This worked on the default airliners basically - it has had to be a model which is part of the aircraft and which extends to the fuel truck when called.
By default that model was hidden and when the truck was in place it was simply displayed. As basically nobody calls the fuel truck and instead uses Simbrief nobody saw that hose for a long time
Yeah, I mentioned that above, but, I’ll have to review where that tag is defined. If a whole model is required (as opposed to a tag in the aircraft.cfg [flightsim,xx] section), we’ll probably see a large increase in models to sort through in the aircraft selection menu… ick.
On that note, I’m interested in what they’ve done to clean up the Aircraft Selection menu (ASM) so it’s easier to navigate. Hopefully they’ve given us tools to edit definitions so we don’t end up with “Blacksquare Baron” and “Carenado M20”, etc.. I’ve been doing that in aircraft.cfg files and adding liveries to override things, and going through each plane on every update of each plane, but, it would be way cooler if they allowed us to manage it through an interface in the ASM.
From what I read all aircraft which are native to MSFS24 will be modular, so I think you can select specific “layouts” instead of individual aircraft for each type.
In theory this also extends to cockpit layouts. It’s somewhat described in the SDK over here: Modular Aircraft SimObjects
Now, aircraft SimObjects are modular . The concept here is simple: you create a "common " base for an aircraft and then add (reusable) modular parts to it to create one or more different aircraft that the user can fly in the simulation. So, using the above example - an aircraft with variations for floats, skis and wheels - you would create a single common base with it’s associated files, models and textures. This base file would contain the fuselage, the cockpit, and most of the CFG files that the aircraft requires. However the fuselage would be created without any landing structures, as these would be created separately as independent SimObjects which are then added to the package as "attachments ". Finally you would create three "presets " which modify the common base to create the three different aircraft using a combination of modified parameters and the added attachments. Additionally, you can add in "liveries ", which can then be applied to all the different presets to change the way they look superficially when being flown.
I don’t know if you know how X-Plane handles things but it seems similar to me you have individual packages for each object (in XP you had simply individual objects) which are stitched together by a configuration file.
On the Tech Alpha I also noticed that there is an “Avionics Builder” in place - yet I’m unsure if it’s just for planning purpose or also somehow linked to actual avionics customization (which would be sweet as hell).
A lot of pilots like to show off at an airshow, and a lot of people love airshows. Static display planes on the ground are popular; use the walkaround feature to have a look.
I’d wager far more people go to airshows than fly MSFS.
There’s a marketing opportunity to engage the average public to enjoy MSFS who have never seen a sim before. Use videos and some may be tempted by a one month games pass.
FlightControlTools will be embedded in 2024. It has a lot of features for “Airshow Mission”, including replay, flyby and formation flying with a ghost plane.
The promise of career mode has been the thing that has tipped me over the edge on properly getting into MSFS, and the aviation world in general. It’s what little kid me always wanted in a game, but because of no friendly one like that I just never bothered.
Being in Australia I’ve had very few legitimate options for exploring the aviation world.
As someone studying a degree in paramedicine I’m so incredibly excited for the search & rescue and air ambulance pathways!!
Unfortunately, I am unable to create a new topic… so sorta bumping this up as one of the closest I can find to my question.
My questions, closely related to career mode, is how will the flight training function? I read somewhere about having to obtain licenses? I am having a hard time finding this information in any of the marketing information.
Can anyone point me in the direction of the “Flight School” mode, and what I can expect from it. I am about to embark on a near life-long (since early teens, now 38) goal to learn to fly IRL, and want to know what kind of supplemental material I can expect MSFS 2024 to deliver.
I know, I know, I can just wait until Tuesday, but where’s the fun in that?
Seems that nobody wants to write anything up anymore? Really inconvenient when everything is a 40min+ YT video to explain what could be written in a few bullet points.
I saw somewhere that there are 54 training sessions you can go through. I’m not sure how robust or thorough they are, but I imagine they will be highly simplified compared to real life training. You need a “license” to proceed to the higher mission levels, but you can bypass the training and proceed straight to your “checkride”, which appears to be just a loop around the pattern.
I don’t think those videos are actually helpful for what the OP is looking for. The tech alphas those people are playing were highly stripped down, and just contained the “checkride” and some of the first mission types.
I guess it probably makes sense that the training mode be mostly skippable (especially for free flight). Although, the prospect of getting a “virtual license” does sound pretty fun (and maybe a slight confidence booster for when I dive into the real thing).
I am particularly interested in how the flight training mode compares to 2020. I am not expecting it to be a thorough school (as badarse as that would be)… Just wondering if it will be more in-depth than 2020, or if it will be much of the same. Not a deal-breaker, as I have already preordered… would just be something that get’s me hyped up for Tuesday night.
Free flight will have no requirement or checkride. You just get in and fly like before. The checkrides are required for the career mode though.
Yeah, it’s a wait and see, and others may disagree, but I suspect the training will be more like a game than real world. Everything I’ve seen so far suggests it’s the former.
If you’re interested in something more like real world training I’d suggest something third-party like FS Academy: https://www.fsacademy.co.uk/
Not quite true. I love to write and read. I loathe the thought of watching a video…
The first thing I did during the Tech Alpha was go straight to Career Mode.
I have ZERO idea how much it resembled the final product. There was a single “discovery flight” with a flight instructor who controlled the rudder and instructed me on using the yoke to get the aircraft into the air. We flew the pattern — clearly delineated by large bracket-like rectangles in the sky. I can’t recall if he took over and landed for us or not. Regardless, he continually noted my skill as a pilot (this was NOT my first rodeo).
From there I only had the option to do my solo check flight, which was essentially the same flight but solo — including the sky rectangles to guide the flight path.
There was no instructional lessons, theory or even causal flight training.
Again, this was the Tech Alpha, which we were repeatedly told was a stripped down release and in no way an accurate representation of the final build.
My expectation was, for the true beginner, a series of lessons would presented — much like we have now in 2020.
We really will need to wait until Tuesday to see what the true story will be.