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Rotating Beacon Speed

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ca-newbrunswick
Is there a way to increase rotation speed of a tick18 rotating beacon using keyframe animation in FSDS? my version is v3.5.1.
My keyframes for rotation are: 0,256,512,768,and 1024 each rotating the beacon 90 degrees.

I want the beacon in my lightouse to rotate faster. It's now rotating at about 30- 40 seconds - - - too slow !


This is my rendition of the Yarmouth Light at Yarmouth , Nova Scotia


lighthouse%20beacon.jpg
 
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You could have your beacon rotate twice during the same 1024 frames...

...or, if you are using an XML script to drive the animation, use the <Scale>xx</Scale> to adjust the speed...

...or possibly <Lag>xx</Lag>.
 
Hi hecrowell.

You can do as Bill has suggested and make your light turn twice in the 1024 frames, but just so you know, you do not need to use all 1024 frames in a rotating object you could just set 128, 256, 384, 512 each with 90 degree turn and your light will now turn two times as fast, if you shorten the number of key frames per 90 degree turn more you will increase the speed more.

H_Farfy
 
Rotating Beacon solved

Thanks for the answers to my question re: beacon rotation speed.

I used the shorter keyframe method and it works great! the lighthouse now flashes the way it is supposed to and, by the way, very close timing to the real thing.

This good info is now tucked away safely in my scenery design info booklet.

Thanks again
 
This just serves as an illustration that there are many, many ways to accomplish the same goal... :rotfl:
 
Additionnal information, for two rotating objects in the same model.

On my ships I usually install two radars, rotating at two different speeds. I note that the number of frames used by the two obects must be the same. So, said I use 40 frames, the first radar do one loop and the second radar do two loops in the same 40 frames (the second radar moving faster than the first).
 
Additionnal information, for two rotating objects in the same model.

On my ships I usually install two radars, rotating at two different speeds. I note that the number of frames used by the two obects must be the same. So, said I use 40 frames, the first radar do one loop and the second radar do two loops in the same 40 frames (the second radar moving faster than the first).

Each object has it's own, independent animation track. What leads you to beleive that you must you use the same number of frames for separate objects?
 
Because if I use 40 frames for one object and 50 frames for the second, the animations dont work properly. In my projets (it is only my own experience), if the two objets dont finish on the same frame, it does not work.
 
Hecrowell- Impressed with your lighthouse! W3ell done. could you tell or send me instructions on how to make the light beams shining out? I'm using FSX - but I would think it would react the same fs9 or fsx.

Alternative would be - where in FSX libraries in a beacon light that will rotate?

I would like to learn both of the above.

Also- does anyone have ideas concerning my LOD post. Many have read it but none have responded. Bob
 
Hi all you design junkies,here is a lighthouse that i made in FSDS v3.5.1.The light rotate in side the window the way Farfys said at 128,256,384,512.All the files is in the zip,if it helps. About the light that shines out the window,there you must place an fx,that fx i dont know,hope someone can help all of as out with that one.

Made for FSX SP2 only.

Frits
Trieng trieng scenery
 
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HFP-FSX_phare_HFP_rorqual.jpg
Here is mine, in Saint-Lauwence river, ashore of Tadoussac, in Québec. The light rotates and I put a night texture for it. No shining for the moment... Near the lighthouse, yes, it's a whale!
 
Hi Frits
I am not sure if this is what you have in mind, but I have added a beam.
:D
 
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Farfy- I see the part you added.... a triangle? I see no animation. How do you get this to rotate? Did you use Arno's CAT program? Or mdl tweaker for night only?

FSDS 3 had preprocess but not supported for hlep but it did work to show items only at night etc. 3.5.1 does not have this preprocess so John Dutton in Malta and I added it to partsnames.txt and it seem to work.

Other than all of the above I thought this had to do with 3 elongated cones of different colors, 33 degrees rotated from each other then adding the light. This is were I thought it would get tricky... adding "see through" lights. The rotation would not be hard. But then getting the lights to be bright enough... there also is my problem.

I made some snazzy rwy/txi lights for small airfields; some operated by night, others operated on/off by radio adf freq. Worked great for FS9 but really not very bright. Never did figure out how to get them brighter. No one here knew either.

Anyway- how to do the light beams? Bob
 
Hi jyarddog.

The triangle is just the attach point for the effect.
To make it rotate I just set it as a child of the part that Frits had rotating.

I hadn’t notices that I had that effect set for night only, but I guess I did. It is done with your partDataDefs.txt

The effect is fx_luxbeam1.fx

I wrote a tutorial a while back on how to add a light with FSDS, it was just a simple light but you can add any effect, its in my tutorial section called
Adding an effect to a object made with FSDS 3.5.1.htm
http://farfyscenery.katuu.com/
H_Farfy:D:D
 
I'll go there and study it. partsdatadef I cannot find in my fsxsdk. I'm supposed to copy from it to partnames.txt

I need to learn this stuff. Mucho questions to discuss. Working with Bill Mckay in Seattle who does much bets testing for ac's. We try to take afb's and make them kind of like what they were in the 50's and 60's.

I had asked Sid schwartz how to make the lights he made (others have also) He said it was the hardest thing he's ever done.

Right now Bill and I are trying to figure out how to lower the water level down about 2 or 3 feet so it doesn't look like it rises right up to the apron by the water in one of our areas.

Again, I'll go study your tutorial and get back with you if it's ok. Just oved from Oregon to Ione Washington... still unpacking. Bob
 
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