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Adapting Tanker Models for Tacpack Usage

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spain
Hello,

For my personal use I'm trying to convert a KC130 model for usage as AI with Tacpack so the drogues will extend with the command from the TP Menu.

What I'm trying to do is to change the default animation definition with the one required by tacpack, which in the default tanker is this:

<Animation name="custom_anim_COM_STANDBY_FREQUENCY_00" guid="26bd77de-36a2-4624-8568-88e90827333e" length="200" type="Sim" typeParam2="custom_anim_COM_STANDBY_FREQUENCY_00" typeParam="AutoPlay" />
<PartInfo>
<Name>custom_anim_COM_STANDBY_FREQUENCY_00</Name>
<AnimLength>200</AnimLength>
<Animation>
<Parameter>
<Code>(A:COM STANDBY FREQUENCY:1, Mhz) 0.0001 + 10 * flr 10 % 22.222 * (A:ACCELERATION BODY X, feet per second squared) 0.0 != (A:ACCELERATION BODY Z, feet per second squared) 0.0 != and *</Code>
<Lag>24</Lag>
</Parameter>
</Animation>
</PartInfo>


I'm trying to modify the default custom_anim_drogue_extend which is is controlled by the tailhook to this, but I've not been able to do it.

I've tried even modifying the .xanim and then recompile, but I'm losing all animations. With the Animation Editor, I try to replace the animation name but my animation is not listed on the dropdown.

Is this even possible or I need to remodel from scratch to assign my own animations?

Thanks in advance
 
Well...by your description, it sounds like you are trying to convert a FS9 AI model into an FSX or even a P3D model and that you are also trying to change the animation tags, but I can't really tell.
 
Well...by your description, it sounds like you are trying to convert a FS9 AI model into an FSX or even a P3D model and that you are also trying to change the animation tags, but I can't really tell.

Yes, something like this. The model is FS9 indeed and I'm trying to take it into P3D V4.

When I say I lose the animations is on ModelConverterX, I've not taken it into P3D for now.
 
Well your first step would be to convert any animations you wanted to save from FS9 tags to FSX/P3D tags. As far as the radio comm triggered animation, you can only assign the tags that are recognized by the compiler. What is the tag required by tacpack and how do they recommend you get it compiled?
 
Well your first step would be to convert any animations you wanted to save from FS9 tags to FSX/P3D tags. As far as the radio comm triggered animation, you can only assign the tags that are recognized by the compiler. What is the tag required by tacpack and how do they recommend you get it compiled?

The tag doesn't matter. The only condition is the animation code, so it can be displayed. Is more a display thing than functionality one.

But my question is, how do I convert those animations? In the animation editor I cannot see all the animations but only the custom ones. If I add one to the ModelDef.xml defined on the options menu, I don't see it listed there.
 
You're coming from a background of tacpack familiarity, which I don't use. That's probably a better venue. Does tacpack tell you how to modify a FS9 model to display animations in P3Dv4 that confirm to it's parameters, or imply that someone is able to do this? Does it perhaps say this is possible with FSX models? You write that you lose the animations in MCX, so the question arises, when did you have them?
 
You're coming from a background of tacpack familiarity, which I don't use. That's probably a better venue. Does tacpack tell you how to modify a FS9 model to display animations in P3Dv4 that confirm to it's parameters, or imply that someone is able to do this? Does it perhaps say this is possible with FSX models? You write that you lose the animations in MCX, so the question arises, when did you have them?


Tacpack does not give any more info than if you want to see the AI Tanker drogues extend by using the ingame menu, you need to use the condition:

Tacpack SDK Documentation said:
If you want to build a model for use as an air-to-air tanker and would like the hose/drogue to be deployable by the TacPack and visible in MP, you need to tie the hose extension animation (in your modeldef XML) to the state of the tenths digit (the first digit after the decimal) of (A:COM STANDBY FREQUENCY:1, MHz). When 0, the hose/drogue should be fully retracted and when 9, it should be fully extended. (Many existing models use the WATER RUDDER to extend/retract the hose, but this variable is not synchronized in MP)

The only functionality is to be able to see that animation when you deploy the AI Tanker on multiplayer and so on.

When I import the model to MCX, I have all the animations working. Actually I'm using the IVAO's A330MRTT MTL I did some years ago (I lost the sources) which animate the drogues when passing 10000ft. I want to change just that condition to the new one, leaving all the other animations as they are...

Maybe is impossible what I'm trying. Hope anyone else can give a hand on this.
 
I would use ModelconverterX. Extend the drogues and in the animation editor use the "Fix Animation" key. This will lock the drogues out. Using Tacpack to spawn your Tanker, you will never see it on the ground anyway.
 
OK, that's a lot more meat to work with. I think if I were you, I'd get MCX to compile out an .x file and then get to work hacking that with Notepad. I think it should work just fine if "A:COM STANDBY FREQUENCY:1, MHz" is a valid simulator event. You will have to find and assign a valid animation tag, that is required, but if you think about it, all animations are not tied to keystroke events. Obviously there is "ambient" which is constant, however tire_blurred, prop_slow and wing flex all happen in response to simulator events.
So, there are a bunch of "switch_com0_tune" etc. entries that could serve as your tag. Then there is the event, the "the state of the tenths digit (the first digit after the decimal) of (A:COM STANDBY FREQUENCY:1, MHz)" that probably serves as the parameter in your first example.

"<Animation name="custom_anim_COM_STANDBY_FREQUENCY_00" guid="26bd77de-36a2-4624-8568-88e90827333e" length="200" type="Sim" typeParam2="custom_anim_COM_STANDBY_FREQUENCY_00" typeParam="AutoPlay" />"

This is just a guess, but worth exploring imo.
 
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