Good morning/evening/night/day, sir or madam
I have a little bug with the parking lots, which I am sure you know about...
general:5:......\flightgear\src\Main\positioninit.cxx:202:Airport OMDBdoes not appear to have parking information available
Not quite sure what this means.
I am using a custom scenery, and the file OMDB.groundnet.xml does exist.
I noticed this an hour ago at SVMI, again with my custom scenery.... and again, SVMI.groundnet.xml does exist.
Please contact me at legoboyvdlpATgmail.com for any more details.
I'm sure you know about this, but maybe not!
Cheers
Jonathan
PS I am on Windows 7...
I can also report the same problem with parking positions using standard scenery in FG 3.7 on
Kubuntu 14.04
specs:
http://postimg.org/image/umagluwvj/
Last edit: benjamin bish 2016-01-03
Yep, this seems to happen with me as well.
Windows 10
FG 2016.1.1
in the qt5 launcher the parking positions seems to come up. But when you select them and try to load I get the same message for KELM in console output and fgfs.log
I was having the same problem, and was able to fix as follow:
in src/Main/main.cxx line 251, flightgear::initPosition() seems to be called too early (before services are initialized?)
I moved it to just after line 296 (idle_state = 900;) and it seems to work...
I can report that this problem still exists in 2016.3.0 as of 8 June 2016. I start FG from the command line and request a parking location with the --parkpos=GATE option. I tested using parking locations I have used many times in the past at KOAK, VHXX, KSFO, and EDDK.
I'm running FG on Ubuntu 14.04, compiled from source today.
I am running FG 2016.2
On looking at the log after running in debug mode it appears that the groundnet.xml file is being read AFTER attempting to locate parking.
I have atteched the log.
I too am having problems with the parking positions. It seems most of my old ones work but anything new gets nuked out.
I can't remember seeing this bug in the last 1-2 years, so it might have
been fixed somewhere along the line.
Florent made some improvements here, and I fixed some bugs, but I am not certain it's really fixed, since I was never able to reproduce the non-working setups.