Ah, that pink color. That means these are animation that are not present in the modeldef.xml. So if you export the model to FSX/P3D these animation will be lost. It's a reminder that you have to map them onto the right type.
ok...if lets say something in not in the modeldef...what then..is there the latest greatest totally updated modeldef anywhere.. I know henk put out one maybe year ago and a piece of Tom's for his DC6..
Well, translating FS9 flaps animation tags to FSX can be tricky. The most common animation type is keyframe zero for flaps up and keyframe 50 or 100 for full flaps down. In my experience, FSX animations do not use flap angle, always use flap percent. I most use these FSX animation tags:
Then there are variants like negative flap percent animations for reversed animated flaps and lead edge flaps (slats): "l_flap_neg_percent_key" guid="3F985D87-71C0-4f27-8295-AA694A810413"
This should cover most types of flap/slat animations but there will always be odd cases where you have to write custom tags for FSX (usually you take one of the above and change the scale/bias value till it works).
Would it be a safe default to translate to the flap_percent_key animations. The idea is that MCX should already take the deflection limits from the aircraft.cfg and use them when defining the key frames.
For the causes where the other types are needed, users can change it manually afterwards.
Thank you Henk......if I tick r_flap_percent_key tag to all R_flap and assign them R-flap? and export? and save mdl? Should the flap go up and down (these are AI"s) for taxi, landing etc?
I just have old models with a non-existant, for the most part airline...trying to get ai's right....Thanks, I know I am frustrating everyone. Just no newer working models for these planes and I don't have a clue how to repaint one because most of them don't have paintkits anyway..... Just learning..here's an example of flaps on an AI that just stay deployed and didn't retract after take-off.
Thank you Henk and all you guys, really,
For normal flyable aircraft that is indeed how you do it, tick the flaps tags you want to re-assign, select the r_flap_percent_key tag in the re-assign listbox and hit the "Assign animation type" button. You can also use this procedure for AI traffic models but there is a caviat. By default, the flaps of AI traffic models only go down during the approach, they follow the aircraft.cfg [flaps] stages. As you may have noticed, the more savvy AI traffic models do also lower their flaps partially or fully for take off. This can be achieved by using special animation tags which are custom coded. You have to understand XML coding and the FSX/P3D SDK to pull this off (or learn from analyzing existing FSX/P3D AI traffic models in MCX).
If you use the l_flap_percent_key versions for AI aircraft, they will use flaps only while on approach for landing, not while taxiing or while taking off. I have some modeldef additions that add takeoff flaps that deploy at the hold short node before taking the runway that I've been using for my AI aircraft.