GSX Manual
GSX Manual
GSX Manual
Couatl engine™ is based on the Python programming language, Copyright (c) 2001-2008 Python Software Foundation and
includes code from the wxWindows Library, Copyright (c) 1998-2005 Julian Smart, Robert Roebling et al.
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System Requirements
In order to run GSX without any problems your system will have to meet the following minimum requirements:
Technical Support
Support for this product is provided on the forum: http://www.fsdreamteam.com/forum
We have found that the most efficient way to provide customer assistance is through the forum, because a solution to an issue posted in public could benefit many users at
time. For this reason, all questions should be posted on the forum. Please DO NOT send messages via email requesting question about use of the product or submit bugs. You
should email support only in case you need a reactivation. The forum is also open for general discussions so feel free to post any request, suggestion or comment. You can
read all messages on the forum; however you must register as a user to post messages.
We suggest you install our products on fully updated Operating Systems. If you are experiencing problems during the installation or the activation, ensure you have all the
Windows hot fixes and updates before contacting Technical Support.
Information related to the product activation are included in the file “fsdt_Install_Guide.pdf” found in the destination folder of this product, after installation. Please read
it carefully before contacting Technical Support and in case you have to contact VIRTUALI please provide the following information: order number for online versions, serial
number and full name/address for CD versions.
Installation
Installation is entirely automatic. The installer will detect your Flight Simulator installation folder automatically, and will copy the files at the correct locations without any user
intervention needed. The Addon Manager module, needed in order to be able to use and Buy the product, will be installed as a submenu under the “Addons” menu in FSX. If
you already have this module coming with other products, the installer will automatically check its version, and will always install the newer one. In case you find any incom-
patibility between other product using the Addon Manager, please ensure you are using updated versions of these products.
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After Install - the Addon Manager module After Install - the Couatl™ Engine module
When you launch Flight Simulator for the first time in FSX, there will be a request to GSX includes a new external executable module, based on the Python programming
trust a newly installed module, the Addon Manager, needed by the scenery to work. language, that will allow a great amount of interaction between the user and FSX.
There will be two dialog boxes, one generated by Windows, the other by FSX itself. This module is called “Couatl Engine”. The name comes from the ancient Quetzalcoatl
Aztec god, which is a creature half serpent, half bird. Basically, a “Flying Snake”, which
The Windows-generated dialog box looks like this: ( or slightly differently, depending we find it quite fitting for a Python engine running in a Flight Simulator...Couatl engine
on your Windows language ) will be used in all our present and future products.
To use these new features, you need to allow the Couatl engine to run, in a similar
way as the Addon Manager.
Indicating the module “Addon Manager for FSX” is Digitally signed by VIRTUALI s.a.s.,
so it’s safe to assume is the original one and it hasn’t been tampered or corrupted. You
should allow Windows to execute the module, otherwise the scenery will not run. If
you click the “More Options” arrows, you can allow any software signed by “VIRTUALI
s.a.s” to be automatically trusted. This way, subsequent updates coming from VIRTUALI You should allow Windows to execute the module, otherwise the additional interactive
will be automatically executed without requesting confirmation. scenery features will not run.
After having allowed Windows to trust the module, another similar dialog, this time Then, the FSX trust confirmation:
coming from FSX will appear:
You should select “Yes” to allow FSX to trust this module. If you select “No”, the module
You should select “Yes” to allow FSX to trust this module. If you select “No”, the module will run, but this request will be repeated each time you start FSX
will run, but this request will be repeated each time you start FSX
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If you are outside of one of the Trial Areas when the product is in Trial mode, this menu
will appear, allowing to jump directly to one of the Trial Areas to test the product.
GSX features will not be available on non-FSDT airports outside the Trial areas, until
the product is purchased.
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GSX stands for Ground Services for FSX. It’s a product designed to enhance all your After Landing - Parking spot Selection
airports to add realistic ground service features, with advanced animations and sounds.
It works with all FSDT airports replacing the previous ParkMe feature, but also on all You normally call GSX after landing the airplane on any airport, by pressing its Hot key.
default FSX airports, and on 3rd party airports too. It’s enough for an airport to be By default, the Hot key assigned to GSX is CTRL+F12, but it can be reassigned using
provided with standard airport data .BGL (also known as an “AFCAD” file) to work with the “Couatl Powered products” menu inside FSX. The following screenshots shows
GSX, which means every FSX airport, even those that haven’t been designed yet, will how GSX will look like when just landed on an airport:
work with it with no need of a specific support.
What it does
GSX offers two main classes of services: Parking Services and Assistance Services.
Parking Services are used when your aircraft is on the ground on an airport, but is not
located in any parking spot and have the engines running. Assistance Services are used
when the aircraft is parked, with engines off and Parking Brake On.
Parking Services
Assistance Services
Here GSX is asking where you want to park your airplane. This selection is completely
• Tow trucks used for Push back
independent from the parking spot you might have been assigned to by the default
• Passengers Stairs
ATC, you can select the same parking, or a different one, it’s your choice.
• Passengers Bus
• Catering Vehicle
To speed up the selection, all parking places are grouped by terminal or area, so the
• Refueling Vehicle
list won’t be several pages long on a large airport with 100+ parking stands. You’ll be
• Baggage Loaders
able to select the desired parking on the next screen:
• De-Icers
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The list displays parking spot names with their associated service, as follows: Follow Me selection
• If there’s an advanced parking assistance, like a Docking system, the list will indicate
The next screen will al-
its type, which could be SafeDock, APIS, AGNIS, RLG, etc.
low you to decide if you
• With no indications, the parking assistance is assumed to be a Marshaller.
would like a Follow Me
Car to guide you to the
The list will also display if the parking place is free or taken by another AI airplane, with
parking place. If you
a time indication in minutes:seconds before the parking place will be available (based
select Yes, a Follow Me
on the AI Traffic Schedule) or “(available soon)” if that AI is scheduled to depart in the
Car will arrive in a short
next minute.
time, and selecting No
will allow you to taxi
If the scheduled departure time for an AI has already passed, but the AI is still there,
normally on your own.
the list will indicate a “delayed” indication, so you’ll know that AI was supposed to
depart already, but it’s still there, so it’s reasonable to assume it should free the park-
ing spot very shortly.
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It’s possible to undo your choice of a parking spot after having selected it, just press After you select a parking spot, the top text display area will show a confirmation
the GSX Hot key again, if a parking spot has been already selected, the menu will look message, indicating your selected parking spot, what parking assistance is available,
like this: wether you asked for a Follow Me or not, and the Handler:
The handler depends on the airport, GSX knows of many different companies around
the world, and tries to match it as best as possible. This will affect the liveries of the
service vehicle that will appear at the parking place.
Depending if you asked for a Follow Me car or not, you’ll then see one of these two
messages, indicating the available parking assistance, which could be a type of Dock-
ing system or a Marshaller:
• “Change parking facility” - Displays the parking spot you just chose, allowing to
select a different one.
• “Request Follow Me” - Allows to select a Follow Me if you decide you need one
after having selected the parking spot.
• “Revoke parking Services” - Will cancel both the selected parking spot and the
Follow Me car, if you asked for one.
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Assuming you selected Yes to the previous request to activate a Follow Me car, after The lighted indicator of the Follow Me car can display the following messages:
the confirmation message, the Follow Me car will now depart from its assigned parking
spot to reach your current destination and then guide you to the selected parking place. This is the normal status the light will be when you
are following the car.
As a general rule in GSX, service vehicle don’t just “appear” in front of you. Instead,
they are spawned in a suitable parking spot, which usually is the vehicle parking closest
to your location, and they drive all the way to your aircraft. This is valid both for the Slow down will be shown if you are taxiing too fast
Follow Me car, but also for other services like Catering trucks, Fuel trucks and Passenger compared to the Follow Me car speed.
bus. Other vehicles, like the Stairs, the Tow truck and the Baggage Loders are tied to
the destination parking, and are created there the moment you select the parking spot.
This means you were too slow and were left behind,
This means you’ll have to wait for the vehicles, which might take a couple of minutes if so the Follow Me has stopped to wait for you.
the airport is very large or with a complex taxiway layout. But it’s just all more realistic
this way.
STOP will flash when you are arrived at the des-
By default, service vehicles that comes from far away, will start from a parking of the tination parking spot, ready to be assisted by a
“Vehicle” kind, as defined in the scenery. If none is found, a parking of the “Fuel” kind Marshaller or a Docking system.
will be used, and if none is found, the vehicles will depart from a random parking.
Starting with version 1.9.5, the Follow Me car can be used also to be guided to a
Runway when taking-off, in addition of a parking after landing.
To use it, call the GSX menu when you are outside a parking spot, for example after
Pushback. The first entries in the menu with the list of available parkings will be the
Runway starting positions, which can be chosen as a destination for the Follow Me
As soon as the Follow Me car reaches your location, it will reverse its course and will car, or as a destination to the “Just Warp me there” feature.
turn on the “Follow Me” lighted indicator, prompting you to start follow it.
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Signal Description
Wingwalker/guide
Raise right hand above head level with wand pointing up; move left-hand wand pointing down
toward body. Note: This signal provides an indication by a person positioned at the aircraft wing
tip, to the pilot/ marshaller/push-back operator, that the aircraft movement on/off a parking
position would be unobstructed.
Identify gate
Raise fully extended arms straight above head with wands pointing up.
Straight ahead
Bend extended arms at elbows and move wands up and down from chest height to head.
With right arm and wand extended at a 90-degree angle to body, make “come ahead” signal
with left hand. The rate of signal motion indicates to pilot the rate of aircraft turn.
Signal Description
Normal stop
Fully extend arms and wands at a 90-degree angle to sides and slowly move to above head
until wands cross.
After the evaluation, the Marshaller will salute and will walk away from the parking
Emergency stop position. Now you can start calling the various Assistance Services that are available
Abruptly extend arms and wands to top of head, crossing wands. when parked.
Move extended arms downwards in a “patting” gesture, moving wands up and down from
waist to knees.
The Marshaller will use these standard gestures to guide you to the parking position,
you’ll have to keep a steady and slow speed during the approach, the Marshaller will
issue a “Slow Down” command in case you exceed 5 knots.
During the final phase, in the “Normal Stop” gesture, the Marshallers arms will slowly
move above the head, proportionally to the distance left to park. As soon as you see
its wands crossing, stop the airplane immediately. If you went too far, you’ll see the
“Emergency Stop” gesture.
Once you reached the parking position, the Marshaller will signal to “Cut Engines”, and
you’ll have to set your Parking Brake and turn your engines off, which will conclude
the Marshalling operation.
The menu is arranged in the logical chronological order, considering a typical arrival
Parking Evaluation sequence, where passengers/luggage are first deboarded, then the catering and refuel-
ing vehicles are being called for the next flight, then new passengers/luggage will be
After you are parked with engines off and Parking Brakes on, you’ll get an evaluation boarded, and finally you’ll remove the various ground equipment and ask for Pushback.
of the parking accuracy, with an information text that will appear in the upper part of Starting from version 1.9.5, GSX will integrate with the SODE module, to operate
the screen. jetways created by it. This is supported both on some FSDT sceneries, and several 3rd
party sceneries featuring SODE jetways
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If the parking spot has a Jetway, you will have to open the main passenger door for the If the parking spot is on the apron, or the scenery doesn’t feature standard FSX Jet-
Deboarding to initiate (remember to activate the Jetway first!), but the door in the rear ways, GSX will use one or more Stairs to deboard passengers. There are different types
left were the additional staircase is placed, can be open at your discretion. A message available, chosen depending on the airplane doors height, and they are all available
followed by a short beep sound will warn you which doors are required to be open or in many liveries, representing many ground handlers and airlines around the world.
closed, before the operation can continue.
On the Apron, you are required to open all doors with a staircase, if your airplane can
control them independently. On such parking places, a Passenger Bus will also arrive, Animated Passengers
and it will wait to board passengers until you open the doors. When all the passenger One of the most requested features is being able to see individual animated passengers boarding and de-
are deboarded, a screen message will alert you of this. boarding from the airplane. GSX doesn’t have this feature right now, but it’s surely something we’ll consider
with future releases, if we could add it without sacrificing too much performances and still looking good.
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GSX Integration
SODE jetways are integrated with the normal GSX operations, from the “Operate Jet-
ways” menu, and there are several advantadges over using the normal SODE menu:
• There’s no need to select the desided parking twice, once from GSX and another
time in SODE. The parking selected in GSX will automatically be used by SODE. NOTE: SODE supports multiple jetways that can connect to any airplane door, not just
• SODE jetways will use the extensive airplane database that comes with GSX, so any the main one, like the default FSX system. However, it’s possible that, due to the airplane
changes/updates to it will be used by SODE, instead of having to rely on its own used, and your position, the jetway might not be able to connect to every door. Since
separate database. For the same reason, any changes to the airplane configuration SODE can check this in advance, GSX is able to filter out jetways that cannot connect.
in GSX, like editing the airplane doors, will be used by SODE automatically, when
called from GSX. After selecting which doors the jetways should connect to, confirm your choice with
• The performances are optimized, since the scenery will normaly load only a static the “Confirm selection” menu option.
version of the jetway model, with no animations and optimized for fps. After a
jetway-equipped parking is selected in GSX, the SODE-animated jetway will replace
the static one in that parking only. This has a noticeable benefit on performances,
and the airport might feature a very large of animated jetways with almost no
impact on memory and fps.
Position the airplane on a jetway-equipped parking. Using the GSX menu, and the “Warp
Me there” feature, it’s easy to know which parkings have a jetway, because they will be In this example, we asked to connect the Jetway at Gate B3 to the door 2L, which is the
labeled with a /JS (standard FSX jetways will be labeled with /J) after the name. Then, 2nd Passenger door of for the default A321, as configured by GSX. As soon the choice
press the GSX Hotkey ( CTRL+Shift+F12, by default ) and select the desired operation. is confirmed, the jetway animation will start, and will connect to the selected door.
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Deboarding Luggage conveyor belt will remain in position, since it’s likely you request a boarding in the near
future, so it will stay there waiting for next cart, which will arrive full from the terminal.
At the same you chose the “Deboarding” operation, deboarding of luggage has started,
using ground equipment that GSX places on the parking spot, such as baggage loaders With smaller GA airplanes, where no conveyor belt is used, the baggage train will just
with conveyor belts and trains formed by a tractor and a number of wagons (depending go close to the airplane, wait a bit, and will then go away, to simulate the process. The
on the number of passengers on board). same will happen if the airplane used has no cargo doors at all.
The number of wagons in the baggage train depends by the estimated number of passen-
gers on board, which is the total weight of all the loading stations, divided by 220 lbs. Request Catering service
The 2nd menu option can be used to call a Catering Service Vehicle. They usually at-
tach to the service doors on the right hand side of the airplane. Depending on the
airplane kind, vehicles in different sizes will arrive, and if the doors are low enough, as
in smaller and GA airplanes, instead of a truck with platform, a smaller mini van will
come close to the airplane.
If the airplane has a service door on the rear right, two Catering vehicles will appear.
Catering vehicles don’t appear at the parking spot, but drive from the terminal, fol-
lowing the airport vehicle paths (when possible), so it might take a few moments for
them to arrive, after they have been called. Every catering vehicle is available in several
liveries of different catering operators around the world, and are selected by airport.
Once the Catering vehicles are in position, they will WAIT for you to open the service
doors.
If the airplane has doors too low, like with GA airplanes, no conveyor belt will appear,
but just a baggage train.
On a typical liner, the conveyor belt vehicle will move close to the rear cargo door,
and will wait for you to open it, only then it will raise to reach the door and baggage
deboarding will begin. At the same time, the train will be driven into position, waiting
for baggage to be unloaded.
The conveyor belt vehicle driver will then unload baggages, filling each wagon, and
then the wagon will go away, reaching the airport terminal to deliver the luggage. The
FsDreamTeam GSX - Ground Services for FSX - page 14
Reset Position
Sometimes, you might want to repeat an operation, either because of a change in your
configuration, or just because you would like to see it again, even if GSX wouldn’t
normally allow it, because of the operation sequence logic explained above. In this
case, the “Reset Position” command on the GSX parking menu can be used to restart
the servicing process from the beginning, as if you were just parked, so you can restart
all services from scratch.
Sometimes, it’s possible the Couatl engine that drives the GSX logic, might be con-
fused of very unusual airport configurations, or errors in the airport .BGL (AFCAD) file,
and report an error, that would stop the script and block all its operations. With the
“Restart Couatl” option, under the “Couatl powered products” menu in the main FSX
menu bar, you can trigger a manual restart, allowing to resume without having to quit
from FSX and restart it.
The method to open service doors to be used by the Catering vehicles changes de-
pending on the airplane used, default airplanes usually define all the doors on the right
side as “Emergency” doors, or Exit 3, but 3rd party airplanes might have independent
doors, operated with custom gauges or custom keyboard commands. GSX knows
about some of the most popular 3rd party airplanes, and the list of supported products
is kept constantly updated.
Once the service doors are open, the procedure will begin, and a human operator
will start carrying food carts into the airplane, and will replace the empty carts on the
airplane, putting them back into the Catering truck.
After a while, the Catering service will end, prompting you to close the service doors,
so the truck can leave and go back to their starting position.
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Refueling
With the 3rd menu option, Refueling, you can ask for a Fuel truck to come and allow
you to refuel your airplane.
The Fuel truck will arrive preferably from a parking spot of the “Fuel” type, or from any
other parking spot, if the airport hasn’t any dedicated Fuel parking spots..
As with other service vehicles, it might take a while for the Fuel truck to come, since
it will drive the path from its parking to your current location.
Starting with GSX 1.9.9.10, the Refuel system has been completely revamped, and it
actually refuels the plane. The system supports both airplanes using the default Fuel
and Payload page with no special refueling handling, but also more complex 3rd party
airplane addons, using progressive refueling systems. GSX will change its behavior
depending on the airplane, and this can be customized by users, with the “Show the We have supplied fuel point customization for some default airplanes and some popular
FSX Fuel and Cargo page” setting in the GSX airplane customization page. 3rd party airplanes with GSX, but any airplane can be added quite easily. The current
vehicle type assume the airplane has a refueling point under the wings, but we’ll add
Calling the Fuel Truck new vehicle types and animations in the future.
As soon as you request Refueling from the GSX menu, a message will indicate that a The Refueling procedure
Fuel truck is coming:
The actual refueling procedure works differently, depending if the airplane used is
configured to use the default fuel page or not. This is controlled by the “Show the FSX
Fuel and Cargo page” option in the GSX airplane customization page.
In this case, GSX will work in Active mode, and will actually change the fuel quantity,
by progressively refilling tanks using realistic timings, according to real-life capacities
of the vehicle fuel pumps in GPM (Gallons Per Minute). A complete refueling for a fully
loaded 747, for example, will take multiple trips of the 10K gallons truck and about 45
The kind of truck selected depends on the airplane Total Fuel Capacity. For most airliners, minutes, but you can accelerate the simulation, using the Fuel Time Acceleration in the
a large Truck + Tanker trailer will be used, but smaller planes will call for a smaller truck. GSX Settings->Timings page, which will let you control the speed of the progressive
refueling, without requiring to use the default “Time Acceleration” feature, so you can
As soon as it reaches the airplane, the Truck will position under the wing, on the Fuel do other tasks at a realistic speed, and accelerate just the refueling process.
point position, as specified in the GSX Airplane configuration editor.
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After the Fuel Truck goes to its position, the next screen will ask how much quantity
to load. There are some presets, and the last option “Custom Refueling”, will open
Airplanes using custom refueling systems
the default “Fuel and Load” page. When choosing one of preset levels, the refueling
will be made by setting an equal amount of fuel in all tanks, but filling the external
Some 3rd party airplanes have their own progressive fuel simulations. GSX can be
tanks first, and starting to fill the central tanks only when the external ones are full.
easily configured to integrate with such systems, working in Passive mode: the
refueling system in the airplane will control the actual refilling of the tanks, but the
Next, the fuel crew will attach the fuel hose under the predefined refueling point:
GSX truck and the crew animations will adapt to it, working as a visual enhancement
to the plane-supplied refueling simulation.
Within this category of 3rd party airplanes with a custom fuel system, there might be
two different sub-cases:
GSX can handle both cases, and will offer options to control its behavior as desired.
Usually, planes with a progressive refuel simulation, will allow you to set the desired
fuel quantity immediately too, for example when using the “Load Instant” function
Finally, the refueling process will start, with a visual indication on the fuel truck gal- on the Aerosoft Airbus. When using this option, the plane will operate like a plane
lon counter and a progress message to indicate the estimate time to end the pro- with no progressive simulation, but still using its own fuel system, which GSX won’t
cess. interfere with.
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Here’s two common usage scenarios, covering both modes of operations: in the PMDG to start, in order to start its own fuel counters.
• The refueling speed will be controlled by the airplane.
A 3rd party airplane without a Progressive Refueling simulation, the PMDG 737:
• The Fuel Truck will stay until the PMDG has finished loading fuel, or the Truck
• Start by selecting an initial Fuel Quantity, using the “FUEL” option in the “FS AC- itself is full, and another truck will eventually arrive, if the “Multiple Trips” option
TIONS” menu on the FMC. This will immediately set the desired Fuel Quantity to is enabled in the GSX Settings.
start with.
• Call the GSX Refuel service now.
• When the Fuel Truck arrives, it will wait for you to act on the Fuel menu in the
FMC, to set a desired quantity. GSX will display the “Please use the refueling
system of your airplane to refuel” message”, to remind you it’s waiting for your
action.
• As soon as you change the Fuel quantity from the FMC, the airplane system will
load the fuel instantly, and the GSX refuel truck will show it counter simulating
the fuel loading visually.
• The (simulated) refueling speed will be controlled by GSX, according to the
“Always Refuel Progressively” setting in the GSX - Simulation settings page. If
the setting is Disabled, the refueling speed will be very fast, just to give some
visual feedback of the procedure. If the setting is Enabled, the speed will be the
realistic one, calculated from the actual performances of the fuel truck pump,
possibly using Multiple trucks (if the “Multiple Trips” option is enabled ), and also
controlled by the
A 3rd party airplane with a Progressive Refueling simulation, the PMDG 777:
• Start by selecting an initial Fuel Quantity, using the “FUEL” option in the “FS AC-
TIONS” menu on the FMC. This will immediately set the desired Fuel Quantity to
start with.
• Select the “GROUND OPERATIONS” from the “FS ACTIONS” menu on the FMC,
and choose one of the “TURN TIPE” options, SHORT/LONG/MANUAL.
• Insert the planned Fuel quantity in the “PLAN FUEL” field on the same page.
• According to how PMDG simulated the Turn-around, the refueling will start in
about 5 minutes, so you should call the GSX Refueling now.
• When the Fuel Truck arrives, it will wait for the progressive refueling simulation
FsDreamTeam GSX - Ground Services for FSX - page 18
The “Request Boarding” option is quite similar to the Deboarding, just in reverse.
Once you selected it, the baggage loader will close to the cargo door and, differently
from the “Deboarding”, you will wait for a new baggage train that will come from the
terminal, full of luggage.
At the same time, if the parking spot is in the open, a Passenger bus will also arrive
and, after it goes into position, will ask you to open the doors to let the passengers
board the airplane.
As with Deboarding, the Boarding time is related to the actual number of passengers on Right Pushback
board, and by default the time it takes to board is twice the time it takes to deboard.
Pushback
Left Pushback
Before departure, you can ask for Pushback, and a tow truck will push you out from
your parking spot. The Pushback feature in GSX is way more powerful and realistic
that the default FSX Pushback, because it recognizes the airport layout, and will push
following the taxi lines automatically, you will only have to choose the Pushback direc-
tion (usually Left or Right) if the parking spot used has been programmed to allow Both
choices, otherwise it will just use the only direction available.
In order to start Pushback, you need to start at the parking place with engines off and
parking brakes on. All ground connections like auxiliary power units, air units, wheel
chocks and similar must be removed too. GSX is able to recognise some of these features
from the most popular 3rd party airplane products, and will not allow starting push if
any of such ground connections are still attached to the airplane. In addition to that,
you will be asked to close any passenger or cargo doors that might still be open, and
all service vehicles that are still attached to the plane, will end their service and leave.
When you are ready, if the parking place used has more than one Pushback choice
available, GSX will ask you which one you want to use. The following screen shows a
Pushback choice screen for FSDT KLAX, which has been customized to give an easier
to understand choice, rather than the default “Left” or “Right”:
Once the tow truck is in position, you will start hearing the wingwalker talking to you
on the headphones, checking if you are ready for Pushback:
If you use any of the 3rd party airplanes that are recognized by GSX, which features
custom Ground Connections like GPUs, Air starters, Wheel Chocks, etc. at this point
GSX will prompt you to remove any of them, if they are still attached to the plane. You
will also prompted to close any doors left open. Once the departure check is complete,
you will see/hear the following message:
You can now release your Parking Brakes, and Pushback will start. Usually, this is when
The tow truck will then move from its starting position on the parking spot, towards
your airplane front gear. There are different tow truck vehicles available in GSX, smaller
tractors with a single driver, or larger models, some using a towbar, other with a more
modern towbar-less design. Some models have a place for the wingwalker to stand
on, but on smaller models, the wingwalker will approach the airplane walking aside
the tow truck. They are chosen depending on your airplane weight.
FsDreamTeam GSX - Ground Services for FSX - page 20
you’ll begin starting your engines. On some 3rd party airplanes (most prominent ex- Wingwalker
ample is the PMDG 737 NGX), GSX will recognize it having a custom-made APU, and
will prompt you to start it before Pushing back, so you should be reasonably sure to During pushback, the wingwalker will walk alongside the airplane and the tow truck,
be able to start your engines while pushing. monitoring the procedure.
Some airplanes didn’t had an APU, and their engines had to be started at the Gate, and
GSX offers dedicated support to some of them. For example, if you use the Flightsim
At the end of the Pushback path, the airplane will usually be aligned to the closest
Labs Concorde, GSX will ask you to start Engines 2 and 3 before starting Pushback,
taxiway line, ready to start taxiing on its own..
which was the standard procedure on the Concorde.
GSX is kept constantly updated to add support for more 3rd party airplanes which such
custom systems, following request by our users, and regular updates of the relevant
code can usually be freely downloaded using the installer self-update feature.
FsDreamTeam GSX - Ground Services for FSX - page 21
After the airplane has been pushed in the arrival location, the wingwalker will walk Starting with version 1.9, GSX added a Straight Pushback option, which is always
to the front gear, to unlock the towbar from the airplane, or to operate the release available regardless of the parking Pushback preference, and works this way:
controls for a truck without a towbar.
In addition to the standard ( usually, Left/Right ) options, a new entry in the pushback
The tow truck will then retreat a few meters back, and the wingwalker will back up selection menu has been added, indicating “Straight pushback (manual stop, max 100
too, in order to be seen from the cockpit. Finally, he’ll raise his arm, stating that you m)”. Using this option, the pushback procedure will start normally, and the airplane
can now release your Parking Brakes, and will wait with his arm raised until you do so. will be towed directly backwards, until you press the GSX menu hotkey again, which
will give you the ability to Stop the pushback in that place and complete the procedure
As soon as you release your Parking Brakes, the wingwalker will salute you and will normally, or Abort abruptly, with all vehicles disappearing immediately.
return to the parking spot, either by walking or, if the tow truck model allows it, by
riding on it. You will be reminded to start your engines, if you haven’t already. De-Icing
This concludes the Pushback procedure. Starting with version 1.9, De-Icing vehicles has been added to GSX. De-Icing is consid-
ered to be part of the Departure procedure, which means there’s no separate menu
entry for De-Icing in GSX. Instead, De-Icers are offered as an option, when the outside
temperature is below 4°C, so there’s a risk of icing.
As soon as you select the “Prepare for Departure and Push-back” menu entry, if the
outside temperature is below 4°C, you will be asked if you want to call De-Icers:
FsDreamTeam GSX - Ground Services for FSX - page 22
After your confirmation, two De-Icing vehicles will depart from a vehicle parking and
will come to your airplane, and when they are both in position, the following menu
will open:
At the end of the procedure, the procedure, De-Icers will communicate the “De-Icing
code”, which will repeat your choice of fluid type and concentration. This concludes
the procedure and result in De-Icers going away.
Asking you to choose the type of fluid to be used for the De-Icing operation. The fluid
type choice is included mainly for informative purposes, it doesn’t make any difference After De-Icing, the normal Push-back procedure will start.
in the simulation (other than Type IV is green and the other types are yellowish), and the
correct concentration is selected by GSX automatically, according to the following table: NOTE on the simulation:
Outside Air One-Step Procedure Deicing/ FSX has its own internal simulation of ice formation, and GSX interacts with that, by
Temperature OAT Anti-icing sending the command (which is not assigned to any key, by default, in FSX) to turn On
-3° C (27° F) and above 50/50 Heated Type II/III/IV “Structural Deicing”. This is done at the end of the De-Icing animation and, the way
Below -3° C (27° F) to -14°C (7° F) 75/25 Heated Type II/III/IV FSX works, all icing accumulated on the airplane body will be immediately removed
when that command is received. This means, on any FSX airplane that use the stan-
Below -14°C (7°F) 100/0 Heated Type II/III/IV
dard simulation, GSX De-Icers will both be visually appealing, but will also De-Ice the
airplane. If you use a 3rd party airplane that comes with its own internal simulation of
Type I, which is a mixture of heated water and Glycol, doesn’t specify a concentration,
icing on the airplane body and its own internal simulation of a De-Icing methods, it
the water should be heated at 60°C at the nozzle, and the freezing point should be
might not respond to the standard FSX “Structural Deicing” command used by GSX.
10°C below the actual OAT.
After you select a fluid type, the De-icers will confirm your choice, and will start the
De-Icing procedure.
FsDreamTeam GSX - Ground Services for FSX - page 23
Auxiliary airports/helipads/seaplane bases There might be some cases where you might want to use BOTH the “large” and the
“small” airport together, and be service by GSX in both, depending on your actual
To recognized the airport, GSX by default checks in the airport database for the closest positions.
airport in a 3NM radius from your current position. While this covers most of the normal
cases, there might be special cases when this automatic detection won’t work, such as: For example, you have a military area, with a separate AFCAD and its own ICAO code,
and a civil area with the normal ICAO code.
• Small auxiliary airports very close or even inside a larger airport, with their own
ICAO code, usually made by 3rd party developers using fictional ICAO codes First, for an AFCAD to be considered usable by GSX, it must contain at least a parking
• Helipads, Seaplane bases, etc. and at least some taxiway nodes connected to it. If your smaller airbase only has park-
ing spots, but not taxiways, it cannot be used by GSX.
By editing the CouatlAddons.INI file, you can specify a custom visibility for such cases,
so GSX won’t be confused by those small airports and will use the correct (normally Assuming the airport meets the requirements to be used by GSX, whether this con-
the larger airport) instead. figuration would work, depends on the Airport Reference Point, as indicated in the
scenery AFCAD. The auxiliary scenery should be programmed with its Airport Reference
The format for the airport visibility command is as follows: Point coordinates ideally centered in the center point of ITS OWN area. If the auxiliary
airport shares the same coordinates as the main one, using both at the same time with
airport_visibility_XXXX = Y GSX might not work correctly, and it would be better to just exclude the smaller one,
by setting its visibility to zero.
Where XXXX is the ICAO of the airport you want to set visibility for, and Y is the vis-
ibility range in NM, or 0 to exclude it. Note that, “visibility” here only means “visibility Assuming even this additional requirement is satisfied, you can configure both airports
by GSX”, it doesn’t have any effect to the actual visual scenery in the simulator. to work together with GSX, by setting a smaller (less than the default 3NM) visibility
for the smaller airport, but different than zero.
A real world example of this might be OrbX’s Monterrey Regional Airport - KRMY, which
comes with an auxiliary AFCAD with an added code for the (fictional) KMRZ airport. By For example, assume you have a (fictional) military base called Z401 inside a larger
default, GSX might find the fictional KMRZ is closer to your position, and use that one airport, for example KLAS (this is just an example, KLAS doesn’t have this issue in either
instead of the main KMRY, which is probably what you wanted to use. FSX default scenery or FSDT’s KLAS), you would set the line in the CouatlAddons.INI
file as follows:
To fix this, the line added to the [GSX] section of the CouatlAddons.INI file would look
like this: airport_visibility_Z401 = 0.4
airport_visibility_KMRZ = 0 This will instruct GSX to use Z401 if you are inside a 0.4 NM ( 740 mt. ) radius from
its own Airport Reference Point, otherwise it will use KLAS, which would be the closest
This will prevent GSX to use KMRZ, and prefer the larger airport instead, which is the airport once you are outside this 0.4 NM range from Z401. This way, both airfields
most common case. will be serviceable by GSX, automatically.
FsDreamTeam GSX - Ground Services for FSX - page 25
Starting with GSX version 1.1, there’s an easier way to customize timings without hav- The audio page allows to set the preferred audio device used by GSX sounds. This can
ing to edit the .INI file, and there’s a panel to set various Audio options. be useful if you have multiple audio cards, or different output options on the same
audio card (for example, digital or analog out).
The Settings page can be accessed from the “GSX Settings...” sub-menu of the “Couatl
powered products” menu, under the FSX “Addons” menu bar.
The Volume slider controls the level of all GSX sounds. At default is set to maximum,
and the level at maximum would be equivalent to the default level in previous versions
of the products.
With the Timings page, it’s possible to easily customize the duration of the Deboardin,
Boarding and Refueling operations. The settings are the same as with the .INI file, the It’s not strictly required to run FSX in Windowed mode when customizing one or more parking
spots, the editor interface is tested to work in Full Screen mode too but, we suggest doing it
interface will help getting a better idea of the timings with common configurations of in Windowed mode in any case, because switching between the dialog mode and the normal
number of passengers and fuel loadouts. flight mode will be much faster if FSX runs Windowed.
FsDreamTeam GSX - Ground Services for FSX - page 26
Multiple Trips
Some GSX services might need more than a trip to complete their task, for example a
Refuel Truck with a 7000 gallons tanker, won’t be able to refuel the plane completely,
if the amount of fuel requested is larger than what the tank contains, requiring mul-
tiple trips. This option can be turned off, if you prefer a faster turnaround. In this case,
the tanker will act as if it were of an “Infinite” capacity, and will always refuel with a
single trip.
Airport customization
Starting from version 1.1, GSX adds the ability for users to customize certain parameters
of any parking spot, at any airport. It doesn’t require using external editors or editing
files, and it’s integrated in the GSX Parking menu.
When parked with Parking Brakes on and Engines off, open the regular GSX menu with
the normal Hotkey, a new option has been added “Customize this parking position”
In order for the option to be available, you have to meet the following requirement: If you never edited this parking, the customization dialog will display values that
have been read from the active AFCAD. The options set here will allow GSX to over-
• No ground services are currently in progress. If you want to customize without ride some of the informations found in the AFCAD file, and add a few GSX-specific
waiting for the services to end, use the “Reset Position” option of the menu. preferences.
Selecting the “Customize this parking position” option, will display the Pressing the Reset button will restore the parking with the original values found in
following dialog box. The title will indicate the parking spot position, the next line it’s the active AFCAD file.
the name of the Airport you are currently editing, and the 3rd line indicates which .BGL
(AFCAD) file is active now: Type:
This option allows you to override the Parking Type as defined in the scenery AFCAD.
Starting with GSX 1.9.5, the handler operators are divided between Cargo and non-
Cargo, in order to allow GSX to properly assign Cargo operators to non-Cargo parking
spots and vice-versa. This usually works well with all default sceneries and with sceneries
that correctly assign the “Cargo” specification to cargo parking spots only. Some 3rd
party sceneries, might not respect this convention, which will result in GSX not finding
FsDreamTeam GSX - Ground Services for FSX - page 28
the proper operators, which will result in a random one selected. This option allows to Maximum Marshaller distance
change the Parking Type in these situations.
By default, the Marshaller distance it’s a function of the Parking radius specified in the
AFCAD, and the eyepoint position in the cockpit: the higher the eyepoint, the farther
away the Marshaller will be placed. The distance is lowered if there’s a jetway, on the
assumption that Gate usually a wall behind, so the Marshaller might be easily hidden
behind it. Sometimes, it’s possible this calculation can’t fit any situation. By setting this
value to a number of meters (start with about 20 meters) you can fix situations were
the Marshaller can’t be seen because he’s inside a building.
This option allows to select the type of Parking system used on a parking. You can
select to use a Marshaller ( default ) and now, starting with Version 2.0, you can place
any of the Visual Docking system which were usually featured on FSDT sceneries, on
ANY scenery you have, either default or 3rd party!
This option can be used to disable the front/middle Passenger stairs on sceneries that
The option can be used to disable the GSX parking system entirely, by choosing “No have static Jetways or use any other method than the FSX native one to display or
parking system”. This option might be useful, if you are using a 3rd party scenery animated them.
that already comes with a Docking System, so the GSX one won’t clash with it.
For a Jetway to be recognized, it must be made as a true FSX Jetway (and listed as such in the AFCAD
.BGL of the airport), or as a SODE Jetway, It’s not really important that it moves or not, as long is in-
serted as a true FSX Jetway, it will be treated as such by GSX. This means, on certain 3rd party airports
that have jetways as integral parts of the terminal 3d model, or are separate but programmed in a
non-standard way, GSX doesn’t have means to automatically recognize it, and will display Passenger
. Stairs and Bus in any case. This option will help you fixing these sceneries.
Disable staircases
This option will disable all passenger stairs, even the rear one on a jetway-equipped
parking.
FsDreamTeam GSX - Ground Services for FSX - page 29
Disable Passenger Bus that must match the name as defined in the GSX vehicles. Some example of named
operators are: Acciona, Are Group, DNATA, ATA Italy, etc. To find all the
exact codes available in GSX, look at the SIM.CFG file for any ground handling vehicles,
such as the Staircase, located under the Simobjects\Misc\FSDT_Staircase
The option is only available on a Parking position that has no Jetway. Normally, park- folder and check the couatl.atc_parking_codes line, which will show either
ing positions on the apron always call for a Passenger bus, but on some airports the the IATA/ICAO code or the name of the ground operator, which can be used here.
Terminal might be so close to the Parking position, that it wouldn’t make much sense
to call for a Passenger bus, this option will allow to indicate such parking spots Custom Pushback
Pushback Direction
GSX reads the Pushback preference from the AFCAD file, which can be Left, Right,
Both or None. Normally GSX will not allow pushback from a parking position that
has its preference set to None, on the assumption the scenery designer had a specific
reason to disallow Pushback on that parking spot. But, in case the AFCAD is simply not
You can select two custom Pushback nodes for each parking, that can be useful to sort
accurate, this option will allow you to instruct GSX to override the Pushback preference
out special situations, usually in parking spots at the end of a Terminal, where a default
set in the AFCAD with the one specified here.
Pushback in one direction would result in the airplane pointed in the wrong direction,
and the other option would place the airplane inside a building.
The “Straight Pushback”, is always available, even in parking spots where the Push-
back preference is set to None. Let’s see an example of a custom Pushback used at FSDT Los Angeles LAX airport.
The screenshot in the next page shows parking 21 at the Terminal 2, it’s a common
Airline Codes: problematic parking, where the default Left/Right Pushback wouldn’t work
This options allows you to choose your preferred operator for the selected parking(s).
It takes precedence over any other assignment read from the AFCAD or programmed
in GSX and even the Parking Type. It’s a list of codes separated by commas so, for
example, if you want to specify that only American Airline and United Airlines will be
Left Right
used on a parking, the line will look like this: Inside the wall Looking at the wall
UAL, AAL
Problem!
Some operators are not “airlines”, so they don’t have either a IATA or ICAO code, so
they are defined by their own names in GSX, so you simply insert their names here, .
FsDreamTeam GSX - Ground Services for FSX - page 30
Here, both the Left and Right Pushback options will result in a difficult situation, so Lat/Lon Coordinates Snap
Custom Pushback is needed. A solution could be pushing the airplane all the way to the
corridor, up to the first taxiway. Let’s check the taxiway layout using an AFCAD editor: It’s not necessary to be 100% precise with Lat/Lon coordinates. GSX will snap to the
closest node in the AFCAD. However, is still suggested to be precise and use Copy &
Paste Lat/Lon coordinates of the node from your AFCAD editor of choice (usually, either
ADE or AFX), just double click on it in your AFCAD editor, and copy the Latitude from
the node properties dialog in the AFCAD editor, to the GSX Latitude field, then repeat
for the Longitude.
Node 2
The reason for Snapping coordinates to the closest node, is to allow you a bit of flex-
“End on Taxi C, facing West” ibility when further editing the AFCAD, since a small movement of the node won’t
prevent GSX to find the right place to end the Pushback procedure, and it might still
work on different/updated AFCADs for the same scenery.
We’ll use the Lat/Lon coordinates of two existing AFCAD nodes, that will work as “at- Vehicles at a parking, by default, are positioned based on the radius, according to this
tractors” for the two Pushback options. “Left” and “Right” now has lost any meaning, scheme:
they are just two options and, to indicate the Custom Pushback, we can specify two
labels that will replace the default “Left” or “Right” text.
Pushback tow truck
Labels can be any text string, and will appear as the two choices in the Pushback menu.
The airplane will now be pushed towards one of these two nodes. It will not end up
exactly over them, though, but it will be pushed the minimum amount needed to be Baggage Train
aligned with the destination taxiway. Think as the two nodes as magnets...
Sometimes, there’s only one solution possible, and by inserting only one custom Node
with or without a Label (if there’s only one choice, GSX won’t display a Pushback selec-
tion menu), the airplane will automatically be pushed towards that node. Rear Staircase Baggage Loader
Vehicles on the left-hand side are affected by the LEFT radius, and vehicles on the Front and Rear Baggage Loader
right-hand side by the RIGHT radius. Changing the Left/Right radius can be useful to
fix conflicts between airport buildings or other static vehicles placed by the scenery.
NOTE, the Radius parameters are used only to give a starting point for service vehicles.
It’s not used to decide if an airplane fits into a parking spot!
A too small parking spot radius in the AFCAD, might result in GSX not offering its ser- “None” - Disable all loaders for the selected position.
vices at that place, even if the physical layout of it might have allowed that airplane.
Since GSX can only rely on the information taken from the AFCAD, up to version 1.6, Saving your work
if the parking radius of the chosen parking spot was smaller than half of the wingspan
of the airplane you use, it resulted in a “Parking too small” message. There’s nothing special to do to save your edits: as soon as you press the OK button,
the settings are saved as they are in the customization dialog, and they are in effect
Now, you can customize this setting too, and override what’s in the scenery AFCAD. immediately without having to restart FSX or the Couatl program. To verify your new
You can directly put a number in meters of the highest Wingspan allowed (so, it’s not a settings, just ask for service, and all the parameters used for the parking spot will be
Radius, as in the AFCAD, it’s double that amount) or you can simply click the Airplane those you just modified. Airport customization files are saved in the following folder:
button next to the input field, and this will read the Wingspan of the airplane which
is currently loaded, and put it into the input filed. %APPDATA%\Virtuali\GSX
So, without worrying about numbers, you can just load the airplane that used to not Each file will be named as its ICAO code, with an .INI extension, they are plain standard
fit a parking according to GSX, go to that parking, click the Airplane Button and .INI files, with a general section and multiple sections for each parking that has been
save, this will open that parking for that airplane type (and all the ones with smaller customized.
wingspans, of course). Don’t forget you can do this for multiple parking spots at once,
The .INI file remembers which AFCAD was active when it was created. If you start cus-
by pressing the CTRL key while selecting parkings, so all your selected changes will
tomizing an airport, and a different AFCAD is now in use, a NEW .INI file will be created
apply to all the currently selected parking spots..
from scratch, named as the ICAO code plus a number. This means you might have dif-
ferent customization files for the same airport. The one active is the one matching the
FsDreamTeam GSX - Ground Services for FSX - page 32
AFCAD in use at any time. You are encouraged to share your customization files with Accessing the Graphical Scenery Editor
other users. Just be aware that we might use data contained in files you uploaded on
the net, to include them in future GSX updates. After you upgrade to version 1.5 or above, the customization dialog has been modi-
fied, with an additional button labeled Customize vehicle positions, this will allow you
Note for scenery developers: to enter the Graphical Scenery Editor. As soon as you press that button, GSX will enter
in the Parking Editing Mode, which locks your airplane in the last parking position,
You can use the integrated GSX editor to make your airport more compliant with GSX, forced in Slew Mode, with default Slew keys now used to control the Editor functions:
and feel free to include the .INI file together with your scenery package. There’s no
need to install the .INI file into the %APPDATA% folder, you can just distribute the .INI
file together with the other .BGL files in the your scenery folder, together with the
AFCAD it was based on.
Since it’s not possible under UAC rules to write in the FSX folder if it’s installed in its
default location at C:\Program Files, the GSX editor can only modify .INI file in the
%APPDATA% folder, but it can read them if they are placed in the scenery folder
alongside the other .BGL files.
This means, if your airport is just installed, GSX will read the configuration file from the
scenery folder, but if the users starts to “customize the customization” a new .INI file
will be created into the user %APPDATA% folder, and GSX will then work from there.
If you provide the scenery with different sets of AFCAD files, just provide several .INI
files, named YourICAO.INI, YourICAO1.INI, YourICAO2.ini, each one based on a differ-
ent AFCAD. The AFCAD pathname contained in the .INI file is not mandatory: if no file
with that name is found in the full path, any other AFCAD in FSX matching the name
only will be used instead, regardless of where it’s actually installed.
Editing the Parking position and size • F2/F3 Cycle between different kind of Parking Systems, from the Marshaller,
to the various Visual Docking System types.
Starting with version 2.0, GSX allows users to edit the Position, Heading and Size of
a parking, visually. This can be very useful to fix issues with wrong parking positions, • Q/Z Increase/Decrease the object height from ground. This will be used to
headings not precise (which affects the Marshaller/Docking system accuracy) and adjust the height from ground for several types of Visual Docking System types,
problem caused by a wrong radius set in the scenery, which would affect the default which are wall-mounted.
placement of vehicles and the parking spot availability, depending on the plane type.
All your changes will be saved in the GSX parking customization .INI file, without touch-
ing the original scenery AFCAD file. Note that, this also means that all these changes
will only influence GSX operations. You will not be able to affect, for example, the
assignment of AI airplanes or the placement when you select the standard “Go To
Airport” menu option, by editing the parking in GSX.
The “Parking” can be edited just like any other GSX vehicle, moved and rotated using
the same keys to move/rotate vehicles. However, a new pair of keys ( F5/F6 by default
) is available when editing a Parking, which allows to Resize it, visually.
Once you exit the Parking editor, any changes to the position/heading/size of a parking,
will affect the GSX “Warp me here” menu, the GSX radius that controls the default
starting position for vehicles (unless you customized that one too) and the availability
of a parking compared against the airplane Wingspan, and the behavior of the GSX
Marshaller and the Docking Systems.
Understanding the Stop Position
Editing the Parking System
Starting with GSX 2.1 ( released together with FSDT Louisville ), the handling of the
Starting with version 2.0, GSX allows you to select and position any Parking assistance Stop Position has been improved a lot, in order to allow a more reliable parking with
system, whether it’s a Marhaller, or any kind of Visual Docking System. You can now many different plane types. With GSX 2.3, the Stopping Position it’s a separate object
select any of the available FSDT Visual Docking System, and place them on any scenery, that can be controlled independently.
either default or 3rd party.
In previous versions, GSX considered only the airplane Nose Gear as a reference for
Future GSX updates will increase the library of available objects, which will appear as the stopping position. If you edited a parking using a certain airplane type, and visually
Live Updates. aligned the Nose Gear to the scenery while editing, the result would have been that every
airplane would always be guided to end up with its own Nose Gear in the same spot.
The Parking system can be edited like any other GSX vehicle, and several new keys are
availabe when editing a Parking system: While this behavior was easy to understand, it was hardly realistic, since in real world
different airplane types will stop their Nose Gear at different distances. This is usually
made in order to have the Passenger Door to end up in a predictable position, so that
FsDreamTeam GSX - Ground Services for FSX - page 34
jetways could be aligned more easily. will then end up in exactly the same position as the one of the 737 which was used
to customize the parking originally.
Starting with GSX 2.1, the editor and the parking system (Marshaller/Docking System)
now take into account the main Passengers Door so, regardless of which airplane you This method, in addition to be more realistic and allowing for an easier alignment with
used to customize a parking position while editing, every airplane type using that parking an eventual jetway, will allow users to customize a parking position that is not dependent
will be guided to have its own Passenger Door in the same place. The parking editor on the airplane type. If the same parking was customized when a 747 was the active
now has a marker to indicate the location of the door that extends a bit outside, to plane, the same principle would work in reverse: a 737 using the parking would end
be used as a reference to align the door to the rest of the scenery, usually to a jetway. up with its Passenger Door 1 in the same place as the one of the 747 that was used to
customize the parking, so the final result will be the same, regardless which airplane
The following diagram clarifies this: was used to customize the Stop Position.
Nose Gear Preferred Exit
Preferred Exit not on the first door
B737-800
Some airplanes might have been configured to have the Preferred Exit to be the 2nd
Passenger Door. In this case, GSX will calculate the Stop Position in order to align that
Stop Position door to the original Stop Position. Following the previous example, a 747 configured
with the 2nd Passenger Door as Preferred Exit which will use the parking, will stop
Nose Gear Preferred Exit with the Nose Gear much further ahead, in order to have the 2nd door aligned with
the Stop Position ( and thus the Jetway ). This configuration is quite common, which
B747-400
Preferred Exit = Pax 1 explains why in many parking spots the 747 stop markings on ground are usually the
closest to the Marshaller/Docking System.
It’s important to note that the usage of the Preferred Exit to calculate the Stop Posi-
Nose Gear Preferred Exit
tion, will work only in parking spots with a Jetway. If there’s no Jetway, the Door
B747-400
used as a reference, will always be the most farther ahead longitudinally, usually Pax 1.
Preferred Exit = Pax 2
Special Cases
Sometimes, it might be desirable to always use the Pax 1 door to calculate the Stop
Stop Position
position. The Ignore Preferred Exit option in the parking customization dialog, can
be used in this case.
Assuming the 737 was used to customize the parking, if the same parking will then
be used by a 747 (assuming the parking size is large enough for both planes), due to
the different distance between the Nose Gear and the Passenger Door 1 of the 747
compared to the 737, the Stop position calculated by GSX for the 747, will result in
the Nose Gear being a bit ahead than the 737 one. The 747 Passenger Door 1 which
FsDreamTeam GSX - Ground Services for FSX - page 35
If you press the Slew Freeze All Movement key ( NumPad 5 by default ), the Pressing the normal Slew On/Off key, by default assigned to Y you will exit from the
currently selected vehicle will return to its default position. GSX Editor mode, and the Parking Customization Dialog will appear again, allowing
to set other options for the parking spot, or to go back to flying, by closing the dialog
Note the exclamation mark on top of the object pointer: if there’s one, it means the with the “X” window close gadget on the top-right.
object is not in its default position anymore, which will be also confirmed by the green
text line on top, stating that object is in a (customized) position. If there’s no exclama- Editor Keys summary:
tion mark, that object is in its default starting position, and the green text line will say
Editor Function Key command Default Key
(default).
Cycle next object Slew Up Quickly F4
It’s possible to reset ALL vehicles in a parking spot to their default positions, by press- Cycle previous object Slew Down Quickly F1
ing the Slew Heading North/Attitude Level key, which is assigned to Decrease Parking Size Slew Move Forward F5
CTRL+Spacebar by default. A confirmation window will appear, asking if you are Increase Parking Size Slew Move Forward F6
sure to reset all the vehicles of the current parking to their default starting positions.
Decrease Stop distance 0 0
NOTE: With “Default starting positions” we indicate whatever source of original infor- Increase Stop distance 9 9
mation has been used to calculate the default starting position. On a default airport that Decrease object height Z Z
has no other customization in place, it’s controlled by the Left/Right radius parameters, Increase object height Q Q
derived from the scenery .BGL (AFCAD). On a fully-customized scenery, like those that Cycle prev Parking system F2 F2
are supplied with GSX (all FSDT airports, for example) the “Default position” means the
Cycle next Parking system F2 F3
one that was indicated in the scenery customization file supplied with GSX.
Move object Forward Slew Move Forward NumPad 8
Changing parking spot Move object Backward Slew Move Backward NumPad 2
Move object Left Slew Move Left NumPad 4
Using the Slew Bank Left/Right keys, assigned by default to NumPad 7/9,
Move object Right Slew Move Right NumPad 6
you can quickly switch to the next/previous parking of the airport. You will “Warp”
Rotate object Left Slew Rotate Left NumPad 1
there immediately, ready to edit the new parking. Reaching the last parking spot of
the airport, will start back with the first one. Rotate object Right Slew Rotate Right NumPad 3
Rotate object Left Fast F7 F7
Automatic Saving Rotate object Right Fast F8 F8
Reset object position Slew Freeze All NumPad 5
There’s no “Save” option, all your modifications are automatically saved as soon as you
act on the objects controls, this allows for an easier and faster work Reset ALL object positions Slew Hdg North/Att Lvl. CTRL+Space
Go to Next Parking Slew Bank Right NumPad 9
Go to Prev Parking Slew Bank Left NumPad 7
Exit from Editor Slew Toggle Y
FsDreamTeam GSX - Ground Services for FSX - page 36
Airplane customization To change any door’s parameters, click on a door on the airplane diagram, and a pop-
up will open, to set all parameters for that door:
Starting with version 1.7, GSX allows users to add support for a new airplane, using
an easy to use graphical editor, which allows to place doors interactively inside the The blue arrow indicates the
FSX graphic window. currently selected door. To
select a different door, just
Accessing the Airplane Configuration Editor click on it, and the pop-up will
focus on that door.
The Airplane Configuration Editor can be accessed from the “GSX Customize Air-
craft...” sub-menu of the “Couatl powered products” menu, under the FSX To close the pop-up, click on
“Addons” menu bar. an empty area of the main
dialog box.
The Editor works in two different modes: Dialog Mode and 3D Editor. When you
first open the Editor, it will start in Dialog Mode. This mode can be used to select doors, The Reset button will Undo
turn them on/off and set their parameters. all your modifications and
restore the airplane configu-
ration as it was before you
When you first open the Editor in Dialog entered the Editor. The Save
Mode, the following Dialog will appear, button will save the configura-
displaying the currently selected Air- tion in a GSX.CFG file, located
plane, with its doors configuration as in the %APPDATA%\Virtua-
currently known by GSX. As further li\Airplanes\Airplan-
explain in the manual, GSX can use eName folder.
different data sources for your airplane,
with different reliability, depending if Inside each door’s pop-up, you can set the following parameters:
the airplane is internally supported by
GSX, has an intelliscene.cfg file in its • How FSX checks for the door’s status (opened/closed)
folder, or just by looking at the aircraft. • The door position on the longitudinal, lateral and vertical axes, in meters
cfg, which is the worse possible case. • The door’s Angle relative to the airplane fuselage.
Regardless of which data source GSX
uses for your airplane, you’ll be able to To remove a door entirely (no GSX services will be associated to it), select the first
create a GSX.CFG for it, that will over- drop-down list as “No door at this position”, which will remove the door
ride data found in the existing data entirely from GSX usage, the screen for a removed door will look like as in the follow-
source, so you can improve and fully ing screenshot:
customize any airplane, and have it
fully supported by GSX.
FsDreamTeam GSX - Ground Services for FSX - page 37
Note the “Name” and “Custom Check” fields: the Name is set to “My Custom Door”,
If a door is set as “Door with Custom open/close checks” two additional this means that, when a GSX vehicle will approach the door, before starting its services,
input fields will appear: it will wait for your intervention to open the door, with the message “[GSX] Waiting
for your action: open My Custom Door”. Doors using standard FSX vari-
• Name - This is how GSX will reference that door, instead of the default Exit 1, 2, ables will be referred using standard names, but custom doors can be freely renamed.
3 and 4 or Service 1, 2 or Cargo 1, 2 or Main.
• Custom Check - This is the XML Expression that can be used to read the door’s The “Custom Check” field is set to (L:MyVar, bool), this is how GSX can check if
status, which might involve custom L: Variables a custom door is open or closed. In this example, the door is considered to be open if
the MyVar custom variable is True (the result of the expression is not 0) and closed if
Finding custom variables used by a specific airplane, requires a good knowledge of the the expression is False (the expression returns 0). You can include any kind of XML code
FSX SDK. Such variables are usually embedded in the airplane .MDL file, and require a fragment here, allowing GSX to interface with any airplane, even the most advanced
bit of trial and error and knowledge of the FSX XML expression language. ones, which usually have non-standard ways of opening and closing their doors.
The pop-up dialog for a door with a Custom check will look as in the following screen: If a door is set as “Door with no open/close checks”, GSX will use it normally,
but it will not wait for you to open it to start a service. This can be useful with 3rd
party airplanes that have fake/inop doors that cannot be opened.
FsDreamTeam GSX - Ground Services for FSX - page 38
The 3D Editor Mode to the Lateral (Left/Right) distance relative to the Airplane fuselage, since the door
is perpendicular to it.
Although you can edit the doors positions by inserting the numerical values directly while • Red - Lateral axis, relative to the door’s heading, which correspond to the Lon-
in Dialog Mode, is surely much easier to place them interactively in 3D graphics mode. gitudinal (Forward/Back) distance relative to the Airplane fuselage.
• Blue - Vertical axis, which represents the door’s height from ground.
To access the 3D Editor Mode, simply select a door, and click the “Customize in
3D Editor” button. This will leave the Dialog mode and will go back to graphics The arrows indicates the positive direction of the axes, which means, when values
mode, with the currently selected door ready to be edited interactively, as in the fol- increase, the door will move in the direction pointed by the arrow. Over the vertical
lowing picture: arrow, a label indicates the door designation, for an easy recognition.
You can move the pointer using the Slew Keys, which by default are assigned as in
the following table:
When you press the “Slew Toogle” ( key Y by default ), the 3D editor will close and
As soon as you enter the 3D Editor Mode, a pointer with the 3 axes will appear at your changes will be automatically saved to the GSX.CFG file.
the door position, as currently known by GSX. The 3 axes are color coded as follows:
The top green status line will indicate the actual door position as Longitudinal, Lateral
and Vertical distances in meters. The Longitudinal and Lateral values are expressed in
distances from the airplane Reference Point, with positive values meaning Forward/
Right and negative values meaning Back/Left. The Vertical axis value (the 3rd value
displayed, indicates the door’s Height over ground.
A small L shaped rectangle colored in Blue/Orange, can help you to better position the
door pointer in relationship to the actual doors location. It’s usually easier to open all
doors before entering the 3D Editor, since the door commands will not operate while
the 3D Editor is active. De-icers In/Out points
Previewing your changes with GSX vehicles Starting with GSX 1.9, De-icing vehicles has been introduced, and in order to follow
the wing profile precisely, GSX must be aware of the coordinates of 2 control points,
Sometimes, you might want to check how good your position is, with an actual GSX named “De-icing In” and “De-Icing Out”. The De-icing vehicles will work between
vehicle in use. To do this, use the following procedure: these two points. They can be set in the same way of any other door, either by typing
coordinates manually, or interactively using the 3D editor. For the best results, place
• Select a GSX operation, for example “Deboarding”, if you need to check positions of both points roughly in a halfway longitudinal position over the wing, and a bit inside
Passenger and Cargo doors, or “Catering” to check the positions for Service Doors the wingtip, see the two screenshots below for an example:
• Wait for the relevant vehicles to go into their working positions, and then open the
FsDreamTeam GSX - Ground Services for FSX - page 40
This way, you will be able to do fixes to airplanes already recognized by GSX, without
having to supply every data or losing some advanced configuration options that are
native to the airplane, like custom doors or custom ground connections.
The GSX.CFG file works like a standard .INI file, and it’s divided in sections, each one
containing a key/value pair.
GSX.CFG Sections
The GSX.CFG file has a main [aircraft] section, and several sections, one for each
airplane exit.
GSX 1.9 comes already internally configured with support for all default and many The [aircraft] section contains the following keys:
popular 3rd party airplanes, and the de-icers in/out point has been added starting with
this version. You generally need to specify those points only when you need to add nosegear = x
support for an unsupported airplane.
Distance in meters from the airplane reference point and the front gear, used by GSX
The GSX.CFG file to know where to attach the Pushback truck.
The following is a complete in-depth explanation of the GSX.CFG file, to let you un- refueling = 0
derstand exactly what each parameter does, in case you need to modify an existing
file. With the introduction of the interactive Airplane Configuration Editor in GSX 1.7, The Refueling key controls the appearance of the standard Fuel/Load page when the
there’s no need to know all the following details, but we included them anyway for Refueling service is called. By setting it to 0, the standard Fuel/Load page will not display,
completeness. this could be useful if the airplane you use has a custom Fuel page that you’ll rather
use instead of the default one.
An airplane can be customized by creating a file named GSX.CFG, that needs to be
placed in the airplane Root folder, the same that contains the aircraft.cfg file. For Following the [aircraft] section, there will be one or more [exitN] sections,
example, if you want to customize the default Boeing 747-400, you will have to create one for each door you want to customize. There’s no need to insert all the exits, just
a GSX.CFG file in the FSX\SimObjects\Airplanes\B747_400 folder. the ones you want to customize. If an Exit section is missing, GSX will try to take the
information from its other data sources ( the internal database, the aircraft.cfg file, etc.
Complete and partial customization. ). But you CAN disable an existing Exit, if you need.
It’s possible to customize both a new airplane that is entirely unknown to GSX, and an [exit1]
airplane that is already supported by it. If the airplane in unknown, you’ll likely have to
insert data for every door you want to use, but if it’s already supported, your information The [exit1] section refers to the first door on the left side of the airplane, which is
will override what data is already available in the GSX internal database, and if you usually the main passengers door, where the jetway and the front stairs connects to.
don’t supply all information, the data in the GSX internal database will be used instead. This section accepts the following parameters:
FsDreamTeam GSX - Ground Services for FSX - page 41
remove = 1 non-standard ways to open them, without having to remove the door and thus losing
its associated services.
This remove parameters instructs GSX to ignore this exit, and can be used to disable The name parameter it’s a string which is presented to the user when GSX asks to
all services linked to it. Removing a passenger exit will disable passengers stairs and open that door, to help identify it better. Not setting this parameter will use a generic
will stop GSX from asking to open that door when boarding/deboarding passengers. “Exit x” name, but it’s possible to use any name, to conform to the naming conven-
NOTE: the remove parameter should be used alone, without any other parameters tion of the airplane.
on the same Exit section. [exit2]
pos = X Y Z Angle
The [exit2] section refers to the 2nd passenger door on the left, and it accepts the
The Pos parameter is probably the most important, because it specifies the Exit position, same parameters as the [exit1] section. It’s the exit were the mid stairs connects to.
and it’s expressed in meters from the airplane reference point for the first 3 parameters
( X, Y and Z ) and an angle, expressed in degrees, to specify the door orientation. [exit3]
X is a Lateral (Left/Right) offset from the airplane center, and negative numbers means The [exit3] section refers to the 3rd passenger door on the left, and it accepts the
Left. same parameters as the [exit1] section. Currently, GSX doesn’t use the 3rd exit.
Y is the Longitudinal (Front/Back) offset from the airplane center, with positive numbers
going in the Front direction and negative numbers going towards the Back of the airplane. [exit4]
Z is the Height of the Exit, measured from the ground level. The door height usually The [exit4] section refers to the 4th and last passenger door on the left, and it ac-
affect the choice of stairs and the kind of loaders in case of cargo exits. cepts the same parameters as the [exit1] section. It’s the exit were the rear stairs
connects to.
code = n
[service1]
The code parameter it’s an integer number, usually 1, 2, 3 or 4, which indicates which
command is used to open the Exit in FSX. The numbers correspond to the standard The [service1] exit is the front door on the right side of the airplane, used by the
Shift+E command, which it’s usually followed by a number. Catering service. It accepts the same commands of a regular Exit, but adds the following:
code = 1 - indicates the door opens with Shift+E ( the 1 is not necessary ) The flip parameter, followed by an integer number from 1 to 4, indicates the door
code = 2 - indicates the door opens with Shift+E and then 2 quickly thereafter. has a mirrored position, taken from the Exit indicated by that number. This allows you
code = 3 - indicates the door opens with Shift+E and then 3 quickly thereafter. to quickly add a symmetrical service Exit to be used for Catering, if you don’t want to
insert the position manually. Of course, if the service door in your airplane is not sym-
name = door name metrical to the corresponding door on the left side, you are free to insert its precise
location, using the Pos parameter, like any other Exit.
If code is set to 0, the door will still work, but will be ignored by GSX which will not
Example:
wait for it to start its animations. This is useful to enable airplanes with static doors or
FsDreamTeam GSX - Ground Services for FSX - page 42
; Second passenger door, has the same code as the main [cargo2]
; passenger door and open with Shift-E too. pos = 1.2 -11.4 2.5 0
code = 2
[exit3] name = exit 2
remove = 1 uldcode = AKH
; 3rd passenger door don’t exists on this airplane ; Rear cargo door shares the same opening command as the Front ;
[exit4] cargo door, and accepts the same kind of container.
pos = -1.8 -18.85 3.7 -5
code = 1 Saving the GSX.CFG file.
name = exit 1
The “Save” button, will save the CFG.CFG file in memory in the %APPDATA%\Vir-
; the last passenger door in the rear opens together with
tuali\Airplanes\YourAirplaneRootFolder folder:
; the main passenger door, so it has the same code/name
[service1] YourAirplaneRootFolder is the same name of the folder that contains the currently
pos = 1.95 12.45 3.7 -5 loaded airplane, in the regular Simobjects\Airplanes folder, under the main FSX
code = 3 folder. For example, editing the Default Airbus A321 and just pressing “Save”, will create
name = exit 3 a GSX.CFG file in the %APPDATA%\Virtuali\Airplanes\Airbus_A321 folder.
; Front catering door is not perfectly symmetrical with The reason for saving into the %APPDATA% folder, is to ensure the file can be writ-
; the main passenger door (5 cm ahead) and it opens ten without problems even if the UAC is enabled. As soon as you Save your file, the
; using Shift+E then 3, and it’s named “exit 3” modifications to the airplane configuration in GSX will be applied immediately so, for
example, you can try a boarding/deboarding test, to verify your edits, choose “Reset
[service2]
pos = 1.6 -18.85 3.9 5 position”, going into the editor again, test again and so on, to refine your configuration.
code = 3
name = exit 3
Unit Load Devices - Loading/Unloading your Cargo IATA ICAO Dimensions Description
AKC LD1 156/234 × 153 × 163 cm Contoured, half width, used for 747
Starting with version 1.3, GSX supports two means of loading and unloading cargo:
DPE LD2 119/156 × 153 × 163 cm Contoured, half width, used by the 767
• The standard Baggage Conveyor Belt, used since the first version AKE LD3 156/201 × 153 × 163 cm Contoured, half width, used by B77, A330/340, MD11
AKH LD3-45 114 × 153 × 163 cm 45” height for loading on Airbus A320 family
• The larger Cargo loaders, with two platforms that can handle baggage and mail ALF LD6 406 x 153 x 163 cm Full-width lower hold container with angled ends
loaded on standard containers. ALP LD11 317 x 223 x 163 cm Full-width lower hold container. Canvas Door.
•
AMP M1 317 x 243 x 243 cm Main-deck container. Door is canvas with built-in net door straps.
On wide-body airplanes, it’s more efficient to load Cargo (Baggage and Mail), using
loaders that move standard containers, named Unit Load Device or ULD for short. Their DQF LD8 243 x 153 x 163 cm Full-width lower hold container angled at both ends. Canvas door with
built-in door straps.
type and measurement is fairly strict, since they must adapt to the fuselage shape and
size, and the cargo door size too. There are several containers type used for different Below, a table of which ULD are used in most common airplane types:
airplane types, and GSX supports the most popular ones which are used on the Lower
Cargo bay.
Aircraft IATA ULD ICAO ULD
A unit load device (ULD), is a pallet or container used to load luggage, freight, and mail B747 LD1 AKC
on wide-body aircraft and specific narrow-body aircraft. It allows a large quantity of B767 LD2 DPE
cargo to be bundled into a single unit. Since this leads to fewer units to load, it saves B777 LD3 AKE
ground crews time and effort and helps prevent delayed flights. Each ULD has its own
B787 LD3 AKE
packing list (or manifest) so that its contents can be tracked.
A300 LD3 AKE
All ULDs are identified by their ULD number. A three-letter prefix identifies its type, A310 LD3 AKE
followed by a 4 or 5 digit serial number to uniquely identify it from others of the same A319 LD3-45 AKH
type, and ending with a two character (alpha-numerical) suffix identifying the ULD’s A320 LD3-45 AKH
owner (if an airline, often the same as IATA designator codes).
A321 LD3-45 AKH
For example, AKN 12345 DL means that the ULD is a forkliftable LD3 with the unique A330 LD3 AKE
number 12345 and its owner is Delta Air Lines. A340 LD3 AKE
A380 LD3 AKE
GSX supports the most widely used ULDs, listed in the table on the next page: MD-11 LD3 AKE
L-1011 LD3 AKE
IL-86 LD3 AKE
IL-96 LD3 AKE
FsDreamTeam GSX - Ground Services for FSX - page 45
IATA ULD code: ALF contoured container The ULD used by GSX are customized with airline logos and their identification
Also known as: AWA, AWF, and forkable AWC code, according to correct IATA standards, as explained before. The airline selection is
ALF Rate class: Type 6W
Description: Full-width lower hold container with angled ends.
made according to the following strategy:
Door is canvas with built-in door straps. If your airplane.cfg includes the ICAO code of your airline in the atc_parking_codes
Suitable for: 747, 777, 787, DC-10, MD-11 lower hold parameter, this will take precedence over any other selection method. It’s assumed you
LD6 Door opening: 120 x 60-in (305 x 152-cm)
Maximum gross weight: 3,175 kg (7,000 lb) will preferably load containers with the airline logo of the airplane. If your airplane
Tare weight: 230 kg (507 lb) doesn’t have an atc_parking_codes parameter in its aircraft.cfg file, the selection
FsDreamTeam GSX - Ground Services for FSX - page 46
will be made per airport, using the same selection methods as the handling vehicles. L:FSDT_GSX_DEPARTURE_STATE
In this case, it might happen you will load containers with a logo on departure, and a L:FSDT_GSX_DEICING_STATE
different one when unloading on arrival. This is normal, and can’t be prevented if your
airplane.cfg doesn’t have the airline code set. With a status being a numeric value, indicates the following:
1 = service can be called
The standard Cargo Loader used is modeled after the real world FMC Commander 15, 2 = service is not available
a very popular vehicle, with two hydraulic platforms that can reach doors as high at 3 = services has been bypassed
3.55 meters. GSX version 1.8 added support for the FMC Commander 30i, which can 4 = service has been requested
reach the Main Cargo door, up to 5.558 mt. of height. 5 = service is being performed
6 = service has been completed
Live Update
L:FSDT_GSX_DEICING_TYPE
GSX has been designed with the capability of being constantly updated. The kind of With a value ranging from 1 to 4, to indicate the Fluid Type requested by the user to the
product is very suited to evolve: new 3rd party airplanes that require support with doors Decing crew. Airplane developers might want to use this to simulate holdover times.
configuration and special features, and new 3rd party airports that might need a specific
customization, are being released every day. And of course, with such complex code L:FSDT_GSX_NUMPASSENGERS
that needs interaction with a wide range of addons and user habits, bugs are always This variable can be set from a gauge code, and GSX will use it in place of its own
possible. With the Couatl Live Update, your product will be always fresh without much calculation, to set the correct number of passengers to match the airplane.
effort to check for new versions. The Couatl Live Update also covers other products,
from FSDT and 3rd parties that license the Couatl scripting engine, and can be kept L:FSDT_GSX_NUMPASSENGERS_BOARDING
updated very easily with the same method. L:FSDT_GSX_NUMPASSENGERS_DEBOARDING
The airplane code can read these two variables to stay in sync wih the GSX boarding/
deboarding process and update their own internal status.
Interfacing with GSX
Checking the Pushback status
Here’s some informations useful to developers wanting to interface their airplanes or
utilities with GSX. Most of the information can be retrieved using L: variables, which
When GSX is Pushing the airplane, it sends a “Freeze” commands using Simconnect,
can be read very easily from an XML gauge code, but also in a C/C++ gauge, using
so the plane will not move while being pushed. The plane is set to its normal status
the register_var_by_name(), get_named_variable_value() API calls
when the Pushback Truck is removed. This might cause issues if you use a custom flight
from the Panels interface.
model, for example, which should be notified of the freezing, as a standard plane
would. To check the precise moment GSX has frozen the airplane, you can poll the
Reading the current status of GSX operations:
L:FSDT_VAR_Frozen variable, which is set to 1 when the Pushback starts pushing,
and reset to 0 when it’s done.
Each GSX service has an associated L: variable:
L:FSDT_GSX_DEBOARDING_STATE
L:FSDT_GSX_CATERING_STATE
L:FSDT_GSX_REFUELING_STATE
L:FSDT_GSX_DEBOARDING_STATE