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one-sided approach lights

Messages
10
Country
spain
Hi all, I'm Mike from Spain, before all, I want to give thanks to all people that offers their help in the "art" of design fs scenery.

I've started a new freeware project with GMax and I've made a custom approach lighting system but after hours fighting again the bglc code definatelly I can't make one sided lights.

The runway has a heading of 100º, what condition or mask should apply?

I've tried the following code but with unwanted results:
----------------------------------------------

IFMSK wrong_direction, 386h, 8000h (also IFMSK wrong_direction, 2a6h, 8000h)
BGL_LIGHT LIGHT_NAV,..........
wrong_direction label BGLCODE

-------------------------------------

I'm going to give up this project because I'm fed up with this issue. I've read a lot of AVSIM forum messages and from this forum regarding to my problem but still I can't find any solution.

PLEASE, can somebody help me? I'm desperate :banghead:

Many thanks in advance.
 
The way to do this is by using the SEPARATION_PLANE command. I could get more technical about it, but for your use it is easier to take the negative cosine of 100 degrees multiplied by 32767 for the first variable and the negative sine of 100 degrees multiplied by 32767 for the third variable. Remember that you must make a separate model for each object that you have going in a different direction. The SEPARATION_PLANE command does not rotate with the object. It should look like this:

Code:
SEPARATION_PLANE wrong_direction, 5690, 0, -32269, 32767
BGL_LIGHT LIGHT_NAV,..........
wrong_direction label word
 
Many thanks Matt, but this tip doesn't works for me.

I'll give up this project. I think there isn't any method to make those custom lights like the default hardcoded approach lights visibility.

Regards.
 
I've attached a pic of my custom approach lights. I wish I could made them only one side visible... :banghead:

I don't want to use the default fs approach lights with no altitude!!
Please help me... :wizard:

:wave:
 

Attachments

  • lux1.jpg
    lux1.jpg
    32.2 KB · Views: 752
Math, using your code, the lights don't show when I'm doing the approach heading the runway but on the opposite direction and when I'm a bit far away from the airport. How to say..., a very strange behaviour. :o

What vars I could change or exist any other alternative?

Sorry but my english it's limited :tapedshut

Regards.
 
Could you post the code of the SEPARATION_PLANE command you used? Then we can easier help you.
 
Hi Arno, there's the code:

----------------------------------------------

SEPARATION_PLANE wrong_direction, 5690, 0, -32269, 32767
BGL_LIGHT LIGHT_NAV, -4183.681, 12.403, 760.593, 20, 0.60, 0.40, 0FFFEFFAEh, 0.000000, 0.000000, 1.000000 ; source poly num = 1
.....
.....
BGL_END
wrong_direction label word
BGL_RETURN

----------------------------------------------

Hope this helps... :rolleyes:
 
All looks fine, I would only reserve the X and Y valie, so I would try this:

Code:
SEPARATION_PLANE wrong_direction, -32269, 0, 5690, 32767
 
Thanks for your info, now it works! but there's a problem:

My scenery has the reference point in the gmax scene at the middle of the runway lenght and the lights only dissapear when I'm over this point or far away.

Can this be solved without change the reference point of the gmax scene?

:wave:
 
Yes, then you need to change the 32767 at the end. You need to multiply it with the length of the vector from the center to the end of the runway.

I guess for a runway this could be a very big value, if you get an error due to that, you could try to use a different vector length. Just make sure the last parameter is the needed length from the refpoint multiplied by the vector normal length.
 
As I don't know how to calculate the vector lenght, I'm trying numbers by aproximation... Well, I think I'm the "abnormal" vector.... :laughing:


Many thanks to Arno and Matt, your help is very appreciated. :wave:
 
Hi, Miguel

I just send reply to your mail but I posted it again here. :)
I used IFIN1 command instead of IFMSK. Using this, you can turn on the lights when aircraft is "below" the lights. I made my approach light like this...

y
|
|
|​
------------------- x
|
lights
lights
lights
lights
|
|
|​
In this figure, x,y axis is Gmax axis. I located lights "under" x axis so now all lights have "negative" y position relative to origin. Because lights have negative y value (y < 0), you can turn off lights when y has positive values (y > 0) using 0386 variable.

IFIN1 wrong_direction, 386h, -32768,0

; Alpha
app_light_Alpha label BGLCODE
BGL_LIGHT LIGHT_NAV....
....
....

wrong_direction label word

But this method has limitation that heading of runway should be always north(HDG 360). So I made the API from gmax using fsregen and I located and rotated it in Airport tool. API has independent coordinate system you can rotate it to any desired direction. It's a little hard to align the approach lights to runway but it is good for frames because it uses library object. I tested this last night and it works well..You can see preview video at here.

I hope this will help you and don't give up your scenery. :)


Yunjin Lee
http://flyfreesky.com
 
Hi Yunjin, I'll try your method, any advice is very appreciated. Thanks for your time to email me. :)

Your scenery look great.

Regards.
 
mike_spain said:
As I don't know how to calculate the vector lenght, I'm trying numbers by aproximation... Well, I think I'm the "abnormal" vector.... :laughing:

The default normal length is 32767 (the last parameter of your command). If the distance from the RefPoint to the end of the runway is 200 meters, you need to put 200 * 32767 in that parameter, etc.

If you get an overflow in that case (I am not sure how big the maximum value of that parameter is), you could try to use a different length of your normal. So instead of 32767 you could use 1000 or so (this makes the angle less accurate as well). In that case you also need to scale the first two parameters.
 
Ok, Arno, I'll take note of your comments. I really appreciated all people who has tried to help me, in fact, now I've got the approach lights working as they should be.

VERY THANKS TO ALL, specially Matt, Yunjin and "the wizard" :) Arno.

:wave:
 
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