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MSFS24 I met a new friend and we are making an App together

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Here's the latest from my little project, it works in both sims, for any user aircraft. It will send Lvars to trigger animations and visibility nodes on the user aircraft, so you could easily do a retrieval, well not easily but definitely with less difficulty than actually firing a missile, jumping into a helicopter, hovering over to where the missile landed and scooping it up. This particular module is set to fling the simobject at 3x the aircraft speed, I only saw the aircraft lurch for the first one and barely caught a glimpse of the second launch, but you can follow them on the VFR screen, which is kind of cool.

 
StormShadow on Ukrainian Mig29? Awesome :)

Care to elaborate a bit? I see a lurch at 0:30 and at 034 something flies out, I guess the missile. What is the lurch from?
 
StormShadow on Ukrainian Mig29? Awesome :)

Care to elaborate a bit? I see a lurch at 0:30 and at 034 something flies out, I guess the missile. What is the lurch from?
I'd guess the missile departing the Mig and the sim adjusting to the suddenly decreased weight of the aircraft.
 
I'd guess the missile departing the Mig and the sim adjusting to the suddenly decreased weight of the aircraft.
Aha, so - in your code, you have the loadstation loaded, and when you launch, you empty the loadstation, and spawn the SimObject, correct? If so, that would cause the lurch. Pretty cool!!

Do you set the velocity on the missile through SimVar, or do you compute its position yourself?
 
Ohhhh Thats an Exciting Project!!!! I miss the VRS TaclPack from FSX haha, loooking forwarts with your project ;)
 
Aha, so - in your code, you have the loadstation loaded, and when you launch, you empty the loadstation, and spawn the SimObject, correct? If so, that would cause the lurch. Pretty cool!!

Do you set the velocity on the missile through SimVar, or do you compute its position yourself?
Misho - I have NO idea!!! 🤣 You'll have to ask Rick that - I was just having a guess at what might be happening.
 
OMG you guys are too generous! So these are spawned SimObjects and they each have a unique ID. I'm still learning the dynamics, Currently working with a SimObject>Animal as animated cargo box and a SimObject>Aircraft as the animated missile. There are all sorts of strange nuances, the Animal will spawn into the air with either SpawnAISimObject or SpawnAIAircraft, but it will only fall to earth with spawned as AISimObject, meanwhile the missile will not spawn into the air, unless it is invoked as SpawnAIAircraft and then, we go into 2024 and learn Animal SImObject animations will transfer just fine, but Aircraft animations and attached effects need that special 2024 love, yay.

So to explain what you're seeing, the lurch is typical of a first instance from the module, it has to belch out a 3x speed calculation based on the position, heading and speed of the user aircraft and the first missile sneaks away in the radio silence of the microstutter, the second missile we see a frame or two of in the render. Note to self: add a vapor trail effect. As to station weight, that is of course manageable but not included in this experiment. We could absolutely configure these devices to confront each other and other sim objects as well.

I am pretty confident this will spawn AI aircraft that will maneuver to a refueling station and I'd like to explore the modularity of 2024 by turning a default aircraft, the A400 or 767 into an inflight refueler and if that works I could offer cargo, fire suppression, weapons addons for existing default and 3d party aircraft! Another goal is a drone swarm, it seems pretty doable and I'll explain why. I code this with ChatGPT and it is obvious to me that everything it does is strictly pattern recognition. You're thinking, "of course, its a search engine," but it's deeper than that. MSFS, the entire franchise has this weird little quirk buried with in the equally weird quirk of using RPN calculations, in that all the complex symbols have to be "closed" or finalized, I forget the exact term CGPT used. We cannot use the greater than symbol, >, we have to use ">".

So I am writing my code, stealing function calls from the greats like Milton Shupe and Misho and suddenly CGPT starts in with the > < symbols. This is when I know we are no longer pawing through flight sim developers original code and CGPT is pattern recognizing all internet RPN for the exact formula I need to get the drones flying in synchronization. Ao either this will work eventually or more likely I learn C++ just from all the fact checking I already do with CGPT.

A couple more videos of the SimObjects from various modules and both sims.


 
Looks great!! Funny, we were doing the SAME THING - testing on the type of SimObject :D 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:
 
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.)
And SSW Fiat G91...but I think that there is an animation that vanishes when a droppable simobject is spawned

 
Yes, visibility nodes are the key, I had that part nailed down with model.xml and was even considering expanding the RPN to establish the invisibility node of this example to indeed be "on the ground," as opposed to what is shown in this code, "at ground elevation." Still for component xml driven card tricks, I feel like it's pretty ambitious.

In this case we have two logs, one that is compelled to remain at ground level and invisible until conditions are met. The other is in the jaws of the grapple and it will also remain invisible until certain conditions are met. Now the stage is set and the aspect that ties it all together is that the nodes will not change visibility states, unless the operator triggers the jaw closure as the exact instant the two nodes are superimposed, adding a little bread and butter challenge to flying imo.


So here's a version I did with the SImConnect module, you can see I've added the positional offset, the SimObject spawns a mile to the NE when the operator triggers the module. In this circumstance, the rescued pilot is already in the sling invisible and the stranded pilot is a scenery object, it is deleted when the operator commits the rescue at a specific elevation and distance from the SimObject.

 
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I'm closing the thread as it is wandering away from the original post. Please make new threads in the General forum.
 
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