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Notes on FS Aircraft
Files |
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Last
updated : 20Jan06
This page is intended
as helpful information for the FS beginner.
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| Installing
the Models
Note: Model,
Panel & Sounds are all separate downloads.
eg. the file 'COMET_4.zip' does not contain the panel
or sounds. The panel is in 'COMET_PANEL.zip' and
the sounds are in 'COMET_SOUND.zip'
(can't really believe
I need to mention this, but apparently so! <ggg>)
The BAC 1-11 & Trident now have automated installer
programs for FS2004. If you are using another version
of MSFS, install into a temprary folder & manually
move the folders where they ought to be, as below...
Tip: It's a good
idea to have a folder set aside to extract all of your
downloaded zip files into. Once extracted & checked
over, you can then move the extracted folders to their
correct location. This is safer than attempting to extract
files direct to their final location.
Installing the models is easy. Each download contains
the correct folder structure for the models to work
in FS2004.
If you extracted each download straight into your 'Flight
Simulator 9' folder, it would work.
However, I would advise you take the safer option &
extract your downloaded zip files into a temporary area
first.
After extracting, you will find a folder called 'Aircraft'.
(Some files may also have an 'Effects'
folder, or 'Texture' folder)
The contents of the 'Aircraft' folder
needs to go into your 'Flight Simulator
9\Aircraft' folder.
If the download also has an 'Effects'
folder, the contents of this folder needs to go into
your 'Flight Simulator 9\Effects'
folder.
If the download also has a 'Texture'
folder, the contents of this folder needs to go into
your 'Flight Simulator 9\Texture'
folder.
See below, I downloaded all
of the Trident files & extracted these zip files
into a temporary folder called 'C:\TEMP'.
Just drag & drop the contents of 'Aircraft' (circled
in red) straight into your 'Flight Simulator 9\Aircraft'
folder.
When you drag & drop say 'yes' to Overwrite any
files or folders if it asks.
Same idea with the contents of the 'Effects' folder
or the 'Texture' folder.
That is all you need to do to correctly install a DMFS
model into FS2004.
Note: The path
of the 'Flight Simulator 9' folder
is normally 'C:\Program Files\Microsoft Games\Flight
Simulator 9'
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**
IMPORTANT NOTE IF YOU HAVE INSTALL PROBLEMS **
The 'DMFS Shared Files' folder is intended
to be in the 'Flight Simulator 9\Aircraft'
folder exactly as it is.
All of the models now look to this folder for their panel,
sound & documentation files.
If you do not install this folder in the correct place
you may end up with the panel & sounds from a Cessna
instead! Once installed,
you should have a structure like this in your 'Flight
Simulator 9\Aircraft' folder:- 
The 'DMFS Shared Files' folder is
used to hold the panel, sounds & documentation for
all DMFS models.
If you are interested
in how the 'DMFS Shared Files' folder works...
The panel & sounds use the 'alias' technique that
is provided in FS.
eg. If you look inside the file '...Aircraft\BAC 1-11
500\sound\sound.cfg' you will see the following text:-
[fltsim]
alias=DMFS Shared Files\BAC 1-11 Sound
And the same idea is used with panels
in the 'panel.cfg' file.
So, using aliases, I can
have just one set of sound files and panel files for all
of the BAC 1-11 models.
The documentation can be viewed from the FS kneeboard
& this is set up in the 'aircraft.cfg' file found
in each model's own folder. eg. for all BAC 1-11s
the following lines are set in each [fltsim] section:-
kb_checklists=..\DMFS Shared Files\BAC 1-11 Documentation\Checklist
kb_reference=..\DMFS Shared Files\BAC 1-11 Documentation\Manual
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Installing
in FSX
Not all of the models work properly in FSX.
So far, the Comet is the only one that has been designed
with FSX in mind. Future releases will all be designed
to work as well as possible in FSX.
Install in FSX is different because they
have changed the folder structure.
\Aircraft = \SimObjects\airplanes
The examples below are for the Comet only, but will also
loosely apply to the other models...
Extra sounds for co-pilot calls & takeoff config warning
need files editing because they've changed the folder
structure.
The panel.cfg in '\DMFS Shared Files' needs this line
modified...
gauge32=dsd_xml_sound3!dsd_xml_sound3, 2,2,5,5,.\Aircraft\DMFS
Shared Files\DH106 Comet 4 Panel VC\DM_COMET_sound.ini
change it to be...
gauge32=dsd_xml_sound3!dsd_xml_sound3, 2,2,5,5,.\SimObjects\airplanes\DMFS
Shared Files\DH106 Comet 4 Panel VC\DM_COMET_sound.ini
The file DM_COMET_sound.ini in '\DMFS Shared Files' also
needs the paths editing.
For example...
Sound00=./Aircraft/DMFS Shared Files/DH106 Comet 4 Panel
VC/ALERT.wav
Will need to be...
Sound00=./SimObjects/airplanes/DMFS Shared Files/DH106
Comet 4 Panel VC/ALERT.wavSmoke effects also needs a file
edit to work properly in FSX.
Each aircraft.cfg file has a section called [SMOKESYSTEM]
Remove the first 4 entries, then edit out the '//' from
the last 4 entires.
The end result should look something like this...
[SMOKESYSTEM]
Smoke.0= -9.9, -13.0, 0.00, DM_COMET_SMOKE_FSX_R
Smoke.1= -9.9, -11.0, 0.00, DM_COMET_SMOKE_FSX_R
Smoke.2= -9.9, 9.0, 0.00, DM_COMET_SMOKE_FSX_L
Smoke.3= -9.9, 11.0, 0.00, DM_COMET_SMOKE_FSX_L
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Installing
in FS2002
Installation is the same as for FS2004, but you will need
to move any '.cab' files into your FS
'\Gauges' folder.
These cab files are held in the relevant panel folders
inside 'DMFS Shared Files'.
The 'DMFS Shared Files' folder is found
inside your FS '\Aircraft' folder.
The only '.cab' files used in all of my models are these:-
DM_1-11.cab
DM_COMET.cab
DM_VC10.cab
DM_Trident.cab
SAV_t2_bits.cab
Also note that with FS2002, the FS folder is not called
'Flight Simulator 9' |
| Converting
Texture Format
These days my models mainly use 32-bit textures.
This texture format offers the best image quality on
higer spec PC's, but they can be quite demanding on
the resources of some systems.
If your system doesn't handle the 32-bit textures well,
there is a simple batch converter that can automatically
convert the model's textures into the more efficient
DXT3 format.
Each of the models now comes with this automatic texture
conversion utility pre-installed inside each of the
aircraft's folders.
Or if you have an earlier version of the model,
you can download the utility & install it yourself.
Download
Texture Conversion Utility (78 k)
This Texture Converter uses
the batch processing capability of the standard 'Imagetool'
texture conversion program that Microsoft Supply for
FS.
To install the texture conversion utility, copy the
two files 'imagetool.exe' and 'Texture Converter.bat'
into the aircraft's folder.
The example below shows where the two files
should be installed to convert the textures of the Vickers
Super VC10.

To convert the textures, run (double click)
the file 'Texture Converter.bat'.
This window should be displayed.
All you need to do is enter the number of the option
you require.
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Aircraft Folder
Structure & Files
It's well worth spending some time to find out how the
files in the 'Aircraft' folder are used in FS.
The FS2004 '/Aircraft' folder holds all the aircraft
available in sub folders. These sub folders can be given
any name you want.
Within each Aircraft's folder there are a number of files
and the sub folders '/model', '/panel',
'/sound' and '/texture'.
An FS model is made up of separate parts that are fairly
loosely connected.
You can update bits separately or within reason, you can
swap bits from one model to another. Panels
& Sounds can be treated
as totally separate items & can be used on different
models, by copying & pasting the relevant files.
Model files & texture
files are directly linked. An 'Mdl' file will only
work with a specific set of texture file names. Similar
models can be made to use another 'Mdl', but the texture
files must always be named correctly for them to show
in FS.
The flight dynamics
are contained in two files 'Aircraft.cfg' & the 'Air'
file. These files will contain information that is linked
directly to the model. However the only vital link is
to do with the positioning of the model on the ground
& the position of the gear. Flight dynamics files
can be transferred to other similar models. They will
work, but may need a bit of tweaking.
Here is a breakdown of the important bits in an
Aircraft's folder :- |
|
Folder |
File
Name |
Description |
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The
Aircraft's
Folder |
Aircraft.cfg |
This file is a plain text file that can
be edited using 'Notepad'.
'Aircraft.cfg'
has gained in importance since FS2002.
It now contains a lot more information
which can override the flight dynamics
in the 'Air' file.
It
is a standard configuration file format,
with a heading in square brackets [], followed
by a number of properties & values.
The
many co-ordinate values that are specified
in this file, relate to the centre 0,0,0
co-ordinates of the model in the 'mdl'
file.
The
[fltsim] section
This section contains information specific
to the individual model, such as the name,
descriptions & ATC information.
It
should always be at the top of the file,
kept separate from the general flight dynamics
underneath.
The
correct name of the 'Air' file must
be specified in the 'sim=' field
in the [fltsim] section. If your model
does not show in FS, check that the 'Air'
file name is correct in here. (N.B. don't
include '.air' in the name)
It
also contains all the text that is displayed
in the FS selection window & the ATC
information.
To
be displayed properly in the FS aircraft
selection window, each model must have
a unique Title & Descriptions.
Grouping
multiple texture folders in Aircraft.cfg
Many different sets of textures can
be grouped together in one aircraft folder.
It should have been so much easier, but....
This is done by adding a unique identifier
to the name of each separate texture
folder, using a dot in between.
The identifier can be text instead of a
number, to make things more obvious.
Eg.
/Texture.CourtLine
/Texture.DanAir
In 'Aircraft.cfg' you need a separate[fltsim]
section for each set of textures.
Each [Fltsim] section must have a sequential
numeric identifier.
eg.
[fltsim.0]
[fltsim.1]
In each [fltsim] section there is a field
'Texture='. You set this equal
to the unique identifier of the
relevant texture set.
Eg.
Texture=DanAir
Setting 'Texture=' will use textures in
the '/texture' folder.
You can also use this same technique for
the '/model' folders using the 'model='
parameter, if you want to, but things can
end up a little complicated. The
same technique also works with panels &
sounds.
There may be an upper limit on the number
of different models that can be grouped
together in this way.
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The 'Air' file |
This file contains the flight dynamics
settings for the model.
The 'Air' file can only be edited using
an 'Air file editor' which are available
for free on the internet. Abacus do one
(FDE). I can also recommend 'AirEd'.
Tinkering with the flight dynamics in the
'Air' file is not recommended, unless you
know what you are doing, or unless you
like a good laugh.
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Readme.txt |
This file is a plain text file that can
be edited using 'Notepad'.
The 'readme' file contains credits for
any new or original work done on the model.
It should include the e-mail addresses
of anyone who has worked on the model.
It should also contain installation notes
and any other relevant info about the aircraft
in general.
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/Model |
The 'Mdl' file |
This file contains the compiled code for
the 3D model.
The model in the 'Mdl' file can not be
edited using development tools such as
FSDS or gmax.
The contents of the 'Mdl' file can only
be edited directly by using a Hex editor.
You need expert knowledge to do this.
The 'Mdl' contains references to the texture
files. The names of the files in the
'/Texture' folder must be the same
as that specified in the 'Mdl', or the
texture will not display.
You can see the names of the texture files
if you open the 'Mdl' with a normal text
editor. If your model does not display
any textures, check the names of the texture
files in the 'Mdl'. If they are different,
you can rename your texture files.
With FS2000 it was common to use a Hex
editor to change the names of all the texture
files in the 'Mdl', to include the name
of your new model. It cured a minor display
problem with the FS2000 aircraft selection
window. FS no longer has the problem &
there is no benefit in doing this with
current models.
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Model.cfg |
This file is a plain text file that can
be edited using 'Notepad'.
The correct name of the 'Mdl'
file must be in here.
If your model does not show in FS, check
that the 'Mdl' name is correct here. (N.B.
don't include '.mdl' in the name)
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/Panel |
Panel.cfg |
This file is a plain text file that can
be edited using 'Notepad'.
This file gives FS all the information
about the model's panel.
It is quite a simple file to understand
& many things can be altered, just
by editing the text. There is an excellent
program called 'CfgEdit' by Ed Struzynski.
This is a visual 'Panel.cfg' editor. It
is simple to use & you can amend existing
panels or create new ones.
You can use the panel.cfg to point to panel
that is held in a different folder.
E.g. this panel.cfg tells FS to use the
panel.cfg that is held in the folder 'B737_400\Panel'
:-
[fltsim]
alias=B737_400\Panel
Gauges '.gau' files are normally copied
into the FS 'Gauges' folder. But
always make sure you follow the installation
instructions given with your panel.
The gauges held in '.cab'
files are often left inside the panels
own folder rather than being copied over
into the FS 'Gauges' folder.
FS will always look for gauges in the panels
own folder first. If it does not
find the gauge there, only then will it
look in the FS 'Gauges' folder.
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*.bmp |
Most panel's have at least one bitmap image.
This is usually a cockpit picture that
the gauges are displayed on.
Some panels have other pop-up panels for
things like radio's & extra engine
gauges.
Any of these extra panels can have a separate
bitmap picture.
If you want to edit the cockpit bitmap,
be careful with the transparency. They
are usually set to have a transparent
colour. It is best to edit the bitmap
through 'CfgEdit', as this handles the
transparency setting for you.
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/Sound |
Sound.cfg |
This file is a plain text file that can
be edited using 'Notepad'.
This file gives FS information about the
model's sound files.
You can use the sound.cfg to point to panel
that is held in a different folder.
E.g. this sound.cfg tells FS to use the
sound.cfg that is held in the folder 'B737_400\Sound'
:-
[fltsim]
alias=B737_400\Sound
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*.wav |
The normal format for sound files is 'wav'
format.
These sounds can be edited using a wave
file editor.
The engine sounds are usually split into
internal & external sounds.
They also have a separate 'whine' &
'combustion' component.
The engine sounds use rate parameters (rparams)
& volume parameters (vparams) to tell
FS how to reproduce the sound.
Download the MS Flight Simulator SDK for
detailed description of the parameters.
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/Texture |
*.bmp |
With models created using FSDS, the texture
files are usually in '.bmp' Windows bitmap
format.
This means that they can be edited using
any Paint Program.
Do not rename any of the texture files
or alter their physical size.
Texture files are normally sized in multiples
of 256 pixels. So they can be 256 x 256,
512 x 512, 1024 x 1024 etc. The standard
is to use 8 bit (256 colours), 256 x 256
or 512 x 512.
This is not always the case, as different
sizes & formats can be used.
Bigger does not automatically mean better.
The 8 bit (256 colour) format has a set
palette of 256 colours.
To use other colours, you may need to convert
the file to 24 bit format. You must always
remember to convert back to 8 bit (256
colours) for the texture to display in
FS.
Any files with '_LM' or '_L' appended to
the name will be used for night lighting.
Simply adding a file with an '_LM' will
not turn on night lighting for a model
that does not have it.
Some parts of a model may not be covered
by textures. They may have been assigned
a fixed colour in the 'Mdl' file. There
is a freeware utility available that can
allow you to amend these fixed colours.
FS2002 can now use many different texture
formats.
These include 8, 24, 32 bit bitmaps,
DXT1, DXT3.
The freeware program 'DXTBmp' is highly
recommended for creating & manipulate
these formats.
It also has help text that gives a breakdown
of what they do.
An existing model will not benefit from
using a different format to the original
one.
An old FSDS model can not be made to have
reflective textures, by texture formats
alone.
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Using
multiple texture sets in one aircraft folder
Back
to top
To save time & effort, as well as disk
space, it is a good idea to group repaints
of the same model into just one aircraft folder.
This means that only the \Texture folder is
needed to add another repaint of the same
model to FS.
The flight dynamics, model, sounds & panel
are all shared.
It is very easy to do.
Each \Texture folder is given it's own unique
name, using a dot as a separator.
Some use numbers, but it is easier to understand
if you use more meaningful text names.
So in a 1-11 500 aircraft folder you could
have two \Texture folders:-
\Texture.Dan-Air
\Texture.Bahamas
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Here is the 'Aircraft.cfg'
file for the example above.
This is only the top section of the file,
the rest of the file is flight dynamics
info & does not need to be changed.
[fltsim.0]
title=BAC
1-11 500 Dan-Air
sim=BAC1115
model=
panel=
sound=
texture=Dan-Air
checklists=
description=BAC 1-11 500 Super One
Eleven\nModel by David Maltby
ui_manufacturer=BAC
ui_type=1-11
500
ui_variation=Dan-Air
atc_heavy=1
atc_id=G-BDAT
atc_airline=Dan-Air
atc_flight_number=473
[fltsim.1]
title=BAC
1-11 500 Bahamas Airways
sim=BAC1115
model=
panel=
sound=
texture=Bahamas
checklists=
description=BAC 1-11 517FE Super
One Eleven\nModel by David Maltby
ui_manufacturer=BAC
ui_type=1-11
500
ui_variation=Bahamas
Airways
atc_heavy=1
atc_id=VP-BCN
atc_airline=Bahamas Airways
atc_flight_number=476
----------------------------------------------------------------------------
The bits in red are vital &
must be right for the model to appear in
FS. Here's a breakdown of these bits:-
[fltsim.0]
Each separate aircraft in the file
has to have it's own [fltsim] section,
with a unique number.
The numbers must start at zero & be
the next in sequence for each new aircraft.
So the next aircraft added to this file
must be under the section [fltsim.2]
title=BAC
1-11 500 Dan-Air
This title must be unique to
the aircraft. If another aircraft
in FS has the same title, only one will
show up. Other than that, the text
is not important & could be anything
you want.
sim=BAC1115
This is the name of the '.Air'
file for this model.
In this example the file 'BAC1115.Air'
is in the aircraft's folder.
If the '.Air' file specified here does
not exist in this aircraft's folder, the
aircraft will not show in FS.
texture=Dan-Air
This is the name given to the
aircraft's \Texture folder.
This example will look for a '\Texture.Dan-Air'
folder.
ui_manufacturer=BAC
ui_type=1-11
500
ui_variation=Dan-Air
These settings are for the aircraft
selection window in FS.
Manufacturer & type should all be the
same for each aircraft in this file.
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