Payload station weight does not have an impact on copilot display

Version: 1.4.20.0

Frequency: Consistently

Severity: Low

Bug description:
Hello,
In our native FS 2024 project, we added a copilot, that we can show or hide using the integrated EFB:

We would like to toggle copilot display programmatically, by changing the value of the payload station linked to the copilot.

However, it does not work by assigning 0 pounds to the station:

How can we achieve this?
We did not find any other relevant variable or key event.

Kind regards,
Romain

Hello,

I was able to reproduce this behavior and logged an issue in our backlog.
I will let you know when I can share some news on this.

Regards,
Boris

2 Likes

Hey Boris,
I am trying to achieve the same thing. It would be nice if the Copilot would be shown or hidden based on the visibility of the node that it is attached to.

@Boris Any update on this?

As @b1e1n7e mentioned, I would also really appreciate the ability to show/hide an attached Copilot, Passenger, or Cargo Object based on the visibility state of the node it is attached to.

Typically, in MSFS 2020, we would do something like this:

			<Component ID="COPILOT_VISIBILITY" Node="PILOT_1">
				<UseTemplate Name="ASOBO_GT_Visibility">
					<VISIBILITY_CODE>(A:CAMERA STATE, Enum) 2 != (L:CraftPad_OPTION_Cargo_Copilot) 1 == or (A:PAYLOAD STATION WEIGHT:2, pound) 0 &gt; and</VISIBILITY_CODE>
				</UseTemplate>
			</Component>

This allowed developers to determine (pilot/copilot → aircraft.cfg) node visibility using Camera Conditions, Custom LVar Options, or Payload Station Weight.

The system is very different in MSFS 2024, so giving developers the ability to load/unload Weight Stations visually through simulation variables would be a major improvement.

Right now, the only option through the EFB feels disconnected from Payload Station Weight and does not support any custom logic.

Adding new SimVars, similar in concept to Interactive Points, would go a long way toward helping developers control station load visibility properly.

Example New SimVar:

(A:PAYLOAD STATION POINT:1, Bool) | Read Variable
1 (>A:PAYLOAD STATION POINT:1, Bool) | Write Compatibile

Possible values:
0= Visually Unloaded
1= Visually Loaded

This would allow developers to customize Weight Loadout via:
(A:PAYLOAD STATION WEIGHT:1, pound) → Which we already have Read/Write Access for Weight

and Additionally the “Visible” load state via:
(A:PAYLOAD STATION POINT:1, Bool) → Which would become Read/Write Access for Visibility

In other words, Payload Station Weight would control the physical weight, while Payload Station Point would control whether that station visually appears loaded in the aircraft. Both attached to the cooresponding station_load.1 in the flight_model.cfg.

Ideally, this would work across Legacy Systems, the new Character Seats/Mass system, and Career Cargo.

This would give developers deeper control over station loadouts and visibility states. For example, a developer could use custom logic to swap a visible copilot/passenger for additional seat cargo bags for a cargo mission, or change the visual payload state after the aircraft has already loaded, without relying only on the EFB load state.

Essentially, this would allow developers to change the visual overlay of a station without changing the actual weight associated with that station. Which is incredibly important for many custom cargo and passenger systems.

Cheers!

  • Jonx (Got Friends)

Hey Jonx,

thanks for your input. As far as I have analyzed the problem the solution to the current bug does not even need to be as complex.
The current problem is that the EFB payload display updates only in one direction. Changing the weight of a payload station via the EFB updates the underlying simvar. Accessing the underlying simvar however does not update the weight displayed in the EFB.
Ensuring that the update goes both ways should solve the problems we are all experiencing.

@b1e1n7e, thanks for your reply :slight_smile:

I agree that fixing the EFB update direction would solve the immediate bug, and that is probably the simpler and more important fix first.

My proposed solution is more about giving developers additional control beyond just syncing the displayed EFB weight with the underlying payload SimVar.

The reason I brought up a separate visual loaded/unloaded state is because developers may want multiple 3D visual options tied to the same payload station. For example, one station could represent a copilot, a passenger, cargo bags, or a custom developer-made object, all using the same physical weight station and coordinates.

In that case, the weight itself may not need to change. What needs to change is the visual representation of that station.

So yes, the EFB and SimVar should absolutely update both ways. That would fix the current disconnect. But I still think there is value in exposing a separate visual load state as well, so developers can control what visually appears in that station without needing to create duplicate weight stations in the same location or rely only on the default Asobo character/cargo system.

This was not really an issue in MSFS 2020 because character nodes and 3D meshes were usually controlled by the same visibility logic. In MSFS 2024, however, custom 3D meshes can conflict with the new modular character system unless developers are given independent control over the visual payload state.

Hello,

This is still a work in progress.
I cannot make any promises but I have forwarded your idea to the team and this will be reviewed. @b1e1n7e @Jonx