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PAPI Separation plane

Discussion in 'Airport Design General' started by flyscenery, 9/7/09.

  1. flyscenery

    flyscenery

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    Hey everybody. I need some help making my PAPI. I followed the tutorial on making a PAPI in the wiki but I need some help on finding the separation plane numbers. The tutorial seems confusing and I can't seem to understand it clearly.:confused:

    Thanks
  2. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi,

    Can you explain in more detail where you are stuck? I think the tutorial shows quite clearly which math you should use to determine the right numbers, based on the heading of your runway and the glideslope angle you want.
  3. flyscenery

    flyscenery

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    I will re look the at the tutorial, but I do not get this "Note the calculations..." and it shows a picture with his calculations. I can't seem to understand his :teacher:
  4. Southwest

    Southwest

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    I too found this section very confusing as to what to do - it was a well presented tutorial by all accounts but just got lost as to what i was supposed to be doing ?

    Thanks chaps !
  5. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    There is also a thread on the forum where an Excel file is offered to assist with those calculations. I could not find it back right now, but if you search you might be able to find it.
  6. Southwest

    Southwest

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  7. Southwest

    Southwest

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    Ok - I've got my code etc but its just not compiling with any version of BGLC9 so there must be an issue, hve checked it many times but can't see a problem, can anybody help please ?

    Code:
    EGHE_Lights_SWDT_MasterScale_1 label BGLCODE
    
        BGL_ZBIAS 1
        SEPARATION_PLANE WrongSide, 19720, 0, -26170, 32768							
        SEPARATION_PLANE below1, -1032, 32723, 1370, 32768							
        BGL_LIGHT LIGHT_NAV, -39.494, 0.239, -622.663, 20, 0.60, 0.40, 0FFD30000h, 0.000000, 0.000000, 1.000000 ; source poly num = 1
        BGL_JUMP_32 above1
        below1 label BGLCODE
        BGL_LIGHT LIGHT_NAV, -39.716, 0.239, -622.663, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 2
        above1 label BGLCODE
    
        SEPARATION_PLANE below2, -1147, 32713, 1522, 32768							
        BGL_LIGHT LIGHT_NAV, -45.944, 0.239, -622.663, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 3
        BGL_JUMP_32 above2
        below2 label BGLCODE
        BGL_LIGHT LIGHT_NAV, -45.723, 0.239, -622.663, 20, 0.60, 0.40, 0FFD30000h, 0.000000, 0.000000, 1.000000 ; source poly num = 4
        above2 label BGLCODE
    
        SEPARATION_PLANE below3, -1261, 32701, 1674, 32768							             
        BGL_LIGHT LIGHT_NAV, -33.500, 0.239, -622.792, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 5
        BGL_JUMP_32 above3
        below3 label BGLCODE
        BGL_LIGHT LIGHT_NAV, -33.278, 0.239, -622.792, 20, 0.60, 0.40, 0FFD30000h, 0.000000, 0.000000, 1.000000 ; source poly num = 6
        above3 label BGLCODE
    
        SEPARATION_PLANE below4, -1376, 32688, 1826, 32768							
        BGL_LIGHT LIGHT_NAV, -27.095, 0.239, -622.961, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 7
        BGL_JUMP_32 above4
        below4 label BGLCODE
        BGL_LIGHT LIGHT_NAV, -26.873, 0.239, -622.961, 20, 0.60, 0.40, 0FFD30000h, 0.000000, 0.000000, 1.000000 ;       source poly num = 8
        above4 label BGLCODE
    
    WrongSide label BGLCODE
    
       BGL_RETURN
    
    EDIT - Got it to compile, though no lights !
    Last edited: 12/7/09
  8. MIKE JG

    MIKE JG

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    Being an FSDS designer, I do not have the option of using attachpoints to tie effects directly to my scenery models. So as in many other areas of my scenery design, I am forced to make sacrifices.

    When I wanted to make a PAPI system for my latest scenery, I did some research and quickly realized that it wasn't gonna happen using FSDS. I searched the internet for a premade PAPI system complete with light effects and came up with nothing.

    So I did the next best thing. I simply modeled one single PAPI light unit and added it to my object library. Once in game, I used my scenery placement program to line up this single PAPI model object with the actual AFCAD PAPI light effects. I repeated this process for the other three units of this 4 unit PAPI system and it works like a charm.

    Now I have a PAPI 4 system that works perfectly, is visible from much further away than the ones that are self made and that I can tweak the approach angle on to my heart's content.

    IMO, it's actually a better solution than making your own if the scenery will permit it.

    I'll post a picture when I get a chance.
  9. flyscenery

    flyscenery

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    Last edited: 12/7/09
  10. Southwest

    Southwest

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    Sounds good and no problem Flyscenery,

    I to did the same method when i designed a patch for an airport, however i came up with a problem when i designed my own from scratch, the fact that GMAX ground polys cover the afcad lights entirely so they can't show through, the only ways were to design and contruct my own with the tutorial above, or cut a slit in the base image to allow the defaults to show through, something i was trying to avoid.

    Although this method is tricky and i would much rather do yours, it gives an element of satisfaction when you finish such a scenery. Look forward to your screenshots.

    Once again - I've managed to get the light into FSX, though removing the Sep planes got it working, so they have an issue, also the PAPI lights don't work, i constantly have White, Red, White, White on. the Code above, I hope somebody can find the issues with the Sep Planes and the rest of the coding and papi light problems please ?
    Last edited: 12/7/09

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