The provided SAM Library contains different pre-animated objects to be used within your custom scenery. You can easily implement them without the full background knowledge. There is a tutorial showing the implementation as well.


To make the SAM Library visible in the World Editor please follow the installation for developers.


Add Jetways

You will find the library jetways in the World Editor Library tab in the SAM3_Library/jetways/ directive. The numbers in the file names describe the height above ground of the jetways floor. Depending on the height of the building you want to connect the jetway to select an object and place it in your scenery like every other object. Rotate the object to match the entrance/bridge with your terminal. Make sure that you rotate them clockwise so that the heading matches the real heading and is positive. In certain situations it is turned incorrectly to a negative value (like -90 instead of 270 degrees). In that case the animation won't work. Once all jetways have been placed export the scenery and load it in you X-Plane 11 flight simulator. Your jetways should now be visible in your custom scenery. To animate the jetways open the Authoring Tool (jetway tab). You will see a list of coordinates of your jetway objects.


First choose the specific jetway you want to animate. You could either look up the coordinate of the jetway in your World Editor or you simply open the Test Arrangement dropdown in the Authoring Tool. You will see different test sliders. By moving them around you can drive the associated animation. Click and slide through all shown coordinates until you found the jetway object you were looking for.


The jetway will be automatically configured by SAM on the fly depending on its dimensions. In the Arrangement tab you can see the minimum and maximum animation values. If you like to set a specific initial position for your selected jetway you can just move the sliders around and save the jetway with a custom label.


Add Marshaller

You can integrate a Marshaller to every parking position no matter if they use a jetway or not. Place the relevant object from the dockings directory in the SAM3 Library. There are no requirements in terms of range or angle to the parking position. To activate the objects open the Authoring tool (Docking Points tab). You will see a list of coordinates of your objects. You have to define a parking position for each so the easiest way is to load a flight / move the aircraft at each spot and simply click Copy Aircraft Location.

 

Furthermore you have to set a unique ID (like marshaller 01) and save it into the corresponding scenery.


Note: The marshaller will only be visible when either the aircraft is moving or you override the

animation in the Test Animations tab. In the Dev Mode tab in settings you can also activate to show the marshaller even when the aircraft engines are on.


Since SAM3 we have a useful tool to auto configure docking objects which is extremly usefull, especially on big airports. In the Visual Docking Guidance dropdown select "Automatically configure docking guidance instances. Here is the workflow:


  1. Select your scenery
  2. Start auto-config
  3. Check the result:

            3.1 If no docking object is left, you're done

            3.2 If objects are left slightly increase the detection values above and start from 2. again

            3.3 If you have duplicates clear all dockings via the top bottom, reduce the detection values and start from 2. again



Add VDGS

You can integrate a Visual Docking Guidance System to every parking position no matter if they use a jetway or not. Place the relevant object from the VDGS directory in the SAM3 Library. Since SAM3 there is no custom configuration required (like with marshallers). The VDGS object will react to the closest parking position defined in WED.


You can force a parking position to use the closest VDGS even if it's not the closest like when you have 2 positions next to each other. Place a VDGS marker fomr SAM3 Library on the farther position and it will automatically reference the next VDGS display, even if that actually only responds to the nearer position. With this method you can make use of the same VDGS on different parking spots.


Add other library objects

All other library objects contain individual animations which have to be set up with specific values. To use an object simply place it with WED in your custom scenery. Once all SAM objects have been placed export the scenery and load it in you X-Plane 11 flight simulator. Your SAM library objects should now be visible in your custom scenery.


Check the list Objects Overview down below and see which dataref is beeing used by the object. Then go to the Authoring Tool (Dataref tab) and open the relevant dataref. You should see the coordinates of your placed object.


Enter a Name for the specific object, for example „Hangar 1“. If it is a user controlled animation the button in the user menu will use this name. Otherwise you will only see the name in the authoring tool.

If you want to test the animation simply click Toggle Now.


Important note: You can place the same library object multiple times. They can use the same dataref but individually animated. Just keep in mind to change the button name accordingly.