Author Topic: PAX WALK AND MORE  (Read 840 times)

C130

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PAX WALK AND MORE
« on: December 20, 2022, 11:02:53 pm »
Pax walkthrough engines. On way to boarding!
Looks stupid!
After careful pax waypoints set they still walk right through ground vehicles and engines? looks stupid?
No ground vehicles colision detection.
fuel truck and catering trucks barge through any vehicles on ramp...looks stupid!
Pax settings get pax going in reverse.
Pushback truck looses all contact after small overrun...too close to truck.
Editor is not logical ....pax and pax start points dont solve start issus.
Editor is difficult to learn.
Total program not as good as P3D!
Sorry!
Not good for me after p3D!
"Suspension of Disbelief". Flight Simulators! My You Tube Channel is "David Herky".

virtuali

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Re: PAX WALK AND MORE
« Reply #1 on: December 21, 2022, 01:48:44 pm »
Pax walkthrough engines. On way to boarding! Looks stupid!

No, they don't.

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After careful pax waypoints set they still walk right through ground vehicles and engines? looks stupid?

About the passengers supposedly walk right through ground vehicles, it can only means your "carefully" placed pax waypoints, really aren't

About the passengers supposedly walk through engines, pax waypoint don't have anything to do with this, and it would be wrong if you tried to use pax waypoint for this purpose.

Passengers will NOT walk through engines, if the wingtips ( deicing points ) in the airplane configuration has been set correctly. The path passengers will take are:

- Passengers boarding from the rear exit will walk from the stair, then AROUND THE WINGTIP CONE, then will meet with the passengers walking from the front stairs.

- Passengers boarding from the front exit will walk through the last waypoint of the path, which as the manual CLEARLY says at page 47:

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It’s not required for the last waypoint to reach exactly the airplane exit. In fact, it’s best to place it a bit earlier, to allow some space for the staircase vehicle.

There's even a screenshot showing an example where you are supposed to place the last pax waypoint.

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Editor is not logical ....pax and pax start points dont solve start issus.

Editor is obviously logical, you are using it wrong, trying to fix something that is fixed in a different way ( in the airplane configuration ), and ignoring the manual suggestions where the last pax waypoint is supposed to be.

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Pax settings get pax going in reverse.

No, it doesn't. Unless you just misunderstood the waypoints order. The gate door is the first waypoint, the last waypoint is the one close to the airplane exit.

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Pushback truck looses all contact after small overrun...too close to truck.

This sentence needs a translation, because I really don't understand it.

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Editor is difficult to learn.

Several hundreds of very complex airport profiles has been updated in a very short amount of time, and new ones are coming every day.

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Total program not as good as P3D!

I really don't know what you are trying to say here: you are complaining about supposed issues with the pax waypoint editing which, incidentally, are IDENTICAL in P3D, and they have been introduced in P3D first, and the code and their behavior is EXACTLY THE SAME as in P3D.