<SimObject> and <Group>

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.