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MSFS24 Attach custom 3D submodels to cockpit for custom livery

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25
Country
italy
Good evening guys,

I'm trying to add a cabin FlipFlop model to the Fenix A320 cockpit in MSFS2024 but I can't find any documentation on how to do it. In MSFS2020 this was done using the submodel merging technique but the MSFS2024 livery structure is completely different and don't know if it's still doable that way. Does anyone know how to do it?

Thanks
 
the entire purpose of modular is so you dont have to merge models (and consequentially distro the model)
the best way to do this, is make that new model an 'attachment' and then all you need are some configs in a new preset to alias everything

you may could still use the model merging but ... these new models (and xml's / configs) are all split up into attachments so thats where you would have to merge your stuff in
then these attachments are 'attached' when the user selects the aircraft from the "preset" - these presets (called variants in game) are just some configs in a folder of that same name
 
Hi EzRyder, thank you for the response.

I've created an attachment and a preset to add my model but I'm unsure how to add it to the livery.
From what I understand, after creating the attachment I have to add a model.myattachmentname folder to my livery with the model inside and a livery.xml that defines the model, but this ufortunately doesn't work.
This is what I wrote in the xml:
<ModelInfo>
<LODS>
<LOD minSize="0" ModelFile="mymodel.gltf"/>
</LODS>
</ModelInfo>

The folder structure I created for the attachment is "<mylivery>\SimObjects\Airplanes\FNX_32X\attachments\fnx\Function_A319_FlipFlop" and I placed an attachment.cfg with a custom tagin it, while I put the model and its xml in a "model" subfolder.
I then copied the default fenix A319 preset and added a sim_attachment referencing my model and added it to "<mylivery>\SimObjects\Airplanes\FNX_32X\presets\fnx\FNX_319_CFM_WF_HD\config".
I checked the attachment debug page in the msfs devmode and my attachment isn't there so I'm missing something but I'm don't know what.

Do you have any ideas?
Thanks in advance and sorry the the lengthy post, I'm a noob at msfs2024 livery creation 😅
 
Hi EzRyder, thank you for the response.

I've created an attachment and a preset to add my model but I'm unsure how to add it to the livery.
From what I understand, after creating the attachment I have to add a model.myattachmentname folder to my livery with the model inside and a livery.xml that defines the model, but this ufortunately doesn't work.
This is what I wrote in the xml:
<ModelInfo>
<LODS>
<LOD minSize="0" ModelFile="mymodel.gltf"/>
</LODS>
</ModelInfo>

The folder structure I created for the attachment is "<mylivery>\SimObjects\Airplanes\FNX_32X\attachments\fnx\Function_A319_FlipFlop" and I placed an attachment.cfg with a custom tagin it, while I put the model and its xml in a "model" subfolder.
I then copied the default fenix A319 preset and added a sim_attachment referencing my model and added it to "<mylivery>\SimObjects\Airplanes\FNX_32X\presets\fnx\FNX_319_CFM_WF_HD\config".
I checked the attachment debug page in the msfs devmode and my attachment isn't there so I'm missing something but I'm don't know what.

Do you have any ideas?
Thanks in advance and sorry the the lengthy post, I'm a noob at msfs2024 livery creation 😅

each attachment is 2 parts, the Function folder with the code files and the Part folder for the model and textures
the <model>.xml in the Function folder then references the gltf models in the Parts folder
 

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  • 2025-11-02 15_21_23-E___BackUp Dev & SDK_msfs2024 SDK Projects__ DEFAULT AIRCRAFT_Asobo_XCub_S...jpg
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each attachment is 2 parts, the Function folder with the code files and the Part folder for the model and textures
the <model>.xml in the Function folder then references the gltf models in the Parts folder
Thanks for the reply. I'll try tomorrow and see if it works
 
Hi again,

It's been a while but I haven't had much free time to work on the project.

I created a devmode modular aircraft project following the structure showed in the sdk and I was able to attach my 3d model to the aircraft interior using the sdk menu.
However, when I try to compile the package I get an error message saying that my gltf couldn't be opened (I can open it with no issues with ModelConverterX and the textures are fine).
I attached my project in case you want to have a look.

Oh and by the way, I found a video of yours on YouTube about 2024 livery folder structures and it was very helpful to understand the logic behind the new system, thanks!
 

Attachments

Hi again,

It's been a while but I haven't had much free time to work on the project.

I created a devmode modular aircraft project following the structure showed in the sdk and I was able to attach my 3d model to the aircraft interior using the sdk menu.
However, when I try to compile the package I get an error message saying that my gltf couldn't be opened (I can open it with no issues with ModelConverterX and the textures are fine).
I attached my project in case you want to have a look.

Oh and by the way, I found a video of yours on YouTube about 2024 livery folder structures and it was very helpful to understand the logic behind the new system, thanks!
i dont use mcx for exporting to the sdk, afaik its not supported for that
the game uses custom pbr textures and materials, and they have a plugin for blender that sets those up
thats not to say mcx wont work, they/he has done wonders with compatibility for importing
im just not sure it adds the asobo specific data and materials you need to get the sdk to compile it

so with nothing more to go on, thats my best guess
if you want to try exporting with blender (or 3dsMax) ..... thats kinda what i would suggest since they are supported and documented
 
Last edited:
Hi,

I explained myself wrong, sorry. I'm already exporting using the blender plugin.
I use MCX to check whether the model loads since I get that error when compiling with the SDK and the model loads fine in MCX, I just don't understand why the SDK compiler can't open my model. I've used the same exporting workflow for scenery projects and it has always worked so I don't really know what to look for.
 
Hi,

I explained myself wrong, sorry. I'm already exporting using the blender plugin.
I use MCX to check whether the model loads since I get that error when compiling with the SDK and the model loads fine in MCX, I just don't understand why the SDK compiler can't open my model. I've used the same exporting workflow for scenery projects and it has always worked so I don't really know what to look for.
" I've used the same exporting workflow for scenery projects "

cool on using blender, that ^ may be the issue, scenery and user simobjects are treated diff, simobjects use the middle export tab
you also have Presets for LODs or diff parts that must be created before it will export anything
 

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That was it! The model works now and looks great!

Thank you for the help.
 

Attachments

  • FlightSimulator2024 2025-11-14 00-46-48_295.png
    FlightSimulator2024 2025-11-14 00-46-48_295.png
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