SODE V1.6.6 available – Notice to airmen 18FEB20

18FEB20: The AI detection code is working again. Please uninstall SODE V1.6.6 first (through Windows Apps&Features) and then download the new installer from this site and install as per usual.

16FEB20: There is an issue in the AI detection code which renders the AI detection inoperative. Expect a fix coming Tuesday, which will require you to re-download and re-install V1.6.6. I am sorry for the inconvenience.

This SODE release is meant to be a maintenance release only and fixes a couple of smaller bugs but doesn’t add new features.

Thanks to those who have reported the bugs and helped me trace them down.

Change log is updated: changelog.


SODE 1.6.5 released

This SODE release incorporates a completely rewritten AI aircraft to jetway interface. In the past, this interface was prone to timing issues between internal parts of SODE; These timing issues could lead to a complete crash of SODE and the simulator (CTD). Now, a time-independent signalling protocol is used which should solve this issue.

Also, a couple of smaller bugs have been fixed as well.

Have a look at the change log if you want more information: changelog.

SODE V1.6.4 is out!

This release irons out a couple of bugs reported by you, the users. As always, thanks for your reports and your patience while I was trying to fix them. Most of them dealt with missing objects and one of the reported bugs resulted in a re-write of the “heart” of SODE, the object injection loop. I think this iteration of this loop is safe for release now and I’m confident that all objects are now loaded correctly.

The jetway control system also got some upgrades based on user feedback: a completely new way of jetway movement when the angle between the jetway and the aircraft fuselage is somewhat “shallow”. In the past, the jetway would “scrape” along the fuselage as it extended the bridge. Now, the jetway will rotate towards the door as the final step. This works for both user and AI aircraft.

To support add-on aircraft with custom variables for the parking brake and/or beacon states (as used for the automatic jetway triggering based on aircraft system states), SODE now has an interface that is able to query those variables from the aircraft. At the moment, the FSLabs A32X is supported that way.

As always, further clean-up/refactoring of the source code was done to make future development easier.

See the change log for more details: changelog.

Season’s greetings!


SODE V1.6.3 released!

Important for GSX users: The latest live update of GSX has somewhat broken its support for SODE V1.6.2. You need to install the newly released SODE V1.6.3.


This SODE release adds the automatic jetway docking resolving feature.
Using this feature, SODE tries to solve the assignment of single or multiple jetways to the available aircraft doors. There is no need for the user anymore to manually assign each jetway to a door.
If successful, SODE will then trigger the jetways sequentially.
To trigger this automatic docking, there are two ways:

  • Manual: Via the SODE text-menu
  • Automatic: Based on aircraft state variables. For docking the parking brake must be set, all engines off and beacon off. For undocking, only the beacon needs to be turned on.

The automatic mode is intended for SimCockpit builders that don’t want to have to use a text-menu or don’t want to use keyboard strokes.
To enable the automatic docking of jetways based on aircraft state, you have to turn this feature on in the SODEPlatformManager -> Settings. Per default, it is set to off.

The other hugely improved feature is the AI aircraft jetway detection, supporting multiple doors and multiple jetways.


Of course, many bugfixes and improvements are also a part of this release. See the change log for more details: changelog.


Thank you to all the various beta testers that have found the time to report back issues and supported me in fixing the bugs.

SODE V1.6.3 needs some beta testing…

Hi all,

For SODE V1.6.3, there has been a major overhaul concerning the jetway control handling. All this was needed to enable the automatic docking of jetways to both user and AI aircraft.

Given the large impact if something is not working as intended, I need some brave people to beta test this version before public release. See this post here on fsdeveloper for download links and instructions:

Important: This beta version is *NOT* intended for use in products to be released to the public! Please wait for the official V1.6.3 release!


Thank you for your help and please report any issues either in the forum thread or here in the SODE support forum.


SODE V1.6.2 available

Update: I want to apologize for the quick succession of micro updates. The new model existance checking revealed a couple of bugs that need to be fixed. With the release of V1.6.2 I am confident that this newly introduced mechanism is now working as intended.

It’s been a long time since the last SODE update, but work has continued in the background.

The focus was set to improve stability and polish some minor details. Of course, fixing bugs is always a task…

Stability and performance

To improve stability, I had to re-think the entire process of handling SimObject injections into the sim. While SimConnect still offers the same simple object injection method, the art is in how one uses that method to achieve the desired functionality like conditional display, etc.

In the past, SODE would just throw in all objects it found in a certain radius into the simulator. While this works perfectly for smaller airports with few SimObjects, larger projects with hundreds of SimObjects (jetways) could saturate the simulator’s SimConnect server and this would result in a stutter until all objects are loaded.

Now, SODE injects its objects in chunks with small delays in between. This way, SimConnect and the sim remain responsive.


Also, another source of stuttering was eliminated when the simulator was not able to find the requested SimObject on your harddrive. A missing SimObject is not the fault of SODE, it is an issue coming from installers forgetting to install the SimObjects properly or uninstallers forgetting to remove the controlling xml file but correctly removing the SimObjects. Both cases lead to a controlling xml requesting to inject a SimObject that does not exist! The simulator is trying hard to find the requested SimObject and this results in massive stutters for each object requested!

In this version, SODE checks during initialization if each and every SimObject (i.e. the MDL file belonging to a SimTitle) is actually accessible on your disk! If the MDL file is not present, SODE will internally replace that with a “red cross” object to indicate the missing object(s) to the user. Now that the simulator is able to load a model anyway, the stutter will not occur!


Another mechanism to enhance performance is the addition of cutting-off injections when the user aircraft is above 18’000ft. Cruising above a heavy SODE jetway populated airport will not affect performance anymore.

New features

This version introduces an automatic selection of your parking stand. When you have set the parking brakes and call up the SODE menu (Tab+S ), SODE tries to figure out the parking spot you are at and automatically selects it. So you can directly operate the jetways from there.


Speaking of the Tab+S keystroke…there were many support questions when users failed to operate SODE jetways at Drzewiecki Design airports because they tried to use Tab+S. As stated in their manual, DD airports use a custom key combination “SHIFT+D” to operate their jetways.

In hindsight, I found this confusing and have now changed the logic internally so that you can use Tab+S also for their airports. Also, SHIFT+D will work on non-Drzewiecki Design airport as well if you are used to that combo…Any valid key combo will work now!


That’s it for the main improvements, more details can be seen in the extensive change log: changelog.


Best regards,


SODE goes 64-bit! V1.5.3 is available

Update 21JUN17: V1.5.3 should fix all the P3D registration problems and fixes a bug in the object injection loop.

This version supports all the previous sims as well as the new Prepar3D v4.

The way how SODE is integrated in P3D v3 and v4 has been changed to leverage the native ‘add-on.xml’ mechanism of P3D. This ensures that none of the exe.xml, dll.xml and simobject.cfg files are touched! This step should make the SODE install much more robust since it is now in its own ‘sandbox’.

Besides the usual bugfixes a method has been introduced to define sim-specific models in the placement xml. This enables the developer to have all legacy sims still supported while for the new sims, he can take advantage of the latest SDK features in their models. The xml syntax for this new feature is described here: <TargetSim>


Also, the SODE-to-GSX API has been refined and enhanced to enable new features concerning dynamic jetways in GSX. Stay tuned!


At this point, I want to thank you for your continued support and for your donations.

For a detailed listing of the changes, have a look at the changelog.


SODE and Prepar3D v4

I am happy to announce that SODE is working with version 4 of Prepar3d. The SimObjectAnimationModule.dll was ported to 64-bit and a mechanism has been introduced to support simulator specific models, e.g. you can have a scenery object that was compiled using the latest P3D v4 SDK only be loaded by SODE when P3D v4 is launched.

More on this and all the other fixes and improvements hopefully next week.

SODE V1.4.2: Enhancements, bug fixes and better Platform Manager utility

Lots of work was put into the code since the last update. I have finally found a solution to a long standing, annoying bug when using the (secret) AI Traffic detection feature for the jetways. Now I can announce that optional feature to the public 🙂 It is disabled by default, but you can turn it on if you wish via the new “Settings” window in the Platform Manager.

Speaking of the platform manager, I have tried to make that utility more stable and I am happy with the results now. Nearly all SODE issues reported lately are linked to a incorrect/incomplete installation or configuration of the various exe.xml, dll.xml and fsx.cfg/simobjects.cfg files and not about the SODE module itself. The platform manager will indicate now if such misconfigurations exist for the simulator and will offer a repair function if it can fix those by itself. The SODE.log was extended to store more debug information.

Also, I got rid of the “SHIFT+MINUS” secondary command key by default. By now, everyone should be used to “Tab+S”. If you still need to have a secondary key combination for some reason, you can set that via the new Settings window in the platform manager.

The SODE module itself has got two major enhancements concerning the jetway system. These additions (such as dynamic gate numbers on the jetway) will be featured in upcoming commercial airport packages.

Another new thing is the support of stairs for the T-Type jetway, updated scripts that handle those are also available (Jetway SDK V1.6).

In the downloads section of this site, you will also find the updated User Guide with a 3-step troubleshooting checklist included if you should run into problems…

For a detailed listing of the changes, have a look at the changelog.