The tables below indicate the properties for the Simulation Variables that can be used to get and set properties various miscellaneous properties related to the aircraft. For information on the units listed for each variable, please see here: Simulation Variable Units

You can find a complete index of all available SimVars here: SimVar Index

Aircraft States

Simulation VariableIndexDescriptionUnitsSettable
CONTRAILS CONDITIONS METN/ATRUE if the aircraft has met the conditions required to spawn the contrail VFX.Bool
COVER GENERIC ONCover IndexWhether the indexed aircraft part has the covers on (1, TRUE) or off (0, FALSE). Generic covers are indexed from 1, however you can use 0 for the index to get/set all generic covers if required. For more information, please see here: PreflightBool
COVER ONCover IDWhether the given aircraft part has the covers on (1, TRUE) or off (0, FALSE). The index can be one of the following to define the part being checked:0 - Chocks1 - Engines2 - Pitot3 - StaticPorts4 - Rotors5 - LandingGear6 - Propellers7 - WindshieldFor more information, please see here: PreflightBool
IS SLEW ACTIVEN/ATRUE if slew is active.Bool
IS SLEW ALLOWEDN/ATRUE if slew is enabled.Bool
IS USER SIMN/AIs this the user loaded aircraft.Bool
ON ANY RUNWAYN/AWhether or not the plane is currently on a runway.Bool
PLANE IN PARKING STATEN/AWhether or not the plane is currently parked (TRUE) or not (FALSE).Bool
SURFACE CONDITIONN/AThe state of the surface directly under the aircraft.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Enum:0 = Normal1 = Wet2 = Icy3 = Snow
SURFACE INFO VALIDN/ATRUE indicates that the SURFACE CONDITION return value is meaningful.Bool
SURFACE TYPEN/AThe type of surface under the aircraft.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Enum:0 = Concrete1 = Grass2 = Water3 = Grass_bumpy4 = Asphalt5 = Short_grass6 = Long_grass7 = Hard_turf8 = Snow9 = Ice10 = Urban11 = Forest12 = Dirt13 = Coral14 = Gravel15 = Oil_treated16 = Steel_mats17 = Bituminus18 = Brick19 = Macadam20 = Planks21 = Sand22 = Shale23 = Tarmac24 = Wright flyer track
STRUCTURAL ICE PCTN/AAmount of ice on aircraft structure. 100 is fully iced.Percent Over 100
TITLEN/ATitle from aircraft.cfg.String(max 128 chars)
LIVERY NAMEN/AName from livery.cfg.String(max 128 chars)
LIVERY FOLDERN/AFolder where livery.cfg is stored.String(max 128 chars)
WINDSHIELD RAIN EFFECT AVAILABLEN/AIs visual effect available on this aircraft.Bool

Aircraft Position, Direction And Speed

Simulation VariableIndexDescriptionUnitsSettable
ACCELERATION BODY XN/AAcceleration relative to aircraft X axis, in east/west direction.Feet (ft) per second squared
ACCELERATION BODY YN/AAcceleration relative to aircraft Y axis, in vertical direction.Feet (ft) per second squared
ACCELERATION BODY ZN/AAcceleration relative to aircraft Z axis, in north/south direction.Feet (ft) per second squared
ACCELERATION WORLD XN/AAcceleration relative to the earth X axis, in east/west direction.Feet (ft) per second squared
ACCELERATION WORLD YN/AAcceleration relative to the earth Y axis, in vertical direction.Feet (ft) per second squared
ACCELERATION WORLD ZN/AAcceleration relative to the earth Z axis, in north/south direction.Feet (ft) per second squared
AIRCRAFT AGLN/AThe altitude of the aircraft above the surface of the world terrain.Feet (ft)
AIRCRAFT ALTITUDE ABOVE OBSTACLESN/AThe altitude of the aircraft above the surface of the world terrain, including any obstacles like buildings.Feet (ft)
SURFACE RELATIVE GROUND SPEEDN/AThe speed of the aircraft relative to the speed of the first surface directly underneath it. Use this to retrieve, for example, an aircraft’s taxiing speed while it is moving on a moving carrier. It also applies to airborne aircraft, for example when a helicopter is successfully hovering above a moving ship, this value should be zero. The returned value will be the same as GROUND VELOCITY if the first surface beneath it is not moving.Feet per second
GROUND VELOCITYN/ASpeed relative to the earths surface.NOTE: This is available in multiplayer to all far aircraft. See here for more information: Note On SimVars In Multiplayer.Knots
PLANE ALTITUDEN/AAltitude of aircraft.Feet (ft)
PLANE ALT ABOVE GROUNDN/AAltitude above the surface of the world, including obstacles like buildings.Feet (ft)
PLANE ALT ABOVE GROUND MINUS CGN/AAltitude above the surface, including obstacles like buildings, minus CG.Feet (ft)
PLANE BANK DEGREESN/ABank angle, although the name mentions degrees the units used are radians.Radians
PLANE HEADING DEGREES GYRON/AHeading indicator taken from the aircraft gyro.Degrees
PLANE HEADING DEGREES MAGNETICN/AHeading relative to magnetic north - although the name mentions degrees the units used are radians.Radians
PLANE HEADING DEGREES TRUEN/AHeading relative to true north - although the name mentions degrees the units used are radians.Radians
PLANE LATITUDEN/ALatitude of aircraft, North is positive, South negative.Radians
PLANE LONGITUDEN/ALongitude of aircraft, East is positive, West negative.Radians
PLANE PITCH DEGREESN/APitch angle, although the name mentions degrees the units used are radians.Radians
PLANE TOUCHDOWN BANK DEGREESN/AThis float represents the bank of the player’s plane from the last touchdown.Degrees
PLANE TOUCHDOWN HEADING DEGREES MAGNETICN/AThis float represents the magnetic heading of the player’s plane from the last touchdown.Degrees
PLANE TOUCHDOWN HEADING DEGREES TRUEN/AThis float represents the true heading of the player’s plane from the last touchdown.Degrees
PLANE TOUCHDOWN LATITUDEN/AThis float represents the plane latitude for the last touchdown.Radians
PLANE TOUCHDOWN LONGITUDEN/AThis float represents the plane longitude for the last touchdown.Radians
PLANE TOUCHDOWN NORMAL VELOCITYN/AThis float represents the player’s plane speed according to ground normal from the last touchdown.Feet (ft) per second
PLANE TOUCHDOWN PITCH DEGREESN/AThis float represents the pitch of the player’s plane from the last touchdown.Degrees
RELATIVE WIND VELOCITY BODY XN/ALateral (X axis) speed relative to wind.Feet (ft) per second
RELATIVE WIND VELOCITY BODY YN/AVertical (Y axis) speed relative to wind.Feet (ft) per second
RELATIVE WIND VELOCITY BODY ZN/ALongitudinal (Z axis) speed relative to wind.Feet (ft) per second
ROTATION ACCELERATION BODY XN/ARotation acceleration relative to aircraft X axis.Radians per second squared
ROTATION ACCELERATION BODY YN/ARotation acceleration relative to aircraft Y axis.Radians per second squared
ROTATION ACCELERATION BODY ZN/ARotation acceleration relative to aircraft Z axis.Radians per second squared
ROTATION VELOCITY BODY XN/ARotation velocity relative to aircraft X axis.Radians per second
ROTATION VELOCITY BODY YN/ARotation velocity relative to aircraft Y axis.Radians per second
ROTATION VELOCITY BODY ZN/ARotation velocity relative to aircraft Z axis.Radians per second
SLOPE TO ATC RUNWAYN/AThe slope between the plane and the expected landing position of the runway. Returns 0 if no runway is assigned.Radians
VELOCITY BODY XN/ATrue lateral speed, relative to aircraft X axis.Feet (ft) per second
VELOCITY BODY YN/ATrue vertical speed, relative to aircraft Y axis.Feet (ft) per second
VELOCITY BODY ZN/ATrue longitudinal speed, relative to aircraft Z axis. Note that this is TAS not IAS, so altitude will influence the value.Feet (ft) per second
VERTICAL SPEEDN/AThe current indicated vertical speed for the aircraft.Feet (ft) per second

Aircraft Warnings

Simulation VariableIndexDescriptionUnitsSettable
WARNING FUELN/AThis is the current state of the fuel warning, either on (TRUE) or off (FALSE).Bool
WARNING FUEL LEFTN/AThis is the current state of the left fuel tank warning, either on (TRUE) or off (FALSE).Bool
WARNING FUEL RIGHTN/AThis is the current state of the right fuel tank warning, either on (TRUE) or off (FALSE).Bool
WARNING LOW HEIGHTN/AThis is the current state of the low height warning, either on (TRUE) or off (FALSE).Bool
WARNING OIL PRESSUREN/AThis is the current state of the oil pressure warning, either on (TRUE) or off (FALSE).Bool
WARNING VACUUMN/AThis is the current state of the vacuum system warning, either on (TRUE) or off (FALSE).Bool
WARNING VACUUM LEFTN/AThis is the current state of the left vacuum system warning, either on (TRUE) or off (FALSE).Bool
WARNING VACUUM RIGHTN/AThis is the current state of the right vacuum system warning, either on (TRUE) or off (FALSE).Bool
WARNING VOLTAGEN/AThis is the current state of the electrical system voltage warning, either on (TRUE) or off (FALSE).Bool

Aircraft Wear And Tear States

The SimVars listed here are all related to the . Most of the SimVars in this section require an ID value or name, as well as an (optional in some cases) index value. For example, if you are targeting the first piston engine of a two engine aircraft, then you could access it using the following formats:

1 (A:1:WEAR AND TEAR LEVEL:'PISTON_ENGINE'_n, percent)
1 (A:1:WEAR AND TEAR LEVEL:39, percent)

In both cases the wear and tear level check is being done on the 1st piston engine.

Simulation VariableIndexDescriptionUnitsSettable
WEAR AND TEAR CHECK PROGRESSION[0] Component ID[1] Optional Component IndexThis SimVar is only valid during the pre-flight inspection phase of a flight, it is used to get (or set) the timer used for the inspection interaction (the circular progress bar) with a particular component. The component is identified by the given component ID/name and index.See the Wear And Tear Component IDs section for a full list of component names/IDs.Percent Over 100
WEAR AND TEAR EXPOSED PARTS LEVELN/AThis SimVar returns the average wear and tear level of the exposed parts of the aircraft. The SimVar does not take any ID or index, as it is based on an internal calculation which takes data from multiple different sources, like the control surfaces, engines, etc… The SimVar returns a value between 0 and 1 where a 1 means that the aircraft is fully functional and undamaged, and a value of 0 means that the aircraft is seriously damaged and potentially unflyable.Percent Over 100
WEAR AND TEAR EXPOSED PARTS LOWEST LEVELN/AThis SimVar returns the lowest wear and tear level of the exposed parts of the aircraft. The SimVar does not take any ID or index, as it is based on an internal calculation which takes data from multiple different sources, like the control surfaces, engines, etc… The SimVar returns a value between 0 and 1 where a 1 means that the aircraft is fully functional and undamaged, and a value of 0 means that the aircraft is seriously damaged and potentially unflyable.Percent Over 100
WEAR AND TEAR IS FAILED[0] Component ID[1] Optional Component IndexThis SimVar will return TRUE (1) if the given component ID/name has failed completely, ie: it’s “health” has fallen to zero and the component is considered by the simulation as “broken”. If the component is still functioning, regardless of how “weak” it may be, then this will return FALSE (1).See the Wear And Tear Component IDs section for a full list of component names/IDs.Bool
WEAR AND TEAR IS WEAK[0] Component ID[1] Optional Component IndexThis SimVar will return TRUE (1) if the given component ID/name is considered as being “weak”, ie: it’s “health” has fallen to a point where it could fail or break, and the compònent may have reduced functionality. If the component is not considered as “weak” (even if its wear and tear value is less than 1), then this will return FALSE (1).See the Wear And Tear Component IDs section for a full list of component names/IDs.Bool
WEAR AND TEAR LEVEL[0] Component ID[1] Optional Component IndexThis SimVar returns the current wear and tear level of the component or system being referenced, where a value of 1 is a fully functional and undamaged component, and a value of 0 means that the component has failed. The SimVar requires an ID value or name, and may also use an additional index value to tell the simulation exactly which one of the components of the given type you are targeting.See the Wear And Tear Component IDs section for a full list of component names/IDs.Percent Over 100
WEAR AND TEAR WEAK VALUE[0] Component ID[1] Optional Component IndexThis SimVar returns the current “weakness” level of the component or system being referenced, where a value of 1 is a fully functional (but not necessarily undamaged) component, and a value of 0 means that the component has failed. If this value is less than 1, then the component will experience reduced functionality and may also be more prone to failure and breaking.The SimVar requires an ID value or name, and may also use an additional index value to tell the simulation exactly which one of the components of the given type you are targeting. See the Wear And Tear Component IDs section for a full list of component names/IDs.Percent Over 100

Wear And Tear Component IDs

Below is the list of components IDs that can be used in the Wear And Tear SimVars as the ID or name of the component to check.

0: FUEL TANK
1: FUEL PUMP
2: FUEL VALVE
3: FUEL JUNCTION
4: FUEL LINE
5: FLAPS LEFT
6: FLAPS RIGHT
7: FLAPS LEFT CABLE
8: FLAPS RIGHT CABLE
9: AILERONS LEFT
10: AILERONS RIGHT
11: AILERONS LEFT CABLE
12: AILERONS RIGHT CABLE
13: ELEVATOR
14: ELEVATOR CABLE
19: RUDDER
20: RUDDER CABLE
21: HYDRAULIC RESERVOIR
22: HYDRAULIC PUMP
23: HYDRAULIC VALVE
24: HYDRAULIC ACTUATOR
25: HYDRAULIC PTU
26: HYDRAULIC ACCUMULATOR
27: HYDRAULIC LINE
28: ELECTRICAL ALTERNATOR
29: ELECTRICAL BATTERY
30: ELECTRICAL IDG
31: ELECTRICAL RAT
32: ELECTRICAL BUS
33: ELECTRICAL CIRCUIT
34: ELECTRICAL RECTIFIERS
35: LANDING_GEAR
36: BRAKE
37: TIRE
38: TIRE_PRESSURE
39: PISTON ENGINE
40: TURBINE_ENGINE
41: OIL_TANK_INTEGRITY
42: OIL_TANK_AMOUNT
43: AUTOPILOT_BANK
44: AUTOPILOT_PITCH
45: AUTOPILOT_YAW
46: GENERAL 47: TAILWHEEL LANDING GEAR 48: TAILWHEEL TIRE 49: TAILWHEEL TIRE PRESSURE

Aircraft Structs

Simulation VariableIndexDescriptionUnitsSettable
EYEPOINT POSITIONN/AThe eyepoint position relative to the reference datum position for the aircraft.Struct XYZfeet
STRUCT BODY ROTATION VELOCITYN/AThe body rotation velocity.Struct XYZradians per second
STRUCT BODY VELOCITYN/AThe object body velocity.Struct XYZfeet per second
STRUCT EYEPOINT DYNAMIC ANGLEN/AThe angle of the eyepoint view. Zero, zero, zero is straight ahead.Struct XYZradians
STRUCT EYEPOINT DYNAMIC OFFSETN/AA variable offset away from the EYEPOINT POSITION.Struct XYZfeet
STRUCT LATLONALTN/AReturns the latitude, longitude and altitude of the user aircraft.Struct latlonalt
STRUCT LATLONALTPBHN/AReturns the latitude, longitude, altitude, pitch, bank and heading of the user aircraft.Struct latlonaltpbh

Airspeed

Simulation VariableIndexDescriptionUnitsSettable
AIRCRAFT CATEGORYN/AReturns the category of the aircraft as defined by the ui_typerole parameter.String
AIRCRAFT OBJECT CLASSN/AReturns the aircraft class. This will either be a string interpreted from the object_class parameter, or an inferred value based on the AIRCRAFT CATEGORY if the class parameter is missing.String:AIRPLANEHELICOPTERGLIDERLIGHTERTHANAIR(“Balloon” or “Airship” object_class)OTHER(all other object_class)
AIRCRAFT WIND XN/AThe wind hitting the aircraft on the lateral (X) axis. It should be noted that if the user has rudder assitance options enabled, then the simulation will force this to 0 in takeoff situations. It can also be modified using the ground_crosswind_effect_zero_speed and ground_crosswind_effect_max_speed parameters to ease taxiing and takeoff by design for an aircraft.Knots
AIRCRAFT WIND YN/AThe wind hitting the aircraft on the vertical (Y) axis.Knots
AIRCRAFT WIND ZN/AThe wind hitting the aircraft on the longitudinal (Z) axis.Knots
AIRSPEED BARBER POLEN/ARedline airspeed (dynamic on some aircraft).Knots
AIRSPEED INDICATEDN/AIndicated airspeed.Knots
AIRSPEED INDICATED THEORETICALN/AThe theoretical indicated airspeed, ignoring things like the pitot cover and icing.Knots
AIRSPEED MACHN/ACurrent mach.Mach
AIRSPEED SELECT INDICATED OR TRUEN/AThe airspeed, whether true or indicated airspeed has been selected.Knots
AIRSPEED TRUEN/ATrue airspeed.Knots
AIRSPEED TRUE RAWN/AEquivalent to AIRSPEED TRUE, but does not account for wind when used to set the airspeed valueKnots
BARBER POLE MACHN/AMach associated with maximum airspeed.Mach
TOTAL VELOCITYN/AVelocity regardless of direction. For example, if a helicopter is ascending vertically at 100 fps, getting this variable will return 100.Feet (ft per second
WINDSHIELD WIND VELOCITYN/ALongitudinal speed of wind on the “windshield”. The testing location is not actually the windshield and is instead based on the Physics Groups setup for the aircraft.Feet (ft per second

Temperature

Simulation VariableIndexDescriptionUnitsSettable
STANDARD ATM TEMPERATUREN/AOutside temperature on the standard ATM scale.Rankine
TOTAL AIR TEMPERATUREN/ATotal air temperature is the air temperature at the front of the aircraft where the ram pressure from the speed of the aircraft is taken into account.Celsius

Ornithopter

Simulation VariableIndexDescriptionUnitsSettable
ORNITHOPTER CONTROL LEVERS XN/AThe deflection control left / right, usually used for animation.Position 16k
ORNITHOPTER CONTROL LEVERS YN/AThe deflection control fore / aft, usually used for animation.Position 16k
ORNITHOPTER DIVE MODE ENABLEDN/AReturns whether the ornithopter dive mode is enabled (TRUE) or not (FALSE).Boolean
ORNITHOPTER GLIDE MODE ENABLEDN/AReturns whether the ornithopter glide mode is enabled (TRUE) or not (FALSE).Boolean
ORNITHOPTER WINGS BRAKE ENABLEDN/AReturns whether the ornithopter wing brake is enabled (TRUE) or not (FALSE).Boolean
ORNITHOPTER WINGS BRAKE ACTIVEN/AReturns whether the ornithopter wing brake is active (TRUE) or not (FALSE).Boolean
ORNITHOPTER WING HORIZONTAL TILTWing IndexThe horizontal tilt of the indexed wing expressed as a value between 0 and 1.Percent Over 100
ORNITHOPTER WING PITCHWing IndexThe pitch of the indexed wing expressed as a value between 0 and 1.Percent Over 100
ORNITHOPTER WING VERTICAL TILTWing IndexThe vertical tilt of the indexed wing expressed as a value between 0 and 1.Percent Over 100
ORNITHOPTER WINGS BLURN/AThe current amount of blur applied to the animation of the ornithopter wings when flapping, expressed as a value between 0 (none) and 1 (maximum).Percent Over 100
ORNITHOPTER WINGS CLUTCH STATEN/AThe current progress of engaging/disengaging the clutch on the wings when entering or leaving glide mode, expressed as a value between 0 and 1.Percent Over 100
ORNITHOPTER WINGS FOLDING OPERATION IDN/AReturns a value that defines the current folding operation of the wings, where:0 - stand by1 - parking (slow mode)2 - setting up (slow mode)3 - folding for diving (fast mode)4 - unfolding from a dive (fast mode)Number
ORNITHOPTER WORLD LIFTN/AReturns the current total lift of the ornithopter.Pounds (lbs)