AERIAL CONSTRUCTION

The aerial construction activities in Microsoft Flight Simulator 2024 require the user to fly rotorcraft (helicopters, etc...) transporting extreme and unusual cargo to hard-to-reach construction sites, using skill to ensure precise and safe deliveries. If you wish your aircraft to be used on this kind of activity you will need a preset that has been appropriately set up as part of the Modular SimObject, as explained below.

Example Of A Rotorcraft Set Up For Aerial Construction

 

For more information on the various other career activities and how to prepare your aircraft, please see here:

 

 

Rotorcraft Constraints

When setting up your rotorcraft for construction flights you will need to ensure that it fulfills the requirements for such an activity. The main constraints for this are as follows:

  • The rotorcraft will need to have the navigation_graph_pilot.cfg, and it should include a COPILOT node, with a Generated Copilot defined (as explained here).
  • The rotorcraft will need to have the ApronWithoutCovers.flt file (as explained here).
  • The object_class must be either "helicopter" or "tiltrotor".
  • The operating_status must be either "in_service" or "experimental".
  • The aircraft cannot be flagged as military.
  • The aircraft cannot be flagged as premium.
  • The ui_max_range must be greater than 1.
  • The rotorcraft total payload mass must be greater than 1kg (as explained here).
  • The rotorcraft can have skids or wheels for landing gear.
  • The rotorcraft cannot have Floats.
  • The rotorcraft model must accurately show cargo load assembly which will be used to attach the cargo, and there must be two "helper" nodes in the glTF called CONSTRUCTION1_ROPE_ATTACH and CONSTRUCTION2_ROPE_ATTACH.

 

Following these constraints will give the aircraft the CHT_Cabin type. See here for more information:

 

 

Rotorcraft Cargo Assembly

When modelling the rotorcraft, the artist should model the entire cargo assembly underneath the rotorcraft, and there should be two "helper" nodes in the glTF called CONSTRUCTION1_ROPE_ATTACH and CONSTRUCTION2_ROPE_ATTACH. These will be where the two ropes that are attached to the construction cargo will come from. Therefor they should be placed at the points on the cargo assembly where the ropes would be deployed and should be present in at least the LOD0 and LOD1 glTFs.

 

 

The Navigation Graph

Once the rotorcraft model has been added to the Modular SimObject package, the preset being used for the cargo activity will need a navigation_graph.cfg file for the copilot (this could also be placed in the common folder if you wish the copilot to be present at all times). Within this navigation graph, only one node is required, and it should have the COPILOT tag. The node is normally placed at the position where the copilot's feet will go.

Visual Example Of The Node Placement For A Character 

Note that this does not have to be in the common or preset folders, as it's only important that it exists when the construction activity starts. This means that you can, for example, spawn a seat interactive object for the copilot and then give that the navigation graph with the COPILOT tag (as explained in the section for Spawn Pilot). Keep in mind that a copilot will also add weight to the helicopter, so this should be configured as well, as described here: