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MSFS20 Best practise to reload newly edited assets (e.g. SimObjects, Worldscripts)?

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What is the best practise to reload assets after editing them? I find the results of reloading freshly edited assets (SimObjects, Worldscripts) extremely inconsistent and a matter of luck and weather. I use the following techniques:
  • Build package
  • Clean package + Build package
  • Switching forth and back to another project
  • Build package and restart MSFS
  • Restart MSFS and Build package
  • Replacing GUIDs with new ones
I mostly compile/build packages within MSFS. To use the FSpackageTool I'd have to close and restart MSFS anyway.
Thanks for sharing your experience!
 
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For scenery, I always just build the package and restart. I'll only do a clean build if I have altered file names or if something seems screwy.
I've never found a good way to reload things in the sim. Worldscripts, AFAIK you have to build and restart the sim for every time.

Edit: Actually, now that I think about it - I have refreshed model changes in the past clicking "Load this asset group" on the Scenery Editor. That has been quite a while back though, so I haven't tried if it still worked recently.
 
Scenery object models are simple, you open the model's gltf with something like notepad ++, change something like adding one space, change it back, save and it'll do a live reload. That doesn't work if there's a new texture, just changes to existing ones and the mesh.

For simobjects and worldscripts the main thing I have needed to edit in the past in this area is ship wakes as they're extremely hard to place correctly.

In that case I can edit it without leaving the sim. Edit the simobject model xml, build, close the console and re place the worldscript and you should see the change.

As far as I can tell everything else involved- anything related to simobject mesh, worldscript changes and route etc - won't show any updates without a full reload.
 
Thanks (once more) Superspud! Adjusting wakes is exactly what troubled me so much that I opened this thread. After build and close console I tried with reloading the scenery. Which restarted the Worldscripts, too ─ but obviously is not the same as deleting the scripts from the scenery and dropping them into it from new. Gonna try that!
P.S. By 'full reload' you mean MSFS?
 
For scenery, I always just build the package and restart. I'll only do a clean build if I have altered file names or if something seems screwy.
I've never found a good way to reload things in the sim. Worldscripts, AFAIK you have to build and restart the sim for every time.

Edit: Actually, now that I think about it - I have refreshed model changes in the past clicking "Load this asset group" on the Scenery Editor. That has been quite a while back though, so I haven't tried if it still worked recently.
Thanks, "Load this asset group" is indeed something I have neglected so far. By 'restart' (after build the package) you mean reload the scenery BGL?
At least I get some consolidation when a professional designer like you says he's never found a good way to do reloads... ;)
 
P.S. By 'full reload' you mean MSFS?

Yes.

It sometimes doesn't work reapplying the worldscript after a build, but it should do most of the time.

Not sure why it doesn't work for simobject meshes as it does for scenery objects but that's a less painful thing to deal with.
 
Thanks, "Load this asset group" is indeed something I have neglected so far. By 'restart' (after build the package) you mean reload the scenery BGL?
At least I get some consolidation when a professional designer like you says he's never found a good way to do reloads... ;)
Build the package, close the sim, drop the new package in community (or wherever if you use Addons Linker), restart the sim.
That's my usual workflow for anytime I make model changes or worldscripts, especially.

With scenery changes (maybe even models), just doing a build may be enough, but sometimes the sim will get a little wonky. I just prefer doing full restarts, because then I know for sure that everything is loading correctly.

There may be better ways to do stuff, but I always tend to take the brute-force route for whatever reason. :)
 
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