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Aircraft.cfg questions

arno

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Hi all,

I am currently implementing a feature in ModelConverterX to read information from the aircraft.cfg file and since I'm not really an aircraft designer I have some questions for you :)

  1. One is file case sensitive? I see some groups are named with capitals (like LIGHTS) and others not (like exits). Does that matter?
  2. Values are separated by a comma, but in the Mooney Bravo file I encounter this contact point which is missing a comma. Does FS still parse it correctly in that case or not (after the -3.90 there is no comma).
point.4=2, -3.90 18.0, -0.67, 1574.8, 0, 0.000, 0.00, 0.000, 0.0, 0.000, 0.0, 0.0, 6, 0.0, 0.0

Thanks,
 
Hi Arno,

1. I believe only he sections LIGHTS and EFFECTS are actually all capitals. I think that could have something to do with the fact that both contain a effect name (?)

2. I think it must work without a comma aswell for the simple idea that it NEEDS the right ammount of information inputs. And I would say a space and the fact a number cannot have multiple decibles would be enough for FSX to be able to regonize the various inputs (?)

But I haven't got prove of either of those thoughts...
 
Q1: No, the file is not case-sensitive. Both [lights] and [LIGHTS] are valid entries.


Sent from my Galaxy S4 using Tapatalk
 
I'd say that contact point entry is invalid. As it's a scrape point (class 2) for the wingtip I doubt if anybody has noticed it doesn't work!
 
Thanks for the answers. I'll make my parse case insensitive for the group names.

And for the separation character I'll just use the comma. Using spaces as well will give trouble if there are effect names with spaces or so.
 
I hate to tell you this Arno because it's a secret, the Aircraft Container module of the SDK will answer all your questions. :rolleyes:
 
Yes, the SDK is quite good on this part. It has been a great help. I did miss the part where it mentioned that things are not case sensitive.

But sometimes it's also good to check that the real world matches what the SDK describes. It wouldn't be the first time things are slightly different :)
 
Hi,

The sim.cfg file found in many of the non-aircraft SimObject seems to use the same format. But I notice that for example lights often only show a type and no position and effect name. I couldn't find info on that in the SDK, does anybody know how that works?
 
I dont know about sim.cfg. for [light] and [effects] have 2 way, fix position light and dynamic position light.
Fix position light, placement position and effect put in aircraft.cfg
Dinamic light put in model.mdl attach in part of model e.g light on landing gear that follow landing gear movement.

I like model converter x, but i have some issue about animation, sometimes the animation movement opposite it should be.
This good news too if you can take fix position from aircraft.cfg. I have a spent more time to put right position of [contact points]like gear point position.
 
I like model converter x, but i have some issue about animation, sometimes the animation movement opposite it should be.

If you have an example object with this problem I might be able to fix it.
 
Hi Arno,

Re sim.cfg:
Some things you can add to a sim.cfg and others you cannot and I have not yet been able to determine which ones work and which ones do not.
But for sure you can add a light section and an effects section and add stuff to the contact points section but the results are unpredictable as far as my experience goes..
You can also use the models and add a aircraft.cfg to them instead of a sim.cfg and they will behave like AI once you add a default .air file to them.
I understand your problem in distinguishing sim.cfg from aircraft.cfg as the SDK is not telling you anything and what it tells you, does not correspond to reality:(.
 
Some things you can add to a sim.cfg and others you cannot and I have not yet been able to determine which ones work and which ones do not.

I don't think it matters whether the file is named aircraft.cfg or sim.cfg -- what makes a difference is the value of category under the [General] section (e.g. Airplane, Helicopter, GroundVehicle, Boat, Animal, SimpleObject, ControlTower, Viewer, Liquid, etc.). Different categories of SimObjects implement different systems/variables, but the specifics of which categories support which systems/variables isn't documented. All I've found is that (in order of most overhead to least overhead): Airplane > GroundVehicle > SimpleObject > Viewer. Reading this thread may help a bit: http://www.fsdeveloper.com/forum/threads/connecting-gauges-to-simconnect-can-i.18265/.
 
But in that case you would expect that the different sections like lights are the same for both. I found very different light definitions for example that make no sense to me.
 
Hi,

For example in GroundVehicles\Veh_Land_SUV_Govt_Sm you can find:

Code:
[Lights]
light.0 = 1
light.1 = 1
light.2 = 2
light.3 = 2

Just by reading the SDK that doesn't seem like valid light definitions. But there are multiple sim.cfg files that contain the lights like this. Would they all be at position 0,0,0? Are they linked to some lights in the mdl? I don't know...
 
Are those from a car's sim.cfg?
Does the model contain attachpoints for lights?
 
Yep, it's from a car, but the model has no attachpoints. So I'm wondering if and how these lights work.
 
The vehicle lights are painted onto the night texture, so I guess these entries really do nothing.
 
My impression was also that they are kind of unfinished lines that have been copied over many times, but I'm not sure of course.
 
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