plane icon Welcome to Microsoft Flight Simulator’s SDK Q&A Platform!

Save the date ! On February the 9th, at 10:30am, we will be happy to meet you again for a live SDK Q&A ! You can already ask all your questions here on the forum.

You have questions regarding the SDK? DevMode Tools? SimConnect? You would like to submit an idea for future improvements, seek help or exchange knowledge? You’re in the right place.

Please take a moment to read the platform’s guidelines before you get started!


article

FlyingRaccoon avatar image
FlyingRaccoon posted FlyingRaccoon edited

Common issues and workarounds

This article will be dedicated to gather info about recurring problems and how they can be solved.



Official scenery takes priority over my Community content

Problem: Despite having a Community scenery/airport package loaded and listed in the Content Manager, it doesn't appear in game and the official content appears instead.

Explanation: The order in which the scenery packages are rendered depends in part on the Content.xml file located in C:\Users\<UserName>\AppData\Roaming\Microsoft Flight Simulator\
Every scenery package is added to this file when first loaded and you can reorder its content if needed.
When a new update is released, the new packages will be added down the list so if your custom scenery was loaded before the new Asobo content was added, it will no longer show in game.

Solution: If you haven't defined custom order in that Content.xml, you can just delete it and it will be regenerated, putting official content before community content.
Otherwise, you can just move your package entry at the end of the file to make sure it take priority over all other packages.

This system and the way we handle package priorities will be improved in the future.



Aircraft elevator trim axis is inverted

Problem: When binding a joystick axis to the elevator trim axis, some aircraft end up having this axis inverted compared to Asobo aircraft or other products

Explanation: This happens when the aircraft is not making use of InputEvent to handle their elevator trim. In that case, joystick inputs are handled in a different way (legacy FSX flow) and end up being inverted. This can't be changed for retro compatibility reasons.

Solution:
You can use the ASOBO_HANDLING_Switch_ElevatorTrim_Template if that fits your needs.
Or you can add that piece of code to your behaviour, it will intercept the axis event and redirect it towards the event used by InputEvents.

<Include ModelBehaviorFile="Asobo\Common\Inputs\Common_Inputs.xml"/>
...
<UseInputEvent ID="PROCEDURE">
    <IE_NAME>Elev_Trim_Inversion</IE_NAME>
    <VALUE_UNITS>percent</VALUE_UNITS>
    <VALUE_CODE>0</VALUE_CODE>
    <SET_CODE>p0 (&gt;K:ELEVATOR_TRIM_SET)</SET_CODE>
    <INIT_CODE/> <DEC_CODE/> <INC_CODE/>
    <SET_ARG_COUNT>1</SET_ARG_COUNT>
    <TT_DESCRIPTION>@TT_Package.GT_STATE_NA</TT_DESCRIPTION> 
    <TT_DESCRIPTION_IS_DYNAMIC>False</TT_DESCRIPTION_IS_DYNAMIC>
    <TT_VALUE>@TT_Package.GT_STATE_NA</TT_VALUE> 
    <TT_VALUE_IS_DYNAMIC>False</TT_VALUE_IS_DYNAMIC>
    <TT_ICON>PUSH</TT_ICON> <TT_INTERACTION>PRIMARY_DOWN</TT_INTERACTION> 
    <TT_INTERACTION_LOCKABLE>LOCK</TT_INTERACTION_LOCKABLE>
    <BINDING_SET_0>KeyEvent</BINDING_SET_0>
                
    <BINDING_SET_0_EVENT_ID>AXIS_ELEV_TRIM_SET</BINDING_SET_0_EVENT_ID>
    <BINDING_SET_0_PARAM_0>p1</BINDING_SET_0_PARAM_0>                
    <BINDING_SET_0_PARAM_0_IS_DYNAMIC>True</BINDING_SET_0_PARAM_0_IS_DYNAMIC>
    <BINDING_SET_0_EVENT_ID_ONLY>True</BINDING_SET_0_EVENT_ID_ONLY>
</UseInputEvent>



Aircraft light emissive mesh is not showing

Problem: When configuring the [LIGHTS] section of the systems.cfg, the emissive mesh would not appear despite the EmMesh node being correctly configured.

Explanation: This mesh must have a material named "LIGHTS" applied to it in order to be correctly processed by the game engine.

Solution: You have to create a unique "LIGHTS" material and all your emissive meshes must use that material and therefore share maps and UVs.

default
10 |10000

Up to 5 attachments (including images) can be used with a maximum of 4.8 MiB each and 23.8 MiB total.

Article

Contributors

FlyingRaccoon contributed to this article