Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.


QUESTION FOR ARNO: PLEASE CONFIRM WHETHER THIS TUTORIAL APPLIES TO ANYTHING OTHER THAN FS2004.
QUESTION FOR ARNO: WHERE DOES THIS LOCAL VARIABLE DECLARATION NEED TO GO IN YOUR CODE? WHY DID I HAVE TO JUMP AROUND THIS TABLE IN MY FINAL CODE?
QUESTION FOR ARNO: CAN YOU PLEASE EXPLAIN THE SYNTAX OF THE TABLE OFFSET IN THE BGL_INTERPOLATE COMMAND?
[The local variable declaration] can be anywhere, although personally I prefer to put it at the start or end of the code
[The offset to the start of the table] is usually calcuated by subtracting the label that marks the start of the table from the marks the start of the local variables.

Does it matter which RIFF section it goes in? In your animation examples, you put the variable declarations at the beginning of the ANIP section and did not JUMP over the declarations. My code does not involve any animations and therefore has no ANIP section. I found that I had to put my variable declarations in the BGL RIFF section to make my BGL_INTERPOLATE command work. Also, it only worked if I used a JUMP to skip over the declarations. I don't understand how this works, but as long as it does I guess I'm okay with it.
I think I get it now. The local vars and the interpolation table are stored in two different local variable spaces. But the BGL_INTERPOLATE command can only work with one local variable base offset. Therefore, if we are currently using the base offset to the local vars, then we have to compute the relative offset from the local vars to the interpolation table in order to provide the offset to the table that the BGL_INTERPOLATE command needs. In effect, by using the offset operator and subtracting the local var base offset from the interpolation table base offset, we can address the interpolation table by reference to the base offset of a different local variable space. Have I understood it correctly?

The only alternative I can think of is to use the FS2002 gamepack instead. You can then tweak the v1 and v2 parameters of the reference point to make sure it remains loaded.