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Idea

runshotgun avatar image
runshotgun suggested runshotgun commented

Visual Effects API

Here are a few things we'd love to see from a Visual Effects API

  • Ability to Create an effect
  • Ability to Attach it to a SimObject, Attach Point or fixed in the world with a Lon/Lat/Alt as well as PBH
  • Ability to Update an effect (to change its location, intensity or parameters)
  • Ability to Destroy an effect
simconnectdefault
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4 Comments

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Simbol avatar image
Simbol commented

+ 1 on this.. It will increase the flexibility to work with effects much further, not only for aircraft but also with many other scenario types of effects which are needed even for training purposes.


For example fire extinguish services, emergency simulations, etc.


In addition by allowing to create an effect via SimConnect we are able to exploit all the SimVars, L:vars and many other variables of the simulator. This would save the need to expose L:VARS to the graphic FX tool since we can access anything and just inject effects.


Regards,

Simbol

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SonantAlpaca avatar image
SonantAlpaca commented

Hello,

Given all the additions that have been made to the Visual Effects Editor since June 21, does this idea remain relevant? If so, could you please explain exactly what you're trying to achieve?

It is already possible to attach FXs to objects that are not aircraft. And we started working on a huge (and long) revamp of the missions system. It will likely integrate logic triggers for FXs. But I can't share an ETA yet.

Have a good day,

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Simbol avatar image Simbol commented ·

Hi Alyzee,


Thanks for asking, I feel we still need the API. Let me explain:

What we are looking for is to develop packages of effects that we can install on other 3rd party products, for example we could develop an special effect for airplanes that could trigger under our own conditions.

In order to achieve that currently we would have modify the original model behavior .XML file, which is not posible for many reasons.. so what we would like to be able to do is to inject these effects into the simulator via our own modules without the need to modify other 3rd party developers add-ons.


So what we are looking to do for example is to prepare a set of effects packages, a custom WASM module or SimConnect app and use this to inject the effects as we need.

This is a video of what we have done via this route for other platforms:
https://www.youtube.com/watch?v=tdCJxk1A6bM

There we are injecting our own effects into the PMDG 777, it is done in P3D via SimConnect using a function called CreateEffect.. so we can put these effects directly in the sim without having to modify anything of the PMD 777 product.

If you have any questions please let me know.

Regards,
Raul

1 Like 1 ·
RXP avatar image RXP commented ·

> It is already possible to attach FXs to objects that are not aircraft.

Hi Alyzée,

If I understand correctly, the VFX SDK only allows attaching an effect to a pre-existing object, whether by node name, or by pre-defined property index as found in the .cfg files (like the contact points). The object can be an aircraft or a static mesh. There is also a facility to use a few pre-defined simvars as value input into an effect but I'm not sure this can serve to "place" the emitter and it is only offering a short list of pre-defined simvars only.

Answering your question: this is one additional reason for the need for an API in order to be able to place the emitter from code, not from pre-existing object nor from pre-existing pre-defined list.

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virtuali avatar image
virtuali commented

Well, you can always use a dummy Simobject with no geometry ( maybe some tiny dummy triangles with flipped normals or a an invisible material, so you can control the main object LOD size ), attach the effect there, and use some behavior logic over the node to make it appear/disappear based on conditions and/or Simconnect to place/move the object as required.

You can even pass parameters you might have calculated with some external logic to the effect itself with the graph parameter feature, so I'd say while not 100% the same of having an API, it's functionally equivalent.

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Simbol avatar image Simbol commented ·

It doesn't work well really, many effects will fails to follow to correct heading, angle, and velocity of the target (airplanes for example) during many conditions..

We need the emitter's to inherit correctly the target object speed, orientation and many other conditions.

Trying to do this ourselves by injecting objects as you suggest (a nice idea btw) would generates a big overhead to Simconnect for the products that we wish to bring to MSFS. Specially because we can only Inject dummy objects as AI models, we cannot even attach things as an attachment to a SimObject..

Best,
Raul

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virtuali avatar image virtuali Simbol commented ·
Yes, you now can have attachments to a SimObject, check the new <AttachedObject> feature, it's new for SU9 and it's very interesting.
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Simbol avatar image Simbol virtuali commented ·
Where I can read about this? is this the new submodeling feature? if so, this new feature would not help us.. we need means to attach an effect without having to edit the model behavior files.


In hence the need for an API to inject these in a more modern fashion like we used to do with P3D.

Best,
Raul

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FlyingRaccoon avatar image
FlyingRaccoon commented

Hello everyone,

We were reviewing this idea and have some questions.
It appears to us that most of the features listed by @runshotgun are already available.
Spawning and stopping an effect can already be done through FX_CODE and updating it programmatically can be done using FX_GRAPH_PARAM_X.

Do we understand correctly that these requests apply to the case were the effect wouldn't be attached to a SimObject, but as described in your second point, spawned in the world independently from any SimObject?

@EPellissier @SonantAlpaca FYI

Regards,
Sylvain

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runshotgun avatar image runshotgun commented ·

The current system is very flexible to design effects around our own aircraft.

Getting the ability to spawn effects on other SimObjects (part of sceneries or AI aircraft) without editing the aircraft's already compiled xml files would be great. This is something the FX editor is able to do and something we would love to get access to somehow. Hence my "Ability to Attach it to a SimObject" request.

Since it would be difficult/impossible to manage such logic in XML, an alternative would be to get the ability to inject our own behaviors on an existing aircraft from a separate package without having to override any existing XML file. That would solve all the issues we face right now and would enable a lot more customization options even outside of visual effects.

Thank you for following up on this!

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FlyingRaccoon avatar image FlyingRaccoon ♦♦ runshotgun commented ·

It's done in the xml because it depends on node names, active LOD, etc...
The easiest way to do this, if we were to expose a method to spawn effects independently from any SimObject, would be to use SimConnect methods to request data about SimObjects and position your effect using a local offset from reference datum.
Would such a design cover your needs?

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runshotgun avatar image runshotgun FlyingRaccoon ♦♦ commented ·

Most times we would know the node name we want to attach to. If we're able to also specify a Node that way, absolutely yes!

Attaching an effect to the wing tip of an aircraft with wing flex for example is impossible if we can only attach to the datum.

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