• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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Oops, a bug…

Presumably that hack requires one to retain the original GUID. I assume that a built (?compiled ) package makes a call to a model GUID and so if a modified model has a new GUID it will not be found.
Yes, that is correct. But why would you change the GUID of an already existing object...?
 
Yes, that is correct. But why would you change the GUID of an already existing object...?
Why indeed, normally when I make a different version of the same model, for example some variant of a flightline hut which I change to break up the uniformity of buildings in the scenery. And sometimes I just make mistakes .....
 
Hi,

Thanks for sharing those tips.
Your rant is very valid - working in the MSFS system is slow and quirky at times. But here are two things that might help (don't know if you are aware of these):
1) you do not need to start the sim to build a project - it can be done from the command prompt using the fspackagetool. I have a set of simple batch files to do that for all my projects. The batch file contains only one line:
Code:
"c:\MSFS SDK\Tools\bin\fspackagetool.exe" F:FS2020_projects\XXXX\XXXX.xml -rebuild -mirroring
where XXXX is the name of my project (my projects are all under F:\FS2020_projects).
Yes, I use this "command line"packager a lot. But I have to rant about that one as well, since it is not really a command line tool like we are used to from the FSX and P3D SDKs.
  1. It is very slow, you first get a boot screen of the simulator and it takes at least 10 seconds before the compiler starts. With the old tools like bglcomp or xtomdl often it only takes a second or so to make your MDL or BGL file.
  2. You can't redirect the output of the fspackagetool to another application, so when I call it from ModelConverterX there is no way to get the output into the event log and show possible warnings or errors there (in earlier MSFS 2020 versions that used to work, but they must have "improved" something.
  3. You need to install the whole simulator to be able to use this tool, so when I am running integration tests for my tools it is kind of impossible to include tests with the MSFS compiler, while I am doing that for FSX and P3D.
All those 3 points together were one of the reasons that the bug I mentioned in my blog post got in and was not noticed before. With the FSX or P3D output it probably would have failed XtoMDL if I broke something in the X file output and that would directly have failed tests.
2) When you are in the sim and in dev mode and your project is open, then changes to existing 3D models are updated as soon as you manually change and re-save the gltf file! No need to rebuild or restart. I am doing my 3D models in Blender, and re-exporting the model from Blender after a change is not enough - I then have to open the gltf in Notepad++ and make some minor change to it (add a space and remove it is enough) and then save it. The model will then update in MSFS within a few seconds. You need to rebuild only if you are adding a completely new 3D model or if the model recieves some completely new texture files.
I have to admit this feature is really cool indeed. I can tweak a glTF file in Notepad++ or export it again with ModelConverterX and directly see the effect in the simulator. And it indeed doesn't take a lot of time to reload the model after you have made the changes.
 
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