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MSFS20 Coding Language in User Editable texture.cfg Files - "Fallback"

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104
OK, this applies to any version of Flightsim I guess...

As the title indicates: I would primarily like to know how the "fallback" path in cfg should be used, but I waould also be interested to know which programming language is used - perhaps I can get me a "Dummies Guide". Would it be xml?

As for texture.cfg - there are several lines of fallback used and there are paths indicated by fallback.xx=..\texture - where some fallbacks have one or two or several sets of ..\

At the moment I can't get fallback to work. I have to copy all the original "master" texture images into my edited repaint. I have been given to understand that fallback should cause the sim to check the textures currently in the texture folder, compare the contents with the master texture folder, usually something like: F:\msfs\Official\OneStore\#####\SimObjects\Airplanes\#####\TEXTURE and then load the missing files into the "community repaint"

Anyway, it's not just the configs texture folders that are of interest; there's also the aircraft.cfg and others like panel, sound, model...

Also: sometimes the .json files cause msfs failures if there's a comma too many in the manifest.json - and maybe the various other little lines of script like "date", "package_size"

Apparently Asobo has these defined somewhere too, but it seems to be like a freemasons club - if you don't know the right handshake, you don't get access ;) - so is there a separate information repository somewhere, rather than each little bit of code getting answered separately all over the fora and then disappearing in the haze?
 
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