...that some animations are dependant on the information given in the air and cfg files? (I'm building in FSDS 3.5)
Cees
Hello Cees, yes indeed. Some examples to explain:
In contact points, data specify sizes of wheels/tires, and therefore rotation speeds. Also, contact point 0 usually for the nose or tail wheel specifies by its specified numbers will determine if the steering is controlled or freewheeling, and what deflection from centered the steering may rotate in degrees (30 degrees, 45 degrees, or 180 would indicate freewheeling or brake steered if the animation allows it. Contact points also determine how your suspension will work (total suspension movement, static compression, etc.)
Flaps settings will determine along with animations how many flap stops, and in what increments they move. Of course there are many ways to set up the many kinds of flaps operations, and animations have to agree.
Engine / prop direction: specified in the general section. Also animation can be skewed by a similar setting.
Rudder, elevator, and aileron deflection in degrees are also specified in one section.
Also, VC animated parts such as ECU levers, some switches, levers, etc. must coincide with the features specified in the aircraft.cfg.
If you have specific questions, please ask. Good idea to browse the SDK docs for the aircraft.cfg (aircraft container) parameters to get generally familiar.
I am not FSDS knowledgeable but the basics have to be the same.
Hope this helps.