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<strong>AVSIM</strong> <strong>Online</strong> - <strong>Flight</strong> <strong>Simulation's</strong> <strong>Number</strong> 1 <strong>Site</strong>!<br />

Publishers: FSAddon Publishing<br />

<strong>AVSIM</strong> Commercial Utility Review<br />

FSX Mission Editor<br />

Product Information<br />

Description: Utility for creating and editing FSX Missions.<br />

Download Size:<br />

8 MB<br />

Format:<br />

Download<br />

Simulation Type:<br />

FSX<br />

Reviewed by: Jeff Shyluk <strong>AVSIM</strong> Senior Staff Reviewer - February 21, 2009<br />

FOREWORD: Mission Possible!<br />

I think one of the most under-rated features of FSX is its Mission system. Right out of the box, you have dozens of<br />

pre-made scenarios from which to choose. Even if you have never flown a virtual aircraft before, there are excellent<br />

tutorial Missions that will get you safely into the skies in no time at all. There are scenic missions that show off the<br />

beauty and variety of the FSX world. Moreover, if you really need the white-knuckle challenge, you can fly advanced<br />

Missions that will test the limits of your nerve and skill as a pilot.<br />

Microsoft even includes free utilities to help you make your own Missions, should you run out of things to do. How<br />

hard is it to create your own Mission? Getting from A to B using the Microsoft Mission creator toolkit is about as hard<br />

as building your own nuclear reactor from scratch. Or starting a viable space program in your back yard. Or learning<br />

to play the violin upside-down while wearing a blindfold, mittens, and earplugs. Okay, Mission design is maybe not<br />

quite that hard, but it certainly isn't all that easy. If it was, everybody would be doing it.<br />

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I looked at the FSX Mission Editor (FSXME for short) made by Jim Kier for FSAddon Publishing. This product is<br />

designed to make Mission creation easier. People who are experienced at Mission creation and who have used FSXME<br />

refuse to go back to making Missions without this program. Even the Mission gurus at ACES, Microsoft's internal<br />

development team for <strong>Flight</strong> Simulator products, have nothing but good things to say about FSXME.<br />

So how does using the FSX Mission Editor make creating your own adventures easier? Can it be used by somebody<br />

who isn't a computer programmer?<br />

I am not a programmer at all. People who program computers for a living would routinely point at me and laugh (and<br />

for a while that kind of hurt, too, but I've come to realize that I really am hopeless with programming languages). So<br />

if I can use FSXME with success, then I figure anybody can.<br />

Was it easy? Well, not really. FSXME is a very deep program, and there remain a few features I did not test in time<br />

for this review. To do that, I would have to create Missions that would incorporate every single variable that FSX<br />

(including Standard, Deluxe, Service Pack 1, Service Pack 2, and Acceleration) has to offer. I am not nearly at that<br />

level of experience. This review, then, will have to cover the basics of FSXME as I see them.<br />

INTRODUCTION: Mr. Kier's Wild Ride<br />

The FSX Mission Editor is a "shareware" add-on whose name describes what it does. It's a utility for FSX that will<br />

allow you either to edit pre-existing Missions or to create your own. You can download a free version that enables<br />

many of the functions from the commercial payware version.<br />

FSXME was born from the almost computer-shattering amount of frustration that developer Jim Kier felt when he<br />

tried to create his own Missions using the Microsoft toolkit. To understand FSXME, you also have to understand the<br />

toolkit, which can be downloaded as a free supplement to FSX. The core of Mission creation is logical: like a flightplan,<br />

you need to set waypoints for your Mission. At each waypoint, you can create events that could effect how the Mission<br />

plays out. Your Mission, then, is a list of locations in the FSX world and the events that you want to have happen<br />

along the way.<br />

Things get tricky when you try to pile on too many things into your Mission. It's very easy to become disoriented in<br />

your list and lose track of what variable must belong to what event, and so forth. On top of that, you have to create a<br />

Mission Briefing File in HTML (HyperText Markup Language) before you can run the OPT (Object Placement Tool),<br />

because if you don't, the OPT will crash. The whole thing gets rendered out into an XML (eXtensible Markup<br />

Language) file that you are expected to make changes to by hand. Did I forget to mention that I know next to nothing<br />

about computer languages?<br />

A small fraction of the programming<br />

needed for the Trike Tutorial Mission,<br />

as seen by FSX. FSXME eliminates<br />

the need to look at this code.<br />

Even if you are a fluent programmer like Jim Kier, the Microsoft Mission Creation software could likely drive you into<br />

fits of near insanity the more you try to use it. There is no system in place to check for any errors you might have<br />

made. While it may be within reason to come up with a workable XML Mission file, testing it for bugs is only for those<br />

with the steeliest nerves and the most ironclad of constitutions. There are literally a million things that could go<br />

wrong, and the only way I know to find any of them is to fly your Mission from start to finish over and over again to<br />

test all of your event triggers. Heaven help you if you discover a faulty event, and that fixing the fault destroys all of<br />

the events that occur after it. You will discover swearing words you never knew were in your vocabulary trying to fix a<br />

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bug in your landing logic and the only way to get at the problem is to fly your Mission perfectly from start to finish.<br />

And it's supposed to be an Expert Level Mission. And it takes place on an intercontinental flight. Oh, boy, are we<br />

having fun now!<br />

FSXME does four big things that the original Microsoft tools do not:<br />

1) It creates and compiles your mission files for you, so you don't have to bother with the HTML or the XML files<br />

unless you really want to. FSXME has the ability to create licensed copies of your Missions, if you decide you've<br />

developed Missions that are worth selling. Or, it can simply package your Mission to look like any of the other FSX<br />

Missions, and with a simple Save command, you can almost immediately play your Mission yourself in <strong>Flight</strong><br />

Simulator.<br />

2) FSXME organizes your Mission elements into chart form. You can click and drag these elements to combine them in<br />

any way you like to make your Mission. When you save the chart layout, it automatically generates the Mission XML<br />

for you.<br />

3) Of staggering importance to Mission designers, FSXME will automatically try to de-bug your Mission as you lay it<br />

out, letting you know the instant you make a mistake. Theoretically, it's possible to make a Mission from scratch in<br />

FSXME, catch all of your mistakes before you compile the XML code, and have it fly perfectly in FSX.<br />

4) Lastly, if you need help the way I needed help to start creating Missions, there's a simple Wizard that will guide<br />

you to make Missions that take you from Point A to Point B. Using this very simplest of Missions, you can learn to add<br />

your own events, and thereby master the FSXME system!<br />

INSTALLATION: "SDK" Does Not Stand For "Shyluk Doesn't<br />

Know"!<br />

The FSX Mission Editor is currently freely downloadable from SimMarket.<br />

You will need to purchase a software key to unlock all of the FSXME<br />

features, however, the free version is more than enough to get most people<br />

started into Mission design.<br />

The download is only 8MB, and the entire program expands into 15MB of<br />

disk space. There is a great deal of complexity packed into that tiny space!<br />

How easily FSXME will install on your system will depend on your needs and<br />

your readiness to create Missions. In my case, the need was to get FSXME<br />

running for my review, yet my readiness to create Missions was at or near<br />

the zero point: perfect conditions to see whether or not a rookie can handle<br />

making Missions like a pro.<br />

To begin with you simply double-click on the Install icon and follow the<br />

prompts. The program quickly sets itself up in your computer. For me,<br />

during the installation, a progress bar was hidden underneath one of the<br />

windows. I thought that the installer had hung, so I re-started it, and<br />

accidentally installed FSXME twice. I did no harm, though.<br />

Test System<br />

Intel Core 2 CPU 6600 @2.40GHz x2<br />

2 GB RAM<br />

NVIDIA geForce 8800GT<br />

Superclocked Edition<br />

RealTek AC'97 Audio<br />

Win XP SP3, FSX + Acceleration<br />

Thrustmaster Top Gun Afterburner II<br />

Logitech MX Revolution Laser Mouse<br />

MS Digital Media Pro Keyboard<br />

Saetek Pro <strong>Flight</strong> Rudder Pedals<br />

TrackIR4:PRO<br />

TrackClip PRO<br />

XBOX 360 Controller<br />

Flying Time:<br />

26 hours<br />

The most complicated part of FSXME's installation is that it takes a couple of minutes to automatically find and read<br />

the relevant FSX files. FSXME does not change any FSX files, but it does need to know where to find them. This way,<br />

if you make changes to FSX (either you upgrade with Acceleration and/or the Service Packs, or else you add-on thirdparty<br />

software), FSXME is smart enough to understand where to find the new files and how to use them. It's even<br />

possible to install FSXME onto a computer that does not use FSX at all. You could create a Mission on another<br />

computer and import it into FSX. I did not test this for my review, however.<br />

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Once you have FSXME installed, this<br />

is the main screen. It doesn’t look<br />

like much now, but soon there will be<br />

a lot to see and do here.<br />

If you have FSXME, you only have part of what you need. You cannot create Missions without the original Mission<br />

Creation Toolkit, which is part of the Microsoft SDK for FSX. SDK stands for "Software Development Kit", although<br />

looking at the instruction manuals that come with the SDK, I am convinced it also represents the large, vague area of<br />

what "Shyluk Don't Know". I found trying to understand the SDK manuals to be a humbling experience at best.<br />

People use this thing and make money enough to live on? Mercy!<br />

If you don't have the SDK, you will need it, although FSXME will run without it. You just won't be able to create<br />

proper Mission files for FSX until you have the SDK. The good news is that the SDK is a free download. The bad news<br />

is that you have to match the version of SDK to your version of FSX. The more recent your version of <strong>Flight</strong> Simulator<br />

is, the more SDK pieces you will need to cumulatively download and install. In my case, I started without the SDK on<br />

my system with FSX plus Acceleration. I had to download and install a few large files. The installation went poorly and<br />

the SDK bits got quite confused before they settled down.<br />

The first part of a 4-page manual for<br />

the SDK that describes how to install<br />

the Microsoft OPT. That's right: four<br />

pages of instructions on how to install<br />

the thing. Honestly, something that<br />

looks this sweet and glossy can't<br />

possibly be good for you.<br />

The SDK yields the all-important OPT or Object Placement Tool. FSXME does not replace the OPT, rather, it provides<br />

an alternate and presumably friendlier interface of accessing the OPT. If you screw up installing the OPT (and there's<br />

a number of ways you can do that), then you'll never be able to compile a Mission. One of the fiddliest bits is an<br />

ornery little sucker called "dll.xml", which I understand is the driver for the OPT. If it isn't where it thinks it should be<br />

(especially if FSX is not installed in the default folder), then you have to go in and manually change the XML in dll.xml<br />

to suit its needs.<br />

FSXME can detect if you've goofed when installing the OPT, and it should be able to automatically correct those goofs<br />

for you. All I know is that it worked for me, and that was worth the price of admission right there.<br />

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If you screw up installing the OPT<br />

(which is easy to do), FSXME can be<br />

tasked to automatically correct any<br />

errors.<br />

FORM & FUNCTION:" India Delta 10 Tango" Proof... Almost<br />

The FSX Mission Editor will help you create Missions for FSX. People who are experienced with Mission Creation should<br />

be able to get FSXME going with a minimum of fuss. For people like me who are rank beginners, well, I can say it isn't<br />

easy, but it is doable.<br />

FSXME makes a chart out of the XML code for the FSX "Loopy Larry" Mission.<br />

One view is zoomed out, the other is zoomed in.<br />

Although you don't need any programming language skills, you may need to sharpen your logic. Once again, I will<br />

freely admit that I cannot reliably program computers. I will pass on a story about one time that I tried: I was<br />

banging away on the keyboard and coming up with some kind of code to customize the application that I was working<br />

with. Tech Support guys who were looking over my shoulder and laughing behind my back offered me advice I never<br />

forgot.<br />

"Jeff," they said, "Novice programmers like you should always use the 'Eye Dee Ten Tee' heading every time they put<br />

an entry into their code. That way, experienced programmers will know to look for the code that you have entered<br />

into the system."<br />

"Eye Dee Ten Tee," says I, "I've never heard of that."<br />

"It's a special code. Just type it at the beginning and end of your program." People can be so helpful when they want<br />

to be, you know?<br />

So, I spell it out, finish my work, and just as I am about to quit for the day, I see it: Eye Dee Ten Tee spelled out is<br />

"ID10T" -- idiot! Well, I felt enough like one after that. And that sums up the skill level of my computer programming<br />

abilities.<br />

So is FSXME ID10T-proof? I would almost say yes. The program itself seems to work just fine, and it seems very<br />

stable without hogging the resources that FSX needs. It's just that getting used to the workflow of FSXME can be<br />

difficult. There is a strong learning curve!<br />

Documents.<br />

Although the FSXME interface is more intuitive than the Object Placement Tool, there is a lot going on that will seem<br />

mysterious until you understand the FSX SDK. FSXME comes with a .PDF manual that runs to 96 pages with<br />

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illustrations. As a nice touch, you can access the manual as FSXME is running by using the F1 key. The manual does a<br />

good job of explaining how to set up FSXME. Much of the rest of the manual explains how Missions are organized<br />

within FSXME, as well as a few basic operations.<br />

I found the tutorial elements to be lacking in the manual, though. It was difficult for me as a rookie to find a good<br />

place to start. The tutorial involves the "Congo Relief" Mission, which is very complicated and not suited to beginners.<br />

I looked at tutorial paragraphs like this:<br />

Judging from the sizes of the AreaRefs attached to the other three triggers, the correct order is “EnrouteKatTrigger",<br />

“KatApprRadTrigger”, “KatTrigger” and finally “KatUnloadTrigger”. If you link these together, using new<br />

ObjectActivationActions attached to the “OnEnterActions” attribute of the previous trigger, most of the mission will be<br />

linked correctly.<br />

And I thought, Man, am I ever in over my head, this isn't for me!<br />

My next step was to look at the FSXME Forum. Again, in a nice touch, you can go directly to the Forum from within<br />

FSXME. In the forum, I found that Jim Kier answers a wide variety of questions. I also found there were a few<br />

absolute beginners like myself.<br />

From the Forum, I came to understand that I should read the SDK documents. Those come with the SDK, and are not<br />

part of FSXME. For the record, I think the SDK manual is fairly well written. It's just that the OPT is hard to use. I<br />

didn't have to memorize the SDK, as there is a lot of charts and stuff, but it did help me to understand FSXME a bit<br />

better.<br />

Wizards.<br />

The active FSAddon Forum. You can<br />

navigate here via the Help Menu in<br />

FSXME, which is helpful.<br />

Then I saw the light! I realized that with the "Congo" Mission, I was looking at a very complicated document. I<br />

needed something very simple to start with. FSXME will automatically generate a simple Mission using the built-in<br />

Wizard.<br />

There are two levels to the Wizard. In the freeware version, you can choose a start and end airport, and you get a<br />

Mission based on that. You get a briefing, and during the flight, you get text and voice cues that tell you where the<br />

next waypoint is (the voices are the computer-generated Microsoft voices, and I will talk more about that later).<br />

Enroute, you will see the Mission compass and at the destination, you will see the familiar green arrow marker. If you<br />

land at the destination airport, you will successfully conclude the Mission.<br />

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The Wizard will show you the steps you need to create a simple point-to-point Mission.<br />

In the payware version of FSXME, you can also use a FSX-generated flight plan, so that you have waypoints between<br />

the departure and arrival airport, or you can start already in flight. You could enter a STAR (Standard Terminal Arrival<br />

Route) for your favourite airport, and the Wizard will generate markers on all of the waypoints.<br />

These Missions are basic, but they do work very well. The Wizard will have you up and flying in almost no time at all.<br />

Beginner's luck.<br />

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The payware version of FSXME allows<br />

for missions based on FSX flight<br />

plans. I made the OPALE7 STAR for<br />

CYXX, and easily edited the default<br />

arrow markers into hoops set at the<br />

proper altitude for each waypoint. I<br />

could have the Mission read out what<br />

airspeed and flaps I should be at for<br />

each leg of the STAR, and even have<br />

it let me know to lower the gear<br />

before the landing threshold.


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Better still, you can bring any Mission XML code into FSXME to edit it. So instead of the "Congo" Mission, where I did<br />

not understand things like "KatApprRadTrigger", I created a small flight with the Piper Cub across a few grass airstrips<br />

in the Canadian prairies where I knew exactly what the waypoints were. Then, I brought it into FSXME.<br />

I finally found the menu item "ACTION PALETTE", which provides a complete list of triggers and events in FSX. The<br />

FSXME manual was a little imprecise about this menu, possibly because I use Windows XP instead of Vista. Still, I<br />

figured it out.<br />

This is the Action Palette<br />

menu. It includes all of the<br />

events that come with FSX<br />

Missions, plus a few extras.<br />

Of note are the "Recipes",<br />

which are user-created<br />

groups of actions: think of<br />

them as something like<br />

macros.<br />

I should mention that the Action Palette has an option to rename the events into "Friendly Names". That's because<br />

something like the OPT trigger "AllowableContainerList" can in FSXME be renamed to something more descriptive for<br />

beginners, like "Allowed Multiplayer Aircraft". Even better, you can customize the Friendly names, so if you were<br />

fluent in French, you might want "Avions Multijoueurs Permis" instead.<br />

In my little Mission, I decided that it would be a good idea to include a remark to give the right rudder a kick on takeoff.<br />

This is because the Piper Cub in FSX tends to yaw when you add a lot of throttle, and I would counter this action<br />

with the rudder. I used the Action Palette to create a new node in the Mission.<br />

Nodes are discrete boxes of text that describe the events. Nodes are connected with black lines, so you can see the<br />

exact progression of events. Nodes can have multiple connections. To attach one node to another, you just drag and<br />

drop it into place with your mouse.<br />

My new node was a trigger. When the ground speed went above 20 knots, the trigger would fire once. I connected<br />

the trigger to a dialogue box. The dialogue is printed on the screen and spoken aloud by the computer. You can have<br />

any dialogue you desire. I had the computer remind me to apply right rudder and to stay on the runway heading until<br />

the Cub climbed high enough to see the next waypoint.<br />

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This is my little Prairie Adventure Mission I made for this review. It has only<br />

35 nodes, and it barely takes up the page. The close-up view shows my new<br />

text node. I opened its text editor, which shows the text and the name of the<br />

sound file it will call on to read the text aloud.<br />

Now I was really starting to get into Mission creation! This is the heart of the whole experience: you set up a basic<br />

outline, and then you add to it one piece at a time. Now that I know how to add one trigger, I can certainly add<br />

another and another. I can pile on events as I see fit.<br />

Every event, effect, trigger, and special action that FSX is capable of can be called on in FSXME. I can generate<br />

system failures, I can set up a race, or I could create special camera views. I could create an airshow with AI aircraft<br />

and try to fly a routine like Kent Pietch (who I believe is the inspiration for the FSX "Loopy Larry" Mission). He does a<br />

comedy routine in a small monoplane where his gyrations cause an aileron to fall off. FSXME will allow objects to be<br />

dropped from aircraft using a trigger. I could set up a custom Cinematic Camera to show the event, and then cause a<br />

limited failure specific to the wing to simulate the loss of the aileron.<br />

Some triggers are easier to use than others. I found it was best to start with the Wizard-generated Missions, and just<br />

add a few nodes. Once you have a grounded understanding of the FSXME system, then you can look at editing larger<br />

Missions like "Loopy Larry" or "Congo Relief".<br />

Voices.<br />

When you create a Mission in FSXME using a Wizard, your Mission will come with its own voices. Typically, FSXME will<br />

choose one of the computerized Microsoft voices. Using a custom node, you can add any text you like, and the voice<br />

will read your text out loud when triggered to do so. The idea is that the computer voice acts as a placeholder for<br />

when you record your human voice for the final cut of your Mission.<br />

A computer voice is a good choice because it simulates the time it takes to hear the text as it is being read. That way<br />

you know that your voice timing will work properly in the Mission. Without a voice, you just have to guess.<br />

Nothing is stopping you from keeping the computer voice in your Mission. If you have better quality voices, you can<br />

use them. For instance, I have AT&T Crystal and Mike, who sound a lot more realistic than Microsoft Mike, Mary, or<br />

poor, poor Sam. FSXME had no trouble at all using the AT&T voices. Users with Vista may have different technical<br />

issues with the voices than XP users, but it all works out rather well.<br />

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The FSXME Voices menu. You can<br />

choose any voice you have on your<br />

system (but I'd stay away from awfulsounding<br />

Sam!). FSXME will write a<br />

printed script of all your text. Then<br />

you can replace the computer voices<br />

with human talent.<br />

Of course, the best voices are human ones. You can record your own dialogue and easily import it into your Mission<br />

with FSXME. FSXME will also generate a script that you can print out for your voice actors that includes all of the<br />

dialogue text in your Mission. Strangely, I was limited to using the Windows Recorder that is built into XP to do all of<br />

my recording. FSX has certain strict limits regarding what sort of audio it can handle, so depending on whether you<br />

use XP or Vista may affect how you record the voices. I believe that you can put the voice files through another audio<br />

mastering program to sweeten the sound file (and you'd probably want to, if you want the best sounding voices), but<br />

the original recording had to come from Windows Recorder.<br />

FSXME will also play audio cues on command; you set them up in much the same way that you import your voices<br />

into the Mission. That way, for example, if you wanted the sound of an engine blowing up due to a bird strike, you<br />

could easily include that just before you trigger the engine failure and smoke trails in your Mission.<br />

Debugging.<br />

FSXME largely does its debugging in real-time as you work. If you make some massive error, the affected node gets<br />

an obvious red box. A cautionary orange box appears around nodes that could potentially cause confusion in the<br />

Mission, typically when you have incomplete information in the node. A pale blue box surrounds nodes where you are<br />

making a style error. Style errors don't usually affect the Mission. More than anything, to me they indicate a certain<br />

sloppiness or lack of obsessive organization within the node structure.<br />

I've created three error conditions.<br />

FSXME hunts down bugs pretty much<br />

instantly. The red box is a critical<br />

error that will prevent your Mission<br />

from running. The orange box is<br />

cautionary: the Mission should run,<br />

but any event belonging to that node<br />

probably won't work. Blue boxes<br />

represent a style error that usually<br />

has no effect on the Mission, but<br />

instead highlights a possible<br />

inefficiency in the code.<br />

If you import a Mission, you can ask FSXME to debug it. You can also fly the Mission in FSX and ask FSXME to analyze<br />

the Mission for bugs using SimConnect (which is built into FSX). That way, you can find errors in your triggers that<br />

look correct on paper, but for whatever reason just don't work in the Mission. For those really big Missions with<br />

hundreds of triggers, this feature can really help save time and effort.<br />

Mission packaging.<br />

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If you are like me, you are happy if FSXME puts the Mission into the right location for FSX to use it. In XP, that's not<br />

so much of a problem, but in Vista there are problems when you write Mission data, as FSX keeps its Missions in<br />

Vista's protected folders. Jim Kier provides clear instructions for how to avoid problems here.<br />

If you have the urge to share your Mission, then you have more work ahead of you. A Mission must be packaged so<br />

that other people can use it. This can be tricky, as more advanced versions of FSX have features the older versions do<br />

not. For example, Acceleration has an aircraft carrier that you can launch from, and FSX Deluxe Edition has flyable<br />

aircraft like the Maule Orion, whereas the Standard Edition does not. If you create a Mission that has features that are<br />

more advanced than the destination copy of FSX (for example you include the carrier, but your audience doesn't have<br />

Acceleration), then that Mission will not work properly.<br />

Packaging the Mission with the OPT is a real chore. Using FSXME, Mission packaging can be largely automatic. It<br />

generates default briefings and endings that are fully customizable. The user will have to edit the HTML files, but since<br />

the briefings and endings are already properly formatted, all you really need to do is replace the default images and<br />

text with your own, if you want to. You can also automatically set the difficulty level of your Mission and generate<br />

custom Rewards for the ending.<br />

The core of the Mission packaging system is called the MSI Creator. A MSI is an executable file that contains all of the<br />

Mission data: if you want to share your Mission, all you have to do is distribute the MSI file, which should then install<br />

itself automatically. Sim captains who receive your MSI file are not required to have a copy of FSXME to run the<br />

Mission.<br />

The MSI Creator will allow you to<br />

share your Missions with other sim<br />

pilots. The MSI Creator is easy to<br />

use, but it's finicky. Also, if you use it<br />

incorrectly, it is possible to corrupt<br />

your copy of FSX!<br />

The MSI Creator has a straightforward interface, but it does control some very powerful functions. I must warn you<br />

that you must understand completely how the MSI Creator works before you attempt to run any advanced set-ups. It<br />

is possible for the MSI Creator to corrupt your FSX files, making it unusable!<br />

Making your own MSI file involves three basic steps. The first is to create a SPB file. From what I can tell, a SPB file is<br />

a compressed version of the XML code that FSX needs to run a Mission. FSX reads SPB and XML equally well, but SPB<br />

loads faster and isn't as easy for most humans to read.<br />

The next step is to create the MSI file. In many cases, this is a straightforward operation, but you can try advanced<br />

techniques like adding custom Mission resources, or compiling more than one Mission into the file. I did not try any<br />

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advanced methods for my review, though. I stuck to the basic functions, just to make sure it all works as advertised.<br />

The final step is to create a software key for you Mission. This is optional, but it does provide some protection in case<br />

you want to sell your Missions for money. The key code generator makes unique alphanumeric keys much like you<br />

would see for most downloadable payware software. My first gripe with the key generator was that I could not use<br />

copy and paste functions to enter the key into the target field. My second gripe is that the key can use the letter O<br />

and the number 0 as well as the letter I and the number 1, which look a lot alike and can create confusion. If you<br />

don't like the key generator, you don't have to use it, or else the MSI Creator can be configured to use a different key<br />

generator that you may currently own.<br />

If (or when) you discover a mistake in your Mission after you distribute it, the MSI Creator can create patch files (or<br />

Service Packs, if you prefer, or a Feature Implementation eXtention - "FIX") to solve the problem. The patch gets an<br />

incremental number (Congo1.1, for example), which is built into a file that will automatically install itself over your<br />

previous MSI. Creating a patch involves modifying the MSI Creator itself, but this is a complicated operation. Jim Kier<br />

provides clear instructions on how to do this, however I decided not to try to patch any of my Missions for the sake of<br />

this review.<br />

SimConnect.<br />

Using SimConnect with FSXME can be very advanced, and right now this is outside of my Mission creation abilities.<br />

The best I can do is report on how SimConnect could be implemented in your Mission. Basically, SimConnect is built<br />

into FSX as an interface between the <strong>Flight</strong> Simulator and outside products. That way, an add-on can make a discrete<br />

call to the FSX control system and get a specific result. For instance, you might have two Missions that are to be<br />

played back-to-back. Maybe it's a rescue operation, and the first Mission is the inbound flight and the second Mission<br />

is the outbound flight. For the second Mission, you need to know the damage state and fuel remaining from the<br />

previous Mission. SimConnect can be used to keep track of those variables.<br />

FSXME can use SimConnect to activate a large number of special functions that go beyond the regular Mission<br />

triggers. I found the SimConnect variables to be complicated to use, but I can see where they might be helpful.<br />

Among other things, you can use these variables to adjust simulation rates, date, time, and weather (to a certain<br />

extent), or to create a controlled fuel leak that will allow you to predict when the fuel will run out. You can also ask<br />

SimConnect to keep track of Mission status and to generate reports on success or failure. These techniques are<br />

outside my current pay grade though, and may not appeal to casual users.<br />

COMPATIBILITY ISSUES: XP, Vista, & Instant Mission Maker<br />

FSXME was created on Vista, and so it should be compatible with that operating system. Vista is very protective of<br />

files, so Vista users will have to learn how to create Missions and save them properly. Jim Kier provides specific<br />

instructions on how to accomplish this. I don't use Vista, so I can report that FSXME seems to work just fine on XP.<br />

Some parts of the manual seem to be Vista-specific, and so some things were not found on my XP version where I<br />

expected to find them. However, a little exploration solved those issues for me.<br />

Recently, <strong>Flight</strong> 1 Software released a comparable program called "Instant Mission Maker" (IMM). I don't have this<br />

add-on myself, but it is important for this review because it does many of the same things that FSXME does. Even<br />

more specifically, Jim Kier has adjusted FSXME so that you can import, debug, and edit IMM files.<br />

The big difference I see between FSXME and IMM is that IMM appears to be simpler, more geared to beginners, and<br />

above all uses a powerful graphical user interface to visually place objects and triggers directly into FSX. Jim Kier tells<br />

me that FSXME and IMM share about 75% common functionality. FSXME has a more powerful suite of triggers,<br />

supports a wider range of FSX versions, uses a strong debugging system, and has the ability to package key-coded<br />

MSI files. FSXME, in my opinion, could benefit from a stronger visual interface. In particular, if you want to place nontrigger<br />

objects in FSX, you will still need to use the OPT, which means that you need to learn something of the SDK<br />

documents. With IMM, I believe you don't need prior SDK knowledge to get started.<br />

Since Jim Kier has made IMM files compatible with FSXME, creative Mission artists may just want to have both<br />

applications on hand!<br />

CONCLUSION: Executive Summary<br />

FSX Mission Editor is an add-on that will help you create Missions for FSX. While Microsoft does provide free tools for<br />

Mission creation in FSX, their editor is difficult to set up and to use, and it also has numerous bugs and<br />

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documentation errors. FSXME is also rather complicated, but it does streamline much of the workload for Mission<br />

creation. What could take weeks to do with the Microsoft default tools might just take days to accomplish with FSXME.<br />

The FSX Mission Editor does four things much better than the default Microsoft editor:<br />

1) FSXME will create and compile your Mission files automatically. This reduces the time and effort it takes to<br />

"package" a Mission, should you choose to share it with others. You can even create a software protection key that<br />

will help keep your Missions from being pirated, should you decide to sell them for money.<br />

2) FSXME uses a data flow chart system to arrange the elements of your Mission, which are called "nodes". Nodes can<br />

be dragged and dropped to create sequences of events, and are freely editable. Any action that is portrayed in FSX,<br />

including special effects, voice cues, damage modeling, visible waypoints, and so on, can be called upon using FSXME.<br />

Even special SimConnect commands are available for those who want advanced controls over the Mission events.<br />

Unfortunately, object model placement isn't directly supported in this version of FSXME, but the free Object<br />

Placement Tool in FSX co-operates reasonably well with FSXME.<br />

3) FSXME comes with a powerful set of easy-to-use debugging tools. Often, a mistake will show up in your flow chart<br />

as a colour-coded box, making it easy to diagnose and fix problems in Missions. Any XML Mission file can be edited<br />

with FSXME, including the Missions that come with FSX and Acceleration (in the SDK). You can even import files from<br />

<strong>Flight</strong> 1's Instant Mission Maker utility.<br />

4) FSXME has a simple yet powerful Mission Creation Wizard. Use the speedy Wizard to create basic point-to-point<br />

Missions. Beginners can use these simple Missions as a tool for learning how to add and edit nodes. A hop from<br />

Barcelona to Cannes becomes a lot more exciting by adding just one node that introduces an engine failure!<br />

The FSX Mission Editor is compatible with Vista and XP. You can use it to edit Missions from FSX, FSX+SP1, FSX+SP2,<br />

and FSX+Acceleration. You don't even have to install FSXME on a computer with FSX to edit Missions, although that<br />

helps. To get the most out of FSXME, you should also install the free SDK that matches your version of FSX. FSXME<br />

will automatically adjust the dll.xml file for the SDK if you happen to install it incorrectly as I did.<br />

I am flying in my own homemade<br />

Mission!<br />

Using FSXME is by no means the easiest thing I have ever done in FSX. I found the learning curve to be steep,<br />

especially since the tutorial instructions seemed to be hopelessly complex. However, there is an active forum to help<br />

absolute beginners get their start, and product support is very good. Be prepared to do a lot of studying. If you know<br />

you can persevere, you can break through the knowledge barrier of this product. I feel that FSXME is a deep and<br />

involving product that should appeal to anybody with a serious interest in Mission creation for FSX.<br />

As with the many of the very best offerings for FSX add-ons, you can try out FSXME before you buy it. There are two<br />

versions: a freeware download that has most of the user functions enabled and a payware version that includes a<br />

more powerful Wizard as well as advanced utilities like the MSI Creator that automatically compiles your Mission into<br />

a package that is easy to share with your fellow fight sim captains.<br />

THE FINAL WORD: Q & A With Jim Kier<br />

Jim Kier from FSAddon Publishing is the author of the FSX Mission Editor. I wasn't too sure what to expect when I first<br />

contacted him, as my initial impressions of FSXME was that this program would be too hard for me to review. Mr.<br />

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Kier, it turned out, was completely enthusiastic about his product -- anything that would improve on the default FSX<br />

Mission creation toolkit was like pure gold for him -- and very understanding about how beginners approach the<br />

difficult problem of creating their own Missions. His is very happy to share his thoughts on the product with <strong>AVSIM</strong>:<br />

Q: Jim, where did the initial concept of your FSX Mission Editor come from?<br />

A: I was getting heartily fed up of the inability of the MS Object Placement Tool (OPT) to check missions, and its<br />

clunky interface. This was during the FSX beta, when things were still changing slightly. I spent weeks in one case<br />

trying to work out why my test mission wouldn't load, getting no help at all from the application. I also found it very<br />

difficult to visualize what was going on, with only lists available.<br />

Originally I wanted a little program to syntax-check the mission, and it just grew from there. It was mostly just a<br />

series of thoughts on what would save me time in building, and more importantly debugging, a new mission. I wanted<br />

to augment the OPT, not replace it.<br />

Q: Who do you see as your target demographic for FSXME?<br />

A: I wanted to enable complete novices to at least try to put something together, who would have been completely<br />

put off by even installing the OPT let alone actually using it. I believed that there would be a community of real-world<br />

pilots out there who had stories to tell, but who didn't think they had the technical skills to tell them using FSX. I also<br />

wanted to help out the techies with the more advanced features - debugging in particular, that saved me a huge<br />

amount of time when I was testing a mission out. Last, I wanted to get this into other companies, for example those<br />

producing aircraft. Wouldn't it be good to get a set of missions when you buy a 3rd party plane, which are tailored for<br />

it? Something which leads you through familiarizing yourself with the plane, then showing it off in different ways.<br />

You'd be buying an experience, not just a new 3D model. The idea was that using this editor instead of just the OPT<br />

you could reduce the time-to-market for a mission, making it cost-effective to bundle half a dozen with an aircraft<br />

without increasing the cost much.<br />

Q: (Special Note: When I asked Jim this question, it was before Microsoft announced that it was disbanding their<br />

ACES simulation division. While the future of any ACES-developed product remains to be seen, including any<br />

upcoming release of <strong>Flight</strong> Simulator or Train Simulator, I think Jim's reply is still important for us!) I've noticed on<br />

the FSDeveloper website that the ACES team is very enthusiastic about FSXME. How do you feel about that?<br />

A: The ACES team have been really good about this, giving me moral support from time to time and generally talking<br />

it up. It was their suggestion originally that I change to support ESP and TrainSim2 when that comes out. ESP's about<br />

ready, and I've written it in a way which will allow me to change easily to work against other things based on ESP, so<br />

TS2 should be possible.<br />

Q: What can you tell me about your work to make FSXME compatible with <strong>Flight</strong> 1's Instant Mission Maker?<br />

A: I didn't know anything about IMM until it came out, but I don't see why the two products should ignore each other.<br />

It turned up a bug in FSXME I hadn't spotted, which I fixed immediately. I've got another update which will do some<br />

minor formatting of the mission in FSXME based on the comments in the IMM code. I haven't tried IMM myself yet -<br />

busy with ESP - but from what I hear it's more aimed at getting complete beginners started. That's great, it's<br />

obviously something I didn't do well enough. Isn't it annoying though, when one product does 75% of what you want<br />

and another product does a different 75% of what you want and you can't get the information from one to the other?<br />

Reading the XML created by IMM and using it to put in comments and formatting was a minor change, but hopefully it<br />

will save people some time and help to show novices how IMM's building blocks map on to Microsoft's mission actions.<br />

What's to stop people getting IMM and using that to put together a framework and them using FSXME to debug it,<br />

test it, change things, add things that IMM's packaged actions can't do and then compile an MSI to deliver it? IMM<br />

does stuff that FSXME doesn't, and vice-versa. Of course, you could always do pretty much the same thing with a<br />

good set of FSXME Recipes at half the price!<br />

Q: Finally, what can you tell me about the SimConnect commands. I'm not a FSXME power-user yet, so I admit I<br />

don't understand them all that well.<br />

A: That's the extension code that comes with the editor, even the freebie. I found that there were several things I<br />

wanted to do which the mission system didn't allow for, but it did allow for extra commands to be plumbed in. Each<br />

time I just couldn't work out how to do something with the standard commands, I wrote a new one. The most<br />

significant of these was the ability to pass data between missions. Say mission one of a series gives you a choice, and<br />

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you can finish it in two different ways or with different degrees of success. This could be passed into a second mission<br />

which changes accordingly; maybe certain paths are closed to you, and others opened, depending on how you did in<br />

the first.<br />

OK, one more point. These additional commands are usable through the editor, kind of like macros in other programs.<br />

The editor is written to allow other companies to add their own custom mission commands. So, let's say an aircraft<br />

designer adds a special gauge or ability to their plane. They could give mission designers the ability to interact with it<br />

using SimConnect, and then write a macro for FSXME to allow people to use it visually from within the editor. It would<br />

be nice to see some more support from the folks writing things enhancing weather or ATC, as well as aircraft,<br />

allowing mission writers to access their special features.<br />

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Jim Kier has a keen sense of humour,<br />

as shown by the default briefing file<br />

for FSXME Missions!<br />

What I Like About FSX Mission Editor<br />

● A clean visual interface for creating, loading, editing and saving FSX<br />

Missions!<br />

● Logical nodes are easy to edit, and are customizable<br />

● Freeware version lets you "try before you buy"<br />

● Powerful, fast, and easy-to-use debugging utility<br />

● Fast Mission Creator Wizard will compile basic Missions<br />

● Great support including an active user's forum that can be accessed<br />

from the Help Menu<br />

● Missions are easily packaged for sharing<br />

What I Don't Like About FSX Mission Editor<br />

● No direct method for placing object models using FSXME!<br />

● Manual is complicated, I found the beginner's tutorial much too<br />

difficult to follow<br />

● User generated security keys will include 1's & I's, and 0's & O's,<br />

which can be visually confusing<br />

● Some minor configuration issues with respect to XP and Vista<br />

● MSI Creator can possibly corrupt FSX, making it unusable (this is<br />

not a bug, but a dangerous feature if used incorrectly)


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