OK, back again !
I have located your Warning Board at Meigs ( this is where it was located by default in FSDS ), i have edited the Orig FSDS file to remove the FSDS beacons !
I have created a BGL file with the XML code for you that will place 2 x FX files that flash at differing times.
in the Zip file you will find only 1 FX file as it is a copy of a default FX file. the missing FX file from the ZIP should be in your FS9 effects folder by default.
Here is the body of the explanation txt file from the Zip.
If you have difficulty, please ask for further explanation or help !
If anyone can add to or improve , please do !
Explanation.txt contents:
In FSDS, group all components and join them to create one object, make sure your XYZ is central to the object and you object is central to the GRID in FSDS ( in top view ).
You can then enter your Lat Lon for its location and export the BGL into FS9.
To input your Beacon FX files, use XML and BGLComp !
Using TCalc2004_V2 by Dick Ludowise, obtain the Lat Lon in Decimal format and enter these for the co-ordinates of the FX file, then by using the Bias XYZ within the XML code, offset your FX file to where you want it to display.
To add another FX, duplicate the relevant code and alter the Bias XYZ ( see source code XML file for example )
If you know your lamp is 1.2 meters above ground level, then in the XML code, set the altitude to 1.2 meters !
If you know your lamp is 3.25 meters from the center of the object, then in the XML code, offset the FX file by 3.25 meters, to duplicate this in the opposite direction you will use -3.25 meters.
NOTE:
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ALL MEASUREMENTS BY DEFAULT ARE METRIC, get used to the metric system if your still using Imperial ! its a lot easier !
NOTE:
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When your placing your AC ( in slew mode ) to obtain the Lat Lon ( by use of Shift Z ) make sure you save this flight for future ref !! very important. Then, as your AC is in the required location, using TCalc2004 note the lat lon in Decimal format for your XML code. Enter the Normal Lat Lon co-ord you would use in FSDS and export your BGL file into FS9. When creating the XML code, as you previously noted the Decimal Lat Lon, you will still be using the exact same Ref point for both FSDS Object and XML Source code.
Bias X,Y,Z :
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Bias X = Left or Right ( East or West ) where the "-" denotes the opposite direction !
Bias Y = Up or Down,( vertical / altitude ) where the "-" denotes the opposite direction !
Bias Z = Forwards or Backwards ( North or South ) where the "-" denotes the opposite direction !
FX files:
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To alter the flash rate, Adjust the " Delay=0.00, 0.00 " in ALL Emitter sections, the second set of numbers should be increased to suit and must allways be a higher value than the first set of numbers.
Example Source Code for XML placement:
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<?xml version="1.0" encoding="utf-8"?>
<FSData
version="9.0"
xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<SceneryObject
lat="41.8571805000653"
lon="-87.6084287499997"
alt="1.75"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="SPARSE">
<BiasXYZ
biasX="2.8"
biasY="0.0"
biasZ="-0.15"/>
<Effect
effectName="fx_beacon1.fx"/>
</SceneryObject>
<SceneryObject
lat="41.8571805000653"
lon="-87.6084287499997"
alt="1.75"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="SPARSE">
<BiasXYZ
biasX="-2.8"
biasY="0.0"
biasZ="-0.15"/>
<Effect
effectName="fx_beacon.fx"/>
</SceneryObject>
</FSData>
rgds Jeff