Interior
Observations
rev_handle_lis not parented toTHR_L, but toMD11_THR_L_RNG. This is unlike the other levers.- Vistags were done via an animation turned PartInfo, that no longer works Going forward: Use a parent node (can be an empty) for all children to hide, hide parent node or use individual components for each.
MD11_OBS_AUDIO_PNL_MKR_VOL_KBanimation is keyed wrong. It has 0/100 on the top making a 360°. All otherMD11_OBS_AUDIO_PNL_*_VOL_KBanimations have zero on the left, 100 on the right and do not perform a full 360°.MD11_CPT_AUDIO_PNL_*\_VOL_KB,MD11_FO_AUDIO_PNL_*_VOL_KB,MD11_PED_RUD_TRIM_IND,MD11_PED_RUD_TRIM_SW, andMD11_PED_AIL_TRIM_KBall have their animations reversed.- All observer audio panel buttons and switches have no sound.
MD11_MIP_STBY_AI_SLIP_RNGnode is parented toisis_digital. This breaks the indicator due to the parent being hidden when the analog standby option is used.
Nodes that were defined but do not exist in model
MD11_OVHD_LTS_CREW_REST_LTMD11_OVHD_LTS_MID_ATTND_LTMD11_OVHD_LTS_ALL_STA_LTMD11_THR_C_START_LTMD11_OVHD_LOCK_AUTO_LTMD11_OVHD_LTS_MECH_LTMD11_OVHD_LTS_AFT_ATTND_LTMD11_CMCDU_FAIL_LTMD11_PED_XPNDR_FAIL_LTMD11_CMCDU_MSG_LTMD11_OVHD_AICE_AUTO_LTMD11_THR_R_START_LTMD11_CMCDU_DSPY_LTMD11_OVHD_LTS_OVW_ATTND_LTMD11_OVHD_LOCK_FAIL_LTMD11_OVHD_LTS_FWD_ATTND_LTMD11_OVHD_LTS_PA_LTMD11_CTR_SLAT_STOW_LTMD11_CMCDU_OFST_LTMD11_OVHD_LTS_MAINT_INTP_LTMD11_THR_L_START_LTMD11_LTS_INSTPED_INTEGMD11_LMCDU_SCRATCHPAD_BTMD11_LTS_INSTPED_INTEGMD11_RMCDU_SCRATCHPAD_BTMD11_LTS_INSTPED_INTEGMD11_CMCDU_SCRATCHPAD_BTMD11_AOVHD_GPWS_TERROVRD_GRDMD11_OVHD_L_RAIN_REPLNT_BTMD11_OVHD_R_RAIN_REPLNT_BTMD11_OVHD_PNEU_OUTFLOW_VALVE_POS_SWMD11_OVHD_CKPT_DR_LK_KBMD11_OVHD_AICE_AUTO_BTMD11_ISIS_BARO_BTMD11_LMCDU_SCRATCHPADMD11_RMCDU_SCRATCHPADMD11_CTR_FLTNO1_SWMD11_CTR_FLTNO2_SWMD11_CTR_FLTNO3_SWMD11_CTR_FLTNO4_SW
Missing animations
MD11_MIP_STBY_AI_OFF_RNGMD11_PED_ADG_LVRMD11_OVHD_PNEU_DITCHING_GRDbox392(actual ditching button node)MD11_THR_R_ATS_BT
Exterior
Nodes that were defined but do not exist in model
MD11_LTS_EXT_BCNMD11_LTS_EXT_LOGOMD11_EXT_DOOR_PAX_1R_ARMEDMD11_EXT_DOOR_PAX_2R_ARMEDMD11_EXT_DOOR_PAX_3R_ARMEDMD11_EXT_DOOR_PAX_4R_ARMEDMD11_EXT_DOOR_PAX_1L_ARMEDMD11_EXT_DOOR_PAX_2L_ARMEDMD11_EXT_DOOR_PAX_3L_ARMEDMD11_EXT_DOOR_PAX_4L_ARMEDMD11_EXT_DOOR_PAX_1R_DISARMEDMD11_EXT_DOOR_PAX_2R_DISARMEDMD11_EXT_DOOR_PAX_3R_DISARMEDMD11_EXT_DOOR_PAX_4R_DISARMEDMD11_EXT_DOOR_PAX_1L_DISARMEDMD11_EXT_DOOR_PAX_2L_DISARMEDMD11_EXT_DOOR_PAX_3L_DISARMEDMD11_EXT_DOOR_PAX_4L_DISARMEDMD11_EXT_ENG1_WOBBLEMD11_EXT_ENG2_WOBBLEMD11_EXT_TIRE_NOSE_1_STDMD11_EXT_TIRE_NOSE_2_STDMD11_EXT_TIRE_LEFT_1_STDMD11_EXT_TIRE_LEFT_2_STDMD11_EXT_TIRE_LEFT_3_STDMD11_EXT_TIRE_LEFT_4_STDMD11_EXT_TIRE_CTR_1_STDMD11_EXT_TIRE_CTR_2_STDMD11_EXT_TIRE_RIGHT_1_STDMD11_EXT_TIRE_RIGHT_2_STDMD11_EXT_TIRE_RIGHT_3_STDMD11_EXT_TIRE_RIGHT_4_STDMD11_EXT_TIRE_NOSE_1_BURSTMD11_EXT_TIRE_NOSE_2_BURSTMD11_EXT_TIRE_LEFT_1_BURSTMD11_EXT_TIRE_LEFT_2_BURSTMD11_EXT_TIRE_LEFT_3_BURSTMD11_EXT_TIRE_LEFT_4_BURSTMD11_EXT_TIRE_CTR_1_BURSTMD11_EXT_TIRE_CTR_2_BURSTMD11_EXT_TIRE_RIGHT_1_BURSTMD11_EXT_TIRE_RIGHT_2_BURSTMD11_EXT_TIRE_RIGHT_3_BURSTMD11_EXT_TIRE_RIGHT_4_BURSTMD11_CAB_SEATBELT_LTMD11_CAB_NOSMOKE_LTMD11_CAB_LIGHTS_SRCMD11_CARGO_PALLET_3MD11_CARGO_PALLET_4MD11_CARGO_PALLET_5MD11_CARGO_PALLET_6MD11_CARGO_PALLET_7MD11_CARGO_PALLET_8MD11_CARGO_PALLET_9MD11_CARGO_PALLET_10MD11_CARGO_PALLET_11MD11_CARGO_PALLET_12MD11_CARGO_PALLET_13MD11_CARGO_PALLET_14MD11_CARGO_PALLET_15MD11_CARGO_PALLET_16MD11_CARGO_PALLET_17MD11_CARGO_PALLET_18MD11_CARGO_PALLET_19MD11_CARGO_PALLET_20MD11_CARGO_PALLET_21MD11_CARGO_PALLET_22
Conclusion
With the current model, feature parity was achieved with the sole exception of
MD11_MIP_STBY_AI_SLIP_RNG. Fixes for this node as well as the missing
animations were added via hiding of the original node and employing a submodel
to merge in new nodes with the fixes applied.
As an added bonus, the yokes are hideable. Due to model constraints the yokes can only be hidden together, fixing this in a submodel exceed my capabilities in blender.
Clickspot for this feature is the captain side window crank (I originally planned to use the rubber grommet, for some reason this didn't work and the clickspot never appeared, probably due to the, what I assume to be, skinned mesh).
Notes as reference
While it is not necessary to attach an animation to the node that uses it, out of keeping a logical structure I did do so (the base Asobo templates do so as well). I have tried to keep to this as best as possible, but on animations driving multiple nodes, I generally tried to use the top most.
Special care had to go into VisTag nodes due to their parent-hides-child relation. Where possible, when hiding multiple objects with one VisTag, a suitable parent was used. In all other cases, the individual nodes were VisTag-ed.
Splitting of the behavior files the way I have done is not required and for a generator based solution ill-advised. It is to note however, that, when possible, a base file for behaviors shared for all types is advised. Employing such a base file with only the type-specific extras (like done here) cuts down on the errors the game will generate while loading. An example of such an error when using one-size-fits-all files would be the missing of the main cargo door node on the pax.