|  | 
    
    
      | In Microsoft-style flight simulators (FSX, ESP, 
	  Prepar3D), all aircraft specific files (except for the gauges themselves) 
	  are located in a folder generically called the aircraft container.   
	  The aircraft container is just a folder that resides deep inside the 
	  folder heirarchy of flight simulator.  The folder heirarchy itself 
	  can be a little daunting at times, so let's look at a simplified view of 
	  the folder structure so you can see where the individual airplane 
	  container folders reside relative to the flight simulator root folder: | 
    
      |   
	       | 
    
      | It doesn't matter if you install your flight simulator onto a different drive 
	  than the C: drive, or in a different folder than Program Files (x86), or 
	  even if you are installing FSX, or ESP, or Prepar3D.  But 
	  the layout of the folders inside the simulator root folder must remain 
	  intact in order for the simulator to operate properly. 
 A Single Aircraft Container - The 
	  Cessna 172
 
 For the remainder of 
	  this guide, we will focus on a single aircraft container.  We will 
	  use the Cessna 172 as our example.  If you refer to the folder layout 
	  shown earlier, this means we will be looking at the 
	  C172 folder.  To 
	  simplify our examples moving forward, we will not show the entire 
	  heirarchy of folders above the C172.  But just keep in mind that when 
	  we are looking at the C172 aircraft container folder, we are already 
	  several folder levels down into the simulator's folder structure.
 
 Aircraft Container Folder Layout
 
 Once you've seen one aircraft container 
	  folder, you've almost seen them all.   The simulator software 
	  expects to find certain files and folders in every aircraft container, 
	  named exactly the same way every time.  It doesn't matter if you're 
	  looking at a C172 or a Boeing 747, the exact same rules apply.     
	  The following image shows the basics of what every aircraft container has 
	  inside:
 | 
    
      | 
  
 
 | 
    
      | The starting point for 
	  looking at any aircraft container is a file called the aircraft config, or
	  aircraft.cfg file.  It may not be at the top of the 
	  screen, but this is what flight simulator looks at first when detecting an 
	  aircraft. 
 The aircraft.cfg is a roadmap 
	  for everything else in the aircraft container.  You can think of it 
	  like a sign outside a building that tells you what offices are inside.  
	  It's just a simple text file that can be viewed with Notepad or any other 
	  text editor program.  Some can get quite complex at times, but for now, 
	  it's sufficient to understand that the aicraft.cfg tells flight simulator 
	  how many different variations exist for this particular aircraft.
 
 So What Is an Aircraft Variation?
 
 Let's imagine you have a Cessna 172 with a Bendix King radio and no GPS, 
	  and another Cessna 172 with twin GNS 430 
	  units.  That's two different variations of the same Cessna 172.     
	  That's what we mean by aircraft variation.  Flight 
	  simulator needs to know several things about these aircraft variations in 
	  order to be able to depict them in the simulated world.
 
 Don't worry, you don't need to know how to make these in order to 
	  modify cockpit panels.  But a basic understanding of these components 
	  will help you understand how all the pieces fit together.
 
 | 
    
      | The Model
 
 | 
    
      |  | First, in order 
	  to show the exterior of an airpalne in flight simulator, you need an aircraft
	  model.   Not 
	  surprising, there is a folder called model in the aircraft 
	  container folder.   The aircraft model is also 
	  called the 3D-model because it's a 3-dimensional object in flight 
	  simulator.  Unlike a 2-dimensional image like a photograph, you can 
	  move "around" a 3D model.  You can look at it from above, below, from 
	  the side, from the front, and so forth.   A model is designed by 
	  an artist using a CAD system (computer-aided design).  For the most 
	  part, being an artist working as an aircraft modeller is like working with clay.  There 
	  are no colors, no moving maps, no flight behavior, just a 3-dimensional shape floating in 
	  space.   Without any of the other parts of an aircraft 
	  container, a 3D model would look something like this: |  | 
    
      | 
 Example of a 3D Model | 
    
      | 
 The 
	  Texture
 
 | 
    
      | 
 | Next, we need a paint job.  This is called the
	  texture.   
	  (Notice the appropriately named texture folder in the aircraft 
	  container folder.)  The texture is an bizarre looking thing by 
	  itself.   It's just a collection of 2-dimensional images clumped 
	  together in a file.   A texture looks something like this: |  | 
    
      | 
  
 Example of a Texture File
 | 
    
      |  | 
    
      |  | When 
	  the flight simulator does its magic, it "wraps" the 2-dimensional texture 
	  images around the 3D model so that you get a much more realistic looking 
	  airplane in the simulated world.   This wrapping process is also 
	  called skinning or repainting by some artists. |  | 
    
      | Sounds
 
 | 
    
      |  | Next 
	  we need to think about whether this airplane makes any
	  sound, right?  Well 
	  you guessed it, sound files that are specific to this airplane can be 
	  stored in the sound
	  folder in the aircraft container.  The sounds are just WAV files 
	  created by any number of tools used by sound editors. |  | 
    
      | Aerodynamics
 
 | 
    
      |  | So 
	  what about how this airplane flies?  How fast does it go?  How 
	  much does it weigh?  This type of aerodynamic information is stored 
	  in a special type of flight simulator file called an
	  air file.  If you 
	  look at the example of the aircraft container folder, you will see a file 
	  named Cessna172SP.air.  
	  This file tells the simulator how this airplane is supposed to fly. 
 |  | 
    
      | Control Panel 
 
 | 
    
      |  | The only remaining thing to talk about in the 
	  aircraft control panel.  
	  Again, not surprisingly, there is a folder named
	  panel
	  in the aircraft container folder.  This is where you'll spend most of 
	  your time when modifying cockpit control panels, and we will go into this 
	  in much more detail in the upcoming sections. 
 
 
 |  | 
    
    	| A Review - Pulling It All Together | 
    
      | So now you should be able to understand that the aircraft.cfg file 
	  tells flight simulator about what model, texture, sound, aerodynamic data, 
	  and control panel to use for any particular variation of an aircraft.   
	  You don't need to worry about the details of how it all works.  But 
	  you can start to recognize that a wide range of artists and skills are 
	  required just to get to this point.   In many cases, the model 
	  is built by a one person, the texture is built by a different person, the 
	  sounds are recorded and stored by a third person, and the aerodynamic 
	  information is collected and entered by yet another person.  Yes, 
	  sometimes one person can play multple roles in the aircraft development 
	  process, but that simply means one person has developed skills in a wider 
	  range of topic areas.   But without the control panel (i.e. the 
	  panel folder in the aircraft container), you have nothing but a pretty 
	  airplane that flies around and makes some sounds in the simulated world, 
	  but with no instruments!  No GPS, no radios, no compass, nothing!  
	  So now you see the massive importance of the panel folder.  So let's 
	  dive into the panel
	  folder in much more detail.
 
 
 The PANEL Folder in an Aircraft Container
 
 Remember how the aircraft.cfg file was a roadmap to the rest of the 
	  aircraft container?  Well, in that same way, a special file called 
	  the panel.cfg (panel 
	  config) is a roadmap to the instruments on the cockpit control panel.   
	  The panel folder is useless without a panel config file, and every panel 
	  folder must contain a panel.cfg in order to function in flight simulator.
 
 The panel.cfg file is just a text file.   It can be edited 
	  with Notepad.  It is where the size and location of all instruments 
	  on the control panel are specified for both the 2D and 3D cockpits.  The instruments are also called gauges, 
	  and we will use this word gauges in the remainder of this guide 
	  to refer to every cockpit instrument.  An airspeed indicator 
	  is a gauge.  A GPS is a gauge.  It may also surprise you to find 
	  that a light switch is also a gauge.   Everything the pilot 
	  interacts with on the cockpit control panel is part of a gauge
 
 
 The panel.cfg File
 
 The panel.cfg file may look frigtening at first, but when you start to 
	  break it down, it's really the same structure repeating over and over 
	  again.   If you are familiar with Windows INI files, you will 
	  recognize that all config files in flight simulator follow this same 
	  structure.  And for flight simulator, there are tools on the market 
	  that will help you modify the panel.cfg file visually, meaning 
	  you drag gauges around with your mouse instead of working with the details 
	  of the panel.cfg file.  But please take a moment to read how this 
	  file works, it will make cockpit editing make much more sense.
 
 A 
	  panel.cfg file is broken down into "sections".  Each section has a 
	  title, followed by some number of additional lines below it.   
	  Sections names are surrounded by square brackets, like this:
 |  | 
    
      | [section name]
 | 
    
      |  | The individual lines inside a section are a name, followed by an '=' sign, like this:
 |  | 
    
      | this_value=something
 
 | 
    
      |  | Every panel.cfg file contains the following sections: |  | 
    
      | 
	  [Window Titles]
 [Window##]
 [VCockpit##]
 [Default View]
 [Views]
 
 | 
    
      |  | 
    
      | The 
	  2D cockpit in any aircraft is Window #0, so the section in the panel.cfg 
	  that defines the 2D cockpit is similarly named
	  [Window00]. 
 Any windows other than #0 are 
	  considered popup windows by flight simulator.
 
 If you look at a 
	  panel.cfg file at its Window00 section, you will see among other things, a 
	  group of lines that start with
 gauge=
 
 Here's an example of a 2D panel from the 
	  default Cessna 172:
 
 | 
    
      |  | 
    
      |  | 
    
      | Each 
	  line that defines an individual instrument starts with the word
	  gauge followed by a 
	  2-digit sequential number and an = sign.    As you can see 
	  the first gauge is gauge00, 
	  the next is gauge01, 
	  etc.  For most purposes, the order is not important, but it is 
	  crucial that the numbers not be duplicated inside a particular section. 
 After the = sign is a very specific order of items.  The 
	  format is:
 
 gauge##=GaugeFile!GaugeName, 
	  X, Y, Width, Height, [optional 5th parameter]
 
 The
	  GaugeFile refers to a 
	  program file.   Unlike normal Windows programs, most gauge files 
	  do not end with the extension .exe 
	  or .dll, but instead, 
	  they traditionally end with the extension 
	  .gau.   In the case of the example 
	  above, the gauge is cessna.gau 
	  (or optionally cessna.dll).   
	  The extension (.gau or .dll) is not required on these lines.
 
 (For the the technical folks 
	  reading this guide, a gauge file is actually a DLL, and starting in FSX, 
	  developers could name the file with the .DLL extension insted of .GAU, but 
	  internally, they are both DLL's).
 
 You can assume the actual file referred to by
	  GaugeFile is located in 
	  the gauges folder in 
	  the simulator root folder.  We have not discussed this folder yet to 
	  avoid confusion, but all you need to know is that most gauges are located 
	  in this folder.
 
 After the 
	  GaugeFile is an exclamation point
	  (!), 
	  followed by a 
	  GaugeName.  A 
	  single gauge file (program) may have been developed by the programmer to 
	  contain more than one instrument (gauge) inside it.   So  
	  you have to denote both the name of the 
	  GaugeFile and the 
	  GaugeName on 
	  each of these lines in the panel.cfg.
 
 After the gauge file and 
	  gauge name are numbers specifying the coordinates  and size of the 
	  gauge.  Think back to your geometry class, remember the cartesian 
	  coordinate system and the X and Y axes?   X is the location in 
	  the left-right direction.  Y is the location in the up-down 
	  direction.  Width and Height are self-explanatory.    
	  For flight simulator, an X,Y coordinate of 0,0 is the top left corner of 
	  the window.   The X-numbers get bigger as you move to the right, 
	  and the Y-numbers get bigger as you move down the screen.
 | 
    
      | 
   The Flight Simulator Coordinate System
 | 
    
      | Selecting 
	  the value of the numbers themselves can be a little mysterious because 
	  they are based on a position against a background image.  But since 
	  so many tools can help you position gauges, and you can always use 
	  trial-and-error to position them, there is no need (or time) for us to go 
	  into the detail of exactly what those numbers represent.  For more 
	  information about that, read the Panels SDK in the simulator 
	  documentation.
 
 The 
	  Optional 5th Parameter
 
 Most gauge lines in the 
	  panel.cfg will include the X, Y, Width and Height parameters, which is 
	  four parameters.   Sometimes, you can omit the Height, and 
	  flight simulator will figure out what height to use based on the Width you 
	  requested.  In other cases you can leave out both the Width and the 
	  Height parameters, and flight simulator will use the default size of the 
	  gauge.   But the 5th parameter is special.   The more 
	  advanced Mindstar Aviation gauges like GPS's make use of the 5th 
	  parameter, and it is very important that it truly be the 5th parameter on 
	  the line.   This means that if you have chosen to omit the WIdth 
	  or the Height, you still need to put the comma on the line so that the 5th 
	  parameter appears after the correct number of commas.
 
 The 5th parameter is defined by the programmer of a particular gauge.  
	  There is no standard way to use it, and it's completely up to the 
	  programmer to explain how it should be used with his or her particular 
	  gauge software.   We will explain how the 5th parameter is 
	  relevant to Mindstar Aviation gauges in a later section.. But for now, its 
	  sufficient to understand that there are up to 5 parameters, seperated by 
	  commas, on the gauge
	  lines in the panel.cfg.
 
 Popup Windows
 
 In the 
	  previous sections, we described how the
	  [Window00] section in the panel.cfg defines the 
	  layout of gauges In the 2D cockpit.  All additional
	  [Window**] sections are 
	  popup windows.  The title of the popup window is defined in the
	  [Window Titles]
	  section.  That window title is also the name that appears In the 
	  flight simulator menubar where you select a popup window to appear.   
	  And if that's not enough, the window number is also used with the shift 
	  key during a flight to make that popup window appear and disappear.  
	  For example, Shift+1 toggles Window # 1 on and off during a flight.
 
 The 3D Virtual Cockpit
 
 If you have used flight simulator for a while, you have probably 
	  noticed that there are two different "modes" you can display for the 
	  cockpit.  The 2D cockpit shows all the instruments flat on the screen 
	  without any perspective.  This is the mode that is most appropriate 
	  when displaying gauges inside hardware enclosures or in professional 
	  flight simulators.  But for home and entertainment use, and for 
	  certain professional applications, there is a more immersive mode that 
	  lets you look left and right inside the cockpit and see everything as if 
	  you were sitting in the pilot's seat.  If you look down, you see the 
	  seat; if you look forward, you sed the control panel, and if you look back 
	  behind you, you can see the passenger seats.  This is the 3D cockpit, also 
	  known as the Virtual Cockpit or VC.
 
 The VC is a combination of two 
	  different parts of the aircraft container.  The 3D shapes of the 
	  cockpit itself are part of the aircraft model.  It is not 
	  something you can edit, it is an integral part of the model stored in the
	  model folder, and only 
	  the modeller/artist who created it can change it.    But if 
	  the VC is part of the 3D model, and the 3D model has no color until the 
	  simulator wraps (skins) it with the images from the
	  texture folder 
	  (remember the skinning of the exterior of the airplane), then how is it 
	  that we can see these beautiful immersive cockpits in the VC?
 
 It 
	  happens because instead of wrapping the VC with simple static images from 
	  a texture file, the simulator wraps parts of the VC with the images 
	  generated by the gauges themselves.  The bumps and shapes of the 3D 
	  model become colored by the gauge image generated by the gauge software.  
	  With proper positioning of the gauges over the 3-dimensional shapes of the 
	  model, it makes the gauges appear to be three-dimensional.
 
 At this 
	  point, it's important to emphasize that there is nothing 3-dimensional 
	  about gauges.  Gauges are always only 2-dimensional flat 
	  images.  There is nothing a gauge programmer can do to make a gauge 
	  either work, or not work, in the VC.  The ability to incorporate a 
	  gauge into the 3D model of the VC is completely dependent on how the 
	  person or company created the 3D model.
 
 Will Your Gauge Work In The VC?
 
 We often get questions asking whether our software will work in the 
	  VC.  Unfortunately, this is not a question we can answer.  This 
	  question needs to be directed to the company or person who created the 
	  aircraft model you are using.  We don't (and can't) do anything to 
	  prevent our software from being used in the VC.  Your level of 
	  success with editing VCs will be dependent on decisions made by the 
	  modeller, so please direct VC-related questions to the vendor of your 
	  aircraft.
 
 Modifying Gauges 
	  In The VC
 
 With all that 
	  said, you still have a shot at modifying gauges in the VC.  The 
	  layout of the gauges in the VC are controlled by the gauge lines in the
	  [VCockpit**]section of 
	  the panel.cfg.  It is best to limit your changes to the VC gauges by 
	  replacing one instrument with another of a similar size and shape.  
	  The easiest starting point is to find a gauge made by one manufacturer 
	  that you want to replace with the same type of gauge from another 
	  manufacturer.
 
 When you modify the gauge line associated with 
	  the gauge you are trying to replace, try to change only the 
	  GaugeFile and
	  GaugeName 
	  portion of the line.  Leave the X, Y, WIdth and Height parameters 
	  as-is.  This gives you a best first-shot at positioning the new gauge 
	  exactly where the old one used to be.  Just remember, if the new 
	  gauge requires a different format of 5th parameter, be sure to enter the 
	  5th parameter in the way expected by the new gauge you are trying to use
 
 
 
 Additional Panel 
	  Configurations In The Aircraft Container
 
 Until now, 
	  we have talked about the 2D panel and VC of one particular variation of a 
	  Cessna 172.  But what if you want to create a variation of cockpit 
	  control panel with a different brand of GPS?  Creating a new cockpit 
	  variation is simple.  You just create an additional panel folder with 
	  an extension in the folder name.   For example, you can create a 
	  folder named panel.1, 
	  or panel.new, 
	  or panel.mpi_gns.   
	  Anything after the dot in the folder name becomes the "name" of the new 
	  panel variation.
 
 The new panel folder must still have its own 
	  panel.cfg, but that panel.cfg can be copied from an existing one and 
	  modified to suit your needs.
 
 New Variations In The Aircraft.cfg File
 
 Whenever you add a new panel folder, it won't be recognized by flight 
	  simulator until you also add a reference to the new panel in the
	  aircraft.cfg file.   
	  Earlier, we described what the aircraft config file is, but we haven't 
	  shown it to you until now.
 
 The 
	  aircraft.cfg file is separated into sections, 
	  similar to those you 
	  saw in the panel.cfg.   But each section in the aircraft config 
	  represents a different variation of the same airplane.  Each 
	  variation appears in a section with a section 
	  title of [fltsim.#] where 
	  # is a sequential 
	  number starting at 0, and incrementing forward for each additional 
	  variation.
 
 In our earlier examples, we referred to the
	  panel folder (with no 
	  extension).  This means the panel has no specific name, so it's 
	  considered the default panel.   Look at each variation section 
	  in the aircrfaft.cfg 
	  shown below.  Notice the line that says 
	  panel=.  There is nothing after the = 
	  sign, which tells flight simulator that for these variations, it should 
	  use the panel folder that has no extension after its name.
 | 
    
      | 
  
 Example of Aircraft Variations That Use The Default Panel Folder 
 | 
    
      | 
 Now imagine if we created a new panel folder named
	  panel.mpi_gns.   
	  In order for that new panel folder to be recognized by flight simulator, 
	  we need to add a [fltsim.#]
	  section to the aircraft config that tells flight simulator about our new 
	  cockpit vairation.  (see image below).
 | 
    
      | 
  
 Example of an Aircraft Variation That Uses a Named Panel Folder 
 | 
    
      | Aircraft Variation Titles in AIRCRAFT.CFG
 
 The
	  Title=
	  line in the aircraft must always be unique.  No other aircraft 
	  variation can use this name.  But this doesn't mean just inside this 
	  particular aircraft.cfg, 
	  it means across all variations in all airplanes in the entire simulator.   
	  So for this reason, it's best to make the title something that includes 
	  both the airplane and some identifying aspect of the control panel.
 
 It's also good practice to make corresponding changes to the 
	  ui_variation
	  and description
	  items too.  This ensures that no matter how you view the airplane in 
	  flight simulator, you will see something that clearly identifies what this 
	  variation is intended to display.
 
 
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      |  |