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MSFS Aircraft creation pipeline

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44
Country
italy
Any advice on where to start or even better - workflow itself - will be much appreciated!

SDK doc is rly poor at this point of view and DevMode force to do more unnecessary movements in comparison with fsx/p3d... imao
Thanks)
 
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52
Have a look at the file structure of the samples in the SDK doc. Study it. Then have a look at the folders of default aircrafts. Just by looking at how stuff is packed together can be very useful.

Then, i guess the workflow is about the same as any other game. 3D model, texture, config files, flight dynamics.

One tip would be to NOT use the sample aircraft xml, but instead use one from a default aircraft. For some reason, Asobo used the old [Partinfo] stuff in the samples, when really, you should use the premade templates used in all defaut aircrafts.

And to be honest, i dont think the SDK is as poor as you think, specially for the early stages. It is lacking, but not on that side i think (Check section Getting Started and all reealted subsections)
 
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10,088
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us-arizona
Some people are using the simple airplane sample as a hands on, actual sample. Then you modify it like a template. Copy/paste/rename all files in it. That might take you a day to 3 days to figure out as there are tons of things that need to be carefully edited.

The Cessna 152 model XML's (note, interior and exterior models) will have the 'behavior' animations codes to get you started. Then you need to learn how to find those in the Asobo files Behavior XML's in your simulator.

I use other planes in the sim, like the Cessna 152, 172, SR22 (though its DRM and missing files), etc, etc, to study.

You will need to learn how to create a 'Developer Projects' folder and how to activate your project plane each time you test it in MSFS. It will be located outside of your sim in a projects folder (anywhere) and you click on the Open Project/project xml and your plane shows up in the airplanes folder. You can 'resync' to get it going each time you make changes, but its shakey. Sometimes its best to reboot the sim.
You will need to resynch your project files each time you make changes, even to one file, like your system.cfg or your plane model.

So much... but for now, that should help get you going.
Screenshot 2021-01-11 082054.jpg


This is the Asobo Behaviors center. Learn to flip through these to find your 'Behaviors' or find them in planes already copy-able in their model XML's. Good luck on that. Its so very complicated on copying out sections from here, from the Behaviors XML's. If you can find it in planes, it is a copy/paste deal. From here, you need to edit them to go into your plane model XML. You'll see.
 
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Messages
10,088
Country
us-arizona
This is an example of my Trinidad I am working on. The Source files are the plane. The Sync system (compiler) uses these to copy over to the 'Packages' folder system. Time stamp files not logged (anything you change) will be updated over to the Packages folder system.

Your Model file saves and your PSD files, etc, would go in your Art/Texture folder system. Your saved Max or Blender files will go in your Art/Model section. Your saved glTF model file things go in your 'Source' folder structure, which inside will have your plane folder.


Screenshot 2021-01-11 082950.jpg


Gauges backups was my own, non related.
 
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10,088
Country
us-arizona
Great examples;
Simple Aircraft in the SDK
DA62 in the SDK, also the Max version to see how they do animations, names, Dummy's, etc, etc. Materials. Comp textures.
If you have MCX, you can open the glTF's of non-DRM planes, like the Cessna 208. That plane is an awesome example for studying. SO much in it.
 
Messages
44
Country
italy
Thank you, much appreciated! You are awesome, like always )


...
And just when I did all manually, asobo hit with this lol
1610695267968.png
 
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