SODE Jetways

Post Reply
qf11bd
Posts: 5

SODE Jetways

Post by qf11bd » Mon Feb 01, 2016 1:12 am

Hi guys,


Are there any future plans for implementation of SODE Jetways into your Sydney scenery? Based on what I've seen so far, they appear to be significantly improved compared to stock FSX/P3D jetway logic, and would be a great P3D alternative to AES.

Many thanks,


Brendan
stevefocus
Posts: 63

Re: SODE Jetways

Post by stevefocus » Mon Aug 15, 2016 4:13 pm

Would like SODE jetways also.
Benncpp15
Posts: 191

Re: SODE Jetways

Post by Benncpp15 » Sun Oct 02, 2016 1:07 pm

SODE causes too many problems. I hope they stick with CtrlJ.
Nzeddy
Posts: 27

Re: SODE Jetways

Post by Nzeddy » Sat Oct 08, 2016 12:43 am

Or we get an option to choose what jetways to use. SODE or Ctrl+J. Everyones happy. :D
QFA1213
Posts: 10

Re: SODE Jetways

Post by QFA1213 » Sat Oct 08, 2016 5:18 am

Benncpp15 wrote:SODE causes too many problems. I hope they stick with CtrlJ.
What problems are you referring to? I've played around with SODE a fair bit and have never had too much of an issue. Like other have said, there is so much to gain through using SODE.
qf11bd
Posts: 5

Re: SODE Jetways

Post by qf11bd » Sun Jan 01, 2017 8:24 pm

Other sceneries implementing SODE seem to be on an 'optional' basis. Would just allow for the more complex gates that are static in the scenery to be moveable (ie. the rest of T2, and gates 1,8,9,11 of T3).
stevefocus
Posts: 63

Re: SODE Jetways

Post by stevefocus » Mon Feb 20, 2017 9:12 pm

+1 for SODE
Post Reply