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Everything posted by yakyak

  1. Tromso and Svalbard do not use SODE. Nick
  2. Couldn't agree more with you Ray. Jeffrey is very helpful and responsive. Any small problems I've found with SODE so far has been due its implementation in a scenery, rather than from SODE itself. Nick
  3. EETN LIRF HTKJ TNCB LOWL LOWS ULLI UWGG LBWN To name just a few. Other will be able to add to the list I'm sure. Nick
  4. Hi James. Did you copy the .xml file as well. You must copy both the folder from Simobjects and the .xml file from the SODE directory. Anyway, there is a new installer from AS which has SODE v1.3 compatability. Best of luck. Nick
  5. Hi Dom. The correct path for v1.3.1 is Program Files (x86). Since v1.3.0 it has changed to that location from the FSX root directory. There will also be files placed in Program Data. During my installation, SODE automatically selected this location. Best of luck. Nick
  6. Hi James. Really happy that it's now working for you. I'm not at my PC right now but I'm pretty sure that LOWL only uses SODE for environmental effects. You will therefore not have any options using TAB S. Nick
  7. Hi James. I think you have some problems with the folders you are looking at. I'm not sure of your skill level regarding the Windows folder structure but those files you mention, such as the SimObjectAnimationModule.dll, SimObjectDisplayEngine.exe and SODEPlatformManager.exe should not be located in the directory ProgramData\12bPilot\SODE. They should be located in the directory Program Files (x86)\12bPilot\SODE. The data folder you spoke of earlier should also be in that directory. This may very well be the reason for all of your problems. In order for this to work you must be very careful and follow the instructions. Perhaps you know someone who is experienced with Windows that can assist you in person using the instructions I've listed previously. Good luck. Nick
  8. Just for the sake of accuracy the following step is partially incorrect in the last file path mentioned. 6 - Copy and paste the folders (and the files inside) HTKJ, SODE_TNCB, and UWGG from Microsoft Games\Microsoft Flight Simulator X\SimObjects\Misc to the folder ProgramData\12bPilot\SimObjects The correct file path should be - ProgramData\12bPilot\SODE\SimObjects Nick
  9. Hi James, I was resisting having to do a step by step but here goes. In order to get those sceneries working in v1.3.1 you need to do the following. First of all make sure that you work on copies of the dll.xml and exe.xml files so you can easily get them back if you make a mistake. 1 - Disable SODE v1.2.x by going to the following directory, Users\YOURNAME\AppData\Roaming\Microsoft\FSX. 2 - Disabling the SODE animation module. In the dll.xml file you must comment <Disabled>True</Disabled> in the entry that refers to v1.2x installation. It is the text block which has the entry <Path>C:\FS\Microsoft Games\Microsoft Flight Simulator X\Sode\SimObjectAnimationModule.dll</Path>. Do not edit the text block which has the entry <Path>C:\Program Files (x86)\12bPilot\SODE\SimObjectAnimationModule.dll</Path>, this one is for SODE v1.3.1 3 - Disabling SimObjectDisplayEngine.exe. In the exe.xml file you must comment <Disabled>True</Disabled> in the entry that refers to v1.2x installation. It is the text block which has the entry <Path>C:\FS\Microsoft Games\Microsoft Flight Simulator X\SODE\SimObjectDisplayEngine.exe</Path>. Do not edit the text block which has the entry <Path>C:\Program Files (x86)\12bPilot\SODE\SimObjectDisplayEngine.exe</Path>, this one is for SODE v1.3.1 4 - SODE v1.2.x is now disabled. 5 - Copy and paste the files HTKJ_L.xml, TNCB_SODE.xml and UWGG.xml from the folder Microsoft Games\Microsoft Flight Simulator X\SODE\xml to the folder ProgramData\12bPilot\SODE\xml 6 - Copy and paste the folders (and the files inside) HTKJ, SODE_TNCB, and UWGG from Microsoft Games\Microsoft Flight Simulator X\SimObjects\Misc to the folder ProgramData\12bPilot\SimObjects 7 - Enable SODE v1.3.1 via the Platform Manager. That's all you need to do. Remember that both versions of SODE should not be run at the same time. Also remember that with UWGG and HTKJ, using the Tab+S command will have no effect as SODE is not used to control animations, only environmental effects . This is not the case with TNCB as it is also used to control the PAPI as well as environmental effects. You will also note that there is an error there, the runways are mixed up when you select Tab+S. All you need to do there is correct the entries in the TNCB_SODE.xml file. I can also help you with that if necessary. Please note that I'm not the developer of either SODE or the sceneries in question, I do not work for Aerosoft or any other related company. These steps are a description of the actions I have taken to successfully use those sceneries and others in SODE v1.3.1, which I personally think is a great product. Good luck!!!! I hope this helps you out. Nick
  10. Hi Rob, Yep...that's the one. I have left v1.2x installed as I still use LIRF which has not yet been recompiled to use the animated jetways in v1.31. I simply disable v1.2x via the dll.exe and xml.exe when I'm not using LIRF. Also remember that you should not have both versions running at the same time. Additionally I use TNCB, HTKJ and UWGG with no problems in v1.31 even though they were compiled using v1.2x or earlier. These don't make use of animated jetways. I use FSX and can't comment on how this will work in P3D. Also not sure about GSX as I don't use that either. Nick
  11. Update...It is available on Jeffries site, just checked. Nick
  12. I got the link from the DD site. Not sure if it's up on Jeffries site, I haven't checked. Also not not sue on the Virtuali question. Nick
  13. Hi James. Make sure that the entries in the dll.xml and exe.xml for SODE V1.2x are disabled and that SODE V1.3x is enabled. You will have problems if both versions are enabled at the same time. Nick
  14. Just FYI, I can confirm for you that on my setup HTKJ, TNCB and UWGG All work perfectly under SODE V1.3.1. You just need to move the related files from the old SODE V1.2 X directory to the new SODE V1.3x directory. Nick
  15. Thanks for you input. I agree that some people have had various problems with the implementation of SODE in recent times and I also agree and take your point that we are paying developers that use SODE in their sceneries. My point was that Jeffrey cannot be held to account for how other developers use the tool he created. I also like your idea of having the option to either use or not use the animated jetway part of SODE, noting it is the only part of that add on which had suffered from the move to the new version. I'll bow out of the conversation at this point as I'm sure the moderators have given me enough latitude. Thanks again for your input. Nick
  16. I think that Jeffrey can't be blamed for how developers use his product. It's useful to note again that the product is also free for developers to use. If it was a paid product the expectation would certainly be much different. I personally use SODE V1.22 and SODE V1.3 with no problems, although using them both at the same time is problematic if you wish to use the animated jetways while both versions are running. This has been discussed above. Additionally I appreciate Jeffrey's input to these posts concerning SODE, remembering it is a free product. Please keep up the good work Jeffrey, hopefully this is a momentary bump in the SODE evolution. Nick
  17. Just edited my exe.xml and dll.xml files and it works well. A good work around. Nick
  18. That's good information for me Chris. I was worried that 1.3 would remove the jetways altogether, rather than just stopping them from moving. I don't find this feature very appealing (but do like to see them) so I couldn't care less if they moved or not. I might just take the plunge and buy LOWS as I have been holding off. Nick
  19. I think you are correct, it would only apply to those sceneries that are using SODE for jetway control and that were compiled using 1.2. I assume those that were compiled using 1.3, such as LOWS, do not suffer from the micro pauses even when running in parallel. I could be wrong though. Nick
  20. Excellent outcome. I hadn't even considered running both versions of SODE in parallel. Seems obvious now that you have done it. Thanks for continuing the thread. Although the the Aerosoft sceneries may be updated soon, the DD airports may take a little longer and this might be a solution in the medium term. Nick
  21. If its version 1.3 then it will break all of the previous sceneries that use SODE jetways as they haven't yet been recompiled. Certainly the DD ones haven't and I don't think LIRF has either. Nick
  22. Thanks very much. As always, Appreciate your reply. Nick
  23. Can anyone let me know know if it's only the moving jetway implementation that is not backwardly compatible from 1.21 to 1.3. I have a few airports such as HTKJ and ULLI which use SODE but haven't implemented their moving jetways. Obviously the guy who does EETN etc will need to change his airports as well. Nick
  24. You should also add HTKJ and a number of others to that list. Although the animated jetway feature is not used for all of them. Nick
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