Yet still you persist, with your "enum's" and your gauge syntax, sir,

**this is not a gauge syntax thread**, please, for the sake of people just learning this for the first time, adapt. All this cross talk about attach points and effects, spreads disinformation and confuses, because this procedure has no association with either.

Now, I'll address your code conundrum. Remember, I am coming from a perspective of knowledge that my code already works.

What I am worried about (and so, with all due respect, should you) is taking this as a master pattern for a wholly different calculation using a) a different variable, b) different units, c) different operators, d) different value ranges.

(E:ZULU MONTH OF YEAR, number) 12 == if{ 1 } els{ 0 }

So, I began my search. I searched "dawn," "dusk," "visible," finally I hit on "time" itself and again, without any logic beyond my monkey like ability to substitute, I hacked this

<Code>(E:LOCAL TIME, hour) 12 % 10 *</Code>

into the above and as the French say, voila.

Evaluating this expression in sim (FSX) and successively selecting day, dusk, night, and dawn environments, I get the followng readouts in season spring :

(E:TIME OF DAY, number) 8 >= (E:TIME OF DAY, number) 17 <= and if{ 1 } els{ 0 }

(E:TIME OF DAY, number)

E is a variable. It is defined as the time of day and it is controlled by a whole number.

8 >=

8 is the first whole number. If the number (representing the actual hour of the day, inside the sim) being tested against the operation is equal to 8 or greater than 8, the operation proceeds, with an affirmative flag. If the number being tested against the operation is less than 8, the operation proceeds, with a negative flag.

17 <=

17 is the second whole number. If the number being tested against the operation is equal to 17 or less than 17, the operation proceeds, affirmative. If the number being tested against the operation is greater than 17, the operation proceeds, negative.

and if{ 1 } els{ 0 }

Finally, if the sum total of both numerical comparisons is flagged affirmative, then yes (render the conditional visibility materials), otherwise (els), then no (do not render the conditional visibility materials).

So, beside my pig logic of making the expressions work to my pleasing, they also work within the simulator, where it matters.