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MSFS Optical Landing System

I would guess that the reference points are not relevant, but thetfotf569 probably knows more by now.

You could try with the existing ones and see what happens. The functions of the lights might only be based on a fixed visual position.

You need to add the simobject and also create a worldscript which is what you'll actually place in the scenery file. The simobject is referenced in that worldscript.
 
OK, thanks superspud
I will try adding your "opti" SimObject to the scene and adding the worldscript. (I think we need to add an asset for this worldscript")
 
OK, thanks superspud
I will try adding your "opti" SimObject to the scene and adding the worldscript. (I think we need to add an asset for this worldscript")
yes you will need to add an asset for the worldscript. I did not have to make any adjustments to the reference points or attachpoints in the simobject. I just placed the worldscript and then lined it up where I wanted it to be. I used an existing PAPI light and flew with the drone camera down the glideslope to pick my touchdown point. At some point when I make carrier deck markings I can line it up with where I want the touchdown point to be and move things accordingly. Should be somewhat easy but just trial and error.

I am currently still trying to determine if I can make my own new IFLOLS trailer to replace the simobject. I can get the simobject to replace with something else but when I do the lights disappear. Still trying some different things.
 
Yes, worldscripts are a new asset group.

You'll need to change the GUIDs in the worldscript if you want to publish it as I guess it might appear in other projects.

There is one GUID that needs to be repeated

Code:
        <SimContain.Container InstanceId="{71bbde17-fb71-46a7-ba78-64609da69122}">
       
        <ObjectReference id="AI_Carrier" InstanceId="{71bbde17-fb71-46a7-ba78-64609da69122}" />

The simcontainer instance ID is the main simobject's GUID. And that is repeated in the ObjectReference InstanceId in the AttachedWorldObject container when you attach items to the main simobject.
 
I can't get Blender to import the GLTF of the Optical Landing System but over in the tree I've noticed something called BALL_LIGHT_CENTERED. I think the SimObject does have something to do with displaying the lights and meatball. I can replace the simobject in the world script with something different but then I lose the lights. I wish I could get this to import without errors so I could inspect it more. I get a "could not handle mesh" error when trying to import. ModelConverterX will import but it seems like it loses this extra stuff when it does.


ols-import.png
 
I'm really bad at this.
In my project, I created a new asset but I don't know what to do when I open it in the editor.
If I click on "build", the "worlscript" and "scenarrii" folders are not created in the scene.
What am I missing?

2023-09-13_10-25-19.jpg
 
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I don't remember having any problems adding one.

You could add it manually to your package definitions with notepad ++ and then create the folders.

Create a folder named Scenarii in the packagesources, and then a subfolder with your own unique name where you place the actual worldscript files.

XML:
        <AssetGroup Name="YourUniqueName">
            <Type>WorldScript</Type>
            <Flags>
                <FSXCompatibility>false</FSXCompatibility>
            </Flags>
            <AssetDir>PackageSources\Scenarii\YourUniqueName\</AssetDir>
            <OutputDir>Scenarii\YourUniqueName\</OutputDir>
        </AssetGroup>

If it builds correctly they will be turned into .spbs in the package.

I never bother adding assets through the SDK any more.
 
In fact, I had created two folders scenario and worldscript.
In addition, the scenario folder had one extra folder in its hierarchy.
It was scenarii/LFTH/FCLP instead of scenarii/FCLP
And I put the file in the worldscript library
 
The IFLOLS/FLOLS system is installed in my scene.
Its location and rotation angle are not correct, it levitates above the ground but the meatball is functional.
It is also necessary to check whether the touchdown point is correctly adjusted.
To do this, should we play on the contact points in the blend file?

2023-09-14_17-08-54.jpg
 
If you want to move the landing system then tweak the empty's location in the blender file and re export.

I'm not totally sure that the reference points do anything. Try moving the worldscript around first and see what happens.

If that doesn't work then fiddle with the reference points.

You will also need to adjust them in the reference points xml in the simobject folder.

Blender coordinates are not the same as MSFS ones. I can't quite remember now, but x or y or maybe both need to be reversed in the xml. And also xyz is also not the same. I think it's xzy in MSFS.
 
I never adjusted any of the reference points. You can rotate and move the world script to get it pointed in the right direction. The landing area should be the same length and width as the boat so there really shouldn’t be any need to move the points. My current project doesn’t have carrier deck markings on the runway so I used the existing VASI to match the glide slope with the meatball and adjust my touchdown point. It was close enough for me right now.

This is early days still of figuring this out. I’ve been trying to change to a different model so I can make my own mesh for the lights. I wanted to make an IFLOLS trailer similar to what you have in your scene but get only the meatball and lights to work with it. But that’s not working so I am going to model the wheels and bottom of the trailer to fill in the space where it floats and make it look like a ground based system. There may be a way to make it snap to the ground however moving the world script down in the editor doesn’t work. It still floats.
 
You are right, I have indeed noticed that the touchdown point is approximately in the right place but too high.
For Blender I know the problem of x, y and z coordinates, having been confronted with it for each adaptation of the original FSX/P3D plane for MSFS. (including the N1101 Ramier on the screenshot which will soon be put online on the Restauravia website).
I will try to add the lower part of the existing VEH into the scene to serve as support for the new system.
I should also ask you about my adaptations of the “Clemenceau” carrier. It is possible to landing on the static appontable model but not on the same model included in a traffic.
However, this is not the subject of this discussion.
 
You can simply move the empty downwards in the simobject's blender file and it'll oblige in the worldscript.

It was purely a quick example lash up.
 
I never adjusted any of the reference points. You can rotate and move the world script to get it pointed in the right direction. The landing area should be the same length and width as the boat so there really shouldn’t be any need to move the points. My current project doesn’t have carrier deck markings on the runway so I used the existing VASI to match the glide slope with the meatball and adjust my touchdown point. It was close enough for me right now.

This is early days still of figuring this out. I’ve been trying to change to a different model so I can make my own mesh for the lights. I wanted to make an IFLOLS trailer similar to what you have in your scene but get only the meatball and lights to work with it. But that’s not working so I am going to model the wheels and bottom of the trailer to fill in the space where it floats and make it look like a ground based system. There may be a way to make it snap to the ground however moving the world script down in the editor doesn’t work. It still floats.
superspud preempted my answer. I agree with his idea
 
I should also ask you about my adaptations of the “Clemenceau” carrier. It is possible to landing on the static appontable model but not on the same model included in a traffic.
However, this is not the subject of this discussion.

That's straightforward enough.

If you carrier is a landable scenery object, create an invisible simobject to attach it to in a worldscript.

The simobject is also where you attach wakes, smoke, sound effects etc.

You need an empty in the simobject to place the smoke effect.

I'm using the Asobo wakes which don't need attachment points, you define the dimensions and locations in the simobject's xml.

If you want the OLS you'll also need an empty as well so import the carrier model, place the empty, then delete until your simobject is again an invisible box with some attachment points.

You need this line in the worldscript - <SceneryObjects.IsCollidableWithUser>true</SceneryObjects.IsCollidableWithUser> to make sure it's landable.

To attach the scenery object you need its GUID which is in this line - <MDLGuid>{8bc3aa5d-8634-43e2-be61-822475de12b8}</MDLGuid>

And this line - <ObjectReference InstanceId="{45ff8909-1b58-456d-9d10-d1c46dfd9449}" /> has to have the same GUID as your main simobject.

I'm not sure which wording is important, but if you don't get it right the carrier will be collidable but you'll slide off it instead of being able to park.

I would copy the wording and position of the attached object in this worldscript. For some reason putting it at the top made it correctly landable.

You can make the carrier itself a simobject, but it won't be landable without a worldscript.
 

Attachments

  • traffic.zip
    141.1 KB · Views: 60
Many thanks superspud, I spent whole days trying to solve this problem.
I was able to add smoke and waves to the moving model, but I was still going through the deck.
Well, I have work for the end of the year with finishing the plane, the stage and now the aircraft carrier.
 
For the IFLOLS device to be positioned at ground level,
simply replace the number present in the SimObjects\misc\OLS\model\OLS.gltf with a zero, as in the screenshot below.

Be careful, if you modify this value in the source file, it produces an error during compilation.
I made the change in the file contained in the Packages folder

2023-09-17_09-08-32.jpg

2023-09-17_10-10-46.jpg
 
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I moved the attachpoint down in Blender and got it to be at ground level as well. And the glide slope was still good in my project. Now as I get time I will add some geometry as a different mesh around the default IFLOLS to make it look like a ground based system.
 
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