I don't know if the following is already common knowledge;
I havn't searched deeply in the net but I found no mention
of it.
While playing with the five scenery user variables I noticed
that two of them (usrvar + usrvr3) are "working" when the
scenery complexity is above "dense". This has been verified
on a fresh FS9.1 installation (the only extra files were
FSUIPC and ActiGate dll's + my test object)
After a short investigation it came out that some MS default
scenery object is using them.
Observing the values they assume it looks like they are the
destination work area for the tick18 interpolation to animate
objects.
As this happens only when close enought to airports I think
the variables are used as a "common source" to drive radars
and rotating light beacons.
Therfore 2 conclusions:
1) Don't use them to store intra-objects data in your scenery.
Your data will be screwed up and you will change the
MS objects animation
2) Use them if you need some object with continous or rotating
animation. (to be verified)
Any other comment?
Cheers
I havn't searched deeply in the net but I found no mention
of it.
While playing with the five scenery user variables I noticed
that two of them (usrvar + usrvr3) are "working" when the
scenery complexity is above "dense". This has been verified
on a fresh FS9.1 installation (the only extra files were
FSUIPC and ActiGate dll's + my test object)
After a short investigation it came out that some MS default
scenery object is using them.
Observing the values they assume it looks like they are the
destination work area for the tick18 interpolation to animate
objects.
As this happens only when close enought to airports I think
the variables are used as a "common source" to drive radars
and rotating light beacons.
Therfore 2 conclusions:
1) Don't use them to store intra-objects data in your scenery.
Your data will be screwed up and you will change the
MS objects animation
2) Use them if you need some object with continous or rotating
animation. (to be verified)
Any other comment?
Cheers


