Cargo Visuals without SimPropContainers / .lbl

On our latest project, we modeled our cargo (initially in MSFS 2020) to appear dynamically based on live A:PAYLOAD STATION WEIGHT readouts. However, MSFS 2024’s new Mass and Balance app on the EFB does not behave logically. It will load passengers, copilots, and cargo without respecting the live SimVars. It simply does a one-time push which leads to cases where the sim can report 170 lbs of cargo but shows no visual model, or the co-pilot seat is zero weight yet still displays a full avatar.

Since there is currently no reliable way to sync visuals to the live weight like in MSFS 2020, what is now considered the correct method to drive cargo visuals without relying on the SimPropContainer system?

In MSFS 2020, we could simply show or hide cargo visuals based on live SimVar data. We even supported systems where cargo could be dropped piece-by-piece in real time using update logic to drain weight through custom overrides and the visuals would correctly respond.

In MSFS 2024, that level of control is no longer possible. Everything is now forced through one-time static load configurations inside the EFB, which means live cargo manipulation, visual or weight-based, is effectively broken.

I’ve attempted to build a Navigation_Graph_Cargo without a SimPropContainer at all, but it refuses to receive any weight and just stays locked at 0/0.

To clarify, our co-pilot seat and cargo share the exact same location, which is why we’re trying to handle this logic outside of a SimPropContainer. We can’t have both visible at once, and the current system doesn’t respect which one was loaded last — it just stacks or desyncs visuals.

It would also help tremendously if Asobo allowed Navigation_Graph_Cargo to be compatible with Navigation_Graph_Passenger. I understand they’re considered mutually exclusive right now, but there are real-world aircraft variants where a seat can be either a passenger or cargo station depending on configuration.

Any guidance would be appreciated… I’d really prefer not to create multiple aircraft variants just to force visual cargo states, which unsurprisingly is how most base-game aircraft are right now (Cargo Empty and Cargo Full - Lots of Examples of that).

Video Attached of my Specific Issue as well as my Navigation Graphs (Pilot & Cargo - Since Passenger is incompatible):
navigation_graph_cargo.cfg (437 Bytes)
navigation_graph_pilot.cfg (775 Bytes)

max_number_of_stations = 4 ; GG
station_load.0 = 170,   0.19, -0.89, -0.40, 	TT:MENU.PAYLOAD.PILOT, 1 ; GG
station_load.1 = 170,   0.19,  0.89, -0.40, 	TT:MENU.PAYLOAD.COPILOT, 2 ; GG
station_load.2 = 0,  	0.19,  0.89, -0.40, 	TT:MENU.PAYLOAD.CARGO, 6 ; GG
station_load.3 = 0,    -1.96,  0.00, -0.90, 	TT:MENU.PAYLOAD.BAGGAGE, 6 ; GG