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FS2004 Crash

Now that I've been able to use your models, it appears that, for whatever reason, the attachpoint is not empty. That "stuff" you are seeing to the side is what is attached to your .mdl.

I will be travelling tomorrow, and, as I said before, I'll be away from my development system for a while. So it may be several days before I get a handle on what's happening.

Don
 
I can now confirm that there is unplanned interaction between strobes and PCL when effects are used to override BGL_LIGHTs. The issue does not seem to occur when BGL_LIGHTs are used. I will fix that ASAP but, as I said earlier, I am away from my development system and likely will not be able to do much until I return.

Also, for the time being, if you are not using PCL, then the PCL field in types.txt should be set to FALSE.

Don
 
Having spent a great deal of time diagnosing this issue, I have discovered the underlying problem. The custom base model is not in the format expected by AFLT, i.e. the format output by Gmax for the stock models. What utility did you use to prepared the custom base models, please. Did you submit the models to any other utility, e.g., MCX?

I MAY be able to fix this, but I need to know EXACTLY how the custom models were prepared.

Don
 
My message from yesterday seems to have disappeared into cyberspace.

Even after Arno fixes MCX, adding the attachpoint with MCX may not work for custom AFLT models. AFLT expects the format of the base model .mdl file with attachpoint to be EXACTLY as Gmax generates such a file. FS9 may not be so strict and may still work when the .mdl file format deviates from this. (i.e., MCX may generate FS9-compatible .mdl files and still not be compatible with AFLT.)

AFLT makes extensive binary-level modifications to the .mdl file. If you want to be sure your custom models will work with AFLT, then apply the attachpoint in Gmax.

Don
 
my custom model is created with Sketchup 8 , then export as 3DS Model. In GMAX imported and then with gmax created the empty Attachpoint. - Then exported as MDL
 
my custom model is created with Sketchup 8 , then export as 3DS Model. In GMAX imported and then with gmax created the empty Attachpoint. - Then exported as MDL

Then why are you using MCX?

Don
 
with my custom model , i not use MCX
Then I wonder why it was introduced into the "conversation".

It would seem, then, that Gmax doesn't generate the same code when a Sketchup model is imported and an attachpoint added as it does when the entire model is created with GMax. Unless you want to re-create your custom models from scratch with GMax, I guess you are stuck with the stock base models - for the time being at least. They don't appear to be very different anyway.

Don
 
With your basic models I have unfortunately crashes.
But that may have to do with the PCL control.
 
I have explored this "crash" issue "9 ways from Sunday". The problems I have found are:
  • type 19 effects vs type 25; (I've updated all effects)
  • FS9 initialization due to proximity of models; and (can't do anything about that)
  • invalid custom base model (use stock models)
I have found no issue with PCL - though the invalid custom models made me believe I had one for a while
If you can provide me a sequence of events that demonstrates whatever issue you believe remains using stock models and describe the symptoms/procedure to duplicate in detail, I will investigate further.

Don
 
I created a custom model completely by Gmax with one empty attach point.
If I use MCX (only to watch this mdl) I also see only one attach point.
If I watch your stock models in MCX, I see 2 identical attach points!

This should have a reason?

(unresolved remains why my custom mdls dont work with PCL...)

I just want to understand, how a custom mdl has to be built, no critics of your program...

A second question by the way:
I would like to know, why your strobes of the base mdls work at daytime and the approach lights are "off".
 
I created a custom model completely by Gmax with one empty attach point.
If I use MCX (only to watch this mdl) I also see only one attach point.
If I watch your stock models in MCX, I see 2 identical attach points!
This should have a reason?
I suggest you send a copy of both models to Arno and ask him why. He is the author of MCX. All my base models have 2 LODs to minimize the FPS impact. It may have something to do with that. But, are you sure you are looking at base models and not processed models. Processed models, depending on the element, may have up to five attachpoints. But the base model only has one (check the .mdl code).

(unresolved remains why my custom mdls dont work with PCL...)
As I explained previously, your custom models, at least the ones you sent me, are not in a valid format. In any case, none of the scenarios you have sent me include PCL.

I just want to understand, how a custom mdl has to be built,
As I told you before, create the model in Gmax with one empty attachpoint. If you need more detail than that, examine the coding of any of my base model .mdl files.

A second question by the way:
I would like to know, why your strobes of the base mdls work at daytime and the approach lights are "off".
At my airports, the strobes are off in the daytime unless PCL is activated. Send me the AFLT folder for an implementation where this happens and I'll investigate.

Don
 
ok , i have done, my custom approach Lights are off at day. It really missing only a texture. With _dayglo texture the custom approach lights are off at day. without the lights are on.
 
So it seems like I can locate my problem with strobes in the array.
After changing the .ini files for the strobes (kill shadow = false) crashes the FS2004 no longer at "loading Scenery" Screen. With Kill Shadow=True (default) i have a fifty-fifty chance to crash.
 
Foxi, as I mentioned above, if you want me to investigate a specific problem, you're going to have to send me the AFLT folder for an implementation where these things happen. As well, since you seem to be using a light of your own design, I'll also need the Gmax files or, if you don't use Gmax, the .asm and .mdl files generated by whatever design tool you are using to confirm that the model conforms to the requirements of AFLT.

Don
 
Don, it does not matter whether Custom model or base model
In an array with strobes only the strobes are set to kill shadow = true and does not tolerate the FS2004. With kill shadow = false there are no problems.

2. Problem: Beacons are taken in the array as a normal lights. An evaluation of the supplement data will not be made.

LG Frithjof
 
I run all the strobes in my 6 airports with shadow = false - without a problem in any Flightsim version.

Beacons are taken in the array as a normal lights. An evaluation of the supplement data will not be made.
I don't know what this means.

Foxi, there seems little point in continuing in this manner. I've asked you on several occasions to send me your AFLT file and tell me what to look for. Without the files, I have no way of determined if there even is an error in AFLT, let alone being able to duplicating what you are seeing.

DOn
 
Create an array of lights and strobes and look at the ini files to. The strobes will automatically kill shadow = true and that is faulty
Currently I customize each ini file by hand.
 
Foxi, Kill Shadow being set to true is intentional - as explained in the AFLT User Manual in the section entitled "Creating a Light Element". As I have said before, I have never experienced FS9 crashing as a result of doing so. I use such strobes at most of my airports without difficulty.

Since you seem reluctant to send me your AFLT folder, all I can suggest is you download my CYYJ which has two strobe arrays (ODALS) and see if the results are similar. (My CYYJ is in widespread use and no one else has complained of crashes.)

Don
 
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