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MSFS20 Sticky textures when injecting a simobject with SimConnect

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48
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france
Hello

I was working on creating matching rules for Vatsim for MSFS.

I have an AI simobject with multiple textures for the A320 for Easyjet. (MSFS compatible of course).
- one mdl file
- multiple texture sets (texture.1, texture.2, texture.3 folders)
- and in aircraft.cfg
- multiple [fltsim.xx] sections ([fltsim.0], [fltsim.1],[fltsim.2])
- for each [fltsim.xx] section, a different title (title="EZY1", title="EZY2", title="EZ3")

The matching rule is set so that for an A320 from Easyjet, vPilot (the Vatsim client, connecting to the sim with SimConnect) can pick either EZ1, EZ2 or EZ3, totally randomly.

When I make connect/disconnect from the Vatsim network with vPilot, all aircrafts nearby are injected in the sim as simobjects with teh application of the matching rules and teh random selection as explained above, when applicable. I can see that vPilot picks a differnte title (texture) each time for the Easyjet A320, but strangely, the A320 in teh sim always shows the same livery (ie teh one that has been loaded at the first launch of vPilot). I tried to stop vPilot and relaunch (instead of connecting/disconnecting from the network) but with no change. So the texture seems to be "sticky".

Is anyone aware of this kind of a similar problem ?

Thanks
 
I don't know if this helps, but I had a similar issue when making Jetway simobjects with different numbers on the signs. Despite 36 different textures, they'd all read as number 1.
The way I got around it was creating a new unique model folder for each one (model.1, model.2, etc) with each containing only a model.CFG file that links back to the original model, like this:

[models]
normal=../[name of model folder containing original model]/[modelname].xml

and then for each [fltsim.xx] entry just change to model=1, model=2, etc.
I assume you'd want to put something like model=EZY1, model=EZY2, etc. if you name each new model folder as model.EZY1, model.EZY2, etc.
That way each plane spawns with the same model (since their model files all link back to the original model), but as a new instance of that model so that the textures aren't the same between all of them.
 
Well, if that works, that is certainly a workaround I could use for some time, but, man, that is very heavy on resources as you have to copy the mdl files in so many folders !!

Anyone having direct contacts at Asobo could maybe raise the point directly to them as this is a major bug in Simconnect !!
 
Well, if that works, that is certainly a workaround I could use for some time, but, man, that is very heavy on resources as you have to copy the mdl files in so many folders !!

Anyone having direct contacts at Asobo could maybe raise the point directly to them as this is a major bug in Simconnect !!
Actually you don't have to copy the mdl files. Just put a simple model.CFG with the text I wrote earlier in each new folder. Keep the original model where it is, don't worry about copying it! The model.cfg just points to the original so you don't have to copy+paste.
 
It's probably not a SimConnect bug, but it IS a bug... and the "work around" is clanky and chews through disk space for no legitimate reason.
 
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