Simconnect Injections in FS2024

So concerning 2024, I have a couple of questions that I wasn’t able to find details on yet based on precursory searching…

If we wanted to inject simobjects via their container name, or aircraft via their container name in 2020 that’s all well and good but the new structures in 2024 appear to have made choosing specific liveries or people characters a more complicated affair.

What’s the approach for this? How does 2024 decide which livery to load for its ‘PassiveAircraft’ types? How do we request a 2024 style person? Are there specific vars or container names we just are expected to magically know that refer to these? :frowning:

I’ll continue to dig around but would be lovely if anyone can point me in the right direction!

3 Likes

Further to this, I’ve concluded general people are referred to as

CharacterSim_Gender_PhysicalBuild

e.g. CharacterSim_Female_Slim

HOWEVER… this while succeeding (and it does inject objects that persist), produces an invisible object. So how do we make it a visible person?

3 Likes

Need this answer too!

All the new people and pilots with all the variations are a gold mine of assets to enhance the scenery,
They are half wasted if we don’t have a way to place them in the scenery :slightly_smiling_face:

2 Likes

@Marajin360 @mamuDesign,

We will provide extended versions of SimConnect functions AICreateParkedATCAircraft, AICreateEnrouteATCAircraft, AICreateNonATCAircraft and AICreateSimulatedObject to address this issue.

New versions will be suffixed with “_EX1” and will take an additional “const char* szLivery” argument after “const char* szContainerTitle”.

The plan is to release this with the update that is scheduled for mid-December.

Best regards,

Eric / Asobo

4 Likes

That is awesome news!! Thank you sir.

Any hints about injecting human characters/people though? :smiley:

If I am understanding you correctly, you are suggesting there’s ‘livery names’ for people that would be done via AICreateSimulatedObject?

Thanks @EPellissier will this allow us to inject procedural humans as well?

@Marajin360 @Kaiii3

I cannot confirm if procedural characters can be created with just this added argument yet - I will liaise with our GPP team to check this but I think we will need even more arguments (or a creation struct) to initialize them properly. I don’t think we will have time for this for the mid-December patch but we will see if it can be done for the one just after.

Best regards,

Eric / Asobo

3 Likes

Hey that’s perfect. I appreciate you guys have a LOT on your plate right now, if it’s a few extra weeks out that’s ok. Simply knowing it’s coming would be more than enough =)

1 Like

Thanks Eric for checking with the Team :slight_smile:

2 Likes

Hi Eric @EPellissier,

I am supper interested in the capability of injecting procedural passengers, I would do it via WASM → SimConnect most likely.

Not urgency in when at all, as a feedback in my ideal world, I would like to inject them to make them walk from a building, or to come from one of the default cars (if possible), if not possible then at least I would like to make them show up next to the car (I will know the latitude / longitude, so not problem) and then board the aircraft.

Similar operation in reverse, de-board my aircraft, walk to a building or location, then disappear.

Just providing you with some feedback and context for this, the short version I want to provide a similar experience a VIP flight in career mode / mission do, but in free flight. Happy to provide more context if you need, just ask me… I believe giving the ability to do this via the SDK will increase the ability and capacity for developers to do incredible things in the sim… :wink:

Best,
Raul

1 Like

@EPellissier ,
will it be possible to also get a function to obtain the list of available simobjects?
This will greatly enhance the use of the simobject injection functions.

Regards,

Mario N.

1 Like

@MariopilotPD808

You read in my mind :wink:
This is something I asked one of my team members to implement while I was implementing the “_EX1” functions mentioned above.
You will get a new function named SimConnect_EnumerateSimObjectsAndLiveries in the mid-December patch. :slight_smile:

Best regards,

Eric / Asobo

3 Likes

great, what can we expect from ths list? Only the title or other information as well? Now that we can not “scan” the local files we might need a few more information is such return value, like Category and for ground vehicles the type of service they are used for.

1 Like

So, circling back to this… wonderful that you guys added those extended functions and they work perfectly…

Now I have a secondary question though. How do I read what livery is actually loaded for a SimObject/Aircraft currently? ‘TITLE’ only returns the main container name it appears and I didn’t spot any new simvars in 2024 that would tell us the livery title in use.

You should open a new idea for this. Nobody thought of this before!

Sorry. I’m going cross-eyed. Did I miss an existing post about it?

No post that I could find

1 Like

Hi @Marajin360

Not 100% sure this is what you are looking for but it may help: SimVars needed for "name" parameter in livery.cfg - #9 by EPellissier

The corresponding documentation can be found here: Aircraft Misc. Variables

Best regards,

Eric / Asobo

1 Like

Thanks Eric. Yes almost certainly what I was looking for.

I am rather embarrassed here. No idea how I missed that one! Sorry to waste your time.

No worries - I am not 100% sure we properly listed this addition in our release notes.

Please let us know if you find any issue with this SimVar.

Best regards,

Eric / Asobo

1 Like