Alternatively, it might suffice to simply overwrite the canvas placement handling API temporarily - e.g. by adding a little "disablecanvas.nas" file (plain text) to your $FG_HOME/Nasal directory, with the content being something along the lines of:
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globals.canvas.Canvas.addPlacement = func return props.Node.new();
Doing something along these lines should (temporarily!) turn the placement API into a no-op, so that aircraft would not actually replace the static texture with a canvas one - whether this works or not depends on a number of factors. But it's a safe thing to try, because you can simply delete the file to undo everything quickly.
Even if this should work to actually disable canvas placements temporarily, it may still not suffice entirely, because the Canvas system and any MFDs would still be running in the background, it's just the in-cockpit placements that would not be set up this way.
But I guess it's best to leave this to some of the power users more familiar with Nasal/Canvas stuff, i.e. to check if this has any effect on being able to run those aircraft in multi-screen mode or not. Like I said previously, this could also just as well be a red herring. To me it still looks plausible though, so this is indeed what I would try if I wanted to get to the bottom of the issue, even if just for the sake of excluding things.