Bug description: After removing the chocks or entering the aircraft the pins are still showing. All my covers that i created work as expected. These pins hide once I click the cover to be removed. The difference is the cover mesh are separate attachments models and the chocks and door handle are part of the airframe attachment. The navigation_graph_preflight.cfg is in the common folder and does not seems to be the issue.
Also all the pins are part of the airframe attachment and again I do not think this is a factor.
So to me the issue is that since the chocks and the door handle and code are in the main airframe attachments it causes the pins to never hide.
I’m not sure to understand what you mean by “After removing the chocks or entering the aircraft the pins are still showing”
Do you have pins displayed in cockpit view ?
Can you please share your preflight navigation graph?
Can you show the behavior component created for your chocks?
I gave another look at this issue since you provided your package for another bug report.
When testing this, the pins associated to chocks disappeared when I clicked them for the preflight. Did you change anything since your reported the issue?
For the main door, the animation is playing but we do not enter the aircraft, which seems caused by the L:1:ENTER_AIRCRAFT variable not being set to 1 on the interaction.
You have to click the open area inside the door to enter. The enter and exit hidden mesh becomes active when the door is fully open. We do this because we have a very realistic door operation and so from interior or exterior we allow the user to operate the door. The interior is a learning curve to close as there is a motor switch on the bottom step to allow the pin to align to close the upper latch. Having this extra step just allows the user to operate without entering or exiting.
You’re right it now hides. Wonder how that got fixed. Tooltips for the front strut and tire ignore I changed the contact point name to be consistent for the wear and tear DA62 sample. So I fixed this today.
For the door pin I am not sure why I mentioned it as it seems normal operation as there is no need for it to hide until you enter.
P.S. Once you enter you are in the pilot seat. If you move to the door location inside then exit and re enter you enter back into where you exited. I consider this pretty cool behavior. The only downside if you do not the first time but most customers would be very confused if this did happen. And they may not know how to get around with keys inside. So i think this worked out good the way it is.
I have a question non related. I made a SimObject fuel truck that is static for real world refueling time since the default is only a quick refuel since the ATC fuel truck leaves after a short time. Be great if in the future we can tell the truck to stay when we force it!
“From what I’ve been told: a separate SimObject in the same aircraft package (e.g., a static fuel truck) can’t see the aircraft’s custom L:vars, and A: simvars aren’t a cross-object data channel. To drive the truck from the airplane we need a bridge—SimConnect client data from an in-process WASM gauge (Xbox-safe); is there any other officially supported way to pass state between SimObjects without an external EXE?”
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