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Droppable Objevt weight

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21
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unitedstates
Is it possible to add weight to a droppable object?
I would like each of my object to have mass so that when it is dropped a specific amount of the total payload is reduced.

Is this possible?

Many thanks,

Amatsukaze
 
I don't think so, unless something was changed in the last update. I have used a triggers to detect the object when dropped. The trigger does a Adjust Payload Action.

Gunner
 
Yes, I also use an area that is attached to the aricraft (some 10 feet below the plane), the trigger then adds a negative payload to the aircraft.
That works just fine. :)
 
I wonder how the slingload missions work? I have not looked at these, but there must be some way the loads are added, and removed. You have the added weight to the chopper, plus the mass that is swinging on the line.

Gunner
 
I'm afraid this is hardcoded in fsx. The weight of the simobject (defined in the .cfg) is simply added to the aircraft weight. There's no call in the mission script.
 
Actually I don't know why the payload option wouldn't be enough to add weight to the aircraft.
Using simconnect you may be able to increase the weight of the aircraft though - but I'm not familiar with that.
 
Hi. I'm new to building missions and I have the same problem. I have added the payload weight (bombs) using the AdjustPayload Action. But I don't have a way to detect that the object have been dropped so I can add a negative weight.

I tried using the Property Trigger but the simvar.PAYLOADSTATIONNUMSIMOBJECTS requires an index that cannot be provided by the Conditions Tool. DO you know how I can work this problem?

Also I tried your solution but could not attach an area to the user plane.

Any help is appreciated.

Regards
 
I'm afraid this is hardcoded in fsx. The weight of the simobject (defined in the .cfg) is simply added to the aircraft weight. There's no call in the mission script.
Why change the aircraft weight manually when it's done automatically? If you drop a droppable object the payload (aircraft weight) is reduced by the weight of the single drop object. ;)

If you want to know when an object is dropped you can use an area beneath the dropping zone. Best will be to create an AI aircraft of the same kind you fly, then you can attach the area to it and visually move it to the spot you need it - then attach it to the PLAYER. You cannot see it anymore so you'll have to test if the drop object really triggers it.
 
Why change the aircraft weight manually when it's done automatically? If you drop a droppable object the payload (aircraft weight) is reduced by the weight of the single drop object. ;)

If you want to know when an object is dropped you can use an area beneath the dropping zone. Best will be to create an AI aircraft of the same kind you fly, then you can attach the area to it and visually move it to the spot you need it - then attach it to the PLAYER. You cannot see it anymore so you'll have to test if the drop object really triggers it.

Thanks for your answer. If I understand your answer correctly, what you are telling me is that the aircraft weight is altered by the droppable object without me having to do anything about it. In other words, I only have to put the object and the engine will add/substract the weight accordingly. Is that correct?
 
I hope so. :D It's quite some time since I did this the last time, so I'm not sure about it, but why not try it? ;)

To learn about the attached payload you can save the mission and find the payload in the FLT file.
 
I hope so. :D It's quite some time since I did this the last time, so I'm not sure about it, but why not try it? ;)

To learn about the attached payload you can save the mission and find the payload in the FLT file.

I reviewed the FLT file and the droppable object does not add any weight to the aircraft. But the emptyweight constant defined in the object CFG file is used to calculate momentum of inertia for the aircraft although the weight is not added.

This means that I can add n droppable objects and the aircraft will take off because they weight exactly 0 pounds. I will have to find a way to add/susbtract that weight by hand.

Thanks for your help.
 
AfaIk the mass properties in the sim.cfg do affect the user aircraft (not AI though if I'm not mistaken), so I'm pretty sure attaching several heavy items does influence the aircraft performance. For example in the Acceleration's B58 rescue mission you can feel the EH101 becoming heavier by hoisting the payload.
 
AfaIk the mass properties in the sim.cfg do affect the user aircraft (not AI though if I'm not mistaken), so I'm pretty sure attaching several heavy items does influence the aircraft performance. For example in the Acceleration's B58 rescue mission you can feel the EH101 becoming heavier by hoisting the payload.

I haven't flown that mission, but I will fly it and review the XLM file right now.
 
Hello all. Have just joined the community.
I noticed that Horst18519 stated on 21-08-2009 that it is possible to create
an AI and attach it to your aircraft .
Could you describe how that is done ?

What I am after is an invisible AI placed 2,000 ft ahead and 5,000 ft
higher than my aircraft , but attached to it ,it would have a panel with
one instrument or gauge which would communicate its information to an instrument on my F-111 panel using L variables.
Is this possible ?

Regards
Cobs
 
Unfortunately this is not possible if I'm not mistaken. You cannot attach an AI to something.
Why do you need that AI aircraft? If it should act as an individual AI object simply place it at the position you need it.
If you just want to show the position of a virtual AI object above you you should also be able to do this within the gauge, so a complete virtual object that doesn't exist at all.
 
Thankyou for the reply.
My logic is to have 2 radio altitudes 2,000ft apart that would be compared in XML code for a TFR (Terrain Following Radar).
This would give the autopilot time to react to rising terrain ahead of the aircraft and pullup or push down.
At the moment TFR instruments only read height directly below the aircraft , hence will fly straight into a steep mountain or cliff.
My thought was to have an instrument (radio altitude) ahead and higher to provide rising terrain data.
Can a droppable object be fitted at a station ahead and above my aircraft ?
Regards
Cobs
 
There is no way you will achive this with the mission system. ;)

MAybe you can do it directly via simconnect by calculating your position, calculating the point 2000ft in front and getting the mesh altitude of that point.
 
Thank you Thorsten
I will look into the way you suggested , its great to have a challenge.
Perhaps your way would allow multiple points ahead , thereby giving a trend or rate for the TFR.
Regards
Karol
 
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