So I’m looking at the anchor point system… to some degree in both 2020 and 2024. It’s evident that both sims support the concept of 'this simobject is a child of that simobject and should have synchronised position updates, etc.
Take for example a ground vehicle spawned in the sim. These have NPC drivers, these appear to be independent simobjects. If requesting a vehicle to spawn it typically spawns with no driver…
Is it possible to actually find out what the anchor points are programmatically? Is it possible to associate one object with the other? Can this be done via SimConnect? Must it be done on a “lower level”?
Sorry to tag you boys but I’d love to get some visibility on this question. Also did we get anywhere with my prior topic about spawning characters from the new human system?
I’ll tag on to this… for example the passenger models appearing in sim. This is incredibly non-visible and confusing for users but it can apparently be triggered through the user interface to some degree… i.e. if you set weight in the relevant payload stations and trigger the inbuilt ATC via “ground services” to ‘start boarding’ it may (it seemed hit and miss) plonk some procedural characters in the passenger seats if the aircraft is configured to handle this and such like…
But I want to be able to spawn objects and move them around, put them into aircraft, get them out of aircraft… Doesn’t necessarily need to be 100% smoothly animated transitions mind, but I’m struggling to find any appropriate sections of the SDK that are related to this, let alone via simconnect itself currently.