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P3D v4 Multiple FM files in the same folder?

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Hey all,

I remember a gentleman back in the FS2004 days that had a Mirage and I think an F-16 (Kirk Olsson), that were brilliantly done, and he had multiple versions of files (AIR files) in the same folder. Was I imagining this or can you have multiple flight models in the same folder?

This was back in the FS2004 days, but the same FM principals are still active.



Bill
LHC
 
Since the .air file is selected by the sim= entry in the aircraft.cfg file... I don't see why you couldn't have different .air files. Just remember that the rest of the FDE (aircraft.cfg) is not unique per flightsim.n entry
 
It occurred to me, I can simply create alternate aircraft folders with their own tunes, and revert the paint schemes to the primary folder via their texture configs. I wanted to reduce the footprint of multiple folders of planes if they are all using the same textures.
 
Ouch... despite the price of hard drives... people really don't like the space being gobbled up. Small files are anything but small due to disk allocation table sizing limits.
 
Bill,

I had the same issue with the Vega - the Winnie Mae required a separate 3d model as well as a modified FM. But simply duplicating all the textures and sounds would've been nuts! Instead, I set up a "shared" folder for both models. So I got:
"Wing42 Lockheed Vega", "Wing42 Lockheed Vega shared" and "Wing42 Lockheed Vega special".

The shared folder contains the panel, sound and texture folder and files, i.e. everything that's used by either model. In order to reference this folder, you simply have to create an alias in the cfg files of the folders. So for instance the "Wing42 Lockheed Vega" folder contains a "panel\panel.cfg". In there:
Code:
[fltsim]
alias=\Wing42 Lockheed Vega shared\panel

The texture configuration files on the other hand will need a proper fallback. Each texture folder of the different liveries contains the texture.cfg with:
Code:
[fltsim]
fallback.1=..\texture
fallback.2=..\..\Wing42 Lockheed Vega shared\texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\..\..\Scenery\Global\texture

I hope this helps?




quick edit: this also works for the sound folder. The sound.cfg of both the standard Vega and the Winnie Mae reads as follows:
Code:
[FLTSIM]
alias=Wing42 Lockheed Vega shared/sound
 
Just for information's sake, this entry is completely useless. It was a fallback to the ACES team's internal FSX master server... :laughing:
fallback.4=..\..\..\..\..\..\Scenery\Global\texture
 
This was often done to simulate the drag from different external loads on fighter airplanes. You could have so and so clean.air orLoaded.air etc.
These days you assign a drag index to each of the stores and add to get total index.
That index then causes an airbrake to extend thereby creating variable and accurate drag. The airbrake animation is unaffected by this scheme.
Roy
 
Bill,

I had the same issue with the Vega - the Winnie Mae required a separate 3d model as well as a modified FM. But simply duplicating all the textures and sounds would've been nuts! Instead, I set up a "shared" folder for both models.

Yep, I am going that route. Many thanks.


This was often done to simulate the drag from different external loads on fighter airplanes. You could have so and so clean.air orLoaded.air etc.
These days you assign a drag index to each of the stores and add to get total index.
That index then causes an airbrake to extend thereby creating variable and accurate drag. The airbrake animation is unaffected by this scheme.
Roy


Thanks Roy. Interesting. Very good to know.
 
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