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AIRCRAFT.CFG FOR AI
Posted: 19 Aug 2012, 20:30
by petebramley
I was wondering if anybody could tell me what sections are actually required
in the Aircraft.cfg
Every time I download/install a new Aircraft I have a look at the Aircraft.cfg file
and remove all the obviously unnecessary stuff such as all entries to the right of
a double slant "//"
But what about such entries as [Forcefeedback], [Autopilot], [Keyboard_response] etc
What can I safely remove

Re: AIRCRAFT.CFG FOR AI
Posted: 19 Aug 2012, 21:56
by Firebird
Pete.
To be honest, whilst there are a lot of sections that may not necessarily be needed I have never bothered removing them. I have never seen the point, to me it is just a lot of effort to remove them for no gain whatsoever.
If you are going to do it though make sure you leave the fuel section. Although AI aircraft don't use fuel the weight of the fuel is used and you will find that some aircraft will behave differently if you remove it.
Re: AIRCRAFT.CFG FOR AI
Posted: 27 Aug 2012, 19:47
by Angry_Anderson
I use these entries for AI aircraft and delete everything else. I also open the .air file with AirEd and delete the 'description' line. If you don't delete it from the .air file, it will automagically reappear every time you start FS.
Example
-------------------------------------------------------------------------------------------------
[fltsim.414]
title=AIM McDonnell Douglas DC10-30 World Airways Cargo N304WL
sim=AIM DC10-30
model=30SR LE ST
texture=World Airways N304WL
atc_parking_types=CARGO
atc_parking_codes=WOA
atc_id=N304WL
atc_airline=World
ui_manufacturer=AI Malcontent
ui_type=McDonnell Douglas DC10-30
ui_variation=World Airways Cargo N304WL
Re: AIRCRAFT.CFG FOR AI
Posted: 27 Aug 2012, 21:13
by Firebird
To be honest I have never understood the need for the atc_id parm and I have always deleted all of them, but then again we paint all of our serials.
There is one other that should be left, if it is there, prop_anim_ratio although it is only normally applicable to prop jobs. AIG 757 being an example of an exception to this.
Re: AIRCRAFT.CFG FOR AI
Posted: 27 Aug 2012, 21:58
by RKE
I remove the atc_id section as well, although I usually leave the description section in. Otherwise FS will automatically copy in the section from the .air file, which can be a bit lengthy. It's also good for storing info on the repainter, in case you have some repaints that others might be needing. Usually my fltsim sections looks like this (in case of props):
[fltsim.6]
title=AIG U28A USAF 318 07-0777
sim=AIG_PC12
model=
texture=USAF\318\07-0777
atc_airline=Bird
atc_parking_codes=318S
atc_parking_types=MIL_COMBAT
prop_anim_ratio=-0.4
ui_manufacturer=AI Pilatus
ui_type=U-28A
ui_variation=United States Air Force, 27th SOW, Cannon AFB, New Mexico. 07-0777
description=model by Alpha India Group, repaint by Graham King
Re: AIRCRAFT.CFG FOR AI
Posted: 27 Aug 2012, 22:13
by Angry_Anderson
That's why you should remove the "description=" line from the .air file with AirEd. That way, it doesn't show up again.
EVER!!!
...and while you've got the .air file open, change the
105 aircraft type= from a
0 to a
2. That way, your AI aircraft don't show up in the FS aircraft selection screen. Also shortens boot time.

Re: AIRCRAFT.CFG FOR AI
Posted: 28 Aug 2012, 05:22
by RKE
Interesting, I wasn't aware of that. Then again, I usually limit my interaction with the .air files to changing the type
