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FSXA Automatically rotated PAPI's in FSX

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unitedstates
Hi all,

So I did a a lot of research on the creation of PAPI's and I found something interesting...to me at least.

Of all the reading I've done, I keep seeing people asking how to rotate a PAPI object and have the lights work as intended. The answer has always been some variation of "you can't", and a reference to separation plane creation is usually cited.

Well, after scratching my head as to why my PAPI's were displaying incorrectly in FSX:A I discovered something interesting. My separation plane headings were "off" by the exact amount that I had rotated my 3ds Max model when using MakeMDL to place the object.

So for sh*ts and giggles, I set the runway heading to "0" in the excel calculator, entered the numbers it derived in my .asm file, and compiled with BGLC_9.

Lo and behold, the things were lined up perfectly on a runway with a heading of 235 true (241 magnetic).

I thought, "Naw! They said it couldn't be that easy!" So I ran MakeMDL again, and set the position and heading for the PAPI's on the reciprocal end. I copy and pasted the very same separation plane numbers into the _0.asm, and when I checked it out in the sim...IT WORKED!

Has this tidbit been published anywhere?

I'd hate to get all worked up if this is old news, but in all my searching, I never saw this fact noted anywhere.

Thoughts?

Nick
 
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1,614
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puertorico
Nick - as a point of information , I note that you're compiling with makemdl.exe, etc., which of course is to the FS9 SDK.

It is my understanding that an FS9 scenery object, such as you're compiling, still works with FS-X.

So, in essence, you're dropping an FS9 model into FS-X, and not a "true" FS-X model created with the FS-X SDK

(That's my understanding, and it all goes out the window if you're really using xtomdl.exe etc.)
 
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unitedstates
Hi Felix,

Yes, of course. I'm exporting a .x file using the FSX SDK tools for 3ds Max. Running that .x file through the FS2002 MakeMdl, tweaking the resultant .asm files, then compiling with BGLC_9.

But the real story here tis that you can create a single PAPI model, set the Separation Plane parameters to a generic "North" position, then rotate that object freely during placement and the lights still work correctly.

Everything I've ever read about PAPI's has said that you need to redo the math for every new heading you use. This doesn't appear to be true.

Again, if this is just common knowledge, feel free to beat me with a wet noodle. I'm just excited to not have to do a multitude of calculations for the thousands of lights that are in my airport project!

Regards,

Nick
 
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puertorico
Nick - thanks for the clarification.

As I am "scenery-modelling" challenged, I appreciate the clarification. It's so much easier to model aircraft!!! they either show up nicely, or I've messed up a texture and there are bits and pieces all over!


But no, go to the airport/scenery development and you've got a PAPI (so that's NOT my father?) pointing at you, or a jetway coming to swallow your plane when you arrive -

You guys are nuts! (in a nice way)





Go Gators!
 

arno

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netherlands
Hi Nick,

Since you are using a FS2002 BGL file there is no problem indeed. But if you would use a FS2004 MDL for the PAPI (as most people do), then you would run into the problem of the heading not being taken into account.
 
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unitedstates
Arno,

Is there some benefit to using an FS2004 .mdl, than one created with the FS2002 MakeMDL?

If it's so much easier with FS2002, why isn't that the standard?

Thanks,

Nick
 

arno

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Hi Nick,

The FS2004 MDL format has as advantage that it gives better performance and most people find it easier to do the placement by XML than by typing in the coordinates at export.
 
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unitedstates
Thanks Arno,

I use the FS2002 SDK because I'm working extensively with 3ds Max created ground polys and photoscenery tiles.

Is the performance issue a worthwhile reason to continuously switch between all three versions of the exporters/compilers? I'd be using 2002 for ground polys, 2004 for runway/approach lighting, and FSX for the buildings.

Nick
 

arno

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Hi Nick,

It would mainly be the buildings where you can get the performance increase, so if it is only about the lighting and PAPIs I would probably keep them in the FS2002 gamepack, for those I expect less (or no) performance difference.
 
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