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Yup, good question. I still need to understand the reason why some of these variables are in there. For example, you have the typical 150x tables relating CN1, CN2, FF, etc. Having all that data in these tables, why would you need variables like MAX_N2, MAX_N1, etc.?what about MSFS variables that missing in FSX, is some dynamic calculation will be applied in case of FSX2MSFS conversion? or they stay as is
Thanks Taz I'll use this to update the Google Sheet I shared earlier In case anyone missed it you can find it here:Hey, sorry for the delay coming back. I am working on the Asobo/ Legacy model converter and its taken most of my free time.
Attached please find an Excel file with all the correlations between Asobo's CFG file structure and the Legacy cfg/.air files. Each sheet corresponds to an Asobo .cfg file: in red you'll have variables that correspond to legacy "aircraft.cfg" file and in blue to variables corresponding to ".air" file. The aircraft.cfg variables maintain both Section and Key names (i.e. [AIRPLANE_GEOMETRY] section and "wing_area" key are the same , both in Asobo and Legacy cfg files).
Regarding the .Air file, I have included also an additional (Template AIR) sheet with the correlation between Asobo variables and .air variables.
Hope this helps everyone and, if you find any inconsistencies or mistakes (which I am sure you might), please let us all know.
In the next couple of days I should have the tool ready. It transforms Asobo files to Legacy ones, and viceversa.
Thanks Oz. Didn’t have the time to do so myself.Thanks Taz I'll use this to update the Google Sheet I shared earlier In case anyone missed it you can find it here:
Table/Record List Table/Record,Hex Table/Record Number UNUSED_AIR_TITLE,0x000000001,Guess these are the Table and Record numbers since the begining of Flight Sim OBSOLETE_AIR_DESCRIPTION,0x000000002 OBSOLETE_AIR_PERFORMANCE,0x000000003 UNUSED_AIR_TAIL_NUMBER,0x000000004 UNUSED_AIR_SIM_NAME,0x000...docs.google.com
Where is this Options, ingame or a cfg?It's under Options - General - Flight Model
(Also, I didn't create any of the other .cfg files — only aircraft.cfg was created/updated, and I converted the textures via the ImageTools option in the Textures tab. Once the other .cfg files are created, that's when things get tricky...)
Thanks, the 1st one I did got messed up as I forgot those ":" at the end and must have missed some as plane crashed and I deleted the whole thing. I've been using the Legacy importer and planes load but some engines want start or brakes are locked. Just working the aircraft.cfg would help this, worth a try??Where is this Options, ingame or a cfg?
when you don't split aircraft.cfg, plane will be treated as legacy (some built in functions will make it flyable in new environment) and in most cases you will not experience dramatic engines issues. once you split cfg - you have to go to the end - import AIR as well and enable/adjust all missing engine and flight model values, and most important - build FLT files. Problem that complicated importing process mixing with game bugs which makes final result not so exciting as you expect.Thanks, the 1st one I did got messed up as I forgot those ":" at the end and must have missed some as plane crashed and I deleted the whole thing. I've been using the Legacy importer and planes load but some engines want start or brakes are locked. Just working the aircraft.cfg would help this, worth a try??
Hi @jterr , you may refer this link http://www.calclassic.com/convert_tutorial/ for FS9 to FSX conversion, i managed to convert prop plane to FSX, and yes can be use in MSFS.Here is my next question. Been trying to convert a B-52 and all I get is a plane that comes in and loads in 2020 but can't see the plane. I read that if it has a MDL8MDLH in the mdl file it will not work.; of coarse every B-52 I check has the 8.
Does that mean it is a FS9 conversion?
Can that 8 be changed to X so it will work?
Yes, it will change from 8 to X, you can try simple conversion, just import fs9 aircraft model, and export out as fsx model (MDL), check the model with notepad it will show MDLXMDLH,Does that mean it is a FS9 conversion?
Can that 8 be changed to X so it will work?
White = a 'baked in' material encoded in the model OR an incompatible or missing texture file. In this case it certainly looks like a problem with the texture file. Make sure your layout.json is updated (if a texture is not included there the game will not find it), check from any texture fallbacks that aren't set up correctly, and make sure the texture file for those parts is the correct format (32 bit bmp or DDS DXT 5).I'm trying to figure out how to fix the white wheels and parts on some of the conversions
This is what happens when you convert an FS2004 model to FSX but don't reassign the animations properly - the parts collapse to 0,0. You will need to start from the FS2004 model again and reassign or fix any animations highlighted in red before exporting.This is giving me another problem in the Plane converter. If I don't correct(I can't find info on how) it sends the flaps to front of wing. Can anyone explain how to ???