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.

New features in release V1.1.0

Version 1.1.0 fixes several bugs and introduces the following new features:

  • Custom DirectSound engine that enables wav files to be played along animations
  • Push-To-Talk (Aircraft Radio Mike) triggered objects as found in pilot controlled lighting scenarios

Also, the in-game text-menu is now called via the key-combination “Tab + S” (S for SODE), while the old command is still supported.

The pdf Developer Guide is now replaced by a new online documentation.

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

Customization Options for Commercial Developers introduced in Version 1.0.4

Introduction of compiled custom file format in order to hide implementation details in the xml file.

For commercial developers, it is moreover possible to show a customized in-game window (bearing your company name for example), that only shows your scenery specific SimObjects as an option.

This update not needed if you are happy with 1.0.2, as it doesn’t add any other features.

Expect new features, such as Visual Docking Guidance System, in Version 1.1.0!

A first preview version of SODE released!

I am happy to announce the release of a preview version of the SimObject Display Engine. The intention is to give developers a chance to play with the module and to explore the possibilities it creates. Together with this release, an initial version of the user guide can be downloaded as well.

Furthermore, I decided to release the software as “Donationware“, meaning that it is generally free. Whereas I don’t expect any donations from freeware developers, it is highly appreciated if you use SODE in a commercial scenery. Thank you for your support!