I think you really need to understand how jetway works (or not) and how GSX works.
- Jetways in any scenery for MSFS ALL uses the exact same system of default jetways from Asobo/Microsoft. Zurich is no different, it comes with its own custom Jetways, which are custom models using the default animation system.
- Installing GSX won't change anything to the way Jetways works, it will only change how Jetways LOOKS. Their bugs will still be the same bugs as the default ones, and of every other scenery out there that use jetways.
- Installing GSX at Zurich won't change *anything* to how Jeways will work there, and won't even change how they'll look because, when you install GSX, all FSDT airports you have installed will be automatically excluded from jetway replacement, so they'll work ( or not ) exactly as they did before, with all issues and bugs of the default system, just like they always did.
The issue is, *because* GSX and the passengers, you are just more likely to NOTICE issues with jetways which were always there, which are all issues with the default system.
About passengers floating in the air, assuming the jetway docked on the right door (which using the default system is not even taken for granted, since they dock wherever they can, even on the catering door sometimes), it's possible you experienced a longstanding bug which has been reported to Asobo as far as one year ago, and as today is still not fixed.
This was the original thread, which illustrates the exact same issue you are having (jetway reportedly connected, but visibly not)
https://devsupport.flightsimulator.com/questions/1695/su5-incorrect-ik-animation-behavior-for-asobo-jetw.htmlAnother thread, started by DrzewieckiDesign:
https://devsupport.flightsimulator.com/questions/4807/lods-of-animated-objects-are-not-synced.htmlThis recent thread I opened myself, soliciting a solution:
https://devsupport.flightsimulator.com/questions/9771/some-longstanding-jetways-issues.htmlThis is only the first part of the problem.
The other part is, when the jetway docks in absurd places, like the service door or the rear passenger door, there's no way with the SDK to KNOW *where* the jetway docked. We only know the initial position, but there's no way in the SDK to know where it ended after it was extended, we had to do some sort of workaround to imply, from the jetway hood variables, the jetway should have docked somewhere, because the hood is at least partially extended but, we don't have any means to check *where*, it might be on any door.
If we could possibly *know* which door the jetway docked to, or at least where it is, it would be extremely easy to create the correct waypoints for it, that's what we did in P3D where we had SODE, which was a completely custom system that we had almost complete control over which jetway docks where, its precise positions, etc. There's nothing like that in MSFS, the SDK doesn't help us at all, we can only HOPE the user would park the plane in a position where only the main exit will dock, assume that is the case, and calculate the passenger path based on that assumption.
If that's not the case, passengers will fly up in the air, I have no idea how this could be possibly fixed, unless after having docked the jetway, we display ASKING the user *where* the jetway went, which sounds a bit silly, but it might work in these cases.
What you CAN do, in GSX, to improve this, is to use the parking customization and edit the STOP position so you'll end up in a place where only the main passenger door will be used by the jetway. The parking customization has a TEST function ( NumPad5 ), which will just call the jetway immediately, so you can check if that position gets a proper docking on the right door.
I know it's clunky and it's primitive, but that's the best we could do with what the SDK is giving us. If these were the good old days of FSX, I would have already hacked by brute force directly in memory to find the information I need, but that's a no-no with MSFS, all the modern DRM anti-cheat and antivirus stuff would immediately red flag everything, so we are not even going to try that. Hopefully, someday we'll have SODE, and everything will be perfect again.