Bug description:
The passengers, pilot and copilot when loaded in the aircraft are not following their attachment points (Pax0, Pax1, Pax2, etc.) when these move.
These attachment points can move when seats are rotated, adjusted, etc.
Repro steps:
Animate the Pilot_0, Pax0, etc. and invoke the animation inside the sim after the Pax / Pilots are attached and loaded on the aircraft.
A video demostrating this will be send via private content due to confidentiality regarding the project I am working on, which cannot be public.
I made some tests and it seems that the rotation on passengers / pilot node is not supported.
I created a ticket and I will let you know when I have some news to share.
I understand but I’m afraid I can’t do much since the ticket has already been logged and prioritized along with others. At this point, I don’t have any additional information to share.
I’ll update this topic as soon as I have some news.
In addition to the problem mentioned initially, please can you guys check why if we hide the pilot node / copilot node, the pilots remain visible?
This is a big issue for small GA planes, people like to hide the copilot, pilot on external views via our EFB options, the reason? they want to takes pictures or other reasons, we keep getting hammered by requests on this..
In MSFS 2020, we just hided the node and done.. now in 2024, we move the node and nothing happens, we hide the node and nothing happens..
Just sharing the relevant feedback from our development partner at Black Square:
The passenger visibility situation has become a source of major ire for my users. I have competing factions who desperately want character models in their cabin, and those who desperately do not. The ideal solution is controllable visibility nodes, like we had in MSFS 2020 (PILOT_0, etc…). Currently, this is not supported in MSFS 2024. Ideally, I would also like to be able to control character rotation and scaling, as this is a major regression from MSFS 2020 in my eyes. Even just 1-2°, or 1-2% scale is enough to prevent characters’ arms and legs from protruding through panels, which I feel seriously cheapens the appearance of my aircraft. This is mentioned in another thread, but requiring the nodes to be present in all model LOD’s for the characters to populate at all, should also be fixed, as this would require many hours of work for each developer, exporting and testing hundreds of LOD models, in my case.