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Adding external loadout to a plane

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barbados
The old question.
But I was wondering if its possible.

I know that in order to add a missile model under a plane's wings, you would have to decompile the model, or have access to the source model.

but let's say you make a missile a separate model, lets say a different sim object. isn't it possible to attach it to my plane? with some sort of configuration, type in the world space coordinate where it should be located relative to my plane, and make it stay attached to the plane, fly along with it, etc.

there are many freeware packs that you can shoot dumb missiles, where a missile object actually appears. so i think it should be possible to do what im asking somehow.

thanks
 
yep, the good old fsdev community.

What? You think we exist solely to answer your questions? :eek:

Read the FSX SDK carefully, especially the part about how to add separate Library Objects to an AttachPoint you create.

If I remember correctly, you can also add "empty Attachpoints" to your model, to which you can later connect a model object via an .fx file.
 
no, i dont think, but there arent many communities for fs developement, and its a little difficult to learn it from scratch without help. the sdk isnt really a manual, but more like a extense reference guide, and i dont think reading through all of it to extract 2 lines of information is the best method. that not to mention sdk bugs, such as the bump maps bug I mentioned on my previous posts. It took me that ammount of time to put a box inside fsx, that with some help, you can imagine how long it would take for me to assemble an aircraft without any help. even having above average modeling experience, and not being a total noob on scripting languages.

so I'm sorry if my frustration made me sound somewhat selfish, but it looks like people simply doesn't want to share what they know. for example, I asked on another thread how to add existing gauges to a virtual cockpit i made. I assume any aircraft dev must know that, and there are many devs, as we know, and even so, nobody answered my question, except for a guy who wasn't sure about how to do it, but wanted to help me anyways.

right now whats left for me to do is hope that microsoft realizes how popular FSX was, and how popular it got because of 3rd party add-ons, and then maybe improve addon developement, making it easier for non programmers to make, easier to learn through more user friendly documentation, and give some support, at least for the sdk softwares.

I appreciate all the help you gave me, if it wasnt for you, I probably would still having trouble trying to place a box as scenery, but I wish there were more helpful people in here.
 
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The technique of adding a visual weapons model to any aircraft model is something that is relatively recent. There are several freeware developers who've been working on this for many months already, and at least three payware groups.

As it is a relatively new development, I suspect that everyone is holding the precise techniques secret for the time being. It's something that I've certainly invested no time whatever in, since I have zero interest in "adding weapons" to aircraft.

However, as a pure guess I would suspect a marriage of two techniques might be used as an entry point for experimentation.

1. FSX supports up to 99 unique smoke.n effect entries, each of which can be toggled on/off with a simple XML command.

2. FSX supports loading, positioning and displaying a separate model (.mdl) via an effect (.fx) file.
 
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