• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

The old G:Var initialising issue...

Messages
160
I know we had a quick look at this issue some time ago.....

<code>
(G:Var1) 0 == if{ }
(G:Var1) 1 == if{ }
</code>

Will work fine in FS9, and will also work for FS9 compiled aircraft in FSX.
However, it does not work for FSX compiled aircraft in FSX, as contrary to the SDK using this method seems to stop the G:Vars initialising at 0.

You can get it to work for FSX aircraft in FSX by using....
<code>
(G:Var1) 0 == if{ }
(G:Var1) 0 != if{ }
</code>

and the second line of the code 'fires'.

However this is not always a possible solution.

Did we ever find out what values G:Vars initialise at when the aircraft is compiled for FSX?
It can't be a problem with FSX, as FS9 compiled aircraft work perfectly in FSX using the first example, so is there an issue with the FSX compiler?
 
Back
Top