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Experiences with FS2004 aircraft import/export

I'll try to reproduce it, although I'm not sure yet which change could have caused this.
 
Hi,

I have found the bug that caused the crash when loading a new object. It was an issue in the preview that would only happen if you had an editor open that has the option to highlight nodes in the preview. Will be fixed in the next development release.
 
Arno,
Sorry to report that the dev release dated today has not fixed the bug.

I load up an mdl. I open the Attached Object window. I leave the window open and load a new mdl. Crash.
Here are there diags :-
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at ASToFra.Object.Renderer.Renderer3D.RenderAttachedObject(AttachedObject ao, RenderNodes renderNodes)
at ASToFra.Object.Renderer.Renderer3D.RenderSceneGraphNode(SceneGraphNode sn, RenderNodes renderNodes, Int32 activeLod, Boolean highlightParent, Boolean renderMaterial, NodeRepresentation representation)
at ASToFra.Object.Renderer.Renderer3D.RenderSceneGraphNode(SceneGraphNode sn, RenderNodes renderNodes, Int32 activeLod, Boolean highlightParent, Boolean renderMaterial, NodeRepresentation representation)
at ASToFra.Object.Renderer.Renderer3D.RenderScene(Int32 clientWidth, Int32 clientHeight)
at ASToFra.Object.Renderer.Renderer3D.Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
at OpenTK.GLControl.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9181.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
ModelConverterX
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ModelConverterX.exe
----------------------------------------
ASToFra.ErrorHandler
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.ErrorHandler.DLL
----------------------------------------
ASToFra.Interfaces
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Interfaces.DLL
----------------------------------------
ASToFra.Texture.Reader
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Texture.Reader.DLL
----------------------------------------
ASToFra.Object.DataModel
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Object.DataModel.DLL
----------------------------------------
ASToFra.Object.Reader
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Object.Reader.DLL
----------------------------------------
ASToFra.Object.Writer
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Object.Writer.DLL
----------------------------------------
ASToFra.Object.Renderer
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Object.Renderer.DLL
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9181.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9220.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
ASToFra.Texture.Object
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Texture.Object.DLL
----------------------------------------
ASToFra.Texture.Writer
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Texture.Writer.DLL
----------------------------------------
ASToFra.Object.Processor
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Object.Processor.DLL
----------------------------------------
ASToFra.Utils
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Utils.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9220.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
ASToFra.MapRenderer
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.MapRenderer.DLL
----------------------------------------
ASToFra.Geometry
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.Geometry.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ASToFra.FSUtils
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.FSUtils.DLL
----------------------------------------
ASToFra.EventLog
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.EventLog.DLL
----------------------------------------
OpenTK.GLControl
Assembly Version: 3.1.0.0
Win32 Version: 3.1.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/OpenTK.GLControl.DLL
----------------------------------------
OpenTK
Assembly Version: 3.1.0.0
Win32 Version: 3.1.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/OpenTK.DLL
----------------------------------------
ASToFra.ParticleEffects
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.ParticleEffects.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/Interop.WMPLib.DLL
----------------------------------------
ASToFra.LicenseHelper
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.LicenseHelper.DLL
----------------------------------------
Portable.Licensing
Assembly Version: 1.0.0.0
Win32 Version: 1.1.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/Portable.Licensing.DLL
----------------------------------------
System.Xml.Linq
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
AssimpNet
Assembly Version: 5.0.0.0
Win32 Version: 5.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/AssimpNet.DLL
----------------------------------------
ASToFra.XPUtils
Assembly Version: 1.0.0.0
Win32 Version: 1.7.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ASToFra.XPUtils.DLL
----------------------------------------
lib3ds.Net
Assembly Version: 2.0.0.14336
Win32 Version: 2.0.0.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/lib3ds.Net.DLL
----------------------------------------
System.Design
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------
ObjectListView
Assembly Version: 2.9.1.25410
Win32 Version: 2.9.1.0
CodeBase: file:///F:/FS%20Utils/ModelConverterX/ObjectListView.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 
Hmmm, I tested just like that yesterday and it worked. I'll have another look at it.
 
I don't know whether this is useful info or not, but before I installed the latest dev version I cleared out the folder first.
So is there a possibility that something is missing that wasn't in the dev update?
 
Ah yes, i have found it. I had not enabled the rendering of the attached objects when I tested it and that triggered another error. Will be fixed in the next release.
 
Hi Tom,

I have continued work on checking why the visibility conditions of the Brittannia don't work. I think I have made good progress on it, but now the gear of the AI DC-6 sometimes dissappears. Do you spot anything weird in this code that could cause the part to dissapear for a short time?

Code:
<PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_0_01_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>(A:GEAR ANIMATION POSITION:0,keyframe) 1 &gt;= (A:GEAR ANIMATION POSITION:0,keyframe) 200 &lt; &amp;&amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>
 
Arno,
I am happy to report that the 16/02 version is no longer crashing with the Attached Object Editor open.
 
Hi Arno,

I don’t see anything obvious in the code, but perhaps it’s a linked animation causing the issue?

When does the gear disappear?

The FSX SDK says:

Simulation Variables
GEAR ANIMATION POSITION:indexPercent gear animation extended

which appears to suggest that the units would be percent, not keyframe? I'm not saying this is the problem, other units often work fine. And the P3D 1.4 SDK modeldef file uses keyframe as the unit for the base "c_gear" animation tag.

<Variable>GEAR ANIMATION POSITION:0</Variable>
<Units>keyframe</Units>

Another thing I see is that the second half of that code is probably not needed, since the keyframe number will never go above 200. Same if the units are changed to percent, that would never go above 100.

In the previous version of MCX you were using:

XML:
 <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>

Which seems to work OK.
 
I copied your visibility condition above and pasted it into the MCX modeldef file of the FS9 AI DC-6B in place of the code this older version generated and then exported it to FSX. I tested it from the parking spot to takeoff and from approach, landing, and to the parking spot. The gear never disappeared when it shouldn't. So your code above works fine, it's apparently something else causing the issue.

I was using the 2/10/24 DEV version for this test.

Hope this helps,
 
Last edited:
Thanks Tom, I guess it must be something else then.

Before I did translate the condition in the FS2004 MDL to a Sim Variable visibility condition indeed. For the AI DC-6 that worked fine, because the condition was that the value was not zero. But the Brittannia also has other ranges for the variable, for example checking that it is zero. So that does not work with the Sim Variable condition. Therefore I have converted it to code now. But if I get the code right, it should work the same.
 
Hi Tom,

I have pushed the changes to the development release now, looking forward to hear how much it helped with getting the Brittannia to work correctly.
 
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

NBAI F-4.JPG


For example be able to "break" wing here:

NBAI F-4 break.JPG
 
Hi Arno,

We are getting closer, but the visibilities are still not working.

Good - the modeldef custom definitions are all valid, and would probably work if they were the correct ones.

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:

XML:
  <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>

This instead should be something like what I use for this purpose:

XML:
<PartInfo>
  <Name>ai_ground_equipment</Name>
     <Visibility>
        <Parameter>
           <Code> (A:LIGHT BEACON, bool) ! (A:VELOCITY BODY Z, knots) 0 == &amp;&amp; </Code>
        </Parameter>
     </Visibility>
</PartInfo>

Changing this code to mine allows the visibility to work properly.

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.

FSDS Flap part #1 - l_flap animation, Left Flaps Down visibility

This flap has been duplicated into two parts when exported to FSX.
ModelPart - l_flap_percent_key, no visibility condition
child ModelPart - no animation, visibility condition:

XML:
  <PartInfo>
    <Name>custom_vis_TRAILING_EDGE_FLAPS_LEFT_PERCENT_01_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>(A:TRAILING EDGE FLAPS LEFT PERCENT,percent) 0 &gt;= (A:TRAILING EDGE FLAPS LEFT PERCENT,percent) 100 &lt; &amp;&amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>

This is the correct visibility condition but the parent ModelPart is visible all the time. If the parent ModelPart was a SceneGraphNode then this part would be correct.

FSDS Flap part #2 - no animation, Left Flaps Up/Left Gear Up visibility conditions
FSDS Flap part #3 - no animation, Left Flaps Up/Left Gear Down/Landing Light Off visibility conditions

Since these are identical parts I cannot tell which is which in MCX unless they have correct visibility conditions, which they do not. Each is assigned a different visibility condition:

XML:
 <PartInfo>
    <Name>custom_vis_GEAR_ANIMATION_POSITION_1_03_mcx</Name>
    <Visibility>
      <Parameter>
        <Code>(A:GEAR ANIMATION POSITION:1,percent) 1 &gt;= (A:GEAR ANIMATION POSITION:1,percent) 200 &lt; &amp;&amp;</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 &gt;= (A:GEAR ANIMATION POSITION:1,percent) 10 &lt; &amp;&amp;</Code>
      </Parameter>
    </Visibility>
  </PartInfo>

One of these appears to be for Gear Down, and one is for the gear starting its transit down (although I guess it could be used for Gear Up?). While flap #3 includes Gear Down in its conditions, there are two more. And the other should be gear up (normally gear animation position:1 = 0,, but possibly the MCX code might work) along with Flaps Up.

FSDS Flap part #4 - l_gear animation, Landing Light Switch Off/Left Flaps Up/Left Gear Down visibility conditions

This part has the correct l_gear animation after export to FSX, but uses the custom_vis_GEAR_ANIMATION_POSITION_1_03_mcx condition I listed above. While this is the correct Gear Down condition, there should be two more conditions as well, Left Flaps Up and Landing Light Switch Off.

Hope this helps,
 
Hi,
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
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 :)
 
Hi Tom,
We are getting closer, but the visibilities are still not working.
Good that it is a step in the right direction again.
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:
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.
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.
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.
 
The Tire Stopped condition can also be used for flyable aircraft, so I doubt that Louis (FSDS developer) used the nose gear steering angle for that condition. Anyway, even as an AI aircraft during pushback (which looks perfectly straight back and I see no nose wheel steering movement) the stairs disappear immediately, suggesting it is looking at the actual turning of the wheels themselves.
 
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 :)

Thanks Arno! I would be great if it does become possible at some point! Admittedly I have tried the "edit vertices" feature under the object hierarchy and there seems to be no way to know which points to remove and the object starts to look jagged and blurry quickly... But if there was a point and click method that would be awesome!!
 
Using the 2/17 DEV release.

I have an FS9 AI Comet 4 model I am converting to FSX that I can make everything work OK by changing the visibility tags to those in my modeldef file (same problems as the Britannia, which I can now work around), except for the nose wheel rotation (the wheel itself, not the nose steering). I've tried a lot of things like changing Hierarchies, etc. but it is still stubbornly static in FSX (not in MCX). I've attached the model in case you want to take a look.

Thanks,
 

Attachments

I'll check it later.
 
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