• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    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.

MSFS20 SDK 0.9.0.0 now available for download

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SDK release 0.9.0​

SDK changes​

  • Audio:
    • Wwise sample project migration to 2019.2.5 (retrocompatibility for 2019.2.0 is ensured).
    • Fix BreakOnStop attribute definition in Sounds XML definition.
  • 3DS Max:
    • Added logger inside MultiExporter utility.
  • SimConnect:
    • AIAircraft and AIObject functionality have been restored. The documentation and the SimConnectSamples has been updated accordingly.
    • Key events: Added additional information regarding the mapping between Key events and Virtual keys. This is relevant for reported issues with the numeric pad and modifier keys (“shift”, “Ctrl” and “Alt”).
  • WASM:
    • BREAKING CHANGE: The GAUGE_TOKEN enum used by the Panels API has been modified to ensure future-proof expansion. Add-ons that use this enum must be recompiled.
    • The gauges.h file has been completed with the new Key Events.
    • A potential security vulnerability in the WASI layer has been discovered and fixed.
  • Samples:
    • All aircraft samples have been merged into a unique folder named Aircraft.
    • New aircraft sample available: MouseAircraft.
    • Update of [WwiseSampleProject] and [DA62 Sample].

Developer mode changes​

  • Options:
    • Adding Windhsield rain options for debug purpose.
  • Project Editor:
    • Clean All does clear entirely the build package.
  • Scenery Editor:
    • Apply and edit heightmaps on rectangles.
    • Fix option flatten airport.
    • Fix and improve ILS edition.
  • Script Editor:
    • Fix possible unexpected shutdown when creating new objects.
  • Aircraft Editor:
    • In [CAMERAS] panel, adding possibility to expend left columns.
    • Fix Sound.xml not updated when rebuilding packages.
 
Effects for scenery appears broken with the new update, although the 0.9.0 SDK compiles them.
 
The automatic snow cover and snow drifts on all roofs, static planes and cars etc, are sensational!

The snow cover depends on the height of the snow cover (measured in centimeters), I had played around with the parameters in the weather menu. Now you no longer have to create a winter variation from orthophotos, which sometimes took time and work. You also no longer have to create textures to simulate snow on roofs. All of this is now firmly integrated in MSFS :)

Many thanks to ASOBO!
 
I'm not sure if it's directly related to this SDK update or not, but Build package no longer generates json files for me.. Maybe someone else could confirm if it's working on their end or not?
 
I'm not sure if it's directly related to this SDK update or not, but Build package no longer generates json files for me.. Maybe someone else could confirm if it's working on their end or not?
I get the json files just fine. I do have to run the fspackagetool as administrator.
 
I am anxiously waiting for the SDK to tell us how to customize the default data driven procedural world (i.e: buildings. To tune height and facades textures)
 
Is it just me or have they removed several items? It looks like all the GSE stuff, stair truck, snowplough, ground power unit etc are gone. The ones placed with previous SDK versions now show up as 'unknown'.

Their scaling often looked a bit off but they definitely added some tinsel. I may have to move between SDK versions to keep them and use the new features.
 
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Does anyone have any issues bringing in their modelLib objects on this version 0.9.0 without doing any workarounds?

I have more than two weeks with the SDK 0.9.0 and any tutorial I read or watch my results aren't successful with viewing textures of models or bringing them in on my object-list after building the package and If I do workaround textures don't ever show up even if the consoles indicates they were processed without any issue.

Thanks
 
The most recent SDK version is 0
Screenshot (64).png
.10.0.0. Maybe you should try that first.
I updated to 0.10 and it worked well. Interesting I still can't exclude parked cars but anyways, Thank you very much.
 
I updated to 0.10 and it worked well. Interesting I still can't exclude parked cars but anyways, Thank you very much.
There are few scenery elements that we can't always exclude, or that in some areas, some reported being able to excluded them while in other places, they stay.

Other than default static cars in parking areas, I noticed in a couple of places only that an airport layout could not be excluded and another area, vegetation could not be changed.

So all these could be bugs related to some priority when it comes to load the default elements vs addons in some specific tiles.
 
There are few scenery elements that we can't always exclude, or that in some areas, some reported being able to excluded them while in other places, they stay.

Other than default static cars in parking areas, I noticed in a couple of places only that an airport layout could not be excluded and another area, vegetation could not be changed.

So all these could be bugs related to some priority when it comes to load the default elements vs addons in some specific tiles.
Roger that, understood.
 
There are few scenery elements that we can't always exclude, or that in some areas, some reported being able to excluded them while in other places, they stay.

Other than default static cars in parking areas,...
Has anyone seen a change in this behaviour? It appears I still cannot exclude parked cars on my system.
 
Just to make sure we are talking about the same thing, do you mean you can't exclude parked cars using 'excludeCarParking'?
 
Just to make sure we are talking about the same thing, do you mean you can't exclude parked cars using 'excludeCarParking'?
Hello Toprob,

yes. I have tried exclusion polygons and rectangles, but the default cars keep sticking around. That's with SDK 0.14.

Thanks,
Peter
 
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