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MSFS sorcery

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11
Country
hongkong
Hey gents,

How in the world is something like that possible : Wings folding
I have absolutely no clue on how this can be done, yet in my small program I achieve to do this.... IT is multi threaded and I change a lot of Simconnect vars.
However, I do not touch anything remotely related to wing folding... And unbeknownst to me I touch probably one var and this keeps happening.

Tough to bebug as I cannot reproduce this bug.

If someone has an idea how this could happen....

Cheers,

-Stephan
 
Hi Stephan,

LOL, incredible unknown feature of the 737!

Is this the stock Asobo 737 model?

I have no clue how this is happening. But you hopefully know that SimConnect is not thread-safe by any means. You can get away with calling it from separate threads if you're very careful and don't "overlap" what you're doing. But anyway such problems typically end with a crash... of SimConnect... not the B737 with folding wings! 🙃

Cheers,
-Max
 
Hi Stephan,

LOL, incredible unknown feature of the 737!

Is this the stock Asobo 737 model?

I have no clue how this is happening. But you hopefully know that SimConnect is not thread-safe by any means. You can get away with calling it from separate threads if you're very careful and don't "overlap" what you're doing. But anyway such problems typically end with a crash... of SimConnect... not the B737 with folding wings! 🙃

Cheers,
-Max

Hi Max,
That is the default ASOBO 747.
Worst thing is that is does not crash.....But probably due to a side effect of fiddling around with other variables.
I would love to know which variables allow this......
 
Lol, hilarious!

Now seriously, there's a reason, Asobo's 747 has defined bones and pivots on its wings for the wingflex effect, something that MSFS incorporates and doesn't require model animation.
here part of the XML of the 747, anyway, in the video something has gone out of bounds.

<NodeAnimation type="WingFlex">
<!-- Nice to have: script simulation variables to do rotation/translation (type="Custom") -->
<!-- Alternatively we could script the angles for the wingflex -->
<!-- Just define some nodes/bones to move for now (this configuration will likely change at some point) -->
<!-- order : node -->
<!-- 0 : the left wing bone closest to the center -->
<!-- 1 : in between -->
<!-- 2 : in between -->
<!-- 3 : the left wing bone furthest from the center -->
<!-- 4 : the right wing bone closest to the center -->
<!-- 5 : in between -->
<!-- 6 : in between -->
<!-- 7 : the right wing bone furthest from the center -->
<!-- 8 : the left wing engine pivot node closest to the center -->
<!-- 9 : the left wing engine pivot node furthest from the center -->
<!-- 10 : the right wing engine pivot node closest to the center -->
<!-- 11 : the right wing engine pivot node furthest from the center -->
<Node>WING_BONE_LEFT_01</Node>
<!-- the left wing bone closest to the center -->
<Node>WING_BONE_LEFT_02</Node>
<!-- in between -->
<Node>WING_BONE_LEFT_03</Node>
<!-- in between -->
<Node>WING_BONE_LEFT_04</Node>
<!-- the left wing bone furthest from the center -->
<Node>WING_BONE_RIGHT_01</Node>
<!-- the right wing bone closest to the center -->
<Node>WING_BONE_RIGHT_02</Node>
<!-- in between -->
<Node>WING_BONE_RIGHT_03</Node>
<!-- in between -->
<Node>WING_BONE_RIGHT_04</Node>
<!-- the right wing bone furthest from the center -->
<Node>Engine_PIVOT_LEFT_1</Node>
<!-- the left wing engine pivot node closest to the center -->
<Node>Engine_PIVOT_LEFT_2</Node>
<!-- the left wing engine pivot node furthest from the center -->
<Node>Engine_PIVOT_RIGHT_1</Node>
<!-- the right wing engine pivot node closest to the center -->
<Node>Engine_PIVOT_RIGHT_2</Node>
<!-- the right wing engine pivot node furthest from the center -->
</NodeAnimation>
 
Hi Max,
That is the default ASOBO 747.
Worst thing is that is does not crash.....But probably due to a side effect of fiddling around with other variables.
I would love to know which variables allow this......
Probably related to some Presure/Wind/G Force simvar, who knows...
 
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