Code
<SimObject Name="My SimObject"> .. </SimObject>
For a group:
<Group Name="Object Cluster"> <COMMON BEHAVIOUR NODE> <SimObject Name="My SimObject"> ... </SimObject> </Group>
Attributes
- Name=”XXX”: String used by SODE to populate the in-game text-menu.
Children
Description
Each SimObject node needs a „Name“ attribute that is used as the display name by SODE to be used in the FSX in-game text-menu; If a group of SimObjects is defined, the group name attribute is used instead and the individual object names are ignored.
Each SimObject node requires two subnodes: „Placement“ and „Model“.
<SimObject Name="My SimObject"> <Placement ... /> <Model ... /> </SimObject>
It is possible that a specific SimObject contains more than one model: The various models define alternative representations of that object. To decide which object to use, the developer must provide a „separator-condition“. This concept can be seen as „one SimObject with alternative models“ and is used to switch between models.
<SimObject Name="My SimObject"> <Placement ... /> <Model ... /> <Model ... /> <Model ... /> </SimObject>
Note: Only one single model can be shown per object at a time!
You can also setup the SimObject to only be loaded for a specific simulator. To achieve this, add a <TargetSim ID=”XXX”> subnode within the SimObject node.