V1.4.1 paves the way for VDGS Pack

V1.4.1 is a service release and addresses a couple of minor bugs.

Behind the curtains, the VDGS logic has been updated and enhanced to support the new jetway N and T types. The code is now ready to drive the upcoming VDGS Pack models.


If you have installed V1.4.0 before, you can just run the V1.4.1 installer on top of it without uninstalling the previous version. The new installer will automatically uninstall any old versions.

As always, a complete listing of the changes can be found in the changelog.

SODE Jetway SDK v1.5 released!

With the release of SODE V1.4.0, two new jetway types are supported. For the developers to build these new types, the SDK had to be updated:

  • SDK Manual completely revised (clean-up and new images) and sections about the two new types are added
  • New scripts to build all three jetway types!
  • Sample models for the two new types included in gmax and 3dsmax file formats

Note: The modeldef.xml has not changed with this SDK release. You can still use the “old” one from V1.4 (the one with the Wheel-Spin animation defined)


V1.4.0 adds two new Jetway types!

This release has been tested with the new Prepar3D v3.4 for compatibility.

V1.4.0 now supports two new jetway types (fixed leg and T-shaped bridge), see them in action here https://youtu.be/uPhzJ2R3RxM and here https://www.youtube.com/watch?v=sUG19dF7uaw. I still need to finalize the SDK scripts for the scenery developers.

Through a collaboration, I have been able to create some fixed leg type jetways for a upcoming commercial scenery and they work nicely. Also, the new types are supported by GSX (same protocol as for “standard” jetways).

Thanks to various user reports/feedback, a couple of bugs could be solved including the jetway head rotation bug that has survived throughout several SODE versions! Thanks for reporting and your continued support!

A complete listing of all changes can be found in the changelog.


Commercial developers: If you don’t have the man-power to implement SODE jetways into your sceneries yourself, I am open to offer my jetway creation service to you. I have collaborated already with various payware scenery developers and several airports with SODE jetways were released already.

I have developed a workflow that enables me to create SODE jetways for all platforms relatively fast.

If you are interested, leave a message via the e-mail address found here: Contact.



V1.3.4: Minor enhancements and a couple of bugs fixed

This release finally handles the detection of FSX:Steam Edition correctly in both single and parallel installation setups.

For developers, this version adds the already introduced “IgnoreFilterRadius” flag also to triggerable animations. Also belonging to the animation system, two additional part visibility flags are added that signal the end state of the forward and reverse running triggered animation.

For more detail about the minor fixes, refer to the Change Log. Also note that I have fixed a bug in the Jetway SDK creator script (see post below).


Outlook: I will now concentrate on adding “non-standard” jetway types, i.e. those with fixed legs and T-shaped structures.

Jetway SDK 1.3 Correction

If you have downloaded the V1.3 of the Jetway SDK and you are using gmax to build the model, please re-download the SDK, because it contained the wrong script files. This is now corrected and included in the SDK package and the wheels should now be animated.

[EDIT] July 6, 2016: I have fixed another issue with the stair angle calculation. Please recompile your jetway model with the latest scripts.

V1.3.3 adds new features for developers

This release mainly adds/improves developer related features. The most prominent one is the support of jetway wheel animation. In order to make use of spinning jetway wheels, the developer has to compile the model with the updated Jetway SDK V1.3 scripts. However, older models will just work as before.

For the end-user’s convenience, the text-menu can be closed by hitting TAB+S again.

For more detailed info, see the change log.


Last but not least, I would also like to thank all the people who have donated so far! 🙂

V1.3.2 improves the SODEPlatformManager.exe

This release introduces a better SODEPlatformManager.exe and a more robust SODE installer:

  • Platform Manager is now able to detect old (V1.2.X and older) installs in the simulator’s root folder. If a previous version is detected, the Platform Manager will remove the respective entries automatically from dll.xml and exe.xml. This ensures that an old SODE version is not loaded by the simulator any longer! Note that the old SODE executable files will still reside in the root folder and would have to be manually deleted.
  • Also, the editing of fsx.cfg and simobjects.cfg has been improved and is much more robust.
  • The Platform Manager is compiled to run as administrator (elevated priviledges) to ensure that registration and activation of SODE is ensured for Prepar3D v3. No need anymore to run it as administrator manually.
  • The installer has been improved to handle the elevated priviledges of the Platform Manager during install and uninstall.
  • SODE: Fixed a program crash concerning AI Detection

As always, please uninstall any previous versions (V1.3.1 and older) before running the V1.3.2 installer.

V1.3.1: Minor bug fixes, GSX interface and introduction of custom exit data for aircraft add-ons

This version fixes a couple of minor bugs, including the one where the last SimObject of a group is not displayed in the text-menu. Also, some internal changes were made on the Jetway swapping algorithm to make the model swapping barely noticable to the end user.

Moreover, this version is the first public release that includes the initial version of the application programming interface API for GSX. Thanks to this API, GSX is able to communicate with SODE. This enables GSX to control SODE compliant jetways through their GSX menu or automatic routines. SODE in turn benefits from the large aircraft door database of GSX! SODE receives door data from GSX and can use them to position the jetway. You’ll be able to try all this out once GSX is updated.

For users without GSX, I have added an own door database of aircraft exits. In other words, you are not anymore required to edit aircraft.cfg files, SODE will use its own database and falls back to the aircraft.cfg if the aircraft is not (yet) supported by the custom database. This database is meant to be extended for future versions, so if your aircraft is not on the list, make a post in the forum.

The database file resides in C:\ProgramData\12bPilot\SODE\AircraftExits.ini if you want to have a look. The entries are in the same format as for the aircraft.cfg.


V1.3 Released for all Simulator Platforms!

With this release, major structural changes have been incorporated following the proposal of Lockheed Martin to install add-on content outside of the simulator’s root folder (see P3Dv3 Add-On SDK).

I decided to follow this for all simulators with the benefit that one single SODE installation will serve all platforms together! So no more individual installers copying the identical content to different places on your hard drive.

This makes everything much cleaner and easier to maintain.

Downside of this structural change is that already installed add-ons using SODE must update their content (folder structure) to make it compatible with the new SODE V1.3.

Also, the Jetway Control System has undergone a major change that all existing SODE Jetways must be recompiled using the new scripts in order to work with SODE V1.3. On the other hand, with the new logic, the annoying “pause-command issue” is gone! 🙂

Furthermore, SODE does not allow multiple instances of itself running at the same time, so no more multiple SODE processes in the process explorer!

All in all, this is a big release, but I hope it will make the usage far easier for the future.

Stability improvements and new features in V1.2.1

V1.2.1 improves the stability with the SimConnect server communications. Also, two new features are introduced:

  1. The in-game text-menu now sorts the SimObjects based on their distance to the user-aircraft
  2. Customizable Settings can be edited in the SimObjectDisplayEngine.ini, including an option to map a custom key-stroke for the in-game text-menu triggering.

For more details, see the Change Log section in the online documentation.