# TaxiwayParking Objects A **Taxiway Parking** object is an object element that is used to add an aircraft or ground vehicle parking area to an airport in the world. When you select this object type you will be presented with a list of different object elements listed in the [Objects](../../menus/the-view-menu/#objects) window: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_1_list.png" alt="Different Taxiway Parking Object Elements Listed In The Objects Window" >}} When you click the {{< button "Add" />}} button, the Taxiway Parking object will be added to the scene and can be positioned using the [Gizmo](../../menus/the-view-menu/#gizmo). Once positioned, the taxiway parking [Properties](../../using-the-scenery-editor/#properties) can be edited. {{< callout context="caution" title="IMPORTANT!" icon="outline/alert-triangle" >}} Taxiway Parking objects require one or more {{< link "airport-objects/" >}}Airport Objects{{< /link >}} to be present in the scene, and must be added to an airport group in {{< link "../the-scenery-editor/" >}}The Scenery Editor{{< /link >}}. If no airport is present then they cannot be used. Also note that if they are placed too far away (ie: outside the airport {{< link "airport-objects/#object-test-radius" >}}Object Test Radius{{< /link >}}) then they will not be rendered. {{< /callout >}} {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_2_visual.png" alt="A Taxiway Parking Object Placed In The World" >}} When placed in the world, it will be displayed as a circular area, and you can use the [Gizmo](../menus/the-view-menu/#gizmo) to not only place the parking spot, but to rotate it - you can see a small arrow indicating the orientation - as well as change the scale of the object. When the parking spot is for aircraft, the scale will affect the size of the aircraft that can use the parking spot. #### Connecting A Taxiway Path Once you have placed the taxiway parking spot in the world, it will generally need to be connected to [TaxiwayPoint Objects](../taxiwaypoint-objects/) using [TaxiwayPath Objects](../taxiwaypath-objects/). To do this you must first select the taxiway parking object in the world, then use {{< input "Ctrl" />}} and **left mouse button{{< mouse-press >}}** to select the taxiway point that you want it to connect to. You can then do one of the following things to add a path between the two: - Select the Taxiway Path Object in the Objects window and click {{< button "Add" />}}. - Use the **right mouse button{{< mouse-press "right" >}}** and select the **Create Path** option. This will then add a Taxiway Path object between the point and the parking, which will look like this in the world: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_3_path.png" alt="A Taxiway Path Linking A Parking Spot And A Taxiway Point" >}} {{< callout context="note" title="NOTE" icon="outline/bulb" >}} Taxiway Paths added to link Parking Spots with Taxiway Points will not have a surface texture and should be placed over {{< link "apron-objects/" >}}Apron Objects{{< /link >}} if you require a texture. {{< /callout >}} When you connect the point to the parking, the parking spot heading will be rotated to be parallel to the path. Also note that you can connect more than one Taxiway Path point to a Parking spot if required (although you wouldn't normally), and you can remove the path by selecting it and using the {{< input "Delete" />}} key on the keyboard. #### Jetways Depending on the [Type](#type) of parking that you add, you may get an error shown in [The Scenery Editor](../../the-scenery-editor/) telling you that you need to add a Jetway: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_7_error.png" alt="An Error Adding Jetways To An Airport" >}} Specifically, this error will occur when you have set the parking as being any of the `GATE_` types. Gates require a jetway to connect any parked aircraft with the airport terminal, and as such you will need to add a [Jetway](../jetway-objects/) to this kind of parking spot. For these parking spots you will have a button at the top of the **Properties** window, {{< button "Add a Jetway" />}}, which can be used to add one and link it to the parking spot. #### VDGS Another optional addition to all types of parking spot is giving it a Visual Docking Guidance System ([VDGS](../vdgs-objects/)). The VDGS is a system used to assist aircraft to dock at the exact position in front of respective gates and one can be added to the parking spot simply by clicking the {{< button "Add VDGS" />}} button at the top of the **properties** window. When you click this button you will see the following two options as buttons: - {{< button "Use Default VDGS_01" />}}: Clicking this button will add a default [VDGS Object](../vdgs-objects/) to the taxiway parking object. - {{< button "Use Another SimObject" />}}: Clicking this will open a "mini" object editor where you can use the various filters and package tools to find the custom SimObject to be used as the VDGS object in the scene. After selecting one, you can click the {{< button "Add" />}} button to add it to the Taxiway Parking. {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_10_vdgs_find.png" alt="Adding Another SimObject To A Jetway" >}} After adding a VDGS to the parking spot, it will be shown in the Scenery Editor content list, under the associated parking spot, along with the Jetway (if one is added). ### Properties The **Properties** window for a Taxiway Parking looks like this: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_4_props.png" alt="The Taxiway Parking Object Properties" >}} - ##### Name This is the name of the element as defined by its object type properties. - ##### Display Name This is the name of the element as it will be displayed in the [The Scenery Contents List](../../the-scenery-editor/#the-scenery-contents-list). This can be edited and is helpful for identifying elements when you have a lot of items in the content list. - ##### Add A VDGS This will give you the option to add either a *default VDGS* or a custom SimObj VDGS. See the section on [VDGS](#vdgs) for more information. - ##### Type This can be used to change the type of taxiway point that is being edited. You can choose one of the following types, which will be drawn with the corresponding colour in the scene: {{< callout context="note" title="NOTE" icon="outline/bulb" >}} Choosing RAMP_GA or GATE means that the final type of ramp/gate parking will be determined by the radius of the parking spot. However, you can force the type and override the default setting by changing this parameter to a specific value, eg: RAMP_GA_SMALL. {{< /callout >}} - **RAMP_GA** (green) - **RAMP_GA_SMALL** (green) - **RAMP_GA_MEDIUM** (green) - **RAMP_GA_LARGE** (green) - **RAMP_CARGO** (green) - **RAMP_MIL_CARGO** (green) - **RAMP_MIL_COMBAT** (green) - **GATE_SMALL** (yellow) - **GATE_MEDIUM** (yellow) - **GATE_HEAVY** (yellow) - **DOCK_GA** (green) - **FUEL** (dark green) - **VEHICLE** (dark blue) - **RAMP_GA_EXTRA** (green) - **GATE_EXTRA** (yellow) - **HELICOPTER** (blue) Note that when the FUEL type is selected, there will be an additional option: - **Has 3d Mesh**: This checkbox is so you can decide if you want the parking space to generate a fuel mesh or not. - ##### Heading The parking spot heading (oriented from the North) from -360.0° to 360.0°. This is shown in the world by a little arrow on the edge of the bounding circle. Note that this can be edited using the Rotation [Gizmo](../../menus/the-view-menu/#gizmo). - ##### Radius The parking spot radius, in meters. This will determine the size and type of aircraft that can park there (where applicable). Note that this can be edited using the Scale [Gizmo](../../menus/the-view-menu/#gizmo). - ##### Name The parking spot name. Can be any one of the following values: - **NONE** - **PARKING** - **N_PARKING** - **NE_PARKING** - **E_PARKING** - **SE_PARKING** - **S_PARKING** - **SW_PARKING** - **W_PARKING** - **NW_PARKING** - **GATE** - **DOCK** - **GATE_A** - **GATE_Z** - ##### Number Defines the number of the taxiway parking (goes with the given name), from 0 to 65534. - ##### Suffix Here you can select the suffix to be added to the taxiway parking name and number. Either NONE or a value between GATE_A and GATE_Z. - ##### Apron Control Selecting this will show the option to add an New Apron Control service to the taxiway parking object. Clicking that option will then open a small window and request that you give the identifier of the airline service that is to be registered as being used for the parking spot: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_9_airlinecode.png" alt="Adding An Airline Code To The Apron Controller For The Object" >}} After adding the code, click on {{< button "Add" />}} to have it registered with **Apron Control**. Note that the parking spot object requires at least one airline code to be assigned to it, but you can add multiple airline codes and then switch between them if required, although only one of them will be used at any time. For more information, please see here: [Apron Services](../../../../../content-configuration/environment/airports-and-facilities/apron-services/apron-services-overview/) - ##### Passenger Access Type This option defines the kind of passenger access for the parking spot. Can be one of the following: - Bus - Ramp - Jetway - ##### Has Number Marking When enabled, this will display number markings for the taxiway parking spot, as shown in the image below: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_5_markings.png" alt="A Taxiway Parking Spot Number" >}} This will also enable additional options that can be edited to position the number if required: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_4_propsmarking.png" alt="The Has Number Marking Options" >}} Checking the **Edit Number Position** will permit you to edit the following properties: - ##### Number Bias X This is for offsetting the position of the parking spot number along the X axis. Values are in meters. - ##### Number Bias Z This is for offsetting the position of the parking spot number along the Z axis. Values are in meters. - ##### Number Heading This is for changing the angle that the parking spot number is orientated, in degrees. - ##### Draw Dirt Enabling this option will add a dirt texture to the are within and around the parking space (the actual texture used will depend on the size and type of parking). Note that vehicle parking will not have this option. - ##### Parking T Offsets This option permits you to change the "T" position - or add more "T" positions - to the parking spot. These are approximately where the nose wheel for an aircraft should sit when parked, and you may want to have various of them if the parking can accept multiple different sizes or types of aircraft. If you click the {{< button "Add" />}} button you will be shown a new input field where you can set the offset, which is in meters and calculated from the center point of the parking spot. You can add up to 4 different values, and the last one will always be connected to the center spot and the taxiway path. The image below shows a parking spot with 3 different T Offsets: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_6_toffset.png" alt="The Taxiway Parking T Offsets" >}} You can remove the last T offset value added using the {{< button "Remove" />}} button, and repeatedly pressing it will remove the offsets in sequence. {{< callout context="note" title="NOTE" icon="outline/bulb" >}} This is a purely visual effect and will have no influence on where an aircraft using the spot will actually park. {{< /callout >}} - ##### Index This is the identifier index assigned to this taxiway parking inside of an airport. #### Helicopter Markings When the Type of parking spot is set to HELICOPTER, additional marking options will be available, that - when combined- give the following result: {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_8_heli6.png" alt="A Helicopter Parking Spot With All Markings Enabled" >}} - ##### Has Touchdown Marking This will add an interior circle marking to the helicopter parking spot. {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_8_heli1.png" alt="The Touchdown Marking" >}} - ##### Has Central Zone Marking This will add a central circle marking to the helicopter parking spot. {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_8_heli2.png" alt="The Central Zone Marking" >}} - ##### Has Helicopter Stand Marking This will add an exterior circle marking to the helicopter parking spot. {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_8_heli3.png" alt="The Helicopter Stand Marking" >}} - ##### Has Alignment Line This will add a painted indicator line through the parking spot, aligned with the taxiway path that the spot is attached to. {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_8_heli4.png" alt="The Center Line Marking" >}} - ##### Is Collocated With TLOF This will change the exterior painted circle to be a white TLOF (touch down and lift off) area marking. Note that this requires that the **Has Helicopter Stand Marking** is enabled as well, otherwise it will not be visible. {{< image-center src="images/2_DevMode/scenery_editor/Objects/taxiparking/taxipark_obj_8_heli5.png" alt="The TLOF Area Marking" >}}