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[[File:777jetwaybeaf.jpg|thumb|right|300px|Before and after; jetways connecting to a [[Boeing 777-200]]]]
'''Animated jetways''' are dynamic {{Wikipedia|jetway}} models that connect to your aircraft when you are pulled up at a gate. [[FlightGear]] boasts the most advanced animated jetways in the flight simulator market, beating those of Microsoft Flight Simulator and X-Plane in features — a testament to the flexibility of FlightGear. This article describes how to obtain and use the jetways and interface them with aircraft and scenery.


This article describes the animated jetway system by [[User:Skyop|Skyop]], how to use it, and how to implement it.
This feature was broken for a while from end of 2016 up to 2018.2. FlightGear couldn't write the temporary model files in FG_HOME. Meanwhile this issue is solved. <ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/57E1A8F5.8020005%40gmx.de/#msg35381005
  |title  =  <nowiki> AI Jetways broken in 2016.3.1  </nowiki>
  |author =  <nowiki> several </nowiki>
  |date  =  Sep 20th, 2016
  |added  =  Sep 20th, 2016
  |script_version = 0.40
  }}</ref>
A workaround was to use jetways.nas modified by icare38.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?f=5&t=8728&hilit=animated+jetways&start=360#p305747
  |title  =  <nowiki> AI Jetways broken in 2016.3.1  </nowiki>
  |author =  <nowiki> icare38 </nowiki>
  |date  =  Feb 29th, 2017
  |added  =  Feb 29th, 2017
  |script_version = 0.40
  }}</ref>


= Usage =


[[File:KLAS_jetways.png|thumb|right|300px|Animated jetway connected to a [[Boeing 737-300]] at Las Vegas McCarran International Airport (KLAS)]]
== Compatible airports and aircraft ==
[[File:Movjetway-night.jpg|thumb|right|300px|Jetways at Reno International Airport (KRNO) lighting up during the night]]
This section lists the airports having animated jetways, as well as the aircraft and AI aircraft supporting them, as of September 2015.


Currently, the following airports implement animated jetways in their scenery:
The compatible airports are:
* [[London Gatwick Airport]] (EGKK)*
* [[Amsterdam Airport Schiphol]] (EHAM)
* Denver International Airport (KDEN)*
* Las Vegas McCarran International Airport (KLAS)*
* [[San Francisco International Airport]] (KSFO)
* Ted Stevens Anchorage International Airport (PANC)*
''<nowiki>*</nowiki> indicates the jetways for this airport were auto-converted and do not have gate numbers.''


* Ted Stevens Anchorage International Airport (PANC) ([[TerraSync]]-only)
The aircraft supporting animated jetways are:
* Las Vegas McCarran International Airport (KLAS) (TerraSync-only)
* [[Boeing 717]]
* Reno International Airport (KRNO) (TerraSync-only)
* [[Boeing 747-8i]]
 
* [[Boeing 757-200]] and -300
'''Note that when TerraSyncing an airport, you have to tell [[FlightGear]] to load the new jetway models. To do this, set the <tt>/sim/paths/use-custom-scenery-data</tt> property to "true" in [[FGRun]]. Command-line users, use the <tt>--prop:/sim/paths/use-custom-scenery-data=true</tt> switch.'''
* [[Boeing 767-300]]/ER
 
* [[Boeing 777-200ER]]
The following aircraft are animated-jetway capable (a package of updated <tt>-set.xml</tt> files for the [[Airbus A380|A380]], [[Boeing 737-300|733]], [[Boeing 747-400|744]], and [[Boeing 777-200|772ER]] can be downloaded [http://www.4shared.com/file/fLzcEEfI/movjetway-sets.html here]):
* [[Bombardier CRJ700]]
* [[McDonnell Douglas MD-11]]
* [[Tupolev Tu-144]]


The [[Interactive traffic|AI aircraft]] supporting animated jetways are:
* [[Airbus A319]]
* [[Airbus A320]]
* [[Airbus A320]]
* [[Airbus A380]]
* [[Airbus A321]]
* [[Boeing 737-300]] (separate download)
* [[Boeing 737]]
* [[Boeing 747-400]] (separate download)
* [[Boeing 747-400]]
* [[Boeing 757-200]]
* [[McDonnell Douglas MD-80]]
* [[Boeing 777-200ER]] (separate download)
* [[Boeing 787|Boeing 787-8]] (second jetway disabled, it goes through an engine)
* [[Bombardier CRJ-200LR]]
 
First determine if the jetway is clickable and is animated. To do this, press Ctrl-C. If the polygons of the jetway are outlined in yellow, then it is indeed animated.
 
Now align your airliner so that the nosegear is centered on the marking line and is directly over the "T" at the end of it. Click the jetway; if your aircraft does not include the required positioning information, you'll get a tooltip informing you that the jetway cannot be extended. Otherwise, the jetway should begin to position itself and eventually connect to your aircraft. Congratulations!
 
=== Video ===
 
Here is a tutorial made by Vin on how to use the Animated Jetways;
 
PLEASE NOTE: The videos weren't made by the same person or people that created the Animated Jetways for FlightGear or the same person or people that created this page. The videos were created by Vin, a different user.
 
You should use the properties window when setting up this;
 
--prop:/sim/paths/use-custom-scenery-data=true
 
Part 1;
 
{{#ev:youtube|uM_rWZorGoQ}}
 
Part 2;
 
{{#ev:youtube|0NykU9q_jpc}}
 
= Implementation =
 
== For aircraft developers ==
 
'''WARNING: The author has since learned trigonometry and revamped the system to be easier to use. An animated jetway update has been sent off to the Scenery Database and is awaiting inclusion. Please wait until I update this section.'''
 
To make your aircraft animated jetway-capable, you'll need to specify the following in your aircraft's -set.xml:
 
* The amount at which to extend the jetway (<tt>x-tra</tt>)
* The amount at which to lower/raise the jetway by rotating it along its Y axis (<tt>y-rot</tt>)
* The amount at which to rotate the jetway along its Z axis (<tt>z-rot</tt>)
* The amount at which to rotate the hood to extend it to the aircraft (<tt>hood-rot</tt>)
 
They should be added within the <tt>&lt;aircraft&gt;</tt> tag in the root of your XML file (but still within <tt>&lt;PropertyList&gt;</tt> of course!).
 
For instance, here's the jetway positioning information for the Boeing 737-300.
 
<aircraft>
  <jetway-pos>
  <x-tra>-1</x-tra>
  <y-rot>-4</y-rot>
  <z-rot>21</z-rot>
  <hood-rot>5</hood-rot>
  </jetway-pos>
</aircraft>
 
Here's the positioning information for the Boeing 777-200ER. Note the <tt>&lt;jetway2-pos&gt;</tt>, which describes positioning information for the second jetway.
 
<aircraft>
  <jetway-pos>
  <x-tra>-1</x-tra>
  <y-rot>4</y-rot>
  <z-rot>16</z-rot>
  <hood-rot>2</hood-rot>
  </jetway-pos>
  <jetway2-pos>
  <x-tra>2.5</x-tra>
  <y-rot>5</y-rot>
  <z-rot>46</z-rot>
  <hood-rot>2</hood-rot>
  </jetway2-pos>
</aircraft>
 
Last but certainly not least, the A380:
 
<aircraft>
  <jetway-pos>
  <x-tra>-2</x-tra>
  <y-rot>2</y-rot>
  <z-rot>18</z-rot>
  <hood-rot>0</hood-rot>
  </jetway-pos>
  <jetway2-pos>
  <x-tra>2.5</x-tra>
  <y-rot>2.5</y-rot>
  <z-rot>45</z-rot>
  <hood-rot>0</hood-rot>
  </jetway2-pos>
  <jetway3-pos>
  <x-tra>4</x-tra>
  <y-rot>5</y-rot>
  <z-rot>47</z-rot>
  <hood-rot>3</hood-rot>
  </jetway3-pos>
</aircraft>
 
The following will describe how to get these values. I will be using [[Blender]] for this purpose, but any 3D modeling program that can read [[AC3D]] files will suffice.
 
First, open up your 3D modeling suite and import one of the jetway models. They are located at <tt>(TerraSync directory)/Models/Airport</tt>, and are available through [[TerraSync]] or the [http://scenemodels.flightgear.org/modelbrowser.php?shared=7 Airport section of the FlightGear Scenery Database model directory] (look for "jetway-movable.xml," "jetway-movable-2.xml," or "jetway-movable-3.xml").
 
Now import your aircraft model (in this case, I am using [[User:Gijs|Gijs']] [[Boeing 747-400]]). Align it with the marking line as if you were piloting it.
 
[[File:Ajetway-air-tut1.png|800px]]
 
Now select the following objects: Tunnel2, Tunnel3, Rotunda2, Entrance, and Hood. Move them along their X axis until you think you have the correct length to extend the jetway. ''(Hint: You can always "retract" the jetway by moving these objects by a negative value!)''


[[File:Ajetway-air-tut2.png|800px]]


Now select the following objects: Tunnel1Rotunda, Tunnel1, Tunnel2, Tunnel3, Rotunda2, Entrance, and Hood. Rotate them along the Z axis with the center of axis being at 0,0,0 (X,Y,Z) until the jetway's movable rotunda is a couple meters or so away from the aircraft. In Blender, I could simply move my cursor to 0,0,0 and set the rotation pivot to cursor mode. The procedure will be different depending on what 3D modeling software you are using, of course. You may have to undo this step if you find that you extended the jetway too much or too little in the previous step.
== Obtaining and installing ==
FlightGear 2.4.0 and later include the animated jetway system. Nothing extra has to be installed.


[[File:Ajetway-air-tut3.png|800px]]
== Using the jetways ==
# Start FlightGear in any compatible aircraft. Make sure to have animated jetways enabled (AI->Jetway->EnableAnimatedJetways and View->RenderingOptions->AnimatedJetways)
# Fly (or spawn) to any airport equipped with animated jetways. You can tell if a jetway is animated by pressing {{key press|Ctrl|C}}; if the polygons are highlighted in yellow, then it is animated.
{{note|Ensure you have the latest scenery from [[TerraSync]] so you do not get conflicts between animated and static jetways.}}
<ol start="3">
<li>Taxi up to an animated jetway and park near it, then click it. If your aircraft is supported and parked well enough, the jetway will extend, rotate, and connect.</li>
</ol>


Once you are happy with the jetway's extension/rotation, use the amount you extended the jetway along its X axis as your <tt>&lt;x-tra&gt;</tt> value and the amount you rotated the jetway along its Z axis as your <tt>&lt;z-rot&gt;</tt> value.
An easy use case eg. is to spawn FlightGear with a 777-200 (which is supported) at KSFO parking position E60. You will see the jetway through the cockpit window. Click on it and it will start moving.


In-game, the jetway's entrance will automatically rotate itself to compensate for the rest of the jetway's rotation, so there is no need to manipulate the entrance.
== Development ==
=== Available jetway models ===
The {{fgdata file|Models/Airport/Jetway/generic.xml|t=generic jetway model}} in FGData is broken, but there is [http://scenemodels.flightgear.org/app.php?c=Models&a=view&id=2211 a repaired version in the TerraSync scenery repository].


Now, undo all transformations you have done to the jetway until it is in the same state as it was when you imported it. Select the following objects: Tunnel1, Tunnel2, Rotunda2, Entrance, and Hood. Rotate them along the Y axis with the center of axis being at 1.5,0,4 until the entrance of the jetway aligns with the door of the aircraft vertically. Use the value you rotated the jetway at as your <tt>&lt;y-rot&gt;</tt> value ''(note: the values should be inverted, so if you rotated the jetway along its Y axis -2 degrees to get it 2 degrees up, you should use 2 instead of -2)''.
Available jetway models in the object database are listed here https://scenery.flightgear.org/app.php?c=Models&a=browse&shared=21. Only some of them can be used as animated jetway. These are:


[[File:Ajetway-air-tut4.png|800px]]
{| class="wikitable"
! Model file !! Link !! Used at || Remarks
|-
| generic.xml || https://scenery.flightgear.org/app.php?c=Models&a=view&id=2211 || KSFO || This model might cause a collision with your aircraft if you move too close.  
|}


Finally, we have one last value to fill in: <tt>&lt;hood-rot&gt;</tt>. It simply specifies how much the jetway's hood should extend itself by rotation. You can simply use some common sense here: obviously, this would be something along the lines of 0 for jumbo jets and 5 for a Boeing 737-like aircraft. Be careful not to set this value to something too high, otherwise the hood will appear to detach itself from the jetway!
The number of occurences in the database probably is misleading because usages in ''ICAO''.jetways.xml are not counted here.


Eventually, you should end up with an <tt>&lt;aircraft&gt;</tt> tree that resembles the examples above. Load up your aircraft in-game and taxi to an animated jetway. Click it, and hope everything works well!
=== Adding support in aircraft ===
# Open up the main model of your aircraft in your favorite 3D modeling software (such as [[Blender]]).
# Move the model around to account for any offsets you have in the main model file, then get the coordinates of the door.
[[File:Animated-jetway-tutorial.jpg]]
<ol start="3">
<li>Add the following code in your aircraft's -set.xml (remember to merge the tags properly):</li>
</ol>
<syntaxhighlight language="xml">
<sim>
<model>
  <door>
  <position-x-m type="float">X-M</position-x-m>
  <position-y-m type="float">Y-M</position-y-m>
  <position-z-m type="float">Z-M</position-z-m>
  <jetway-hood-deg type="float">HOOD-DEG</jetway-hood-deg>
  </door>
</model>
</sim>
</syntaxhighlight>
: where <tt>X-M</tt>, <tt>Y-M</tt>, and <tt>Z-M</tt> are the X/Y/Z coordinates of the door in meters and <tt>HOOD-DEG</tt> is the jetway hood rotation amount. To specify more doors, just add more door elements.
<ol start="4">
<li>Add the following code into your XML model file to enable the jetways to connect to your aircraft over the [[multiplayer]] network:</li>
</ol>
<syntaxhighlight language="xml">
<nasal>
  <load>
  var model = cmdarg();
  model.getNode("door[0]/position-x-m", 1).setValue(X-M);
  model.getNode("door[0]/position-y-m", 1).setValue(Y-M);
  model.getNode("door[0]/position-z-m", 1).setValue(Z-M);
  model.getNode("door[0]/jetway-hood-deg", 1).setValue(HOOD-DEG);
  </load>
</nasal>
</syntaxhighlight>
: Again, replace <tt>X-M</tt>, <tt>Y-M</tt>, <tt>Z-M</tt> and <tt>HOOD-DEG</tt> with their respective values. To add more doors, duplicate the last four lines of [[Nasal]] code and replace <tt>[0]</tt> with <tt>[1]</tt> or <tt>[2]</tt>.


[[File:Ajetway-air-tut5.jpg|800px]]
==== Adding support in AI aircraft ====
Follow the steps for regular aircraft above, but only add in the Nasal code.  


The procedure for utilizing a second or third jetway is essentially the same. The only difference is that some center of axis coordinates need to be changed (i.e., rotating the entire jetway by its Z axis from point 18,-5,0 instead of 0,0,0.
Background: The model definition of AI (and MP) aircraft is not available in Nasal. So any door definition located as property inside any XML file is not available for the jetways module. For that reason AI aircraft xml files must contain an embedded piece of Nasal code for writing the door information into the AI models property tree. This is an example taken from the MD80 AI aircraft:


== For scenery developers ==
<syntaxhighlight lang="xml">
<?xml version="1.0"?>
<PropertyList>
        ...
        <nasal>
                <load>
                var model = cmdarg();
                model.getNode("door[0]/position-x-m",1).setValue(-19.241);
                model.getNode("door[0]/position-y-m",1).setValue(-1.529);
                model.getNode("door[0]/position-z-m",1).setValue(2.505);
                model.getNode("door[0]/jetway-hood-deg",1).setValue(3);
                </load>
        </nasal>
        ...
</PropertyList>
</syntaxhighlight>


[[File:Animatedjetway1.jpg|thumb|right|270px|A gate with one animated jetway; note the style, the details, and the level walking passage]]
=== Adding support in scenery ===
==== Placing jetways ====
# Launch FlightGear in your favorite aircraft, such as the [[Bluebird]].
{{note|You ''cannot'' use the [[UFO]] because its scenery editing function will interfere with the jetway editor.}}
<ol start="2">
<li>Go to {{menu item|AI|Jetway Settings}} and tick the '''Enable jetway editor''' checkbox, then click the {{button|Open Editor}} button.
[[File:Animated-jetway-editor.jpg]]
<li>With the editor enabled, click anywhere on the ground to place an animated jetway, which will flash to indicate it is selected. The jetway editor is similar to the UFO scenery model editor. You can {{key press|Alt}}+click on the terrain to move the current selected jetway. {{key press|Ctrl}}+click selects the jetway closest to the click position (the new jetway will flash to indicate it is selected). {{key press|Shift}}+click deselects the current jetway.</li>
</ol>


Simply place a <tt>Models/Airport/jetway-movable.xml</tt> wherever you want- note that the origin of the jetway models are always at the terminal rotunda of the first jetway. You can download the movable jetway models through [[TerraSync]] or from [http://scenemodels.flightgear.org/modelbrowser.php?shared=7 the Airport section of the FlightGear Scenery Database model directory] (look for "jetway-movable.xml," "jetway-movable-2.xml," or "jetway-movable-3.xml").
: The dialog is used to adjust the selected jetway. The top sliders adjust position and orientation and the bottom ones adjust the jetway itself. The offsets that the bottom sliders control can be used to model jetways that are in obscure configurations. The dropdown menus at the very bottom of the dialog control various properties of the jetway, such as the model, gate number, airline sign and door number. The following models are available:
:* Generic
:* Glass
:* [[EHAM]] gate
:* [[EHAM]] 747 gate


== For scenery modelers ==
<ol start="4">
<li>When you are finished editing your airport jetway layout, click the {{button|Export}} button. A jetway definition file will be created and written to <tt>$FG_HOME/Export/ICAO.xml</tt>, where <tt>ICAO</tt> is the ICAO code of the nearest airport. (The exact location of this file is printed to the console window.) This file should be [[FlightGear Scenery Database#Contribute|submitted to TerraSync]].</li>
</ol>


The default animated jetway design is very common throughout the world, and found in practically all major United States airports. If you wish to create your own style though (i.e. glass jetways), then the simplest method would be to retexture one of the default animated jetways and copy the contents of its XML file (but change the <tt>&lt;path&gt;</tt>, of course).
==== Auto-converting static/obsolete jetways ====
{{WIP}}


You could create an entirely different jetway model, but you must keep the object names the same, and everything in the '''exact''' same location. Copy the contents of the XML file for one of the default animated jetways (but change the <tt>&lt;path&gt;</tt>, of course).
== Future development ==
{{See also|AI Jetway Objects}}
Ryan A Young, the original developer of the animated jetway code, is planning to rewrite it as a C++ subsystem. This would bring several advantages:
* some hacks in the current [[Nasal]] code would be removed, and the system would be faster and more reliable;
* the model files could be streamlined and the jetways could be automatically placed on the ground, irrespective of the employed scenery;
* performance could be improved by letting the user decide how many jetways would be rendered;
* they could be integrated with AI traffic.<ref>{{cite web
| url    = http://sourceforge.net/p/flightgear/mailman/message/34725917/
| title  = <nowiki>[Flightgear-devel] Animated jet bridges redux</nowiki>
| author = <nowiki>Ryan A Young</nowiki>
| date  = Dec 29th, 2015
}}</ref>


= External links =
== Related content ==
* [[List stg files with non-AI jetway scenery objects]]
* [[Ramp Marshall]]
* {{forum link|title=The animated jetway project|t=8728}}


* [http://tinypic.com/player.php?v=ajul44&s=4 Video showcasing the animation]
{{Appendix}}
* [http://www.4shared.com/file/fLzcEEfI/movjetway-sets.html Package of updated -set.xml files for various aircraft]
* [http://www.flightgear.org/forums/viewtopic.php?t=8728 Development thread]


[[Category:Scenery]]
[[Category:Scenery]]
[[Category:Scenery enhancement]]
[[Category:Scenery enhancement]]

Revision as of 20:22, 12 August 2019

Animated jetways are dynamic jetway This is a link to a Wikipedia article models that connect to your aircraft when you are pulled up at a gate. FlightGear boasts the most advanced animated jetways in the flight simulator market, beating those of Microsoft Flight Simulator and X-Plane in features — a testament to the flexibility of FlightGear. This article describes how to obtain and use the jetways and interface them with aircraft and scenery.

This feature was broken for a while from end of 2016 up to 2018.2. FlightGear couldn't write the temporary model files in FG_HOME. Meanwhile this issue is solved. [1] A workaround was to use jetways.nas modified by icare38.[2]


Compatible airports and aircraft

This section lists the airports having animated jetways, as well as the aircraft and AI aircraft supporting them, as of September 2015.

The compatible airports are:

* indicates the jetways for this airport were auto-converted and do not have gate numbers.

The aircraft supporting animated jetways are:

The AI aircraft supporting animated jetways are:


Obtaining and installing

FlightGear 2.4.0 and later include the animated jetway system. Nothing extra has to be installed.

Using the jetways

  1. Start FlightGear in any compatible aircraft. Make sure to have animated jetways enabled (AI->Jetway->EnableAnimatedJetways and View->RenderingOptions->AnimatedJetways)
  2. Fly (or spawn) to any airport equipped with animated jetways. You can tell if a jetway is animated by pressing Ctrl+C; if the polygons are highlighted in yellow, then it is animated.
Note  Ensure you have the latest scenery from TerraSync so you do not get conflicts between animated and static jetways.
  1. Taxi up to an animated jetway and park near it, then click it. If your aircraft is supported and parked well enough, the jetway will extend, rotate, and connect.

An easy use case eg. is to spawn FlightGear with a 777-200 (which is supported) at KSFO parking position E60. You will see the jetway through the cockpit window. Click on it and it will start moving.

Development

Available jetway models

The generic jetway model in FGData is broken, but there is a repaired version in the TerraSync scenery repository.

Available jetway models in the object database are listed here https://scenery.flightgear.org/app.php?c=Models&a=browse&shared=21. Only some of them can be used as animated jetway. These are:

Model file Link Used at Remarks
generic.xml https://scenery.flightgear.org/app.php?c=Models&a=view&id=2211 KSFO This model might cause a collision with your aircraft if you move too close.

The number of occurences in the database probably is misleading because usages in ICAO.jetways.xml are not counted here.

Adding support in aircraft

  1. Open up the main model of your aircraft in your favorite 3D modeling software (such as Blender).
  2. Move the model around to account for any offsets you have in the main model file, then get the coordinates of the door.

Animated-jetway-tutorial.jpg

  1. Add the following code in your aircraft's -set.xml (remember to merge the tags properly):
<sim>
 <model>
  <door>
   <position-x-m type="float">X-M</position-x-m>
   <position-y-m type="float">Y-M</position-y-m>
   <position-z-m type="float">Z-M</position-z-m>
   <jetway-hood-deg type="float">HOOD-DEG</jetway-hood-deg>
  </door>
 </model>
</sim>
where X-M, Y-M, and Z-M are the X/Y/Z coordinates of the door in meters and HOOD-DEG is the jetway hood rotation amount. To specify more doors, just add more door elements.
  1. Add the following code into your XML model file to enable the jetways to connect to your aircraft over the multiplayer network:
 <nasal>
  <load>
   var model = cmdarg();
   model.getNode("door[0]/position-x-m", 1).setValue(X-M);
   model.getNode("door[0]/position-y-m", 1).setValue(Y-M);
   model.getNode("door[0]/position-z-m", 1).setValue(Z-M);
   model.getNode("door[0]/jetway-hood-deg", 1).setValue(HOOD-DEG);
  </load>
 </nasal>
Again, replace X-M, Y-M, Z-M and HOOD-DEG with their respective values. To add more doors, duplicate the last four lines of Nasal code and replace [0] with [1] or [2].

Adding support in AI aircraft

Follow the steps for regular aircraft above, but only add in the Nasal code.

Background: The model definition of AI (and MP) aircraft is not available in Nasal. So any door definition located as property inside any XML file is not available for the jetways module. For that reason AI aircraft xml files must contain an embedded piece of Nasal code for writing the door information into the AI models property tree. This is an example taken from the MD80 AI aircraft:

<?xml version="1.0"?>
<PropertyList>
        ...
        <nasal>
                <load>
                 var model = cmdarg();
                 model.getNode("door[0]/position-x-m",1).setValue(-19.241);
                 model.getNode("door[0]/position-y-m",1).setValue(-1.529);
                 model.getNode("door[0]/position-z-m",1).setValue(2.505);
                 model.getNode("door[0]/jetway-hood-deg",1).setValue(3);
                </load>
        </nasal>
        ...
</PropertyList>

Adding support in scenery

Placing jetways

  1. Launch FlightGear in your favorite aircraft, such as the Bluebird.
Note  You cannot use the UFO because its scenery editing function will interfere with the jetway editor.
  1. Go to AIJetway Settings and tick the Enable jetway editor checkbox, then click the Open Editor button. Animated-jetway-editor.jpg
  2. With the editor enabled, click anywhere on the ground to place an animated jetway, which will flash to indicate it is selected. The jetway editor is similar to the UFO scenery model editor. You can Alt+click on the terrain to move the current selected jetway. Ctrl+click selects the jetway closest to the click position (the new jetway will flash to indicate it is selected). Shift+click deselects the current jetway.
The dialog is used to adjust the selected jetway. The top sliders adjust position and orientation and the bottom ones adjust the jetway itself. The offsets that the bottom sliders control can be used to model jetways that are in obscure configurations. The dropdown menus at the very bottom of the dialog control various properties of the jetway, such as the model, gate number, airline sign and door number. The following models are available:
  1. When you are finished editing your airport jetway layout, click the Export button. A jetway definition file will be created and written to $FG_HOME/Export/ICAO.xml, where ICAO is the ICAO code of the nearest airport. (The exact location of this file is printed to the console window.) This file should be submitted to TerraSync.

Auto-converting static/obsolete jetways

WIP.png Work in progress
This article or section will be worked on in the upcoming hours or days.
See history for the latest developments.

Future development

Ryan A Young, the original developer of the animated jetway code, is planning to rewrite it as a C++ subsystem. This would bring several advantages:

  • some hacks in the current Nasal code would be removed, and the system would be faster and more reliable;
  • the model files could be streamlined and the jetways could be automatically placed on the ground, irrespective of the employed scenery;
  • performance could be improved by letting the user decide how many jetways would be rendered;
  • they could be integrated with AI traffic.[3]

Related content

References
  1. several  (Sep 20th, 2016).  AI Jetways broken in 2016.3.1 .
  2. icare38  (Feb 29th, 2017).  AI Jetways broken in 2016.3.1 .
  3. Ryan A Young (Dec 29th, 2015). [Flightgear-devel] Animated jet bridges redux.