With SimDirector, users can now rapidly and easily create and share structured learning experiences. Teachers, instructors, and students can create lessons, instructions, and flight scenarios, all with dynamic feedback to the user. Developers of complex add-ons can now record and save virtual instructor lessons with their aircraft to show their users how to operate the aircraft or perform complex procedures, instead of having them refer to flight manuals or pre-flight checklists.
SimDirector has three distinct modes that play a role in the overall scenario creation workflow. These three modes are:
- Virtual Instructor Mode: This mode is used to create virtual cockpit instruction (e.g. checklist procedures and annotating cockpit instrumentation).
- Flight Instructor Mode: This mode is used to record maneuvers that can be used in the scenario for grading or demonstration purposes.
- Preview Mode: This mode is used to preview the scenario and provides insightful debug tools that allow for monitoring the simulation and scenario's flow of execution in real-time.
Home
When starting SimDirector, no mode is active. The Home tab is the starting point and provides camera and world-editing controls as well as buttons to switch to alternate modes. In order to become experienced at quickly navigating the world and interacting with objects in scene, please read the following section here. Basic functionality of SimDirector includes:
- Creating objects using the Catalog
- Manipulating the properties of selected objects using the Object Properties
- Organizing the scenario using the Objects or Visualization.
- Validating the integrity of the scenario, to ensure that the entire scenario is free from defects and ready to deploy to users, using the Validation Output
Virtual Instructor Mode
Virtual Instructor Mode makes creating virtual cockpit procedures easier than ever. The instructor can capture and later play back virtual cockpit interactions such as:
- Mouse Click Positions
- Events
- Gauge Variables
These captured actions are stored in objects called Virtual Instructor Session Actions which are available for editing using the Sessions window. In addition to capturing virtual cockpit interactions, the scenario creator can add their own annotations such as Focal Points, On Screen Text, and Dialogs. If it is important for the trainee to be looking at specific areas of the cockpit, the scenario creator can even add View Change Actions to force the cockpit to orientate itself correctly. Together, these interactions and annotations can be combined to create a structured lesson which can be integrated into an existing scenario.
Flight Instructor Mode
Flight Instructor Mode is used primarily for recording flight maneuvers. These maneuvers can be played back during a scenario using the Play Flight Recording Action or can be used to grade a trainee's performance using the Flight Segment Object.
Record the perfect take-off or a standard rate turn? Perfect! These recordings can be used to create a scenario based around grading a trainee's performance using the Segments window. Despite being called Flight Instructor Mode, recordings are not limited to aircrafts. Vehicles such as submersibles, sea vessels, and ground vehicles can be recorded and graded as well.
Preview Mode
Preview Mode provides an environment for a scenario developer to preview, edit, and debug a scenario without leaving SimDirector. Using the Visualization and the Progress Log, the scenario developer can trace the flow of execution of their scenario and fix any issues that may be present. Standard joystick, controller and keyboard inputs are active so that the scenario developer can execute the scenario similar to how the trainee will experience the scenario.
Preview also gives the ability to create profiles of vehicle properties to monitor in Monitoring Profiles. When in Preview Mode, the Debug Tab is displayed with controls specific to this mode of operation.
Setup the Scenario Using the Scenario Tab
Read-Only in Preview Mode, Flight Instructor Mode, or Virtual Instructor Mode.
The Scenario Backstage Tab allows the scenario creator to configure the starting conditions of the scenario. To access the Scenario Backstage Tab, access the File Backstage Ribbon Tab on the top left side of the application and then click the Scenario tab (if it is not already selected). Not only is the Scenario Backstage Tab a convenient way of configuring the starting conditions but it also gives an informative glance of the current scenario!Vehicle
The Scenario Tab offers a way of selecting the initial vehicle of the scenario. The Vehicle button opens the Select Vehicle screen to allow the scenario creator to choose from stock or third party aircrafts.Advanced scenario creators may want to change the user's vehicle midway through the scenario. This can be accomplished by firing the Change Object Type Action object.
Location
The Scenario Tab offers a way of selecting the initial location of the scenario. Scenario creators need very precise control over the location of entities which is why the Location button selects the ownship and snaps the camera view to the ownship. Manipulation of the location can be done in either the Object Properties or by manipulating the object's position in the world.
For many aviation scenarios, it is ideal to start at an airport on a specific runway. This is possible using the smaller button titled Choose An Airport As Location.... After selecting an airport, the ownship and camera will be repositioned to that airport.
Advanced scenario creators may want to change the user's location midway through the scenario. This can be accomplished by changing the latitude, longitude, and altitude in succession using the Set Property Action object.
Date And Time
The Scenario Tab offers a way of selecting the initial date and time of the scenario. Prepar3D's scenery is contextually aware of the time of day and season which is all the more reason to customize the scenario. Trying to create a scenario to relive a historic event? The time and date settings make this possible!
The Date And Time button opens the Date And Time screen to select the appropriate date and time.
Weather
The Scenario Tab offers a way of selecting the initial weather of the scenario. The Weather button opens the Weather screen where there are plenty of predefined themes to choose from. For more precise control of the weather, there is a user-defined option where the weather can be customized down to the individual weather station. Although the scenery will change when the weather is updated, in order to observe the desired weather effects such as rain, snow, or thunder, the scenario will need to be in Preview Mode, Virtual Instructor Mode, or Flight Instructor Mode.
Resources
The Scenario Tab offers a way of selecting where to look for scenario resources. The Resources button opens up the Additional Properties filtered to the Path property in the ResourcePath section.
The Resource Path is an important scenario property as it determines where Prepar3D will look for scenario resources (sound files, html files, recording files, etc.). If a resource cannot resolve its file location, the object will throw a validation error and the entire scenario will fail to load correctly. Therefore, it is worth the time to understand this property while developing scenarios.
Resource Paths can be a relative path (e.g. .\ , ..\SomeOuterFolder\, SomeInnerFolder\) or absolute path (Z:\SharedFolder\, \\OurNetworkDrive\OurSharedFolder\). Relative Paths are relative to the flight file (FXML or FLT). It is recommended that scenarios have a relative resource path and that none of the resources use absolute file paths. This allows for a developer to deploy their scenario regardless of the deployment location. If a Resource has a relative path then it will use the Resource Path to fully resolve it.
Example:
FXML Location: C:/Users/Example/Documents/Prepar3D v2 Files
Resource Path: MyResources/
Resource: MySoundFile.wav
Fully Resolved Path: C:/Users/Example/Documents/Prepar3D v2 Files/MyResources/MySoundFile.wav
Although configuring resource directories can be error-prone, don't sweat! The scenario validation system will show any resources that could not be resolved correctly.
Additional Properties
There are many other properties that can be of use to a scenario developer. The Additional Properties button reveals a full list of sections with properties that can be modified. In its current state, after modifying properties, the user must click the Apply Changes in order to apply the modified scenario properties. If the user hits Save before Apply Changes, then the changes will be lost.
Navigating And Interacting With The World
With the entire world at the scenario creator's fingertips, scenarios can be localized to a single airport or be as involved as a transcontinental flight. In the default state of editing a scenario, the camera is detached from the vehicle. This scheme allows the scenario creator to efficiently navigate the globe and interact with scenario objects. There are a handful of controls that are invaluable in order to speed up scenario creation.
Panning The Camera
Panning is the primary form of navigating the world. To pan the map around, hold the Middle Mouse Button (which is often the Scroll Wheel) Down while moving the mouse forward, backwards, left, or right. Panning can be initiated at any camera orientation as long as the pan operation starts on a valid terrain location.
Moving The Camera
Although the recommended way of navigating the world is via Panning, normal camera movement is also an important secondary form of navigation. Basic camera movement allows for the adjustment of the camera position by navigating along the X, Y, or Z axis. Moving the camera can be done with a joystick, controller, or a keyboard. The default keyboard keys for several essential controls are listed below:
- Up Key: Move forward
- Down Key: Move backwards
- Left Key: Move left
- Right Key: Move right
- F1: Move down (quickly)
- F4: Move up (quickly)
There is a more extensive list of additional movement controls available in the controls settings. These additional controls, including the several basic controls listed above, can be remapped to any desired joystick button, controller button, or keyboard key press. Directions to remap or assign new controls can be found here.
Rotating The Camera
By default, the camera view is in a top-down configuration which, at low altitudes, looks similar to a 2D map view. However, perspective is often needed to place and interact with objects. This can be done by rotating the view by holding down the Right Mouse Button while moving the mouse around.
Zooming The Camera
With Prepar3D being a full world simulator, there is a lot of ground to cover. Zooming allows the scenario creator to quickly interpolate at all levels of magnification. A high level of magnification helps when editing a specific region while a low level aids in editing the entire continental scenario. The different zooming controls can be categorized as either:
- Zooming based on a mouse cursor position
- Zooming to the center of the screen
- Using the Scroll Wheel while the mouse cursor hovers over a specific region of the Prepar3D screen. This will zoom the camera either to or away from this location based on the direction. Scrolling Forward zooms the camera closer, and Scrolling Backwards zooms the camera farther away. Sometimes regular zooming can be excessive and more fine-grained controlling is necessary. Holding SHIFT while zooming will initiate a more controlled zoom designed for precision.
- Double Left Click is another convenient way to Zoom In to a mouse cursor position. Just like Panning, this zooming operation must initiate on a valid terrain location. Double Right Click performs the opposite operation and is used to Zoom Out from the current mouse position. If SHIFT is held, both the Zoom In and Zoom Out operations work as they normally would, but the zoom magnification level would not change. This modified behavior is a useful replacement to panning.
- Using the zoom controls in the Home Tab. There are two split buttons for zooming in and out which have different zoom magnifications.
- Using the Zoom In hotkey or Zoom Out hotkey which is by default + and -, respectively. These can be remapped by following instructions found here.
Selecting Objects
In order to manipulate an object's properties, the object must be selected. SimDirector offers many different ways to select objects. For instance:
- In the Prepar3D window,
- To perform a single select, Left Mouse Click on either the object's icon or if the object has a model associated with it (e.g. ownship, scenery, etc.) then the model can be also be clicked. A single select will deselect all other selected objects.
- If CTRL is held down, then the Left Mouse Click will add the object to the selected object list if it is not selected, or remove the object from the selected object list if it is already selected.
- A Rectangular Selection is also possible by drawing a rectangle around the icons the scenario creator wishes to select. To do this, hold down Left Mouse Click at a spot with nothing to select and drag the mouse to encompass the objects the scenario creator wishes to select. The Rectangular Selection will deselect all other selected objects other than those contained within the rectangle.
- If CTRL is held down, then the Rectangular Selection will select objects contained within the rectangle, but it will not deselect any of the already selected objects.
- To deselect all of the selected objects, press the Deselect All Mission Objects hotkey (it is mapped to ESC by default).
- In the Visualization,
- Object selection information can be found in the Visualization Controls section.
- In the Objects window,
- Use the standard controls that would be used to select items in Windows for a List Box (e.g. Details View in Windows File Explorer).
Manipulating Objects
Moving Objects
Moving objects around in the world can be accomplished in several ways such as:
- Holding the Left Mouse Button down on an object's icon or model while dragging the mouse around will allow for that object or group of objects to be moved.
- Holding Shift and then holding the Left Mouse Button down while dragging the mouse around will allow for objects to be moved without altering the selection states of the objects. This is useful if an object is selected and on top of an object but the scenario creator does not want to move both of the objects.
Translating Objects
After turning on Translate Gizmo, it can be used to move the selected objects along the X, Y, or Z axis. To initiate the translation, left click and hold one of the axis arrow heads and drag with the mouse. Additionally, the position can be adjusted by changing the World Position property's value or other applicable world position property in the Object Properties window.
Rotating Objects
After turning on Rotate Gizmo, it can be used to change the orientation of the selected objects. To initiate the rotation, click and hold one of the circular axis components with the left click of the mouse and drag the mouse to achieve the correct positioning. Additionally, the orientation can be adjusted by changing the Orientation property's value in the Object Properties window.
Scaling Objects
After turning on Scale Gizmo, it can be used to change the proportionate size of objects (e.g. scenery, mobile scenery). If multiple objects are selected, it can change the distance between the objects (e.g. squadron of jet fighters). To initiate the scaling, click and hold one of the triangular areas with the left click of the mouse and drag the mouse to achieve the correct level of scaling. Additionally, the scale can be adjusted by changing the Scale property's value in the Object Properties window.
Assigning and Remapping Controls
To remap control assignments for keys, controllers, or joysticks:
- Open SimDirector's backstage file menu by using the mouse or mapped hotkey.
- Click the Settings Tab.
- Click the Controls Tab filed under the Prepar3D section. This will open Prepar3D's settings.
- From this point, more extensive help on changing key assignments can be found
here and help on joystick
or controller assignments can be found
here.
- SimDirector's camera Movement (e.g. moving forward,
backwards, left, right, up, and down) can be reassigned by changing the correct
events in the following controls section:
- Flight Mode: Slew
- Event Category: Systems
- SimDirector's custom events (e.g. saving, opening a scenario, deselecting
objects, opening windows) can be reassigned by changing the correct events in the
following controls section:
- Flight Mode: SimDirector
- Event Category: All Events
- SimDirector's camera Movement (e.g. moving forward,
backwards, left, right, up, and down) can be reassigned by changing the correct
events in the following controls section:
Note: In order to provide the most user friendly experience with controls, while in Preview Mode, Virtual Instructor Mode, and Flight Instructor Mode, users are able to choose whether Prepar3D controls or SimDirector controls should take precedence. This can be toggled in the Ribbon Tabs for each of the modes or in the Settings.
Ribbon Tabs
Ribbon Tabs provide the user with a single location for all the necessary tools to operate and run SimDirector. SimDirector contains the following Ribbon Tabs: File, Home, Windows, Panels, Debug, and Virtual Instructor, and Flight Instructor. Note that tabs associated with specific SimDirector modes (Virtual Instructor, Flight Instructor, and Debug) are only shown when their respective mode is active.
File Backstage Tab
The File Backstage Tab provides an exclusive view of useful scenario management, settings, and more. In order to leave backstage, press ESC or click on the Back Arrow at the top-left corner of the screen.
Name | Description | Notes |
---|---|---|
Scenario | View and edit starting conditions of the scenario. For more extensive documentation, click here. | The starting conditions cannot be modified in Preview Mode, Virtual Instructor Mode, or Flight Instructor Mode. |
New | Clears all objects, including areas of interest, and resets the scenario to the default scenario. Before proceeding, a prompt for saving the current scenario or cancelling the operation will appear. | This operation cannot be performed in Preview Mode. |
Open |
This tab opens an inner pane with useful features that aide in managing scenarios.
Recent Scenarios This inner tab shows a list of the most recently loaded scenarios.Browse This button opens a file browser dialog to load previously saved scenarios. A filter is provided in the bottom right corner to choose what type of file extensions display in the dialog. The filters are:
|
These operations can be performed in any mode. |
Save |
Saves the current scenario. Multiple files compromise a scenario such as the:
|
|
Save As |
Saves a new copy of all of the scenario files in the location specified.
The Flight File will be saved out in the newer FXML format if it was previously in the legacy FLT format. |
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Settings | This tab opens an inner pane that exposes all of the settings that are available to configure in SimDirector. From this pane, Prepar3D Setting screens can be opened as well. | |
Help | Opens Window's standard Help File Browser and navigates to the documentation page currently being read. | |
Exit | Exits the SimDirector application and returns to Prepar3D. Before proceeding, a prompt for saving the current scenario or cancelling the operation will appear. |
Home Tab
The Home Tab contains the capability to augment camera controls, add areas of interest, and change modes.
Note: When in a specific SimDirector mode such as Preview Mode, clicking on Home will EXIT that mode.
Group | Name | Description |
---|---|---|
Camera | Zoom In | Zoom the map view in by clicking the magnifying glass (+) or use the dropdown to select other zoom levels such as 1x, 2x, 4x, or 8x. |
Zoom Out | Zoom the map view out by clicking the magnifying glass (-) or use the dropdown to select other zoom levels such as 1x, 2x, 4x, or 8x. | |
Ownship Snap | Snaps the view to center on ownship. If the user is in map view mode, then the view will snap to the ownship in map view mode. If the user is in object view mode, then the view will snap to the ownship in object view mode. | |
Reset to North | Resets the camera heading so that it faces north. | |
Visibility | Weather | Toggle the weather on and off while editing the scenario. |
Icons | Toggle the tear-shaped icons on and off while editing the scenario. | |
Bounding Boxes | Toggle the bounding boxes on and off while editing the scenario. | |
Areas of Interest | Areas of Interest |
Areas of Interest provide a mechanism for scenario developers to bookmark locations
when in Map View. The user can quickly jump between locations to aid in scenario
creation. To use Areas of Interest:
|
Tools | Measure Tool | Measure Tool allows the user to measure distances in several different unit types. The user is able to place two or more points when calculating distances. These points can also be moved after they have been placed showing real time distnaces changed. "Measure Points" can be snapped to objects as well as icon clusters. Positions are averaged when placing a point on an icon cluster. Measure tool uses a new control mode that can be enable/disabled. Disabling the measure tool control mode will allow the currently placed measure line to persist until the user chooses to clear it. This allows the user to use SimDirector as they normally would while the measure line is visible. |
Modes | Virtual Instructor | Switches to Virtual Instructor Mode. |
Flight Instructor | Switches to Flight Instructor Mode. | |
Preview | Switches to Preview Mode. |
Quick-Access Controls
Commonly used controls have been placed at the top right of the screen for convenience. These controls are a convenient way to alter the simulation state.
Name | Description |
---|---|
Play/Pause | Toggle between the play and pause state. |
Sim Rate | Sim Rate is a slider that changes the simulation rate that the mission is played at. The Sim Rate ranges from 1/4x to 128x. The default speed is 1x. This slider is useful because it allows the user to quickly test long scenarios by speeding up the simulation rate or to meticulously test missions by slowing them down. |
Position Freeze User | Turn on and off freezing the user in place. The simulation can be playing while position freeze is on. |
Position Freeze All | Turn on and off freezing all entities in place. The simulation can be playing while position freeze is on. |
Reload Flight Only | This will only load the flight and optional components (e.g. flight plan, panel state, weather) and will not reload the entire scenario. |
Reload Scenario | This will reload the entire scenario which includes the: flight, mission, and other optional components (e.g. flight plan, panel state, weather). |
Windows Tab
The Windows Tab consolidates the several different windows that can be used with each mode in one area. The Windows Tab contains Primary Windows, Secondary Windows, and Prepar3D Windows. Each of these sections will contain the appropriate windows that can be used while in each scenario. This makes it easy to know which windows are available in each mode. The Windows Tab also gives the ability to reset the layout of the windows.
Group | Name | Description | Notes |
---|---|---|---|
Window Layout | Reset Layout | Resets the layout of SimDirector to the default layout for all modes. This is typically useful if the window get into an undesirable configuration. This operation cannot be undone. | |
Prepar3D Windows | Kneeboard | Toggles through the Prepar3D kneeboard in order to view information such as Mission Captioning for Dialog Actions, goal states, and briefing files. | Available in Preview Mode, Flight Instructor Mode, and Virtual Instructor Mode. |
Panels Tab
The Panels Tab is available in Virtual Instructor Mode, Flight Instructor Mode, and Preview Mode. The Panels Tab exposes the functionality necessary to open and close any of the ownship's 2D Panels. This functionality comes in handy in a myriad of ways such as:
- Deciding which 2D Panel to use for the Panel Object
- Drawing Focal Points on 2D Panels
- Interacting with 2D Panels while previewing the scenario
Group | Name | Description |
---|---|---|
Settings | Open Panels Undocked | This setting allows the user to choose whether 2D Panels will open docked inside the main window or whether 2D Panels will appear undocked in a new floating window. This setting also influences panels that are opened automatically when a 2D Focal Point is being previewed in Virtual Instructor Mode. However, this setting does not affect Panels that are opened via Open Panel Action. |
Status |
Displays information specific to the state of the Panels. Currently, there are two
states:
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Panels | Panel Name (e.g. Radar) | Toggle the specific Panel between the open and closed window state. |
Debug Tab
The Debug Tab includes the ability to monitor vehicle properties and examine the flow of scenario execution. Simulation Monitoring is available in Flight Instructor, Virtual Instructor, and Preview Mode. This allows the user to monitor simulation variables on any entity during the scenario.
Group | Name | Description |
---|---|---|
Simulation Monitoring | Monitoring Profiles | The Monitoring Profiles window is where profiles of what to monitor for different simulation objects is set up. This allows the user to create and edit profiles for simulation objects by editing their properties. This will display during simulation monitoring while previewing the scenario. Profiles may also be reset to the original configuration. |
Monitoring Properties | Monitoring is started when opening the Monitoring Properties window. Selected monitoring properties display the properties of a currently selected entity with a monitoring profile. These cannot be edited while in the Play state. | |
Simulation Monitoring | Conditional Logic | The conditional logic editor's expression tree can be inspected while the scenario is playing back to observe what different node branches are evaluating to. This is a perfect asset to a developer who needs their scenario in an intricate state in order to fire specific logic. |
Visualization | The visualization can be used to observe the flow of execution for the scenario. When the scenario executes an object or changes its state, the vertex on the visualization will briefly flash on the visualization. | |
Progress Log | Timing is critical in an aviation scenario. The Progress Log contains a log with the simulation time of when objects changed states or executed in order to verify that the scenario is operating correctly. | |
Object Properties | Inspecting the objects properties is an important tool that can be used to verify that the scenario is executing as expected. | |
Controls | SimDirector Mode/Prepar3D Mode | This option toggles between setting SimDirector controls or Prepar3D controls in the Prepar3D window. |
Virtual Instructor Tab
The Virtual Instructor Tab gives the user the functionality to record and playback interactions within the cockpit of the aircraft. This tab includes functionality for recording mouse clicks, events, and gauge variables. The user can add focal points and view changes as well as manually edit their recordings, and play them back to ensure they act as desired.
Group | Name | Description |
---|---|---|
Mode | Record | The Record feature starts recording the desired stimuli (e.g. Events, Gauge Variables, and Mouse Clicks) into an existing Virtual Instructor Session Action. |
Edit | The Edit feature stops recording or playback and allows the user to edit the selected Virtual Instructor Session Action as well as add or modify existing scenario logic. | |
Play |
The Play feature loads the selected
Virtual Instructor Session Action and plays it to completion. This is perfect
for verifying that the recorded
Virtual Instructor Session Action will execute as expected before weaving
it into the current scenario.
Note: The Play feature will not execute any object activations or deactivations in the session. These must be tested by playing the entire scenario. |
|
Controls | SimDirector Mode/Prepar3D Mode | This option toggles between setting SimDirector controls or Prepar3D controls in the Prepar3D window. |
Options | Reset | Reset the ownship and simulation conditions to the default flight file. |
Record Mouse Click Positions | Record Mouse Click Positions will record mouse clicks on the Virtual Cockpit Instrumentation Panels. See Session Configuration for further information. | |
Record Events | Record Events will record all aircraft events. See Session Configuration for further information. | |
Record Gauge Variables | Record Gauge Variables will record local gauge variables that are defined inside the RecordedGaugeVariables.xml. See Session Configuration for further information. | |
Objects | Add Focal Point |
Creating a Focal point in Virtual Instructor creates a
Focal Point object in the scenario which can be modified using the property
grid and on screen manipulation.
Focal points are colored rectangles that can be created anywhere in the scene to highlight gauges, switches, or areas of interest. This object highlights an area of the virtual cockpit that can be configured by dragging and releasing the mouse. Focal point objects can also be added from the Object Catalog but must be created/edited in Virtual Instructor Mode |
Add View Change |
Adds a View Change Action
object to the scenario. This object interpolates the camera to a specific viewpoint
(i.e. turns eye point toward electrical panel or changes to an alternate camera
view).
View Change Actions can be added using the Catalog. However, in order to preview the camera interpolation or to use the crosshair mode for positioning the camera, SimDirector must be in Virtual Instructor Mode. To create a view change:
Clicking the EDIT button in the View Change Action will show the details of the camera change and allow for tuning of the angles, distances, and duration that it takes the camera to change its position. |
Flight Instructor Tab
The Flight Instructor Tab gives the user the functionality to record Prepar3D recording files and play back both Flight Recordings and Flight Segments.
Group | Name | Description |
---|---|---|
Mode | Record |
In Record Mode, Prepar3D's Recorder is activated and the ownship's simulation actively records. Other simulations such as A.I., Traffic, and Mission Objects are ignored. Please see Simulation Recording And Playback for further details. Prior to recording, it is a good idea to get the aircraft into the correct location and configuration before flying the desired flight maneuver. Additionally, while in Record Mode, it is not possible to edit the properties of objects. To finish a recording, switch back to Edit Mode or Play Mode. At this time, a prompt will appear to save the Recording. The Recording will be saved in the Resource Path directory. |
Edit |
In Edit Mode, Flight Segments can be created and logic can be added to the scenario. As its name implies, this mode is all about editing the current scenario. Therefore, this mode can be used to further build the scenario. Note: If Record Mode or Play Mode is active, Prepar3D's Recorder is halted. |
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Play |
In Play Mode, Prepar3D's Recorder is activated and the selected Flight Recording or Flight Segment is played back. If Flight Segment is currently playing back, attached actions (e.g. Sequenced Actions) will also play back. The Progress Log can be used to verify the Flight Segment is working as intended. Once the recording has played back, SimDirector will return to Edit Mode. |
|
Controls | SimDirector Mode/Prepar3D Mode | This option toggles between setting SimDirector controls or Prepar3D controls in the Prepar3D window. |
Zoom | Zoom In | Zoom the camera in by clicking the magnifying glass (+) or use the dropdown to select other zoom levels such as 1x, 2x, 4x, or 8x. |
Out | Zoom the camera out by clicking the magnifying glass (-) or use the dropdown to select other zoom levels such as 1x, 2x, 4x, or 8x. |
Windows
The majority of SimDirector's functionality is contained within the following dockable windows. These windows can be opened and closed when they become necessary or unnecessary. It is important to understand the purpose of each window and how it will help in the scenario creation workflow:
- Catalog
- Objects
- Visualization
- Validation Output
- Object Properties
- Progress Log
- Sessions
- Conditional Logic
- Recordings
- Segments
- Monitoring Profiles
- Monitoring Properties
- Attachments
- Waypoints
- History
Catalog
Not available in Preview Mode
The Catalog provides a list of all object types that can be added to the scenario. The catalog is built for new users and power users alike. Power users will quickly become acquainted with the textbox at the top of the view which can be used to easily search for and add objects. Newer users will appreciate the rich set of filters for finding the correct object. When a catalog object is selected, each object displays a high-level description of itself in the status bar at the bottom of the window.
Adding Objects
The standard way of adding objects from the catalog into your scenario is to use the textbox at the top of the view to search for the desired object. After each keystroke, the first result will become selected in the catalog list below.HINT: The UP and DOWN keys can be used from the textbox to select a different object in the catalog list.
From this point, objects can be added to the scenario by:
- Pressing ENTER while focus is inside the input field. This will clear the text if SHIFT is not held.
- Pressing ENTER while focus is inside the catalog list.
- Using Drag-and-Drop to drag the object onto either the Prepar3D window or onto the Visualization.
- Initiating a Mouse Double-Click.
Note: If adding an object that has a world position to the scenario via a method that doesn't involve Drag-and-Drop, the selected catalog object will only be added if the center of the screen is a valid position.
Applying Filters
The catalog can be filtered to show only objects that belong to certain categories as well as subcategories. Filters are a great way to become acquainted with the capabilities of SimDirector. For instance, third party content developers will rejoice knowing that they can filter their scenery by the BGL file the models are contained within.The filters are additive so that many filters can be selected. The user can clear them either by pressing ESC in the textbox at the top of the view when there is no text or by clicking the Clear Filters button.
Previewing Models
A preview of the catalog object is available when a catalog object is selected and of the following type:
- an Entity object
- a Scenery object
- a Mobile Scenery object
While an object from the catalog is being previewed, the user may click, drag, rotate, and zoom the object. In order to stop the automatic rotation of the previewed object, click the Right mouse button.
Objects
Available in all modes.
The Objects window keeps track of all placed objects in the scenario. The list can be filtered as well as sorted by clicking name, type, or subtype columns. The subtype column will only appear if the grid is of a large enough size. Objects can be partitioned into groups using Group Objects. In order to organize the scenario, it is highly recommended that Group Objects are used to logically compartmentalize the scenario.
Common interactions are available at the top of the screen. These options are enabled or disabled depending on whether the selected objects support the interaction. Although the majority of the common interactions are plainly visible above the list of objects, there are additional options available if a Right Click is initiated on an object. This reveals a context menu with additional options.
The full list of interactions that can be performed are listed below:
Accessed Via | Name | Description | Notes |
---|---|---|---|
Objects | Import |
The import functionality allows the user to import the following into the scenario:
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|
Context Menu | Export | The export functionality allows the user to export a group to an Object Group File (*.ogrp). In order to use this functionality, a group's context menu must be accessed via Right Click. These saved group files can be imported later. Please see the Import functionality above. | An alternative way of changing which objects are in a group is to use the appropriate reference list in the property window. |
Objects and Context Menu | Group | Several objects can be selected at once and grouped by selecting this button. If accessed from the top of the Objects window, a new group will be made. If accessed from the context menu, the objects can either be moved to an existing group or placed into a new group. | |
Objects and Context Menu | Ungroup | Similarly, selecting objects within a group and using this button will remove the object from the group. | |
Objects and Context Menu | Delete | This will delete the currently selected objects that are capable of being deleted. Certain objects, such as the ownship, are not able to be deleted. | Deleting objects is an irreversible operation. Make sure these objects are no longer needed before performing this operation. After the deletion has occurred, any objects referencing deleted objects will automatically remove their connections. Be sure to use the validation functionality to ensure the scenario is still valid after deleting objects. |
Objects and Context Menu | Duplicate | This will duplicate all the currently selected objects that are capable of being duplicated. All of the properties of the object will be copied including inner properties. The duplicated object's name will have - Copy # appended to the end. | Object references will only be copied if the referenced object is also selected. The Visualization is an excellent way of visualizing the duplication process to verify the process. |
Objects and Context Menu | Center On | This will snap the camera view to the object such that the object is centered in the middle of the camera view. Only objects with a world position are able to be centered on. | At this moment, only a single object can be centered on and therefore multi-object centering is not a supported feature. |
Objects | Translate | To learn about object translation, see the Translating Objects section. | Gizmos can manipulate multiple objects as long as they're selected. |
Objects | Rotate | To learn about object rotation, see the Rotation Objects section. | |
Objects | Scale | To learn about object scaling, see the Scaling Objects section. | |
Context Menu | Find In Visualization | In large scenarios, it is often difficult to locate a particular object in the Visualization. Find In Visualization... alleviates this issue by bringing the object into the center of the view. | |
Context Menu | Copy GUID | Each object has a unique identifier that the system uses to identify it. This option copies the unique identifier, whose data format is a GUID, onto the clipboard. | |
Context Menu | Properties | The Object Properties window can easily be opened via the Windows Tab. However, this context menu option provides an alternative way to open the properties window. | If multiple objects are selected, this will change the actively selected object in the property grid to the object from which the context menu was spawned. |
The selected states of the objects in the list are synchronized between the visualization and the world. Additionally, if an object is selected then its properties can be edited in the object properties window.
Visualization
Available in all modes.
As scenarios grow in size, it becomes hard to conceptualize the entire scenario execution. Visualization is an exciting new way of viewing a graph-based overview of the entire scenario. Each vertex represents an object in the scenario and each directed labeled edge represents an object referencing another object. It may become necessary to use Group Objects to group subsections of the scenario which will simplify the visualization. Grouped Visualization is turned on by default in the visualization but can be toggled at any time by using the toggle button in the bottom left.
The Visualization is synchronized with the scenario in Preview Mode. Because of this, the graph will update when an object is becoming activated or deactivated, if a goal was completed successfully or unsuccessfully, and many other properties.
There may be times that the visualization arranges itself in an undesirable fashion. There is a Refresh Visualization button in the top right that will reset the layout of the visualization. There is also a view finder control in the corner of the Visualization window to help further adjust the view. The view finder is open by default but can be collapsed by clicking the X button.
Visualization Controls
Power users will appreciate that the visualization has been optimized for keyboard and mouse. The standard arrow keys can be used for movement to allow for traversal of even the most complex visualizations. There are also many mouse interactions that can be used in conjunction with the graph. The full list of interactions is listed below:
Keyboard & Mouse Selection | Movement Description |
---|---|
Up Key | If active focus is given to a visualization node, then the up key will traverse to the node's parent. If the node has multiple parents, then a context menu is shown and the user can select which parent that they want to traverse to via the mouse or keyboard. |
Down Key | If active focus is given to a visualization node, then the down key will traverse to the node's nearest child. |
Left Key | If active focus is given to a visualization node, then the left key will traverse to the nearest node who shares the same parent and is to the left of the current node. |
Right Key | If active focus is given to a visualization node, then the right key will traverse to the nearest node who shares the same parent and is to the right of the current node. |
Left Mouse Click | Click to select an item in visualization and deselect other selected objects. |
Right Mouse Click | Access the context menu for the selected objects. |
Ctrl + Left Mouse Click | Select or deselect an item in addition to keeping the other selected objects. |
Mouse Wheel Scroll | Zoom in and out. |
Middle Mouse Button Down and Drag | Pans the visualization screen. |
Shift + Left Mouse Click
Control only available in Preview Mode while selecting a subset. |
In Preview Mode, this sets the entry point of the scenario and erases other incompatible entry points given the new entry point. |
Visualization - Select Subset Mode (Only in Preview Mode)
As the scenario creation process progresses, scenarios naturally become larger. Because of this, the estimated time to complete the scenario increases making it tedious to test. To remedy this, Select Subset Mode allows for subsections of the scenario to be previewed instead of the entire scenario. This enables scenario developers to select an arbitrary state of how their scenario visualization should start in order to skip long running portions of the scenario. Note that selecting a subset of the scenario does not advance the ownship into the state that the scenario may expect it to be in if the scenario were executed from the beginning. However, you do have the option to play your mission and configure the aircraft to the desired state before previweing the subset.
To use Select Subset Mode click the button titled Select Subset in the top left corner of the Visualization window, below Grouped Graph. A pop-up option will ask you if you would like to reset your mission before previweing the subset. Select yes or no. Initially, all nodes are red which means that they will not be loaded into the new subset of the scenario. If a node is an entry point, then it can be included in the scenario by clicking with the Left mouse button while holding Shift or by pressing the Entry Point button contained within the node. By including a node in the subset, all children nodes will also be contained in the resulting scenario. Nodes will turn green if they are to be included in the scenario. Finally, the Preview Subset button is used to load a variant of the scenario with the selected subset of nodes.
Visualization - Preview Action (Only in Preview Mode)
Scenarios can become more complex as creation progresses. When debugging scenarios, it would be helpful to preview certain actions without having to wait and play the entire scenario. While in Preview Mode, a "play" button is located on each Action in the Visualization Window.
To use Preview Action, ensure that the scenario is playing, then click on the "play" button located on an Action in Visualization. The option then presents whether to play Action Only or Action with Children. Action Only will preview only that single Action. Action with Children will preview that Action along with On Complete Actions succeeding it.
Validation Output
Not available in Preview Mode
The Validation Output allows for errors, warnings, and information to be presented in a compact window with descriptive messages. By double clicking on most errors, the object will become selected so that the error can be fixed in the property grid. There are cases where generic warnings can be solved automatically by double clicking them (e.g. the no instance of Scenario Metadata warning).
Scenarios with errors will not correctly load in Prepar3D and therefore it is in the best interest of the scenario creator to use the validation to aid in creating an error-free scenario. There are two different validation modes: Automatic and Manual.
If the Manual Validation setting is selected instead of Automatic Validation, then there will be an additional Run Validation button on the right hand side of the window that can be used to refresh validation errors.
Progress Log
Available in Virtual Instructor Mode, Flight Instructor Mode, and Preview Mode.
The Progress Log contains a list of all the scenario's objects, names, timestamps, and current status.
- Goals and Objectives - Pending, Complete or Fail States
- Trigger and Mission Object properties - Activated / Deactivated
- Actions - Executed state when they fire
The Auto Center option keeps the most recently executed object focused in the Visualization. Selecting an item in the Progress Log gives the scenario creator the option to find the object in the Visualization window or to copy its GUID onto clipboard.
At the very bottom of the Progress Log are options to copy the text of the Progress Log to the clipboard for use to help review the scenario's timeline or to discover errors that may have inadvertently occurred during the scenario creation process.
Sessions
Available in Virtual Instructor Mode.
The Sessions window is the most important window in Virtual Instructor Mode because it is used to manage as well as preview the virtual instructor cockpit sessions that have been created.
While playing back, in Play Mode, or recording, in Record Mode, the Sessions window will update in real time to provide additional information. While in Record Mode, as interactions are being recorded, they will appear in the current session's list of session items. While in Play Mode, there is an arrow to convey what session item is currently executing.
Select a VI Session
This section of the window allows the scenario creator to:
- Add a new virtual instructor session by clicking the add button.
- Remove a selected virtual instructor session by selecting the specified session and clicking the remove button
- Edit a virtual instructor session name by clicking on the session which will turn the name field into a textbox which is allowed to be edited.
- Select a virtual instructor session by clicking on the specified session. After being selected, session actions associated with it will appear below.
Select an Action
When a session is selected its session actions are displayed. These can be reordered or moved using the Move Up or Move Down buttons at the bottom. To the side Delays, Activations/Deactivations, and Dialogs can be added at any position in the session by adding them and moving them up and down. If any action needs to be removed, the Remove button can be used. Move To Session allows an action to be selected from the list and to be moved to a different Virtual Instructor session by selecting the desired Virtual Instructor session from the Move to Session drop down box, and then clicking the Move to Session box itself.
Note: This removes the action from the parent session list like a cut and paste.
Recordings
Available in Flight Instructor Mode.
The Recordings window allows the user to browse and preview previously recorded flight recordings (*.FSR files). This window is primarily used as a flight recording management screen but is distinctly different then the Load Recordings... Screen found under the Options menu in Prepar3D.
Selecting a Flight Recording
In this view, a list of flight recordings and their details (e.g. Title, Description, Duration, and Full File Path) are presented. Only recordings that are located in the scenario's Resource Path directory or the Prepar3D V2 Files directory are able to be used in the scenario. Because of this, recordings located in alternative directories are not displayed in the Recordings window.
This screen is used to review previous recordings. In order to record a new maneuver, use the Record button located in the Flight Instructor Ribbon Tab.
To select a flight recording to view, simply click on the entry within the list. A new screen appears that is centric to the now selected recording. This main view can be returned to at any time by navigating backwards on the breadcrumbs by clicking the first breadcrumb (i.e. Select a Flight Recording).
Selected Flight Recording
In this view, the parameters that comprise the selected Flight Recording are shown. Parameters can be selected from the list and their respective charts of the parameter value over time will be shown. To select all of the parameters in the list, press CTRL+A.
Each chart supports the following features:
- Panning by using the right mouse button
- Zooming by using the scroll wheel
- Zoom to Region by using the middle mouse button
- Tracking the parameter line series by using the left mouse button
Recordings can be replayed either by using the Play split button located in the Flight Instructor Ribbon Tab or by clicking the Preview Recording button on the bottom right hand corner of the Selected Recording window.
The Create Flight Segment button comes in handy once it has been decided that the scenario will incorporate a demonstration of the selected recording or will grade a trainee based on the selected recording. This button is used to automatically create a Flight Segment and associate the recording with it, saving valuable time.
Segments
Available in Flight Instructor Mode.
The Segments window allows the user to grade or demonstrate an associated recording. This functionality can take the instructional value of the scenario to the next level by automating certain portions of instructor feedback.
Selecting a Flight Segment
In this view, a list of Flight Segments and their associated recordings are presented. This list is a filtered version of the Objects and contains only Flight Segments. The selected states of the segments are synchronized with this window as well. In other words, if a Flight Segment is selected in the Objects window, then it is selected in the Segments window.
A segment can be made in one of three ways: using the Catalog, creating it from a selected recording in the Recordings window, or using the Create Flight Segment button at the top right side of the Segments window.
To select a segment to edit, simply click on the entry within the list or in the Objects window. A new screen appears that is centric to the now selected segment. This main view can be returned to at any time by navigating backwards on the breadcrumbs by clicking the first breadcrumb (i.e. Select a Flight Segment).
Selected Flight Segment
In this view, the parameters that comprise the selected segment are shown. Parameters can be selected from the list and their respective charts of the parameter value over time will be shown. To select all of the parameters in the list, press CTRL+A.
Graded Ranges
Each chart has its own list that displays the graded ranges attached to the parameter. All of the functionality described below can be done solely by interacting with the property grid but is much more tedious and error-prone. Graded Ranges describe a range over time that the user must be within while they are being graded. When a user goes outside of the range that has been set, the scenario developer can fire an action. This action can, for example, show on screen text, adjust a count trigger, or execute any logic that SimDirector has available. When an action is to be fired when going outside of the range, an icon is placed on the range.
The following controls are provided to make setting up graded ranges easier:
- The Add Button will add a graded range for this parameter. Built-in heuristics will be used to determine how lenient the range should give the recorded values. However, the leniency can be edited at any time by adjusting the MaxOverMeasured and MinUnderMeasured of the Range.
- The Remove Button will remove a graded range for this parameter.
- The Select button (or double clicking the item in the list view) will bind the property grid to the selected range's properties.
There are additional properties in the property grid that are useful to set to the range such as the name and color.
Sequenced Actions
Sequenced Actions allow for an easy way to annotate flight segment execution over time. There may be instances in the recorded maneuver where instructions (e.g. Display "Pull Up" On Screen Text right before they should lift off the runway) need to be added. By allowing arbitrary actions at each second marker, the scenario developer can configure the segment for their training needs. Sequenced actions can be added or removed by:
- Clicking on a point on the graph.
- The point should turn orange
- Choose or clear the appropriate action from the combo box in the bottom right.
Once a Sequenced Action is added, it is easy to visualize how it will execute when the flight segment plays back. Perfect!
Starting Parameter
The Starting Parameter gives the scenario developer a more advanced way of starting the grading process. When a Starting Parameter is set, the grading will start once the Starting Parameter value is within the desired tolerance. If no Starting Parameter is set, then the segment will start grading as soon as it is activated. To set a parameter as a starting parameter, click the toggle check box. Next, enter in the desired tolerance. The tolerance is visualized on the chart to help determine what an appropriate tolerance would be.
Associated Recording
One of the most important aspects of the segment is setting the recording and its Start Time and End Time. The Recording can be chosen from the drop down list in the property grid.
The Start Time and End Time can be configured in the Segments window or from the property grid.
SimConnect Functionality
Information regarding the segment can be queried using SimConnect. Many things are available such as segment parameters, ranges, how many times each range was exceeded, and more. It is possible for a scenario developer to write a third party application that queries for the range exceeded counts when the segment completes and determines whether the trainee passed a segment or not. Once the pass or failure metric has been computed, the segment's associated goal can be resolved to the computed value.
Please see the SimConnect documentation for further information.
Additional Properties
For information on the additional properties available to the segment, click here.
Monitoring Profiles
Available in Virtual Instructor Mode, Flight Instructor Mode, and Preview Mode.
Monitoring is a scenario developer tool available in Preview Mode that is useful in debugging the states of vehicles while the scenario is running. The Monitoring Profiles allows the user to create and edit monitoring profiles. The user selects an Entity object (Aircraft, Boats, Ground Vehicles, etc.) from the list under Create a Monitoring Profile and, with that profile selected, selects which properties to monitor during preview time by clicking on the add button. These properties are given a name, proper units, and read/write capabilities. Once a user is satisfied with their profile, they may select to monitor it during playback in both Instructor Modes and Preview mode.
Monitoring Properties
Available in Virtual Instructor Mode, Flight Instructor Mode, and Preview Mode
Monitoring Properties display the properties of the monitoring profiles that were created within the Monitoring Profiles window. Once an entity is selected from the list of entities, the property grid below shows the live value of each monitored property. When the simulation is paused, the sliders can be used to manipulate the values. Some variables don't use a slider but require typing the number in directly or using the up and down arrows.
Object Properties
Available in all modes.
The Object Properties window displays the actively selected object's properties. The window contains a banner display containing the name, type, and an icon of the actively selected object. SimDirector supports selecting multiple objects, but only a single object can be viewed in the properties window at a given time. The name can be clicked to reveal the other selected objects if the active selection needs to be changed. Additionally, a cycling to the previous or next object can be set to a specific keyboard assignment for power users. The properties of the object determine how the object interacts with the scenario. When the property is selected, a description of what each property does appears at the bottom of the screen. To see more information about what type of properties are available for different scenario objects, refer to the Mission Object Reference page in the Learning Center.
Note: Changes to the properties will be reflected immediately in the system and cannot be undone.
Previewing Models
A preview of the active selected object is available in the object properties view when the object is of the following type:
- an Entity object
- a Scenery object
- a Mobile Scenery object
While the selected object is being previewed, the user may click, drag, rotate, and zoom the object. In order to stop the automatic rotation of the previewed object, click the Right mouse button.
Attachments
For Professional Plus Customers Only. Not available in Virtual Instructor Mode, Flight Instructor Mode, or Preview Mode
The Attachments window is where developers can select which weapons, guns, or countermeasures will be attached to an individual placed object. In order to view the objects attachments in the Attachments window, that SimObject must first contain a valid Attachments.xml file.
Developers can choose from predefined loadouts (found in the Attachments.xml file) or a custom loadout. This can be done for each loadout type (weapons, guns, and countermeasures). In the Custom loadout section, developers start with an empty loadout and have the ability to attach the objects they choose. Valid Pylons, Weapons, Guns, and Countermeasures can be found in the drop down combo boxes provided at each Station. Only attachments for the selected loadout type will be displayed in these boxes. Weapons and guns can be attached to pylons, however, countermeasures do not support the use of pylons. The quantity at a given station can be changed once a valid weapon has been selected from the combo box.
Waypoints
Not available in Virtual Instructor Mode, Flight Instructor Mode, or Preview Mode
The Waypoints window allows for a dedicated way of editing and assigning collections of waypoints. The Object Properties window for Waypoint Lists also contains several advanced properties found here.
In order to more efficiently create waypoints, there is a dedicated Waypoint Editor Mouse Mode which can be toggled at the bottom of the Select a Waypoint group. While in this mode, a Left Mouse Click in a vacant spot on the map will create a waypoint at that location. If a waypoint is currently selected upon creating a new waypoint, the new waypoint will append itself after the currently selected waypoint. If no waypoint is selected, the new waypoint will be added to the end of the current list. A Right Mouse Click will create a new waypoint set.
Select a Waypoint List
This section of the window allows the scenario creator to:
- Add a new waypoint list by clicking the Add List button.
- Remove a waypoint list by selecting the specified waypoint list and clicking the Remove List button
- Edit a waypoint list name by clicking on the waypoint list. This will turn the name field into a textbox which can be edited using the keyboard.
- Select a waypoint list by clicking on the specified waypoint list. The waypoints that the list contains will be shown below.
Waypoints From Selected Waypoint List
Once a waypoint list is selected, this section becomes available to use.
- A waypoint can be added using the Add button or, more preferably, using the exclusive Waypoint Editor Mouse Mode described above. If waypoints are added using the Add, then they are placed in the middle of the screen, if possible.
- Waypoints can be removed by selecting them in the list view and using the Remove button. This operation cannot be undone.
- Waypoints can be selected by clicking on them in the list view or in the world. The list view also supports multi-selection using the standard Ctrl+Click mouse scheme. Once a waypoint is selected, its specific Waypoint Object properties can be viewed in the property grid.
Assign Waypoints
The last section allows for waypoint lists to be assigned to specific entities or actions. A waypoint list needs to be assigned to the object if it is to follow the list's path. A waypoint list can be assigned to Entities , Mobile Scenery, or ActivateWaypointsActions.
Conditional Logic
Available in all modes.
The Conditional Logic window is a graph based tool used to create logic for objects such as:
The Conditional Logic window allows the user to create logical expression trees that will be evaluated. The possible types of nodes that are available to add on the expression tree are:
- Values: Constant, Property, Gauge Variable
- Equality: Less Than, Less than or Equal To, Equal To, Greater than or Equal To, Greater Than, or Not Equal To
- Logic: And or Or
- Unary Logic: Not
By default, a condition property does not have a logical expression tree. An initial logical expression tree can be created by clicking the Create Logical Expression Tree button once a valid condition property is selected in the topmost list. The logical expression tree contains only one root node (which is an And node by default) that must evaluate to a boolean value (e.g. True, False), notating whether the condition is met or not.
Logic nodes can be edited by selecting them via Left Mouse Click on the graphical representation. After a logic node is selected, a list of user interface actions becomes available. These actions are either available by initiating a Right Mouse Click to reveal a context menu or a Left Mouse Click on the button labeled Actions... in the top right corner of the screen. The complete list of actions are:
Action | Description |
---|---|
Change Type | Provides a filtered gallery of logic node types that the logic node can be changed to. Changing to logic nodes of different category types, listed above, will cause its children to be removed. If the logic node type is changed to a type of the same category type, then the children are unaffected. |
Add Child | Add a child logic node to this logic node. Only Logic nodes support this action. |
Remove | Remove a logic node and all of its child logic nodes. Child nodes of an Equality or Unary Logic expression do not support this operation since Equality and Unary Logic node categories have a fixed amount of children. |
Deselect | Deselect the logic node. CTRL + Mouse Left Click on the selected graphical representation of the logic node is another way to deselect. |
Copy Value | Copies relevant applicable information about the logic node onto the clipboard (e.g. Type, Name, Units, Index, and Value). This is especially useful to copy live values while in Preview Mode. |
The Conditional Logic window may be opened in Preview mode in order to view the conditional logic as it evaluates. When the scenario is not playing, certain nodes, such as property nodes, cannot query for their current value and instead will show a question mark, ?, for their current value.
History
Not available in Preview Mode
The History window keeps track of all actions done by the user in SimDirector. This allows the user to keep track of anything they add, delete, or modify to their mission. The History window shows the type of affect that occurred to the mission such as selection, deselection, addition, removal, changing properties, and much more.
Selecting actions in the History window will make that action appear on the screen. For example, if in History there is an instance of adding an object, clicking on that line will bring up that object.
History works as a redo/undo feature. Each mode of SimDirector saves their own history of actions performed. Once you exit SimDirector, History is cleared out.
To undo and redo an action:
- CTRL + Z will undo the previous action. Alternatively, the action in the History window that you would like to undo to can be selected. Editing your mission from that point will undo your entire mission until that specific point.
- CTRL + Y will redo an action that has been undone.
Note: The History window and undo feature can be disabled through SimDirector's settings.
Naming Objects
Well thought out naming conventions can play a big role in organizing scenarios. By default, an automatically generated name is given to each object that is created. There are three ways to change the name of the object:
- Modify the Descr field in Properties
- Press F2 in the Object or Visualization window while an object is selected to begin the renaming operation.
- Double Click the name field in the Object or Visualization window to begin the renaming operation.
Settings
In order to customize the SimDirector experience, settings are available to change.Note: SimDirector settings are reflected automatically, while Prepar3D settings require the user to apply the changes by pressing OK on the modal menu or, in the worst case, reset the application.
General Settings
- Auto Validation: This Boolean setting determines whether the scenario will
automatically validate itself when changes are made. A more detailed description
of the two choices are below:
- Automatic validation provides the convenience of running validation which finds any warnings or errors that would prevent a scenario from loading after every property or object change. This option can be computationally expensive when there are a large number of objects and is not recommended when your scenario reaches several hundred objects.
- This is the default option of validation. In order to check whether your scenario has any warnings or errors that would prevent it from loading, you must click the Run Validation button in the Validation Output window.
- Open Panels Undocked: Documentation can be found here.
- Auto Center On Visualization: Documentation can be found here.
- Show Grouped Visualization: This Boolean setting determines whether the Visualization will display its Group Objects, if any are used, to hide the complexity of the scenario.
- Load Friendly Name For Catalog Object Models: This Boolean setting determines whether the Catalog will attempt to load the Friendly Name saved in the object's model. When enabled, this setting can be time intensive if the user has many third party models. By default, this setting is disabled. Because the catalog loads when SimDirector starts, a restart is required for this setting to take effect.
- Disable Undo History: This setting determines whether the History window and entire undo feature is enabled or disabled.
- Play Scenario in Prepar3D Upon Closing SimDirector: This setting determines whether Prepar3D should load the mission after shutting down SimDirector or if Prepar3D should close when SimDirector is closed.
- Filter Object References by Group: This setting determines whether objects that are in a group are filtered by their group. This setting can also be reached from the Referenced list in grouped objects.
- SimDirector Control Mode Enabled in Virtual Instructor: This setting determines whether SimDirector controls take precedence over Prepar3D controls in the Prepar3D window.
- SimDirector Control Mode Enabled in Flight Instructor : This setting determines whether SimDirector controls take precedence over Prepar3D controls in the Prepar3D window.
- SimDirector Control Mode Enabled in Scenario Preview : This setting determines whether SimDirector controls take precedence over Prepar3D controls in the Prepar3D window.
- Enable Editing Of Scenario While Playing Scenario: When a scenario is playing back, editing of any of the objects is barred because the change would not take effect immediately. However, if the scenario creator desires they can enable editing while the scenario is playing back. A reset of the scenario is needed to preview any changes made while the scenario was playing.
Virtual Instructor Settings
Recording:
- Insert Recording At The End: This radio button option specifies that, when recording, all mouse click positions, events, and gauge variables will be added to the end of the VI Session.
- Insert Recording After Selected: This radio button option specifies that, when recording, all mouse click positions, events, and gauge variables will be added after the selected VI Session Action in the Sessions.
- Reset Flight Before Recording: Determine whether to reset the flight prior to changing to recording mode.
- Record Mouse Click Positions: Records Mouse Up and Mouse Down clicks on Virtual Cockpit Instrumentation Panels that are defined as a VCockpit entry in the panels.cfg for the SimObject. See Panel Configuration Files for more information.
- Record Events: All aircraft events (e.g. Landing Gear Toggle, Auto Start Engine, Parking Brakes, etc) will be recorded. The full list of events can be found in the Event IDs section under the SimConnect Name column.
- Record Gauge Variables: Records Gauge Variables specified in the RecordedGaugeVariables.xml file which should be placed in the currently selected Aircraft's directory in the SimObject folder at the same level as the sim.cfg/aircraft.cfg file. An example file using a fictitious gauge variable is shown below:
<SimBase.Document Type="AceXML" version="1,0">
<Settings.RecordedGaugeVariables>
<GaugeVariable GaugeVariableName="MY_VARIABLE_NAME" GaugeVariableFriendlyName="My Variable Name" /> </Settings.RecordedGaugeVariables>
</SimBase.Document>
Playback:
- Playback From Beginning: When switching to playback mode, play the selected Virtual Instructor session from the beginning.
- Playback From Selected: When switching to playback mode, play the selected Virtual Instructor session from the selected VI Session Action in the Sessions.
- Reset Flight Before Playback: When switching to playback mode, determine whether or not the flight should be reset.
Editing:
- Reload Mission If Mission Previously Loaded: When returning to edit mode (from another mode such as Record mode), reload the scenario if the scenario was previously loaded in edit mode.
- No Reset On Edit: When switching to edit mode, do not reset the flight.
- Reset Flight On Edit: When switching to edit mode, reset the flight but not the scenario.
- Reset Flight and Mission On Edit: When switching to edit mode, reset the flight and the mission.
Prepar3D Settings
Prepar3D setting menus are available in SimDirector in order for the scenario creator to change settings that would be applicable to scenario creation (e.g. decrease or increase graphics settings, turn crashing on, fine tune sound mixing, etc). Please see the Controls, Display, General, Realism, or Sound sections of the Learning Center for more information on the wide array of settings that are available to change.