Erratic behavior of simobjects on collision meshes

Version: 1.0.72.0

Frequency: Consistently

Severity: Blocker

Context:
Aerosoft Mount Everest VNKL Lukla
Aerosoft Mount Everest VNPL Phaplu
Aerosoft Mount Everest YWKS Casey

Bug description:
In general simobjects don’t work anymore when they are supposed to load or move on collision meshes. Come to think of airports that are either completely set up as 3D models (all of the above, because terrain resolution doesn’t allow the features required there), airport bridges crossing highways, elevated curbsides behind airports, people at viewing terraces in rooftops, animated people within terminals… This will mess up many addons.

Repro steps:
Loading either of above mentioned addons you will encounter the following:

Simobjects Type “Ground Vehicle” (connected to SPB script that lets them follow a path):
Not working on collision meshes at all. They won’t even follow a ramp onto the collision mesh when coming from “real terrain”.

Simobjects type “AI aircraft”
Not working on collision meshes at all.

Simobjects Type “Animal” and “Human”:
Seem to have similar behaviors. Generally they can follow a ramp onto a collision mesh IF they are moving through a SPB script but but they are - sometimes not, sometimes yes - loaded on top of a collision mesh when static (=loaded through XML placement).

Attachments:
Aerosoft EDDB Berlin airport curbside, “GroundVehicle” can’t follow elevated curbside:

Aerosoft VNLK Lukla, XML placed “Human” not loading on top of collision mesh (in another instance she does load there):

Aerosoft EGAR Rothera, snowmobiles (type=groundvehicle) sinking into collision mesh to the right:

Aerosoft VNPL Phaplu, tuktuk (type=groundvehicle) sinking into collision mesh to the right:

Aerosoft VNLK Lukla, type=animal properly following collision mesh (however, only after getting up there through a ramp)

1 Like

Any news on this one? Having simobjects not working on collision meshes will be a huge problem for so many scenarios. Oil rigs, elevated airport curbsides, taxiway bridges etc…

Confirming the same collision mesh issue. With our Humber Bridge add-on, there are several custom ground vehicles following waypoints in WorldScripts, which cross the bridge deck (collision mesh).
This behaves normally in FS2020, but a direct test of the same package in 2024 results in the collision mesh being ignored.

The mesh IS detected with camera collision enabled, and also detected by the player aircraft.

Just checked it in the latest 1.0.84.0 release. Nothing seems to have changed, simobjects on collision meshes are still not working as expected. :frowning:

Still the same in 1.0.88.0

Still confirmed in release version 1.1.7.0.

Also seems to affect default airports: