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<h1><img src="Images/fsx-bannerjet.jpg" width="800" height="200"></h1>
<h1>Simulation Object Configuration Files</h1>
<p>&nbsp;</p>
Simulation objects include all the physical objects that can be added to <i>Flight Simulator</i>, except fixed wing aircraft and helicopters. The list includes blimps, animals, ground vehicles,  boats, and a range of miscellaneous objects such as flour bombs and food pallets. The presence of many particular objects is because they appear in one or more of the missions. <br>
<h4>[fltsim.n]</h4>
<table class="T1" cellpadding="2" cellspacing="4">
  <tbody>
    <tr>
      <td><h5>Property </h5></td>
      <td><h5>Description </h5></td>
      <td><h5>Examples</h5></td>
    </tr>
    <tr>
      <td>title</td>
      <td> The title of the object. </td>
      <td> HumpbackWhale( <b>title=HumpbackWhale</b> )<br>
        cargoA( <b>title=cargoA</b> )<br>
        cargoA_hoop( <b>title=cargoA_hoop</b> )<br>
        cargoB( <b>title=cargoB</b> )<br>
        CaspianSeaMonster( <b>title=CaspianSeaMonster</b> ) </td>
    </tr>
    <tr>
      <td>model</td>
      <td> Specifies which model folder to reference. </td>
      <td> HumpbackWhale( <b>model=</b> )<br>
        Tower Controller( <b>model=NoCab</b> ) </td>
    </tr>
    <tr>
      <td>texture</td>
      <td> Specifies which texture folder to reference. </td>
      <td> HumpbackWhale( <b>texture=</b> )<br>
        Goodyear Blimp( <b>texture=eagle</b> ) </td>
    </tr>
    <tr>
      <td>sim</td>
      <td> Specifies which .air (flight model) file  to use. </td>
      <td> Goodyear Blimp( <b>sim=</b> ) </td>
    </tr>
    <tr>
      <td>panel</td>
      <td> Specifies which panel folder to reference. </td>
      <td> Goodyear Blimp( <b>panel=</b> ) </td>
    </tr>
    <tr>
      <td>sound</td>
      <td> Specifies which sound folder to reference. </td>
      <td> Goodyear Blimp( <b>sound=</b> ) </td>
    </tr>
    <tr>
      <td>kb_checklists</td>
      <td> Specifies which _check.txt file to use on the Checklists tab of the kneeboard. </td>
      <td> Goodyear Blimp( <b>kb_checklists=</b> ) </td>
    </tr>
    <tr>
      <td>kb_reference</td>
      <td> Specifies which _ref.txt file to use on the Reference tab of the kneeboard. </td>
      <td> Goodyear Blimp( <b>kb_reference=</b> ) </td>
    </tr>
    <tr>
      <td>atc_id_color</td>
      <td> Specifies, in RGB hexadecimal, the color of the tail number.  The first two characters following the 0x specify the red value in hex, the second two characters the green, and the third set the blue.  The final two characters are unused.  Each value can be between 0  ff hex, which is 0 to 255 decimal.  (Note: custom tail numbers burned into textures will not be modified by this). </td>
      <td> Goodyear Blimp( <b>atc_id_color=</b> )<br></td>
    </tr>
    <tr>
      <td>atc_id</td>
      <td> The tail number displayed on the exterior of the aircraft. This parameter can also be edited from the Select Aircraft dialog (if the atc_id_enable parameter is set to 1). Not applicable to imported Flight Simulator 98 or Combat Flight Simulator aircraft.  (Note: custom tail numbers burned into textures will not be modified by this). </td>
      <td> Goodyear Blimp( <b>atc_id=N68PW</b> )<br>
        Bucket( <b>atc_id=</b> ) </td>
    </tr>
    <tr>
      <td>ui_manufacturer</td>
      <td> This value identifies the manufacturer sub-category.</td>
      <td> Goodyear Blimp( <b>ui_manufacturer="Goodyear"</b> )<br>
        Bucket( <b>ui_manufacturer="TestContainer"</b> )<br>
        Tower Controller( <b>ui_manufacturer="ATC Controller"</b> )<br>
        Water Drop( <b>ui_manufacturer="Liquid"</b> )<br></td>
    </tr>
    <tr>
      <td>ui_type</td>
      <td> This value identifies the type sub-category. </td>
      <td> Goodyear Blimp( <b>ui_type="Blimp"</b> )<br>
        Bucket( <b>ui_type="Buckets"</b> )<br>
        Tower Controller( <b>ui_type="Tower Controller"</b> )<br>
        Water Drop( <b>ui_type="Water Drop"</b> )<br></td>
    </tr>
    <tr>
      <td>ui_variation</td>
      <td> This value identifies the variation sub-category used to group aircraft in the Select Aircraft dialog. </td>
      <td> Goodyear Blimp( <b>ui_variation=Eagle</b> )<br>
        Bucket( <b>ui_variation=Variation A</b> )<br>
        Tower Controller( <b>ui_variation=Variation1</b> )<br></td>
    </tr>
    <tr>
      <td>description</td>
      <td> The object description can be modified to say whatever you like about the object. </td>
      <td> Goodyear Blimp( <b>description="Blimp"</b> )<br>
        Bucket( <b>description="Test Container"</b> )<br>
        Tower Controller( <b>description="Tower Controller with Virtual Cockpit Cab Model"</b> )<br>
        Water Drop( <b>description="Test Water Drop"</b> )</td>
    </tr>
  </tbody>
</table>
<br>
<h4>[general]</h4>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Description  </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td>category</td>
<td>The basic category of the object. </td>
<td>
HumpbackWhale( <b>category=Boat</b> )<br>GEN_flour_bomb( <b>category=SimpleObject</b> )<br>Automobile( <b>category = GroundVehicle</b> )<br>VEH_air_bagcart1( <b>category=GroundVehicle</b> )<br>Goodyear Blimp( <b>Category = Blimp</b> )<br>Bucket( <b>category = Container</b> )</td></tr>
<tr>
<td>atc_type</td><td>
This is the specific aircraft type that the ATC system recognizes for this type of aircraft. </td><td>
Goodyear Blimp( <b>atc_type=</b> )
</td></tr>
<tr>
<td>atc_model</td><td>
This is the specific aircraft model that the ATC system recognizes for this type of aircraft. </td><td>
Goodyear Blimp( <b>atc_model=</b> )
</td></tr>
<tr>
<td>editable</td>
<td>Legacy. Does not do anything. </td>
<td>&nbsp;</td>
</tr>
<tr>
<td>performance</td><td>
The performance description for the aircraft can  be edited.  The \t is a tab character, and the \n is a new-line character.  As the flight model for all variations is the same, the performance of each variation should also be identical. </td>
<td>
Goodyear Blimp( <b>performance=</b> )</td></tr>

</tbody></table>
<br>
<h4>[contact_points]</h4>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Description  </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td>static_pitch</td><td>
The static pitch of the object when at rest on the ground (degrees).  The program uses this value to position the object at startup, in slew, and at any other time when the simulation is not actively running. </td><td>
HumpbackWhale( <b>static_pitch=0.0</b> )<br>CaspianSeaMonster( <b>static_pitch=1.0</b> )
</td></tr>
<tr>
<td>static_cg_height</td><td>
The static height of the object when at rest on the ground (feet).  The program uses this value to position the object at startup, in slew, and at any other time when the simulation is not actively running. </td><td>
HumpbackWhale( <b>static_cg_height=0.0</b> )<br>CaspianSeaMonster( <b>static_cg_height=12.0</b> )<br>cruise_linerA_sm( <b>static_cg_height=40.0</b> )<br>cruise_linerB_sm( <b>static_cg_height=20.0</b> )<br>ferry2( <b>static_cg_height=10.0</b> )<br>Flour_bomb_floating_dock( <b>static_cg_height=3.0</b> )
</td></tr>
<tr>
<td>wheel_radius</td>
<td>The radius of the wheels in feet when used to calculate the rpm for graphics purposes. Need not exactly match the true radius. </td>
<td>
Automobile( <b>wheel_radius=3.0</b> )<br>VEH_jetTruck( <b>wheel_radius=4.0</b> )
</td></tr>
<tr>
<td>destroy_on_impact</td>
<td>Set to 1 if the objet is to be removed after an impact. 
</td>
<td>
Flour_bomb( <b>destroy_on_impact=1</b> )
</td></tr>
</tbody></table>
<br>
<h4>[designspecs]</h4>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Description  </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td>max_speed_mph</td>
<td>The maximum speed of the object.</td>
<td>
HumpbackWhale( <b>max_speed_mph = 30</b> )<br>
CaspianSeaMonster( <b>max_speed_mph = 350</b> )<br>
Flour_bomb_floating_dock( <b>max_speed_mph = 0</b> )<br>VEH_water_sailboat1_sm( <b>max_speed_mph = 10</b> )<br>Automobile( <b>max_speed_mph = 115</b> )</td></tr>
<tr>
<td>acceleration_constants</td><td>
Time constant (effects responsiveness), and max acceleration (Gs). </td><td>
HumpbackWhale( <b>acceleration_constants = 0.5, 0.4</b> )<br>CaspianSeaMonster( <b>acceleration_constants = 2.5, 1.4</b> )<br>Automobile( <b>acceleration_constants = 0.3, 0.4</b> )<br>VEH_flatbed( <b>acceleration_constants = 0.4, 0.2</b> )<br>VEH_jetTruck( <b>acceleration_constants = 7.0, 1.9</b> )<br>VEH_safari_truck( <b>acceleration_constants = 0.6, 0.4</b> )
</td></tr>
<tr>
<td>deceleration_constants</td><td>
Time constant (effects responsiveness), and max acceleration (Gs). </td><td>
HumpbackWhale( <b>deceleration_constants = 2.0, 0.5</b> )<br>CaspianSeaMonster( <b>deceleration_constants = 4.0, 1.5</b> )<br>Automobile( <b>deceleration_constants = 0.2, 0.4</b> )<br>VEH_flatbed( <b>deceleration_constants = 2.0, 1.0</b> )<br>VEH_jetTruck( <b>deceleration_constants = 5.0, 3.0</b> )<br>VEH_safari_truck( <b>deceleration_constants = 2.0, 1.5</b> )
</td></tr>
<tr>
  <td>sternposition</td>
  <td>The distance in feet relative to the datum reference position, where a wake effect should start. </td>
  <td><p>HumpbackWhale <b>( SternPosition = 0 )</b></p>
    <p>cargoA <b>(SternPosition = 50)</b></p>
    <p>cargoB <b>( SternPosition = 42)</b></p></td>
</tr>
<tr>
<td>wdeceleration_constants</td><td>
Time constant (effects responsiveness), and max acceleration (Gs). </td><td>
PBoat_57ft_Goldhull_sm( <b>wdeceleration_constants = 2.0, 0.5</b> )
</td></tr>
</tbody></table>
<br>
<h4>[views]</h4>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Description  </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td>eyepoint</td><td>
(feet) longitudinal, lateral, vertical distance from reference datum. </td><td>  Tower Controller( <b>eyepoint= 0.0, 0.0, 0.0</b> )<br></td>
</tr>
</tbody></table>
<br>
<h4>[effects]</h4>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Description  </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td>wake</td><td>The wake effect name, followed by an optional 1 if the
effect is to be run for a single iteration. Set this number
to&nbsp;zero or leave blank
(the default), for the effect to continue as long as the respective
action
is active. This optional 1 applies to all effects in this table.
</td>
<td>&nbsp;</td>
</tr>
<tr>
<td>impactland</td>
<td>The effect to display if the object impacts with land. 
</td>
<td>
Flour_bomb( <b>ImpactLand  = fx_FlourBombLand</b> )
</td></tr>
<tr>
<td>impactwater</td>
<td>The effect to display if the object impacts with water. 
</td>
<td>
Flour_bomb( <b>ImpactWater = fx_FlourBombWater</b> )
</td></tr>
</tbody></table>
<br>
<h4>[lights]</h4>
<p class="MsoNormal" style="">Each
  light that requires a special effect should
  be entered in this section. The following table gives the codes for the
  switches that will turn on the lights.
  <o:p></o:p></p>
<o:p>&nbsp; </o:p>
<table style="text-align: left; width: 200px;" border="1" cellpadding="2" cellspacing="2">
  <tbody>
    <tr>
      <td align="undefined" valign="undefined"><span style="">Code</span></td>
      <td align="undefined" valign="undefined"><span style="">Switch</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">1</span></td>
      <td align="undefined" valign="undefined"><span style="">Beacon</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">2</span></td>
      <td align="undefined" valign="undefined"><span style="">Strobe</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">3</span></td>
      <td align="undefined" valign="undefined"><span style="">Navigation or Position</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">4</span></td>
      <td align="undefined" valign="undefined"><span style="">Cockpit</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">5</span></td>
      <td align="undefined" valign="undefined"><span style="">Landing</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">6</span></td>
      <td align="undefined" valign="undefined"><span style="">Taxi</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">7</span></td>
      <td align="undefined" valign="undefined"><span style="">Recognition</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">8</span></td>
      <td align="undefined" valign="undefined"><span style="">Wing</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">9</span></td>
      <td align="undefined" valign="undefined"><span style="">Logo</span></td>
    </tr>
    <tr>
      <td align="undefined" valign="undefined"><span style="">10</span></td>
      <td align="undefined" valign="undefined"><span style="">Cabin</span></td>
    </tr>
  </tbody>
</table>
<p>&nbsp;</p>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Description  </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td><p>light.0</p>
  <p>to</p>
  <p>light.n</p></td><td>The first
entry of the line defines which circuit, or switch, the light is
connected
to (s<span style=""></span>ee the code table above).<span style="">&nbsp; </span>Multiple
lights may be connected to a single
switch.<span style="">&nbsp; </span>The next
three entries are the
longitudinal, lateral, and vertical positions of the light in feet.<span style="">&nbsp; </span>The final entry is the
special effect file
name that is triggered (for example, fx_navred).<span style="">&nbsp; </span>These files have .fx extensions and should be placed
in
the&nbsp;<span style="font-style: italic;">Microsoft Flight
Simulator X/effects </span>folder.
</td>
<td>
  <p>Automobile( <b>light.0 = 1,   9.5,  3.1, 3.0, fx_navred</b> )<br>
    VEH_air_FuelTruck100LL( <b>light.0 = 1</b> )<br>
    Tower Controller( <b>light.0 = 1, 0.00, 0.00, 10.00, fx_vclight</b> )    </p>
  <p>&nbsp;</p>
  <p>Automobile( <b>light.1 = 1,   9.5, -3.1, 3.0, fx_navred</b> )<br>
    VEH_air_FuelTruck100LL( <b>light.1 = 1</b> ) </p>
  <p>&nbsp;</p>
  <p>Automobile( <b>light.2 = 2,  -9.3,  3.2, 3.2, fx_navred</b> )<br>
    VEH_air_FuelTruck100LL( <b>light.2 = 2</b> ) </p></td>
</tr>
</tbody></table>
<br>
<h4>[radios]</h4>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Description  </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td>audio.1</td>
<td>
Set to 1 if  there is an audio 1 panel. </td>
<td>
Tower Controller( <b>Audio.1       = 1</b> )
</td></tr>
<tr>
<td>audio.2</td>
<td>Set to 1 if  there is an audio 2 panel. There cannot be audio 2 without audio 1 </td>
<td>
Tower Controller( <b>Audio.2       = 1</b> )
</td></tr>
<tr>
<td>com.1</td>
<td>
Set to 1 if  there is a Com 1 radio, and a second 1 if  it supports a standby frequency. </td>
<td>
Tower Controller( <b>Com.1         = 1, 0</b> )
</td></tr>
<tr>
<td>com.2</td>
<td>
Set to 1 if  there is a Com 2 radio, and a second 1 if  it supports a standby frequency. There cannot be Com 2 without Com 1. </td>
<td>
Tower Controller( <b>Com.2         = 1, 0</b> )
</td></tr>
<tr>
<td>nav.1</td>
<td>
Set to 1 if there is a Nav 1 receiver, a second 1 if it supports a standby frequency, and a third 1 if it supports a glideslope indication. </td>
<td>
Tower Controller( <b>Nav.1         = 0, 0, 0</b> )
</td></tr>
<tr>
<td>adf.1</td>
<td>Set to 1 if  there is an ADF panel.</td>
<td>
Tower Controller( <b>Adf.1         = 0</b> )
</td></tr>
<tr>
<td>transponder.1</td>
<td>Set to 1 if  there is a transponder.</td>
<td>
Tower Controller( <b>Transponder.1 = 0</b> )
</td></tr>
<tr>
<td>marker.1</td>
<td>
Set to 1 if there is a marker beacon receiver. </td>
<td>
Tower Controller( <b>Marker.1      = 0</b> )
</td></tr>
</tbody></table>
<br>
<h4>[cameradefinition.n]</h4>
<p>This section shows the camera properties used by the Tower Controller.
  A simulation object can have multiple cameradefinition sections, which should
be numbered from 0 to n. For a full definition of all the properties that can be set for a camera definition, refer to the <a href="../../Core Utilities Kit/Camera Configuration/Camera Configuration.htm">Camera Configuration</a> document. All of the properties described in that document can be used in a camera definition in a simulation object configuration file. </p>
<p>&nbsp;</p>
<table class="T1" cellpadding="2" cellspacing="4"><tbody>
<tr><td><h5>Property </h5></td><td><h5>Examples</h5></td></tr>
<tr>
<td>title</td><td>
Tower Controller( <b>Title = Station 1</b> )
</td></tr>
<tr>
<td>guid</td><td>
Tower Controller( <b>Guid = {13605371-4065-417d-8DB8-3FC66A3DBE7B}</b> )
</td></tr>
<tr>
<td>description</td><td>
Tower Controller( <b>Description = Tower Cab Position 1</b> )
</td></tr>
<tr>
<td>origin</td><td>
Tower Controller( <b>Origin = Virtual Cockpit</b> )
</td></tr>
<tr>
<td>snappbhadjust</td><td>
Tower Controller( <b>SnapPbhAdjust = Swivel</b> )
</td></tr>
<tr>
<td>snappbhreturn</td><td>
Tower Controller( <b>SnapPbhReturn = FALSE</b> )
</td></tr>
<tr>
<td>panpbhadjust</td><td>
Tower Controller( <b>PanPbhAdjust = Swivel</b> )
</td></tr>
<tr>
<td>panpbhreturn</td><td>
Tower Controller( <b>PanPbhReturn = FALSE</b> )
</td></tr>
<tr>
<td>track</td><td>
Tower Controller( <b>Track = None</b> )
</td></tr>
<tr>
<td>showaxis</td><td>
Tower Controller( <b>ShowAxis = FALSE</b> )
</td></tr>
<tr>
<td>allowzoom</td><td>
Tower Controller( <b>AllowZoom = TRUE</b> )
</td></tr>
<tr>
<td>initialzoom</td><td>
Tower Controller( <b>InitialZoom = 1.0</b> )
</td></tr>
<tr>
<td>showweather</td><td>
Tower Controller( <b>ShowWeather = Yes</b> )
</td></tr>
<tr>
<td>initialxyz</td><td>
Tower Controller( <b>InitialXyz = 0.0, 0.0, 0.0</b> )
</td></tr>
<tr>
<td>initialpbh</td><td>
Tower Controller( <b>InitialPbh = 0.0, 0.0, 0.0</b> )
</td></tr>
<tr>
<td>xyzadjust</td><td>
Tower Controller( <b>XyzAdjust = TRUE</b> )
</td></tr>
<tr>
<td>category</td><td>
Tower Controller( <b>Category=VC</b> )
</td></tr>
<tr>
<td>zoompanscalar</td><td>
Tower Controller( <b>ZoomPanScalar = 1.0</b> )
</td></tr>
<tr>
<td>showlensflare</td><td>
Tower Controller( <b>ShowLensFlare=FALSE</b> )
</td></tr>
</tbody></table>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p align="center">&copy; 2006 Microsoft Corporation. All rights reserved. </p>
<p align="center">~~@~~ </p>
<p align="center">&nbsp;</p>
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