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Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 6:13 pm
by Ian Warren
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Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 6:55 pm
by deeknow
Great show-case there Ian thanks for sharing. Just b4 xmas I started a sim build (Win 10 on a pair of SSDs, GPU to follow) but got distracted by other events, will get NZDN back on ASAP now after seeing this :thumbup:

Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 7:03 pm
by toprob
Brilliant, Ian, very nice set.
But... you seem to be another one without jetways. I wonder why some users are not getting a working SODE? I may have to put something together to make sure that everyone who has Dunedin can see the jetways.

Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 7:11 pm
by Ian Warren
deeknow wrote:Great show-case there Ian thanks for sharing. Just b4 xmas I started a sim build (Win 10 on a pair of SSDs, GPU to follow) but got distracted by other events, will get NZDN back on ASAP now after seeing this :thumbup:

Dean , Just to really chear you up :) , an incoming Northern Otago, Doug hooking into that .. almost NZDN - NZCH completely photo-real B-)

Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 7:14 pm
by Ian Warren
toprob wrote:Brilliant, Ian, very nice set.
But... you seem to be another one without jetways. I wonder why some users are not getting a working SODE? I may have to put something together to make sure that everyone who has Dunedin can see the jetways.

I've plopped this onto other sites .. Don't worry if the 'SODE' won't look at it , there bad luck! :D

Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 8:38 pm
by cooldad
Very nice selection Ian, really shows off Rob's work.

I don't think I have jetways either, interesting ^_^

Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 9:27 pm
by Splitpin
:rockon: Skinman

Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 9:28 pm
by Ian Warren
cooldad wrote:I don't think I have jetways either, interesting ^_^

Paul , "back in my day son we did not have jetways" .. Paul , the one thing that stuck in my brain case, I was at Dunedin airport in the old Viscount days watching one leave, the details we remember, back then you also walked out in front of the terminal .. typical water pipe mesh fence .. that was GREAT! :)

Re: Real NZ Dunedin

PostPosted: Mon Jan 09, 2017 9:29 pm
by Ian Warren
Splitpin wrote: :rockon: Skinman

Marty .. ya gotta quit doing all that head nodding or ya head will fall off :rolleyes:

Re: Real NZ Dunedin

PostPosted: Tue Jan 10, 2017 9:15 pm
by Lindstrim
In the first 2 pics there only seems to be 1 jetway, where there's actually 2 there. I'm not sure if this is Ian's settings or if it's the scenery?

Re: Real NZ Dunedin

PostPosted: Tue Jan 10, 2017 9:48 pm
by Ian Warren
Lucky Lindy, settings to the max, it maybe this 'SODE' thingy , did not worry me in the least, back in the day when I was at Dunedin , Air bridges hadn't been invented yet.

Re: Real NZ Dunedin

PostPosted: Wed Jan 11, 2017 8:39 am
by toprob
Lindstrim wrote:In the first 2 pics there only seems to be 1 jetway, where there's actually 2 there. I'm not sure if this is Ian's settings or if it's the scenery?


Yes, this is missing SODE, with the far gate only the static part shows, as this is part of the terminal model, the animated bits -- which is all of gate 3 -- are only displayed and activated by the SODE module.
I did post on my site asking how prevalent this is, and whether it is mainly caused by a fault in the module/installation, the user's decision to not install SODE, or not activating the module during the installation process. So far no replies, so I still don't know if this is something which I need to worry about.

I'm not aware of any major issues with SODE, except that some developer's installers seem to replace later versions on a reinstall -- but this is just sloppy coding on their part, and not really a SODE issue.

I would certainly recommend that the SODE module which Real NZ Dunedin installs is activated -- even if it's only for the sake of the windsocks! Remember back in FS9 days we could tweak the models for conditional display, which included rotating to the wind, but support for this was removed in Prepar3d. We needed a replacement, and SODE is it. I do plan to use SODE extensively in the future, so get used to it - imagine Wellington without jetways...

Re: Real NZ Dunedin

PostPosted: Wed Jan 11, 2017 8:41 pm
by Lindstrim
toprob wrote:
Lindstrim wrote:In the first 2 pics there only seems to be 1 jetway, where there's actually 2 there. I'm not sure if this is Ian's settings or if it's the scenery?


Yes, this is missing SODE, with the far gate only the static part shows, as this is part of the terminal model, the animated bits -- which is all of gate 3 -- are only displayed and activated by the SODE module.
I did post on my site asking how prevalent this is, and whether it is mainly caused by a fault in the module/installation, the user's decision to not install SODE, or not activating the module during the installation process. So far no replies, so I still don't know if this is something which I need to worry about.

I'm not aware of any major issues with SODE, except that some developer's installers seem to replace later versions on a reinstall -- but this is just sloppy coding on their part, and not really a SODE issue.

I would certainly recommend that the SODE module which Real NZ Dunedin installs is activated -- even if it's only for the sake of the windsocks! Remember back in FS9 days we could tweak the models for conditional display, which included rotating to the wind, but support for this was removed in Prepar3d. We needed a replacement, and SODE is it. I do plan to use SODE extensively in the future, so get used to it - imagine Wellington without jetways...


Oh yea that's cool I've seen them in other pics so I was curious