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<PartInfo>
<Name>custom_vis_GEAR_ANIMATION_POSITION_0_01_mcx</Name>
<Visibility>
<Parameter>
<Code>(A:GEAR ANIMATION POSITION:0,keyframe) 1 >= (A:GEAR ANIMATION POSITION:0,keyframe) 200 < &&</Code>
</Parameter>
</Visibility>
</PartInfo>

| GEAR ANIMATION POSITION:index | Percent gear animation extended |
<PartInfo>
<Name>custom_vis_GEAR_ANIMATION_POSITION_0_01_mcx</Name>
<Visibility>
<Parameter>
<Sim>
<Variable>GEAR ANIMATION POSITION:0</Variable>
<Units>keyframe</Units>
</Sim>
</Parameter>
</Visibility>
</PartInfo>




<PartInfo>
<Name>custom_vis_CENTER_WHEEL_ROTATION_ANGLE_04_mcx</Name>
<Visibility>
<Parameter>
<Code>(A:CENTER WHEEL ROTATION ANGLE,percent) 0 ==</Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>ai_ground_equipment</Name>
<Visibility>
<Parameter>
<Code> (A:LIGHT BEACON, bool) ! (A:VELOCITY BODY Z, knots) 0 == && </Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>custom_vis_TRAILING_EDGE_FLAPS_LEFT_PERCENT_01_mcx</Name>
<Visibility>
<Parameter>
<Code>(A:TRAILING EDGE FLAPS LEFT PERCENT,percent) 0 >= (A:TRAILING EDGE FLAPS LEFT PERCENT,percent) 100 < &&</Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>custom_vis_GEAR_ANIMATION_POSITION_1_03_mcx</Name>
<Visibility>
<Parameter>
<Code>(A:GEAR ANIMATION POSITION:1,percent) 1 >= (A:GEAR ANIMATION POSITION:1,percent) 200 < &&</Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>custom_vis_GEAR_ANIMATION_POSITION_1_05_mcx</Name>
<Visibility>
<Parameter>
<Code>(A:GEAR ANIMATION POSITION:1,percent) 0 >= (A:GEAR ANIMATION POSITION:1,percent) 10 < &&</Code>
</Parameter>
</Visibility>
</PartInfo>

I really depends on which format you read the model from. If you read it from a FSX or P3D MDL file all triangles that have the same material (and the same animation) are combined into one model part. So the MDL file does not store the sub-parts that might be present in the modelling tool that the author used.I was wondering if I might ask for another feature in MCX and not sure if this is even possible... But would it be possible to add a feature to edit and or "break parts"? For example I have in the past done quite a few carrier conversion but I have been able to do them because certain model parts were separate in the models and or if I went to different LODs I could find thing in separate components.. Classic example the way I built the Carrier Tomcats was to remove the tail hook and compile it with no tail hook then make a moving tail hook by isolating the tail hook, adding animations, and then re-combining the two models to make a carrier variant... But I have found that this is not always possible for example I have found that the object hierarchy does not always see separate parts in some cases looking in wire frame views I have seen the parts be different colors but still show as one parts on the object hierarchy.. So wondering is there a way to make MCX capable of breaking and or isolating parts into sub-components? For example the NBAI F-4 would be ripe for carrier conversion as it already has a moving tailhook in one of the lower LODs but I can't split the main wing to make a set of folding wings... or the MBAI S-3 the tailhook shows as a single piece with the fuselage so can't carrier convert that either even though it has the folding wings and a partially moving launch bar... So wondering I know there is a "vertex editor" in MCX would there be a way to make a GUI user friendly version of that to edit parts with? Thanks

Good that it is a step in the right direction again.We are getting closer, but the visibilities are still not working.
Interesting, I have not seen any check for the beacon, let me see if I can find how that is coded in the MDL file. I already noticed that it was very hard to get the stairs back after stopping the aircraft (not as AI, but as normal aircraft), since the wheel rotation angle seems to be zero at startup, but when you stop after taxiing it is very hard to get it zero again. Maybe for AI that is different.Issues:
Stairs and door opening:
In FSDS these are set as Beacon Light Switch Off and Tire Stopped. In MCX they are assigned the visibility:
I mainly focused on the stairs until now, hoping that is would partly fix the flags as well. But with this info I'll have another look at the flaps later on.Flaps:
Currently they are all visible most of the time. Each flap is composed of 4 identical parts with different animations and visibilities. I will be using the left inner flap as my example below but all are the same.


Hi,
I really depends on which format you read the model from. If you read it from a FSX or P3D MDL file all triangles that have the same material (and the same animation) are combined into one model part. So the MDL file does not store the sub-parts that might be present in the modelling tool that the author used.
If you read from FSDS files or FS2002 files then setting the CollapseModelParts setting to false might give you more parts that you can work with. I am not 100% sure what MakeMDL does and how a FS2004 MDL fits in this list.
I have been thinking about an option to split parts before. But I think it would require some visual input, e.g. dragging a rectangle around the parts you want to be separated. When that is done in one of the ortho views I guess it should be possible. But I am not sure how easy that would be to implement. I'll add it to the ideas list![]()
