Baking a mod and installing it into the game

1. Launch profile

Platforms → Project Launcher → Add → Custom Launch Profile. The Basic profile will not do: it has no DLC mode.

Name the profile, for example Mod <ModName>.

2. Which fields to change

SectionFieldValue
General SettingsConfigurationShipping
General SettingsContent SchemeSubmission Package
Release / DLC / PatchingCreate DLCenable
Release / DLC / PatchingDLC Namethe plugin folder name, e.g. ModExample (no .uplugin)
Release / DLC / PatchingBased On Release Version Name0.2 – the API version; enter only it
Release / DLC / PatchingCreate Release Versionclear after enabling Create DLC
Release / DLC / PatchingCreate Patch, DLC Includes Engine Contentdisable
BuildBuild the gamedisable (the kit has no C++)
CookCook Contentenable

Everything else – leave at defaults.

The Release / DLC / Patching section appears only with Configuration = Shipping and Content Scheme = Submission Package; clear Create Release Version last – otherwise the section disappears.

3. Run

Launch → wait for AutomationTool exiting with ExitCode=0.

Stage: FPS2ModKit\Plugins\GameFeatures\<ModName>\Saved\StagedBuilds\Windows

4. Where it goes in the game

The game is installed as <Game>\FPS2\.

WhatWhere
<ModName>-<Platform>.pak + .utoc + .ucas<Game>\FPS2\Content\Paks\
The GameFeatures\<ModName> folder from the stage<Game>\FPS2\Plugins\GameFeatures\ (over the existing mod folder)
The JSBSim model files from <Kit>\Plugins\FlightPhysics\Resources\<Game>\FPS2\Plugins\FlightPhysics\Resources\ (into the same subfolders)
  • The pak goes into FPS2\Content\Paks specifically – that folder alone is mounted by the game; a pak inside a plugin folder is not picked up.
  • Do not rename any files.
  • The JSBSim model (aircraft/<Name>/*.xml) never lands in the pak: it is not an asset, so it is moved as files.

5. Check

Launch the game – the mod’s aircraft is in the aircraft selection.

Scroll to Top