Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.


I have the sequencing for the lights through a drone video from the helipad, so that is ready. I am however a bit unsure on how to approach the design solution.Hello:
AFAIK, these must flash 2x / second, and may 'still' require "Bloom" set active in MSFS, and Day/Night Cycle set on.
First, here's a Wikipedia article on Approach Lights:
https://en.wikipedia.org/wiki/Approach_lighting_system
The FAA document:
https://www.faa.gov/sites/faa.gov/f...handbooks_manuals/aviation/FAA-H-8083-15B.pdf
Here is some Google search results on the topic...
Using "Rabbit":
https://www.google.com/search?q=site:+docs.flightsimulator.com+"Rabbit"+Approach+Lights&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=oyURaLKuN9WW5OMPrZ_sqA4&ved=0ahUKEwjyi-Gk-v2MAxVVC3kGHa0PG-UQ4dUDCBA&oq=site:+docs.flightsimulator.com+"Rabbit"+Approach+Lights&gs_lp=Egxnd3Mtd2l6LXNlcnAiN3NpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSAiUmFiYml0IiBBcHByb2FjaCBMaWdodHMyCBAAGIAEGKIEMgUQABjvBTIIEAAYgAQYogRI1CpQ6wlYxBZwAXgBkAEAmAGAAaABjgWqAQMxLjW4AQzIAQD4AQGYAgegAtoFwgIKEAAYsAMY1gQYR8ICCBAhGKABGMMEmAMAiAYBkAYDkgcDMS42oAf4DbIHAzAuNrgHywU&sclient=gws-wiz-serp
Using "Sequential" rather than "Rabbit":
https://www.google.com/search?q=site:+docs.flightsimulator.com+"Sequential"+Approach+Lights&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=VSURaMC4Nofl0PEPxdbfoAM&ved=0ahUKEwiAt8f_-f2MAxWHMjQIHUXrFzQQ4dUDCBA&oq=site:+docs.flightsimulator.com+"Sequential"+Approach+Lights&gs_lp=Egxnd3Mtd2l6LXNlcnAiO3NpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSAiU2VxdWVudGlhbCIgQXBwcm9hY2ggTGlnaHRzMggQIRigARjDBDIIECEYoAEYwwRInWRQ9QlY5UZwBHgBkAEAmAGfAaAB-wKqAQMxLjK4AQzIAQD4AQGYAgegAsEEwgIKEAAYsAMY1gQYR8ICBRAAGO8FwgIIEAAYgAQYogSYAwCIBgGQBgiSBwM0LjOgB7cLsgcDMC4zuAfUAw&sclient=gws-wiz-serp
Using "Calvert" (the British standard for Approach Lights):
https://www.google.com/search?q=site:+docs.flightsimulator.com+Rabbit+Approach+Lights+Calvert&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=OCIRaNf6EPLQ5NoPhZvlgAY&ved=0ahUKEwjX9pyD9_2MAxVyKFkFHYVNGWAQ4dUDCBA&oq=site:+docs.flightsimulator.com+Rabbit+Approach+Lights+Calvert&gs_lp=Egxnd3Mtd2l6LXNlcnAiPXNpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSBSYWJiaXQgQXBwcm9hY2ggTGlnaHRzIENhbHZlcnRIizpQwgxYuyBwAXgAkAEAmAGEA6ABqAuqAQcwLjcuMC4xuAEMyAEA-AEBmAIIoAK_C8ICCxAAGIAEGLADGKIEwgIIEAAYsAMY7wXCAgUQIRigAcICBRAhGKsCmAMAiAYBkAYDkgcHMS42LjQtMaAH5yOyBwcwLjYuNC0xuAeuCw&sclient=gws-wiz-serp
I'm just starting to see what MSFS has in the SDK, but there are airports that have working sequential "Running Rabbits".
De-compile a MSFS "Generic" airport not in the semi-restricted "World Hub" airport group to help reverse-engineer this ?
GaryGB
What I could to, though, is to custom make the approach lights and adjusting the size of the msfs sdk-available approach lights.
Is it possible to place approach lights and an ILS without a runway?


Thank you so much for your research, Gary. really helpful - as always!If we study default MSFS 2020 airports, we may be able to see how they have been coded for "lead-in strobes".
Gardermoen / Oslo lights are flickering due to being 'lost in the trees;, so I cannot tell yet if they are working in sequence.
KSFO approach from the water looks good and is a "Generic" airport, with sequential 'lead-in strobes' (as effects ?)
VHHX Hong Kong Kai Tak RWY 13 has light towers and sequential 'lead-in strobes' on each tower and in between (as Effects ?)
[EDITED]
FYI: MSFS 2020 default land / water Approach Lights are static scenery library objects, and do not have 'Attached' Effect Lights.
MSFS 2020 default Approach Lights are in:
[MSFS 2020_Packages Path]\Official\OneStore\fs-base\scenery\Global\Asobo_Props\Asobo_Props.BGL
I must de-compile placement BGLs to confirm how static scenery library objects show lights; if Effects, they are not 'Attached'.
Perhaps I can get this info Wednesday morning.
[END_EDIT]
I am not certain yet where / how to access the default airport files in MSFS 2024 to see how lights are coded.
GaryGB

Thank you so much.Hi Vetle:
I had forgotten about that video which I saw some time ago when you first started your Norway Helipads project; it helps ID the sequencing, especially if one sets YouTube to play it back at 0.25x playback speed when the Helo approaches from the South.
I am now looking into the custom Approach lights at that Lorenskog Helipad as shown in the video.
I shall try to find out how the sequencing is achieved at VHHX Kai Tak, as the light flash intervals are also slower there, and may be more readily compared / adapted.
I have multiple older MSFS 2020 VHHX version backups I may be able to de-compile in case newer version(s) require a "Hex-hack" to access.
I hope to have an initial impression on the coding method soon.
I am crossing my fingers Mamu knows!I am not yet aware of there being an example in MSFS 2020 or 2024 of Pilot-controlled lighting (PCL) aka aircraft radio control of aerodrome lighting (ARCAL) aka pilot-activated lighting (PAL), but I suspect there is way to do it (mamu probably knows a way to do this via coding a SimObject to enable / disable the light sequencing).
Although there is a way to make RWYs transparent in MSFS as in FSX / P3D according to ADE author Jon Masterson, I suspect that the option for RWY approach lighting as used at KSFO might be a 'fixed array', and may not necessarily be customizable.
GaryGB

One can open the MSFS 2024 Virtual File System in Developer Mode and download all the default airport files. Unfortunately, none of the existing 3rd party tools can be used to either view or decompile these files, because Asobo added new sections to the airport BGL format (for example, apron text labels). These new sections cause the utilities which were designed for MSFS 2020 to fail. Other users here have supposedly contacted the authors of these utilities, without any success in getting either a 2024 update or the utility source code.... I am not certain yet where / how to access the default airport files in MSFS 2024 to see how lights are coded.
GaryGB



I 00'd the byte at Offset 60 (hex) 31 > 00 ETNW.BGL

I may have had success creating a "Combined Scene" in MCX.
But, grappling with 3,888 placed objects, MCX is "chugging" badly for hours, and seems unlikely able to finish that task.
If / when MCX ever stabilizes and shows "Object Information" I hope to output something useful.![]()
>

Arno: Assuming MCX is actually able to properly read MSFS Scenery Library Object BGLs...
* Are there MSFS Effects "Attached" to glTF 3D models that are not shown in MCX dialogs (yet) ?
In other words, can MSFS Effect attachment be done via placement BGLs and not exclusively via "AttachPoint" equivalents ?
13 Feb 2025
Until now ModelConverterX could not read MSFS 2024 library BGL files, you would get an error that the objects inside were not recognized. This is because MSFS 2024 does store your glTF models differently in the BGL file than MSFS 2020 did. You might have noticed that the BGL files are also smaller for MSFS 2024, that is because a compression is applied to the glTF data.
I have now updated ModelConverterX to support this zstd compression of the objects, so that you can open library BGL files again in the tool. This functionality is available in the latest development release.
I wanted to test it with some more models on my machine, but MSFS 2024 keeps crashing when I tried to compile a scenery package or when I startup the sim. So I’m afraid the testing has been a bit limited. If you encounter any issues, just let me know in the FSDeveloper forum.
Continue reading...


MCX can read MSFS BGL files correctly. But attached effects are stored in the model XML file and MCX does not support all options there yet. So it is likely that you can miss certain attached effects. If anybody has more pointers in common types that are used I can try to add support for them as well.Arno: Assuming MCX is actually able to properly read MSFS 2020 and 2024 Scenery Library Object BGLs...
* Are there MSFS Effects "Attached" to glTF 3D models that are not shown in MCX dialogs (yet) ?
I don't know if MSFS can also place effects directly outside of the MDL file, as we can do with bglcomp. I never looked at that.In other words, can MSFS Effect attachment be done via placement BGLs and not exclusively via "AttachPoint" equivalents ?
They should show up in the placement editor as well. But I just checked and it seems that the initial location is not set correctly for a BGL file that only contains placement and no options. So you might have to zoom out to see them.Arno: If MCX is actually able to properly read MSFS Scenery Library Object 'placement' BGLs...
* Do the placements reside somewhere awaiting further processing, since they do not show up in "Object Placement" ?
Yes, that should work.If so, I hypothesize that MCX can derive placement info for MSFS Scenery Library Objects via a "Combined Scene", by loading:
* A MSFS Scenery Library BGL
...and:
* The MSFS Scenery Library Object 'placement' BGL for 3D glTF objects within that MSFS Scenery Library Object BGL
You can only search for a specific animation in the hierarchy editor now (so within a single object). There is no way to search in the total scenery to find it in any of the objects.I do not see any type of filtered search feature in MCX to try and find what objects in VHHX' ModelLib contain Animations.




You are correct, sir. Currently working with the model and trying out a more detailed approach than previously. So this might be fun.Hi Vetle:
I have the impression you may plan further work with Lorenskog as a location in your Norway Hospital Helipads project.![]()
I am looking forward to this challenge. I'll look into the links above. One of the features I would like to complete is a running-rabbit type approach light setting with custom made light masts. That would be sweet... I've got my hands on some really good referance material for the helibase, so I am excited to see what I can do about it.FYI: While reviewing a de-compiled BGL from your recently released ENKH location scenery, I saw some interesting XML "Lights" code.
AFAIK, MSFS SDK extended feature configuration parameters that may prove useful in making custom Approach lights at Lorenskog.
Of particular note is these MSFS SDK Docs:
https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Scenery_Editor/Objects/Airport_Objects.htm
https://docs.flightsimulator.com/ht...tents/Modelling/Airframe/Texturing/Lights.htm
This is in an early state of implementation by Asobo as a Work-In-Progress, and it has some glitches comparable to those seen in FSX:
https://devsupport.flightsimulator.com/t/light-preset-mesh-relative-position/10082/2
However, it may be that with increased inclusion of source code in the XML for a project's main XML file, fine-tuning is possible via both the XML code in NotePad++ or other XML editor, as well as via the MSFS SDK DevMode Scenery Editor GUI.
I was pleased to note previously complex, obscure code FS Developers previously agonized over, now appears easier and accessible.
It may be less challenging now to code custom Approach lights with a sequence matching IRL via parameters of Phase, Period etc..
If Federico has not yet worked with these features to offer you a worked example, you may find it is not too steep a learning curve.
GaryGB