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Fsx default 747 cockpit cfg2/8/2024 ![]() But having all questions about FS2020 in one forum becomes a bit messy. With the exception of aircraft, all SimObjects will be defined in a sim.cfg file, the contents of which is explained on the pages relating to the specific SimObject.Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. Also note that folders that have additional identifiers - for example texture.LIVERY1 - will not cause issues as long as the initial folder identifier is correct, ie " texture", " model" etc. For additional data related to the object, you can have the following folders and - if a file is listed as well - the folder should at least have the listed file within it: The names of the other files within these folders (that are not explicitly listed) do not have to follow a specific format, but must be correctly referenced in the relevant CFG/XML/FLT files.If you wish to include basic additional written information then it should be placed in a file with the following name, also authored at the same root location as the main object file:.Note that you may also include a specific folder for animations as well, as shown below (see Model Animation Definitions for more information). For animations, the file should be authored in the same root location as the main object file and should be called:.CFG files can only be named one of the following, and should be authored at the same root as the main object file:.You can find information about the contents of the FLT file here:įLT files can only be named one of the following, and should be authored at the same root location as the main object file: FLT files are used to define the properties of the aircraft and simulation when a flight is initialised, either as part of a mission, or as a free flight.The main object file in the project root must be: aircraft.cfg, sim.cfg or container.cfg.The rules for creating a correct SimObject package are as follows (note that not all SimObjects will have or require all the items listed below): Including them in the package has to be done by manually editing the project XML to flag these files as part of the project, as explained here. IMPORTANT! If you wish to include any files or folders within the package other than those listed here, they will need to be explicitly listed otherwise they will not be included and the package will fail to build (things like ReadMe.txt or Licence.pdf, WASM modules, font, etc.). Any file or folder that is found in the package and that is not an expected part of the given file/folder structure will prevent the package being built. When creating any type of SimObject, the folders and files must all be formatted following the rules given below (note that filenames are case in-sensitive). ![]() The following sections are also relevant to setting up SimObjects, although not exclusively so: However, each one has its own unique set of parameters and files too, so you should ensure that you have the correct parameters for each object type you create. Note that all SimObjects share some of the same general CFG parameters and require the same base folders for textures and models. The sections below outline the files that these SimObjects require and how to set them up, and there are also examples of the XML or CFG scripts that each one uses. The primary SimObject is aircraft - both the user's aircraft and AI aircraft - but can also include boats, wildlife, humans and vehicles. This means that they have some physical properties associated with them, contrary to the "static" objects that can be created as Scenery Objects. SimObjects are objects that are "simulated" in the Microsoft Flight Simulator world.
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