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MSFS20 Create boat in Sim connect

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unitedkingdom
Hi all,

I am trying to create a simobject to place a land able aircraft carrier at a location I specify. I have managed to inject the model no issues, however, I go to land and sink though the deck. The object has a land able deck when created by the sim itself but not when I create it.

C#:
Init.Airspeed = 0;
                Init.Altitude = 0;
                Init.Heading = Convert.ToDouble(model_data["hdg"]);
                Init.Latitude = Convert.ToDouble(model_data["lat"]);
                Init.Longitude = Convert.ToDouble(model_data["lon"]);
                Init.Bank = 0;
                Init.Pitch = 0;
                Init.OnGround = 1;
                if (simconnect == null)
                {
                    OpenSimConnectConnection();
                }
                simconnect.AICreateSimulatedObject(model_data["title"], Init, DATA_REQUESTS.REQUEST_AI);

Any help would be appreciated

Thanks,
Scott
 
The landable part is not entirely in the Simboject itself,
To have collision handling on a "non user" Simboject you need to place them via a worldscript
 
The landable part is not entirely in the Simboject itself,
To have collision handling on a "non user" Simboject you need to place them via a worldscript
Oh I was not aware of this how would you go about that then?
Also would you be able to generate them automatically rather than creating them manually.

Thanks
 
Last edited:
Basically In the worldscript you need
Code:
<SceneryObjects.IsCollidableWithUser>true</SceneryObjects.IsCollidableWithUser>


@superspud made lot of them and gave insights in this topic



Whether a Worldscript can be driven with simconnect...I don't know

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
I'm finishing up a moving boat library update with a bunch of landable boats this week hopefully which will have a clearer explanation of everything.

But I know nothing of the simconnect stuff so it might be completely irrelevant.
 
I'm finishing up a moving boat library update with a bunch of landable boats this week hopefully which will have a clearer explanation of everything.

But I know nothing of the simconnect stuff so it might be completely irrelevant.
Fantastic I have a couple of questions you might be able to answer @superspud

How do you load a world script and where are they stored?
If I can procedurally generate them then just load them on request that may do what I need.

Thanks
 
There's a landable worldscript.

In it you specify which simobject to use, any attachments to it, speed and route.

This is also where you specify whether it's landable/ collidable.

As far as I know it's the only container that does make a simobject collidable.

Like I said, I know zilch about simconnect stuff. If you make a route with it, I don't know how that would work with a worldscript as a route is in there too. Maybe you can do the same things with a worldscript that you were planning.

More in this thread too - https://www.fsdeveloper.com/forum/threads/how-to-make-a-static-library-asset-follow-a-path.457447/
 

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Fantastic I have a couple of questions you might be able to answer @superspud

How do you load a world script and where are they stored?
If I can procedurally generate them then just load them on request that may do what I need.

Thanks

You create a new asset group in your project in the SDK. It'll be Worldscript in the dropdown choices. That creates a 'Scenarii' folder in the packageresources which is where you place your worldscripts in the uniquely named subfolder.

You have to place a worldscript like a scenery object in the SDK. They show up in the Worldscript section of the object list after building the package. It's an item to place.

So maybe that is totally not what you want.
 
And as for procedural generation, I don't think that's a thing. It's quite a manual process, including making a route.

To try your own ship in that worldscript all you have to do is replace your simobject name in this one line on column 6 - <ContainerTitle>YourSimObjectName</ContainerTitle>

It's a very basic test loop so it'll turn horribly.
 
And as for procedural generation, I don't think that's a thing. It's quite a manual process, including making a route.

To try your own ship in that worldscript all you have to do is replace your simobject name in this one line on column 6 - <ContainerTitle>YourSimObjectName</ContainerTitle>

It's a very basic test loop so it'll turn horribly.
Cool thanks I will give it a go and report back
 
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