# sim.cfg Examples This section contains examples of the contents of the [`sim.cfg`](../sim.cfg/) file for various different SimObjects.     ### Boat - General Example The lines below come from the definition of any basic boat SimObject: ``` xml [fltsim.0] title = Yacht01 model = "" texture = "" [General] category = Boat [contact_points] static_pitch = 0.0 static_cg_height = 0.0 [DesignSpecs] max_speed_mph = 50 acceleration_constants = 0.5, 0.4 deceleration_constants = 2.0, 0.5 SternPosition = 0 Length = 84 Width = 21 shipCategory = OFFSHORE shipFlag = ANY [Effects] wake = fx_wake_s ```   For information regarding how to set up boat SimObjects, please see here: - [Boats](../../modular-simobjects/simobjects/boats/)     ### Boat - Whale Example The lines below come from the definition of a "whale" object, which - although technically a "living thing" - is considered as a boat SimObject since it goes in the water: ``` xml [fltsim.0] title = OrcaWhale model = "" texture = "" [General] category = Boat [contact_points] static_pitch = 0.0 static_cg_height = 0.0 [DesignSpecs] max_speed_mph = 30 acceleration_constants = 0.5, 0.4 deceleration_constants = 2.0, 0.5 SternPosition = 10 Length = 84 Width = 21 shipCategory = OFFSHORE shipFlag = ANY [Effects] wake = fx_wake_ss ```     ### Flying Animal - Seagull Example The lines below come from the definition of a "FlyingAnimal" sim object: ``` xml [Version] Major=1 Minor=0 [fltsim.0] title=Seagull model=Seagull texture=Seagull animation= [General] category=FlyingAnimal DistanceToNotAnimate=500 [contact_points] wheel_radius=1 static_pitch=0.0 static_cg_height=0 [DesignSpecs] max_speed_mph = 15 acceleration_constants = 1, 5 deceleration_constants = 1, 5 [WAYPOINT] CanReverse = 0 ```     ### Ground Animal - Bears Example The lines below come from the definition of a "Animal" object with two different skins: ``` xml [Version] Major=1 Minor=0 [fltsim.0] title=BlackBear model=BlackBear texture=BlackBear animation= [fltsim.1] title=GrizzlyBear model=GrizzlyBear texture=GrizzlyBear [fltsim.2] title=PolarBear model=PolarBear texture=PolarBear [fltsim.3] title=SyrianBear model=SyrianBear texture=SyrianBear [General] category=Animal DistanceToNotAnimate=1500 [contact_points] wheel_radius=1 static_pitch=0.0 static_cg_height=0 [DesignSpecs] max_speed_mph = 15 acceleration_constants = 0.3, 0.4 deceleration_constants = 0.2, 0.4 [WAYPOINT] CanReverse = 0 ```     ### Human - Ground Staff Example The lines below come from the definition of a "Human" object that will be used as a marshaller, with 8 different models being used, two different animations and a single base texture: ``` xml [Version] Major=1 Minor=0 [fltsim.0] title=Marshaller_Male_Summer_African model=Marshaller_Male_Summer_African texture= animation=Marshaller_Male [fltsim.1] title=Marshaller_Male_Summer_Arab model=Marshaller_Male_Summer_Arab texture= animation=Marshaller_Male [fltsim.2] title=Marshaller_Male_Summer_Asian model=Marshaller_Male_Summer_Asian texture= animation=Marshaller_Male [fltsim.3] title=Marshaller_Male_Summer_Caucasian model=Marshaller_Male_Summer_Caucasian texture= animation=Marshaller_Male [fltsim.4] title=Marshaller_Female_Summer_African model=Marshaller_Female_Summer_African texture= animation=Marshaller_Female [fltsim.5] title=Marshaller_Female_Summer_Arab model=Marshaller_Female_Summer_Arab texture= animation=Marshaller_Female [fltsim.6] title=Marshaller_Female_Summer_Asian model=Marshaller_Female_Summer_Asian texture= animation=Marshaller_Female [fltsim.7] title=Marshaller_Female_Summer_Caucasian model=Marshaller_Female_Summer_Caucasian texture= animation=Marshaller_Female [General] category=Human [contact_points] wheel_radius=1 static_pitch=0.0 static_cg_height=0 [DesignSpecs] max_speed_mph = 15 acceleration_constants = 0.3, 0.4 deceleration_constants = 0.2, 0.4 ```     ### Human - Pilot Example The lines below come from the definition of a "AircraftPilot" object: ``` xml [Version] Major=1 Minor=0 [fltsim.0] title=Pilot_Male_Casual model=Pilot_Male_Casual texture= [fltsim.1] title=Pilot_Female_Casual model=Pilot_Female_Casual texture= [fltsim.2] title=Pilot_Male_Uniform model=Pilot_Male_Uniform texture= [General] category=AircraftPilot DistanceToNotAnimate=500 [Pilot.0] name=TT:MENU.MISC_PILOT_AVATAR_001 image=images\Male_Casual_Caucasian.png biography=$$:Nothing for now copilot=1 instructor=0 [Pilot.1] name=TT:MENU.MISC_PILOT_AVATAR_002 image=images\Female_Casual_Caucasian.png biography=$$:Nothing for now copilot=1 instructor=0 female=1 [Pilot.2] name=TT:MENU.MISC_PILOT_AVATAR_003 image=images\Male_Uniform_Caucasian.png biography=$$:Nothing for now copilot=1 instructor=0 female=0 [contact_points] wheel_radius=1 static_pitch=0.0 static_cg_height=0 [DesignSpecs] max_speed_mph = 15 acceleration_constants = 0.3, 0.4 deceleration_constants = 0.2, 0.4 ```     ### Scenery Sim Object - Windmill Example The lines below come from the definition of a "windmill" scenery static object: ``` xml [Version] Major=1.0 Minor=0.0 [fltsim.0] title=my_company_Windmill model="" texture="" [General] category=StaticObject DistanceToNotAnimate=7500 ```     ### Scenery Sim Object - Marshaller Stick Example The lines below come from the definition of a "marshaller stick" static object: ``` xml [Version] Major=1.0 Minor=0.0 [fltsim.0] title=my_company_Marshaller_Stick model="" texture="" [General] category=StaticObject ```     ### Scenery Sim Object - Flag Example The lines below come from the definition of a "flag" scenery static object that has two variations: ``` xml [Version] Major=1.0 Minor=0.0 [fltsim.0] title=my_company_Flag model="" texture="" [fltsim.1] title=my_company_Flag_White model="White" texture="White" [General] category=StaticObject DistanceToNotAnimate=7500 ```     ### Baggage Cart Example The lines below come from the definition of a BaggageCart: ``` xml [Version] Major=1 Minor=0 [fltsim.0] title=ASO_Baggage_Cart01 model="" texture="" animation="" [General] category=GroundVehicle [contact_points] wheel_radius=3.18 static_pitch=0.0 ;degrees, pitch when at rest on the ground (+=Up, -=Dn) static_cg_height=0 ;feet, altitude of CG when at rest on the ground [DesignSpecs] max_speed_mph = 115 acceleration_constants = 0.3, 0.4 ;Time constant (effects responsiveness), and max G acceleration deceleration_constants = 0.2, 0.4 ;Time constant (effects responsiveness), and max G acceleration [WagonLink] frontLinkLength = 0.62 ; meters, positive length of the link between wagons at the front of the vehicle frontLinkStartPosition = 1.173 ; meters, signed position along the "forward" axis of the start of the front link backLinkLength = 0 ; meters, positive length of the link between wagons at the back of the vehicle backLinkStartPosition = -1.08 ; meters, signed position along the "forward" axis of the start of the back link ```     ### Baggage Loader Example The lines below come from the definition of a BaggageLoader: ``` xml [Version] Major=1 Minor=0 [fltsim.0] title=Aso_Baggage_Loader_01 model="" texture="" [General] category=GroundVehicle [PILOT] pilot_default_animation = "Driving_BaggageLoader" pilot_attach_node = "PILOT_0" [contact_points] wheel_radius=3.18 static_pitch=0.0 ;degrees, pitch when at rest on the ground (+=Up, -=Dn) static_cg_height=0 ;feet, altitude of CG when at rest on the ground [DesignSpecs] max_speed_mph = 25 acceleration_constants = 0.3, 0.4 ;Time constant (effects responsiveness), and max G acceleration deceleration_constants = 0.2, 0.4 ;Time constant (effects responsiveness), and max G acceleration [WAYPOINT] StopDistance = 0.6 FrontRadiusMeters = 2.5 [TAXI] DistanceToLaneLine = 1.5 [BaggageLoader] ramp_pivot_position_YZ = 0.656, -1.649 ;Position YZ of the "pivot" of the ramp, i.e. the point of the ramp that stays at the same position during its inclination animation ramp_end_position_YZ = 0.542, 2.789 ;Position YZ of the end of the ramp, the part that goes inside the cargo door, when horizontal [LIGHTS] newlight.0 = HeadLight, Headlight_R, Headlight_Mesh, Headlight_Emi newlight.1 = HeadLight, Headlight_L, Headlight_Mesh, Headlight_Emi newlight.2 = BackLight, BackLight_R, Backlight_Mesh, Backlight_Emi newlight.3 = BackLight, BackLight_L, Backlight_Mesh, Backlight_Emi ```     ### Boarding Ramp Example The lines below come from the definition of a BoardingRamp, set up with three different liveries: ``` xml [Version] Major=1 Minor=0 [fltsim.0] title=ASO_Boarding_Stairs model="" texture="" [fltsim.1] title=ASO_Boarding_Stairs_Red model="Red" texture="Red" [fltsim.2] title=ASO_Boarding_Stairs_Yellow model="Yellow" texture="Yellow" [General] category=GroundVehicle [PILOT] pilot_default_animation = "Driving_GPU" pilot_attach_node = "PILOT_0" [contact_points] wheel_radius=3.18 static_pitch=0.0 ;degrees, pitch when at rest on the ground (+=Up, -=Dn) static_cg_height=0 ;feet, altitude of CG when at rest on the ground [DesignSpecs] max_speed_mph = 25 acceleration_constants = 0.3, 0.4 ;Time constant (effects responsiveness), and max G acceleration deceleration_constants = 0.2, 0.4 ;Time constant (effects responsiveness), and max G acceleration turning_constants = 4.0, 90, 8.0, 30.0 ;Time constant (effects responsiveness), max deg/s acceleration, optimal (knots) turning speed, max (knots) turning speed [WAYPOINT] StopDistance = 0.6 [TAXI] DistanceToLaneLine = 2.0 [BoardingRamp] top_position_when_fully_extended_YZ = 5.952, 7.358 ;Position YZ on the top of the stairs (relative to CG) when fully extended top_position_when_contracted_YZ = 3.329, 3.89 ;Position YZ on the top of the stairs (relative to CG) when stairs are contracted, but rotated for normal boarding stairs angle [LIGHTS] newlight.0 = HeadLight, Headlight_R, Headlight_Mesh, Headlight_Emi newlight.1 = HeadLight, Headlight_L, Headlight_Mesh, Headlight_Emi newlight.2 = BackLight, BackLight_R, Backlight_Mesh, Backlight_Emi newlight.3 = BackLight, BackLight_L, Backlight_Mesh, Backlight_Emi newlight.4 = GyroLight, GyroLight_O1, Gyro_Mesh, Gyrolight_O_Emi newlight.5 = GyroLight, GyroLight_O2, Gyro_Mesh, Gyrolight_O_Emi ```     ### Model Behavior Helpers Example Several templates useful for Ground Vehicles are available in the package `fs-base-aircrafts-common`, one of the core packages of Microsoft Flight Simulator 2024. They can be accessed by including the following line in the `` section of the `*.xml` of a vehicle: ``` xml ``` Here is an example of use of these helpers: ``` xml Wheel_Rotation 0.364 Wheel_Orientation -1 50 Gyrolight 100 ```   For more information on these helper files, please see the the following page: - [Ground Vehicle ModelBehavior Helpers](../../models/modelbehaviors/ground-vehicle-modelbehavior-helpers/) Or go to the page specific to each type of Ground Vehicle: - [BaggageCart](../../modular-simobjects/simobjects/ground-vehicles/baggagecart-definition/) - [BaggageLoader](../../modular-simobjects/simobjects/ground-vehicles/baggageloader-definition/) - [BoardingRamp](../../modular-simobjects/simobjects/ground-vehicles/boardingramp-definition/) - [CateringTruck](../../modular-simobjects/simobjects/ground-vehicles/cateringtruck-definition/) - [FuelTruck](../../modular-simobjects/simobjects/ground-vehicles/fueltruck-definition/) - [GroundPowerUnit](../../modular-simobjects/simobjects/ground-vehicles/groundpowerunit-definition/) - [Pushback](../../modular-simobjects/simobjects/ground-vehicles/pushback-definition/) - [AirportServices](../../../samples-tutorials/samples/sceneries/airportservices/)     ### Parachute Animation The following example file is what would typically be used as part of a [parachute sim object](../../modular-simobjects/simobjects/ground-vehicles/winch-parachute-definition/) package, used in conjunction with a Winch sim object. The XML shown below would be placed in an `animations.xml` file, and saved to the same location as the root [`sim.cfg`](../sim.cfg/) file for the parachute, and it illustrates how to animate the five "states" that parachutes have: ``` xml (A:PARACHUTE OPEN, BOOL) (A:SIM ON GROUND, BOOL) ```