SDK Q&A: Guided Question

Is it planned to restore the Broken Insert Waypoint into a GPS’s Flight Plan (List of waypoints)

Is it planned to correct the Name selection process in GPS system with rotary selection dials from

0123456789ABC_XYZ ----> ABCD___XYZ0123456789

ie to the Real World Garmin order

Hi, I want to create a new airport via SDK, but there are a few problems with it:

  • Power Poles, lights, … which cannot been removed from the original scenery
  • AI traffic which cannot been removed from the original scenery
    Please put this on your SDK agenda to get these items removable - thanks :slight_smile:

Non-removable power poles

Traffic running thru the airport runways

7 Likes

Is it planned to have high resolution painted-lines, taxiway and custom ground textures?

4 Likes

Will multithreading functionality for WASM gauges/modules be available before/alongside the Xbox launch?

9 Likes

Is it planned to improve the heightmap edition, new feature to import DEM or a feature to import custom 3D models as terrain?

1 Like

Are there any changes/improvements for the SDK/SimConnect planned regarding AI Traffic (online and offline)?

8 Likes

Are you going to quickly fix taxiway paths so that they draw in Dev Mode without having to add parking spots as a workaround?

1 Like

What about the DRM protection for scenery and aircraft?
Any idea when we will have something to avoid piracy?

At this moment, aircraft and scenery has no protection at all.

6 Likes
  1. when will the actual documentation on the html_ui instruments be released ?
  2. it would also be needed to have documentation regarding the flightplanmanager and facilityloader.
  3. when will we be able to have a terrain / weather radar in custom aircrafts
2 Likes

The current SimConnect camera API is non functional in MSFS 2020. This is preventing 3rd party developers of camera add-ons like ChasePlane, X-Camera, FSRealistic, etc. to proceed with their development.
Will this situation evolve?

7 Likes

The Simconnect_text functions are working only partially.

The only thing that currently works is the creation of text messages, but they appear as “flying tips” and there’s no control over the time they appear on screen, their appearance ( title other than “flying tips” ) or color or scrollable text, which were all possible with FSX and P3D.

The creation of an in-game menu with choices is completely missing, making very difficult to create some user interaction in a way could integrate properly in the sim, meaning a proper menu that will work ALSO IN VR, not just an overlay from another application.

The creation of app menus and sub-menus which entries that can be added or removed programmatically is also missing from Simconnect. The new menu creation method using the HTML_UI elements is not documented, so it’s not clear if it’s possible to just add new parts of the UI without having to redefine default html_ui files, and how several add-ons trying to do the same would work together, with no documentation and no suggested best practices.

3 Likes

Pilots ( or co-pilots ) using the [Pilot] section of the Simobject .CFG file don’t work for Simobjects created programmatically with Simconnect.

1 Like

Right now, the only way to read and write from Simconnect H: and L: variables it to create a server WASM module that will use Simconnect shared data functions and custom events for clients that will send requests to such module that will in turn perform calls to the relevant functions of the former Gauge API, like register_named_variable, executeCalculatorCode, etc.

This results in many 3rd party developers, which ALL need this kind of functionality to create utilities that can interact with airplanes, panels or other simobjects to each one create similar WASM modules, all running at the same time, all doing the same task, increasing traffic over Simconnect and potentially reducing performances/introducing stuttering due to the simconnect traffic.

This could be fixed if it was possible to access all the functions wrapped from the old Gauges API that can only be accessed from WASM, using Simconnect as well, so they would be available to any external program too, without requiring all those extra communication steps.

6 Likes

There should be a better way to add stand-alone executables that are supposed to be started by the sim in packages, similar to WASM modules that can start from a “modules” folder.

Right now, the only method is the old EXE.XML from FSX, which is not even officially acknowledged to exists, but it’s less than ideal, since it breaks the concept of every package being self-contained, and results in multiple add-ons having to modify that file.

We really need a private “exe” folder in a package, and the resulting package should be in some way “flagged” on the MS Marketplace to be WINDOWS ONLY, because we are surely aware a standard Windows executable will never work on the Xbox, but there are many 3rd party add-ons that won’t work without stand-alone helper executables (because for many reasons they cannot be ported to WASM, mainly because of they require full access to the Windows API), so there must be a way to allow these products to be sold and automatically installed on the MS Marketplace too, and at the same time clearly inform users that’s a “Windows only” package that won’t work on the Xbox.

3 Likes

The SDK doesn’t allow for an add-on to change the name of an existing airport. Even if the whole airport is replaced, the name is still taken from the default airport, even if the add-on has provided .LOC files for all translated version of the airport name.

3 Likes

Materials with variable properties that can change in-game depending on some conditions are very limited, since right now the only property that can be changed in realtime is the emissive value.

It should be possible to dynamically change more properties, like the blend colors, switch the texture names, scroll UV in realtime, etc. Other simulators like Prepar3D allow this by linking a LUA script to a material, which can interact with the simulator variables to change such properties in real time, for example to switch textures programmatically depending on conditions like weather, seasons, etc. Changing UV in real time can also be used to create texture-based animations, like animated billboards for example.

2 Likes

There isn’t any way to offer any kind of “Render To Texture” functionality in the sim.

WASM functions like Fsrender or NanoVG are only useful to create gauges, same for the (undocumented) HTML/JS/CoherentGT stack.

Ideally, all these features should be available to any Simobject, not necessarily be the one the user is flying, but also Ground vehicles, Scenery elements, to create things like informational panels in sceneries ( passenger billboards in terminals, gate info panels, Visual Docking System ) that might WASM graphic functions or HTML to offer interactive displays on every vehicle or scenery element. Both P3D and X-Plane allows these features.

2 Likes

Expose some features from the Scenery Editor to Simconnect/WASM.

It would be very useful if either Simconnect or WASM could access some informations which are already available to the Scenery Editor, for example:

Return the Lat/Lon/Alt coordinates of a place on ground that has been clicked with the mouse, possibly using some kind of event that could also return which mouse button has been clicked, something the scenery editor already does in several places.

Give access to Simconnect or WASM to some of the Scenery Editor UI functions, to create dialogs on screen using imGui.

2 Likes

Clarify and/or improve “Package Dependencies” in the context of the MS Marketplace.

Many products from the same ( or different ) developers might use elements from other packages, like libraries of objects or materials or modules or gauges or any other element.

However, is not clear how dependencies across different products sold on the MS Marketplace interact with each other and, most importantly, how updates are handled.

For example:

Product A requires packages A1 and A2 and it’s sold on the MS Marketplace.

Product B from the same developer is then released and requires package B1 and requires an UPDATED version of A2 that is only marginally different than the original version, so it would be very inefficient if Product B had to create an entirely new copy of A2, if changes are minimal.

Will both product need to be re-released and re-approved ? Will users that bought product A automatically get an updated A2 package when B comes out ? Can the developer just send A2 for separate approval and everybody will automatically get the updated version, regardless if he has installed A or B ?

2 Likes