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MSFS20 Getting Started with Dev Mode for Aircraft Mod

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unitedkingdom
I've made some tweaks to an add-on aircraft by modifying the .cfg files in the aircraft's folder. These changes work fine and do what I need. However, what I would like to do is extract my changes into their own "aircraft improvement" mod, so I can leave the original files untouched.

I'm having a hard time getting started with Dev Mode to achieve this. I've seen lots of guides for creating scenery, one or two for creating new aircraft, but not much for modding an existing aircraft. Given how many "aircraft improvement" mods there seem to be, I can't help but feel I'm missing something obvious somewhere!

Please can someone help point me in the right direction?
 
It is very simple

The whole msfs file system supports file overriding
Basically,
Packages with the same files name and directory structure will override the same files loaded before them in the virtual file system ,according to the fixed order decided by Asobo : fs-base / Official / Community, in alphabetical order

A easy example

I want to override the default extra300 model behaviours

Original file is in

Official/One store/Asobo_E330/SimObjects/Airplanes/Asobo_E330_Livery_MicrosoftWindows11/model.W11/E330.xml

The mod file structure will be:

Community/mamu330/SimObjects/Airplanes/Asobo_E330_Livery_MicrosoftWindows11/model.W11/E330.xml


Observe the bold part, that is loaded into the virtual file system. Because Community is loaded after Official, the mod will override that file

You just need a layout and manifest.json
 
Ah, so are you saying I don't actually need to use Dev Mode to do this, I can do it just by re-creating the right folder structure manually? How do I generate the layout and manifest please (well, I suppose the manifest.json should be straight forward to create manually, but the layout.json looks a bit trickier)?
 
Sorry if I intrude on the discussion but knowing how to create a mod of an existing aircraft is a problem that I had too and luckily I found this discussion.

Mamu, I followed what you wrote about the directory structure, so far so good except that in the sim I only find the mod and not the original plane (it is an enhancement of a pay plane)
am I doing something wrong or is it some sort of developer protection?

Thanks
 
@Jazz82 , I would like to hopefully intrude on the discussion as well; continuing along the same line I hope to add to the helpful content here...

@P72endragon or @mamu is there a way to set up a project in dev mode to accomplish this, or is it only done by hand-coding (or using the tool referenced above on github) the file(s) necessary? For example, I'd like to just make some mods to the flight_model.cfg file to a default aircraft, but I can't figure out how to set up a dev mode project to accomplish this so that I'm able to use the dev tools to check my mod?

Thank you!
 
am I doing something wrong or is it some sort of developer protection?
Some planes are protected, I know that DeimoS Inc and some Asobo planes are encrypted and you can tell if they are by finding .fsarchive extension files inside the SimObjects folder of the package.
 
Some planes are protected, I know that DeimoS Inc and some Asobo planes are encrypted and you can tell if they are by finding .fsarchive extension files inside the SimObjects folder of the package.
Thank you for your answer.
Yes, I noticed this and indeed, Asobo's Husky is encrypted.
In addition to the files you mention, the aircraft.cfg file is not present in the aircraft folder.

I'm trying to create a mod to use the Blackbox Simulations Cessna L-19 as a towplane.
Initially I had created my own livery and consequently I wanted to use it as a towplane by editing the ai.cfg, aircraft.cfg files and making some changes to the flight_model.cfg file.
In the aircraft.cfg file I had inserted the string
[VARIATION]
base_container = "..\blackbox-aircraft-cessna-birddog-basic"
However, I had named the folder not keeping the original structure.
So far so good, in game I saw the three versions of the L19, my livery and selecting a glider I also found my mod among the towplanes but the problem was that the plane didn't do what I had set in the files.
Today, seeing this discussion, I named the folder following the original structure only that in game I find that the mod completely cancels the original plane but this time behaving as set in the modified flight model.
I've been going crazy for days about this thing and there is no information of any kind
 
I've made some tweaks to an add-on aircraft by modifying the .cfg files in the aircraft's folder. These changes work fine and do what I need. However, what I would like to do is extract my changes into their own "aircraft improvement" mod, so I can leave the original files untouched.

I'm having a hard time getting started with Dev Mode to achieve this. I've seen lots of guides for creating scenery, one or two for creating new aircraft, but not much for modding an existing aircraft. Given how many "aircraft improvement" mods there seem to be, I can't help but feel I'm missing something obvious somewhere!

Please can someone help point me in the right direction?
I'm having the same issue.

I'm flight-testing changes to the flight dynamics of an existing 3rd party aircraft (with dev permission), so I'm only interested in altering parts of the flight_model.cfg. I see three options:

1) I can make the changes in the file and restart the sim each time (super inefficient)

2) I can create my own aircraft project using the new project wizard, open that in the aircraft editor, but make changes directly to the flight_model.cfg of the test aircraft where it sits in the community folder and apply them through a resynch action in the aircraft editor. This is the current method I'm using. Much more efficient, but I'm not sure that then opens up the debug/testing tools: as I assume the editor is only seeing the basic template aircraft project I've created.

3) Bring the aircraft into the editor as a project. This would be my preferred option, but I can see no way of doing this - the aircraft is a published package so there is no .xml to import the aircraft packages.

I'm guessing there might be IP reasons why this is not easy to do and that for option 3 I'm going to have to ask the dev for a copy of the aircraft as a project, not as a published package?
 
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