The tables below indicate the requirements for the Simulation Variables that can be used to get and set the different miscellaneous properties. 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

General Misc.

Simulation VariableIndexDescriptionUnitsSettable
ANIMATION DELTA TIMEN/ADifference of time between the current frame and the last frame where this SimObject has been animatedSeconds
ARTIFICIAL GROUND ELEVATIONN/AIn case scenery is not loaded for AI planes, this variable can be used to set a default surface elevation.Feet
CATEGORYN/AReturns the SimObject category as defined in either the aircraft.cfg or the sim.cfg files.String (aircraft.cfg):“Airplane”“Airship”“Helicopter”“HotAirBalloon”String (sim.cfg only):“AircraftPilot”“Animal”“Boat”“CharacterSim”“Container”“ControlTower”“FlyingAnimal”“GroundVehicle”“GroundVehiclePilot”“Human”“Liquid”“Parachute”“ProceduralCharacter”“PylonSim”“SimpleObject”“SimpleObjectSim”“StaticObject”“Train”“VDGS”“Viewer”“VR”“Winch”
CONTROLLABLEN/ANot used by the simulation.Bool
CRASH FLAGN/AFlag value that indicates the cause of a crash.Enum:0:[index] None2:[index] Mountain4:[index] General6:[index] Building8:[index] Splash10:[index] Gear up12:[index] Overstress14:[index] Building16:[index] Aircraft18:[index] Fuel Truck
CRASH SEQUENCEN/AThe state of the crash event sequence.Enum:0:[index] off1:[index] complete3:[index] reset4:[index] pause11:[index] start
GROUND ALTITUDEN/AAltitude of surface.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Meters
HAND ANIM STATEN/AWhat frame of the hand is currently used.Enum:0 = Hover1 = Index push/Point2 = Pinch large3 = Pinch medium4 = Pinch small5 = Pinch lateral6 = Press all/Fist7 = Toggle lever up/down8 = Thumb push9 = Holde yoke thin10 = Hold throttle11 = Hold yokes12 = Push/pull lever
HIDE AVATAR IN AIRCRAFTN/AReturn the status of the hide_avatar variable from the aircraft.cfg file.Boolean
IDLE ANIMATION IDN/AThe ID of the idle animation for the sim object.Not used by the simulation.String
MAGVARN/AMagnetic variation.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Degrees
MISSION SCOREN/ANumber
MOTION SIMULATIONN/AThis will be TRUE when the motion simulation for the user aircraft is active and FALSE when it is inactive. The motion simulation for the user aircraft is paused when:The user is in the menu screensDuring the RTC phase when starting a flight in the air (when on the ground the motion simulation is not active).The aircraft is in free flight and the flight is paused or the aircraft is on Active Pause.Bool
PARACHUTE OPENN/AThis will be TRUE if the parachute has opened and FALSE otherwise. Currently this is only applied to the Parachute SimObject used by Winches.Bool
REALISMN/AGeneral realism percent.Number
REALISM CRASH DETECTIONN/ATRUE indicates crash detection is turned on.Bool
REALISM CRASH WITH OTHERSN/ATRUE indicates crashing with other aircraft is possible.Bool
SIM DISABLEDN/AIs sim disabled.Bool
SIM ON GROUNDN/AOn ground flag.NOTE: This is available in multiplayer to all far aircraft. See here for more information: Note On SimVars In Multiplayer.Bool
SIM SHOULD SET ON GROUNDN/AThis is a “read only” flag that is only ever used internally and has no use to third parties. If you need to know if the user aircraft is on the ground then use IS ON GROUND, and if you need to set the aircraft on the ground then use SIMCONNECT_DATA_INITPOSITION.Bool
TRACK IR ENABLEN/AReturns TRUE if Track IR(opens in a new tab) is enabled or not.Bool
TOTAL WORLD VELOCITYN/ASpeed relative to the earths center.Feet per second
USER INPUT ENABLEDN/AIs input allowed from the user.Bool
VISUAL MODEL RADIUSN/AModel radius.Meters
VELOCITY WORLD XN/ASpeed relative to earth, in East/West direction.NOTE: This is available in multiplayer to all far aircraft. See here for more information: Note On SimVars In Multiplayer.Feet per second
VELOCITY WORLD YN/ASpeed relative to earth, in vertical direction.NOTE: This is available in multiplayer to all far aircraft. See here for more information: Note On SimVars In Multiplayer.Feet per second
VELOCITY WORLD ZN/ASpeed relative to earth, in North/South direction.NOTE: This is available in multiplayer to all far aircraft. See here for more information: Note On SimVars In Multiplayer.Feet per second
VR GROUP INTERACTION ONN/AThis will return 1 (TRUE) if VR is on and group interaction is on. Otherwise it will return 0 (FALSE).Bool

Race Pylons

Simulation VariableIndexDescriptionUnitsSettable
PYLON HEIGHTN/AThe height of the pylon.Meters
PYLON COLLISION POSITIONN/ADistance to the collision object relative to the pylon.Meters

Fauna

Simulation VariableIndexDescriptionUnitsSettable
FAUNA BEHAVIOUR STATEN/AName of the Fauna Behaviour State associated with an animation transition (only for animals)String
FAUNA FORCE MAGNITUDEN/AForce applied to animal while moving on a 0.0 - 1.0 scale (only for living world animals)Number
FAUNA HEADING ROTATION ANGLEN/AAngle between where the animal is facing and where it intends to face (only for living world animals)Degrees
FAUNA TURN RATEN/ADirection and rate of turning for animals when moving (only for living world animals)Number

Humans

Simulation VariableIndexDescriptionUnitsSettable
GENDERN/AThe gender of the corresponding SimObject (mainly used for human SimObjects).Number:0 = Male1 = Female
HEIGHTN/AThe height of the corresponding SimObject (mainly used for human SimObjects).Number
IS CROUCHN/AThis will return 1 (TRUE) if the object is in the crouched state, or 0 (FALSE) otherwise (only used for human SimObjects, specifically only the user avatar).Bool
IS TALKINGN/AThis will return 1 (TRUE) if the object is in the crouched state, or 0 (FALSE) otherwise (only used for human SimObjects, specifically only the user avatar).Bool

Ambient / Weather

Simulation VariableIndexDescriptionUnitsSettable
AMBIENT DENSITYN/AAmbient density.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Slugs per cubic feet
AMBIENT IN CLOUDN/ATRUE if the aircraft is in a cloud.Bool
AMBIENT IN SMOKEN/ATRUE if the camera position is flying through smoke. Note that if this is TRUE, then the aircraft will be taking increased Wear and Tear damage.NOTE: This SimVar will always be calculated from the camera position, regardless of where the user aircraft is, or what aircraft is selected.Bool
AMBIENT PRECIP RATEN/AThe current precipitation rate.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.millimeters of water
AMBIENT PRECIP STATEN/AThe current state of precipitation.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Mask:2 = None4 = Rain8 = Snow
AMBIENT PRESSUREN/AAmbient pressure.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Inches of mercury, inHg
AMBIENT TEMPERATUREN/AAmbient temperature.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Celsius
AMBIENT VISIBILITYN/AAmbient visibility (only measures ambient particle visibility - related to ambient density).Meters
AMBIENT WIND DIRECTIONN/AWind direction, relative to true north.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Degrees
AMBIENT WIND VELOCITYN/AWind velocity.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Knots
AMBIENT WIND XN/AWind component in East/West direction.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Meters per second
AMBIENT WIND YN/AWind component in vertical direction.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Meters per second
AMBIENT WIND ZN/AWind component in North/South direction.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Meters per second
BAROMETER PRESSUREN/ABarometric pressure.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Millibars
DENSITY ALTITUDEN/AThe density altitude is the altitude relative to standard atmospheric conditions at which the air density would be equal to the indicated air density at the place of observation. The calculation is as follows:density_altitude = pressure_altitude + 118.8 * (outside_air_temp - ISA_temp)ft
ENV CLOUD DENSITYN/AThis SimVar returns the current density of the clouds at the position of the user aircraft. Density is expressed as a value between 0 and 1, where 0 is no clouds, and 1 is very dense cloud.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Percent Over 100
ENV SMOKE DENSITYN/AThis SimVar returns the current density of any smoke at the position of the camera. Density is expressed as a value between 0 and 1, where 0 is no smoke, and 1 is very dense smoke. Note that if this value is greater than 0 then the user aircraft will be taking Wear and Tear damage, and the higher the value the more damage will be taken.NOTE: This SimVar will always be calculated from the camera position, regardless of where the user aircraft is, or what aircraft is selected.Percent Over 100
SEA LEVEL AMBIENT TEMPERATUREN/AThe ambient temperature of the air at sea level.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Celsius
SEA LEVEL PRESSUREN/ABarometric pressure at sea level.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Millibars
STRUCT AMBIENT WINDN/AX (latitude), Y (vertical) and Z (longitude) components of the wind.NOTE: This SimVar will always be calculated from the user aircraft position, regardless of where the camera is, or what aircraft is selected.Feet per second

AI

The following SimVars are still supported by Microsoft Flight Simulator 2024, but are considered legacy and will not be getting any further support or updates. As such, we don’t recommend their use in new aircraft.

Simulation VariableIndexDescriptionUnitsSettable
AI DESIRED SPEEDN/AThe desired speed of the AI object.Knots
AI WAYPOINT LISTN/AA list of waypoints that an AI controlled object should follow.SIMCONNECT_DATA_WAYPOINT
AI CURRENT WAYPOINTN/AThe current waypoint in the list.Number
AI DESIRED HEADINGN/AThe desired heading of the AI object.Degrees
AI GROUNDTURNTIMEN/AThe time required by the AI aircraft to make a 90º turn.Seconds
AI GROUNDCRUISESPEEDN/AThe ground cruising speed for the AI aircraft.Knots
AI GROUNDTURNSPEEDN/AThe ground turning speed for the AI aircraft.Knots
AI TRAFFIC ISIFRN/AThis can be used to request whether the AI aircraft is IFR or VFR. Note that if an aircraft does not have a flight plan, the value returned will be 0 (or FALSE).Bool
AI TRAFFIC STATEN/AThis will return a string describing an AI aircraft state. If the aircraft is under ATC control the string will be one of the following:“init”“sleep”“flt plan”“startup”“preflight support”“clearance”“push back 1”“push back 2”“pre taxi out”“taxi out”“takeoff 1”“takeoff 2”“T&G depart”“enroute”“pattern”“landing”“rollout”“go around”“taxi in”“shutdown”“postflight support”If the aircraft is not under ATC control, the string will be one of these:“Sleep”“Waypoint”“Takeoff”“Landing”“Taxi”Note that if an aircraft does not have a flight plan, the value returned will be an empty string “”.String
AI TRAFFIC CURRENT AIRPORTN/AThe ICAO code of the current airport. If an aircraft does not have a flight plan, the value returned will be an empty string “”.String
AI TRAFFIC ASSIGNED RUNWAYN/AThe assigned runway name (for example: “32R”). If an aircraft does not have a flight plan, the value returned will be an empty string “”.String
AI TRAFFIC ASSIGNED PARKINGN/AThe assigned parking name. The string will take the form:Name + Number, Type ( radius )For example:“Ramp 1, RAMP sml (10m)"“Gate G 4, RAMP lrg (18m)"If an aircraft does not have a flight plan, the value returned will be an empty string “”.String
AI TRAFFIC FROMAIRPORTN/AThe ICAO code of the departure airport in the current schedule.This variable is only valid for aircraft generated by the traffic database that have schedules. If an aircraft does not have a schedule, the value returned will an empty string””.String
AI TRAFFIC TOAIRPORTN/AThe ICAO code of the destination airport in the current schedule.This variable is only valid for aircraft generated by the traffic database that have schedules. If an aircraft does not have a schedule, the value returned will an empty string"".String
AI TRAFFIC ETDN/AThe estimated time of departure for the current schedule entry, given as the number of seconds difference from the current simulation time. This can be negative if ETD is earlier than the current simulation timeThis variable is only valid for aircraft generated by the traffic database that have schedules. If an aircraft does not have a schedule, the value returned will be 0.Seconds
AI TRAFFIC ETAN/AEstimated time of arrival for the current schedule entry, given as the number of seconds difference from the current simulated time. This can be negative if ETA is earlier than the current simulated time.This variable is only valid for aircraft generated by the traffic database that have schedules. If an aircraft does not have a schedule, the value returned will be 0.Seconds

Structures

Simulation VariableIndexDescriptionUnitsSettable
STRUCT DAMAGEVISIBLEN/ANo longer used by the simulation.-
STRUC AIRSPEED HOLD PID CONSTSN/AReturns the various airspeed PID constants. This is generally only used for AI controlled aircraft and boats, although it may be useful when working with RTCs and the user aircraft.Not used in the simulation.PID_STRUCT
STRUC HEADING HOLD PID CONSTSN/AReturns the various airspeed PID constants. This is generally only used for AI controlled aircraft and boats, although it may be useful when working with RTCs and the user aircraft.Not used in the simulation.PID_STRUCT
STRUCT BODY ROTATION ACCELERATIONN/AThe body rotation acceleration.Not used in the simulation.Struct XYZradians per second
STRUCT PBH32N/AReturns a pitch, bank and heading value (for what will depend on the SimVar being used).No longer used by the simulation.Struct PBHdegrees
STRUCT REALISM VARSN/ANo longer used by the simulation.-
STRUCT SURFACE RELATIVE VELOCITYN/AThe relative surface velocity.Struct XYZ structure, feet per second
STRUCT WORLDVELOCITYN/AThe world velocity.Struct XYZ structure, feet per second
STRUCT WORLD ACCELERATIONN/AThe world acceleration for each axis. Individual world acceleration values are in the Aircraft Position and Speed section.Struct XYZ structure, feet per second squared
STRUCT WORLD ROTATION VELOCITYN/AThe world rotation velocity.Struct XYZ structure, radians per second

CFS Variables

Simulation VariableIndexDescriptionUnitsSettable
BOMB AMMON/AThe amount of bomb ammunition available.Number
CANNON AMMON/AThe amount of cannon ammunition available.Number
GUN AMMON/AThe amount of gun ammunition available.Number
ROCKET AMMON/AThe amount of rocket ammunition available.Number