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MSFS Optical Landing System

I couldn't open the original gltf in blender. So, I used this subterfuge to bring the IFLOLS to ground level.
Likewise I cannot modify the mesh since I only get a cube in blender.
There remains the most delicate point: visibility reduced to around 0.7 Nm, which is not much.
I agree with you, the glideslope is still good with the ground system
 
There is no mesh other than a cube. You need some mesh in the simobject for it to be processed. May as well make it as simple as possible.

Just move the empty around in the blender file to reposition the OLS.
 
What I don't understand is that the simple cube calls the full IFLOLS in MSFS.

1/ I can't get what appears in capture #25 of thetford569.
2/ If I replace the cube with an object, will the meatball remain visible?
 
The cube is purely something for a worldscript to read so it knows to attach the meatball as a separate entry in the worldscript. That's why it's invisible. There's no need to see it.

1 - It's impossible to import intact or as an editable item as the screenshot proves.

2 - You can add another object in the worldscript, or replace that invisible simobject with another mesh. The only thing that matters is that there's a simobject with a OLS attach point.
 
OK, so in the worldscript.xml, I currently have a container named AI_Carrier which corresponds to the cube.
And a second container, named OpticalLandingSystem which is the visible object in MSFS and which contains the meatball
If I create a third container calling my optical system, it will not contain the meatball and will it be superimposed on the OpticalLandingSystem?
Additionally, I need a containerID which is defined in what way?
I pull out the little hair I still have left on my head -:)
 
The meatball is a unique simobject. The lighting is somehow baked into the model.

If you bring in your own optical system, unless you've designed your own lighting and got it working not much is going to happen. You will get whatever mesh you've made and that's it.

I've only used attach points with Asobo simobjects. For my own scenery objects and simobjects I manually place the item using the OffsetXYZ coordinates in the worldscript. Maybe you can use attach points with other stuff, but I expect it would only be other simobjects and not scenery objects.

I presume you want to attach a trailer or some extra strucuture to it so it might as well be a scenery object, not a simobject.

A scenery object attachment looks like this -


Code:
<SceneryObjects.LibraryObject InstanceId="{740b2c91-bc7a-45c5-8401-4545e6a27b06}">

            <AltitudeIsAGL>true</AltitudeIsAGL>

            <IsOnGround>true</IsOnGround>

            <Scale>1.000</Scale>

            <MDLGuid>{9516073d-ac8a-4215-a32e-f924a46b0e59}</MDLGuid>

            <Orientation>0.000,0.000,0.000</Orientation>

            <AttachedWorldObject>

                <OrientationType>DEFAULT</OrientationType>

                <IsOnGround>true</IsOnGround>

                <OffsetXYZ>0.00,0.00,0.00,0.000</OffsetXYZ>

                <Orientation>0.00,0.00,0.000</Orientation>

                <ObjectReference InstanceId="{bf4764ab-7ba3-49f5-ae65-170079746f8f}" />

            </AttachedWorldObject>

</SceneryObjects.LibraryObject>

1 unique GUID at the top per entry. The MDLGuid refers to the scenery object's xml. ObjectReference InstanceId is the same GUID as the main simobject so it knows to attach to it.


I usually place it at the top, but I'm not sure if the position matters.

Or you could make the extra structure the main simobject and place the OLS attachment point where you want it in the right position. To reuse that worldscript the only thing you would need to replace is the simobject container title with your own.

Or keep the invisible simobject and move the attachment point around until it matches the position you want with a regular scenery object under it.
 

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That's what I assumed, to keep the animation of the meatball you have to use the ASOBO system, as in post #39.
Do you have an idea to increase the visibility distance of this IFLOLS?
 
Not really.

If it was your own system you could maybe mess with LODs to make the lights larger from a distance so visible from further, but the Asobo stuff will be fixed.
 
This is unfortunately the ASOBO system.
I am going to stop my research on this subject and move on to carrying out a career landing on my Clémenceau traffic.
Thank you again for your valuable advice
 
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