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Experiences with FS2004 aircraft import/export

Thanks, Tom. Appreciate the info.
That does indeed sound like a good reason why it worked in P3D and MCX but not in in FS9.
I realise that my solution was for a specific circumstance and not a global fix.

I tried to compile using '&&' and while it compiled perfectly fine it did not work in game, even if I went through the FSX stage.

So I thought I would try '&&' it showed in the xml editor but the MCX_MakeMDL.parts.xml showed a blank line and sure enough in game the flaps stayed down after start up.
Obviously it does not matter in this particular case but do you have any thoughts on how to resolve this without a kludge?

Do you happen to use '&&' in your MakeMDL.parts.xml file to prove that FS9 does accept it?
 
Test1: FS9 AI Britannia to FSX
The airstairs do not appear on the stopped plane, and the flaps appear at the wrong times.

I think this is due to the formatting of the custom modeldef entries - they are not in proper Code format, the variables are in an odd Sim format with units. Also, the <> symbols are not correct.

XML:
 <PartInfo>
    <Name>custom_vis_TRAILING_EDGE_FLAPS_RIGHT_PERCENT_0_00_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>TRAILING EDGE FLAPS RIGHT PERCENT 0 &amp;gt; TRAILING EDGE FLAPS RIGHT PERCENT 16383 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>
  <PartInfo>
    <Name>custom_vis_TRAILING_EDGE_FLAPS_LEFT_PERCENT_0_01_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>TRAILING EDGE FLAPS LEFT PERCENT 0 &amp;gt; TRAILING EDGE FLAPS LEFT PERCENT 16383 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>
  <PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_2_02_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>GEAR ANIMATION POSITION:2 1 &amp;gt; GEAR ANIMATION POSITION:2 200 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>
  <PartInfo>
    <Name>custom_vis_CENTER_WHEEL_ROTATION_ANGLE_0_03_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>CENTER WHEEL ROTATION ANGLE 0 &amp;gt; CENTER WHEEL ROTATION ANGLE 0 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>
  <PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_1_04_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>GEAR ANIMATION POSITION:1 1 &amp;gt; GEAR ANIMATION POSITION:1 200 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>
  <PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_1_05_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>GEAR ANIMATION POSITION:1 0 &amp;gt; GEAR ANIMATION POSITION:1 10 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>
  <PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_2_06_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>GEAR ANIMATION POSITION:2 0 &amp;gt; GEAR ANIMATION POSITION:2 10 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>

The plane is collapsed when first converted, but an import/export/import cycle fixes that.
 
Do you happen to use '&amp;&amp;' in your MakeMDL.parts.xml file to prove that FS9 does accept it?
Sure, here is an example:

XML:
<part>
     <name>ladder_cargo</name> <!-- visible when door #1 (passenger) is open, brake is on, and LH engines are stopped -->
                 <visible_in_range>
                      <parameter>
                           <code>(A:EXIT OPEN, percent) 99 &gt; (A:BRAKE PARKING POSITION, bool) 1 == (A:GENERAL ENG1 COMBUSTION, bool) 0 == (A:GENERAL ENG2 COMBUSTION, bool) 0 == &amp;&amp; &amp;&amp; &amp;&amp; </code>
                       </parameter>
                       <minvalue>1</minvalue>
                 </visible_in_range>
</part>
 
Thanks for that, Tom. If it didn't work I think you would have noticed.
So, this seems to point to the xml editor in MCX not being able to cope with typing in '&&'.

Of course it could be that I am doing something wrong somewhere, but it took the '*' mod and reformatting mods just fine.

It sounds like Arno's suggestion of converting any 'and' inside of the code brackets to either '&amp;&amp;' or '&&' as the best overall fix for any version.

At least I have a test example to check once that gets included.
 
So I did a few quick tests with the new version... The NBAI Tomcats were willing to compile for me this time just fine; however, the NH-90's and An-10 were still problematic and gave red message issues. Test files attached. Thanks,
For the AN-10 the problem is that there is a texture with a & in the name. XtoMDL does not allow that. I thought MCX would already throw a warning in that case, I'll check.

For the NH-90 the problem is that there is a custom animation with a dot in the name. I'll see where that comes from and fix it.
 
For the AN-10 the problem is that there is a texture with a & in the name. XtoMDL does not allow that. I thought MCX would already throw a warning in that case, I'll check.

For the NH-90 the problem is that there is a custom animation with a dot in the name. I'll see where that comes from and fix it.
I have implemented fixes for these two issues now, so in the next development release it will be fixed (I just push a new release this morning, but that was before I made those fixes).
 
Using 1/20 development release.

Test 1: FS9 AI DC-6B to FSX (This plane was produced using GMAX)
The airstairs now have the proper visibility condition.
The other issues are still present:
Door and door opening, and animated panel of the airstairs displaced.
Right main wheels do not rotate.
Props do not rotate.
All animations appear correct in MCX.

Door and door opening do not animate. Modeldef entry appears OK?

XML:
  <Animation name="custom_anim_LIGHT_BEACON_01" guid="97ef173e-16b4-48dc-8b9c-3291378a7daf" length="100" type="Sim" typeParam2="custom_anim_LIGHT_BEACON_01" typeParam="AutoPlay" />
  <PartInfo>
    <Name>custom_anim_LIGHT_BEACON_01</Name>
    <AnimLength>100</AnimLength>
    <Animation>
      <Parameter>
        <Code>(A:LIGHT BEACON, bool) (A:VELOCITY BODY Z, knots) 0 != || if{ 0 } els{ 100 }</Code>
        <Lag>20</Lag>
      </Parameter>
    </Animation>
  </PartInfo>

AI Ground equipment entry in MCX modeldef file now appears correct:.

XML:
 <PartInfo>
    <Name>custom_vis_LIGHT_BEACON_00_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>(A:LIGHT BEACON, bool) (A:VELOCITY BODY Z, knots) 0 != || !</Code>
      </Parameter>
    </Visibility>
  </PartInfo>

The c_wheelwell visibility works properly using this code in the MCX modeldef:

XML:
 <PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_0_02_mcx</Name>
    <Visibility>
      <Parameter>
        <Sim>
          <Variable>GEAR ANIMATION POSITION:0</Variable>
          <Units>keyframe</Units>
        </Sim>
      </Parameter>
    </Visibility>
  </PartInfo>

Test 2: FS9 AI Britannia to FSX (This plane was produced using FSDS 2).
This time it did not collapse upon initial conversion.
Airstairs, door, and door opening do not appear when at the parking spot. These have been assigned this visibility condition in the MCX modeldef file:

XML:
 <PartInfo>
    <Name>custom_vis_CENTER_WHEEL_ROTATION_ANGLE_0_00_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>CENTER WHEEL ROTATION ANGLE 0 &amp;gt; CENTER WHEEL ROTATION ANGLE 0 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>

This is rather odd code since it specifies something both greater than and less than 0 (?). Also the code line is invalid.
This is an FSDS 2 model, with the parts having the Pre-Process conditions of Beacon Light Switch Off and Tire Stopped. I don't know how FSDS places that into the MDL file - it uses its own compiler.

The takeoff flaps also are visible when the plane is parked at the gate. They are assigned this in MCX:

XML:
<PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_1_04_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>GEAR ANIMATION POSITION:1 1 &amp;gt; GEAR ANIMATION POSITION:1 200 &amp;lt; &amp;amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>

In FSDS the left ones were assigned Pre-Process conditions of Landing Light Switch On, Left Flaps Up, and Left Gear Down. It appears the MCX code would cover the gear down visibility, but not the other two (if it was made into valid code). They are assigned the correct l_gear animation in MCX however.

Do you want to try to get FS9 FSDS aircraft converted or should I abandon that testing, at least for now?
 
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Hi Tom,

Can you send me the textures for the DC-6 AI model, I'm now testing in sim without textures and that makes it hard to see everything.

Also, when I test it as a normal aircraft the props animate fine. I have no idea how to test as AI here.
 
Arno,

What sims do you have? I can send a little flight plan for the plane so you can watch it.
 
Arno,

What sims do you have? I can send a little flight plan for the plane so you can watch it.
I have FS2004, FSX and P3D v4 installed. But I think waiting for some AI to move is not a very efficient way to test things. I now checked as normal aircraft and that seems to give different results.
 
Some things you can test as a user aircraft, knowing the visibility and animation triggers in the modeldef. For example, you can check the airstairs by turning the lights on and off using the L key. But the final test is always as an AI aircraft. And that does take some time, but using 4x speed makes things pretty fast. Most everything can be tested from parking spot to takeoff. I use the AI Tools Explorer to find an AI plane ready to leave the parking spot (or set the time so it does).
 
But why would the props not rotate for the AI if they work fine on a normal aircraft with the same model? That means that prop animations are visibility conditions are all there. Does the AI model have different requirements for that?
 
Your post above gave me the idea - it is probably because the AIR file is for a jet (I use the B737 AIR file for all AI aircraft, it seems to work the best). When I change the AIR file to a flyable piston model, the still props now rotate correctly when loaded as a flyable model. The slow and blurred do not, though.
 
Hi Tom,

That's good to hear.

Would you know a good reference AI model with props? Then I can maybe check how things are done in that model.
 
Hi Arno.

I will send you something. Should that be FS9, FSX or both?

From mobile hence short
 
Tom is testing in FSX now, so that would be a FSX reference model. But I guess if people will do the reverse conversion from FSX to FS2004 a FS2004 model might also help.
 
The AI DC-6B model I sent you could be used for an FS9 AI aircraft created by GMAX, and the AI Britannia model I sent you could be used as one created with FSDS. I’ve never created a native FSX AI aircraft but Martin can do that.
 
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