Looks great!! Funny, we were doing the SAME THING - testing on the type of SimObject

I still have the damn list and the trial-and-error results:
Code:
//string strSimObject_Follower = "Goose"; // FlyingAnimal - V oscilation
//string strSimObject_Follower = "HumpbackWhale"; // Animal - V oscilation
//string strSimObject_Follower = "RhinoWhiteNorthern"; // Animal - V oscilation
//string strSimObject_Follower = "ASO_LoaderCab_Red"; // GroundVehicle - V oscilation, no full roll
//string strSimObject_Follower = "ASO_Tug01_White"; // GroundVehicle
//string strSimObject_Follower = "CST 100 Starliner"; // GroundVehicle
//string strSimObject_Follower = "Kayak"; // Container
//string strSimObject_Follower = "DuffelBag"; // Container
//string strSimObject_Follower = "Adventure Pack XCub Floats"; // StaticObject
//string strSimObject_Follower = "Generic Piston Single Engine Asobo 00";
//string strSimObject_Follower = "Coordinate Helper"; // StaticObject (keep as this). Container object seems to have some kind of a sim control, it bounces when statically placed in the scenery
string strSimObject_Follower = "KSC MLP SLS"; // StaticObject (keep as this). Container object seems to have some kind of a sim control, it bounces when statically placed in the scenery
//string strSimObject_Follower = "Coordinate Helper AC"; // Aircraft
//string strSimObject_Follower = "Simple Aircraft MyCompany"; // Aircraft
//string strSimObject_Follower = "PITTS ASOBO"; // Aircraft
//string strSimObject_Follower = "Shuttle Orbiter"; // StaticObject
//string strSimObject_Follower = "Shuttle Orbiter Transport"; // StaticObject
// Categories: (from https://docs.flightsimulator.com/html/Developer_Mode/Menus/Debug/SimObject_Containers.htm?rhhlterm=categories%20category&rhsearch=Category)
// Unknown failure to build
// Airplane No spawn. perhaps "aircraft.cfg" needed. Investigate
// Helicopter No spawn. perhaps "*.cfg" needed. Investigate
// WanderBoat failure to build
// Train no linking
// GroundVehicle V oscilation
// Boat No ALT set
// Blimp H oscilation
// Fueltruck failure to build
// Container V oscilation <- PROBABLY BEST TO USE
// Liquid drift then removal
// ControlTower V oscilation
// BaggageCart failure to build
// BaggageLoader failure to build
// CateringTruck failure to build
// BoardingRamp failure to build
// GroundPowerUnit failure to build
// Pushback failure to build
// SmallPushback failure to build
// APAmbient failure to build
// VehicleFollower failure to build
// IdleWorker failure to build
// WaterTraffic failure to build
// AirplanePlayback failure to build
// Fakesim failure to build
// Animal V oscilation
// FlyingAnimal V oscilation
// Human H oscilation, V oscilation but reversed
// AircraftPilot H oscilation, V oscilation but reversed
// GroundVehiclePilot H oscilation, V oscilation but reversed
// Marshaller failure to build
// WingRunner failure to build
// JetWay failure to build
// LinkedObject failure to build
// Winch V oscilation, and it won't remove
// TowPlane failure to build
// OLS failure to build
// Server failure to build
// Not included in the list:
// Parachute V oscilation
// Viewer H oscillation
Unfortunately, I hit a dead end. The intent was to have external or internal SimObjects fixed to the aircraft, so you can take them "with you" (so, cargo, weapons, etc). However, in the end, I realized it was futile - the reason being... The sim's aircraft position (on which you base your SimObject position) will ALWAYS be reported one frame "late". You can never get aircraft position BEFORE it is rendered. That's why this works on stationary or very slow aircraft. The faster the aircraft (or any SimObject) moves, the bigger the positioning gap will be, so, for example, for any jet fighters carrying weapons, they would appear to lag behind the jet, and not even smoothly, they have these annoying horizontal jerk motions.
In fact, since this did work fairly well on slow objects, I implemented this scheme on my KSC scenery - the rocket/tower/platform/transporter object is an assembly of 4 separate SimObjects, with Transporter being the "leader" and the other 3 following it.
I really do hope you crack it, and if you do, you will be famous (please, share it with us


), as it appears this is the "holy grail" among developers right now.
There is one exception: Captain Sim's C-130 has a very
very good looking cargo drop feature. I've been looking at their videos trying to figure out how they did it and I can't really tell just yet. Their cargo boxes are steady inside the cargo hold, then they are dragged out by a deploying chute, they swing on the chute cord nicely, apparently under some physics functionality, and they drop to the ground perfectly, with the chute collapsing above them. One clue that I have is, the cargo boxes all pull out using the exactly same motion. If it was real physics, there should be some variation to them (due to speed, roll, pitch, etc.)
Here is one of the videos: