourful.

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So let’s start by editing the top bit, then we’ll remove the bits we don’t want and finally editing the section we do.

The top section of the file defines the Data probe, which is used to provide the information that the windsock will use, so we still need that. Edit it to show the following, ensuring that there are no extra spaces around the text.

If you look in the manual for SODE, you will find that this is an invisible object, so it doesn’t really matter where on the airport you put it. You may well, however, have noticed that the location entered as part of that text is not in the Degrees° Minutes.DecimalMinutes format that FSX uses. It’s actually simply “Decimal degrees”, where N and E are defined as “positive” numbers, S and W as “negative” numbers, so you have to convert it, if the only method you have of getting the position is FSX itself.

Position your aircraft where you want the hangar to be and press shift-z to bring up the red information bar. You’ll see (in my example below), LAT: N33° 38.34′ LON: W100° 20.98′ ALT 1778.7FT. We aren’t worried about the magnetic heading and wind direction/speed at the moment.

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You’ll notice that the numbers I’ve suggested you enter are slightly different than that and there’s a reason for that, which could be called ‘cheating’. If you want to avoid doing the maths, you can couple an application that works in Decimal Degrees to your sim and simply read the position off that. For this purpose, I used Scruffyduck’s Airport Design Editor X, but Google Earth can be set to use Decimal Degrees and you could simply look up where you want to put things on that, as an alternative.

Now you’ve got the numbers for where you want to put things, you can edit the data for the two objects we want to put in, which are “Wind Sock” and “Animated Hangar 2”. You can just delete the other sections, ensuring that you leave the at the end and you should end up with a text file that looks similar to the following:

The SODE XML configuration file for 6666 Ranch is now complete, so you can save it and exit your text editor. Provided you have SODE installed correctly, it will run automatically when you start your sim and you should see something like the following.

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6TE6 with SODE-activated “Hangar 2” and windsock

The windsock will simply react to the wind direction and requires no action on your part as a user. If you press “Tab-S” together, then the SODE action menu will open and you will see that you can both make the hangar invisible or visible and open/close the door. Yes, the objects are very simple, but that’s how easy they are to add to a scenery.

Anyone who can create a scenery object for FSX can create a Simobject – it is simply the MDL file compiled by XtoMDL from your modelling tool and a couple of simple text files, in a couple of folders. Apart from problems caused by erroneous xml entries (such as missing them off the client list!) then it’s very simple to get objects into FSX using SODE and the demo xml files given provide plenty of examples of how to do it. If you get stuck, then the developer’s sub section of the FSDeveloper forums is really useful for advice.

Having spent a bit of time with SODE now, I can definitely recommend it to anyone involved in FSX or P3D scenery design, so why not give it a go yourself?

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