Anti-Collision light
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Just a question for the Devs.
I work on Vipers, and our Anti-Collision lights have different patterns. Some flash once, some twice etc. We even have one that flashes 6 times. Just wondering, is that difficult to model in the sim? That would be cool if the vipers in the sim could do it.
Thanks for all the work you guys put into this lovely simulation!!!
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What do the different strobe patterns mean?
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It is long enough in the wishlists out there, and just recently we have new panel models in the cockpit that could be populated to other Blocks as well per real, so only the code is the limit for now.
Different patterns specify positions in the formation, eg 3 flashes per sec is for #3 etc, or other specific patterns to declare problems, actions etc as per sop’s.
Maybe in 3-4 weeks…
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@usafpga:
Just a question for the Devs.
I work on Vipers, and our Anti-Collision lights have different patterns. Some flash once, some twice etc. We even have one that flashes 6 times. Just wondering, is that difficult to model in the sim? That would be cool if the vipers in the sim could do it.
Thanks for all the work you guys put into this lovely simulation!!!
Currently, the only thing the end user can do is regulate how often the strobe flashes via a data edit.
I believe that a “pattern” strobe is somewhat possible by altering the 3d model. The strobe was originally (and still is I think) a multi-state switch.
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The strobe was originally (and still is I think) a multi-state switch.
Incorrect. The ext lighting panel you see in the pit now is exact to the ones in unmodded blocks 25-42. They did change the anti strobe for what is mentioned above but initially it only had two states. On and off.
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Hi Stubbies,
My reference to multistate is not regarding the actual rl switch, but rather the way the switch is set up to be rendered in the 3d model.
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Currently, the only thing the end user can do is regulate how often the strobe flashes via a data edit.
Pumpyhead, could you give more details please?
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Hi Stubbies,
My reference to multistate is not regarding the actual rl switch, but rather the way the switch is set up to be rendered in the 3d model.
Ah you didn’t clarify so I thought you were referencing the actual aircraft.
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Pumpyhead, could you give more details please?
In your install path, find \Data\Sim\ACData. In that folder you will see the data files for all the aircraft. Find the aircraft you wish to modify, for example, the F-16 Block 30 which is “f16blk30.dat” and open it in a text editor such as NotePad.
Look for the “Lights” section as shown below. The descriptors are self-explanatory.
Obviously, you can only manipulate how often the strobe flashes and for how long it stays on.#–---------------------------------------------------
Lights
#-----------------------------------------------------
animStrobeOnTime 0.120
animStrobeOffTime 1.000
animWingFlashOnTime 0.400
animWingFlashOffTime 0.250
numFormationLightLevels 0 -
For MLU tape 2 /52+ and up in cockpit in lights section the the pilot have the ability to change the strobe light switch for 1,2,3,4 A,B,C e.tc strobe light timing . it is an extra switch in pit
it will be good in feature to implemented this via avionics configuration like RWR diferences than dat file since in MP the BMS.exe will “conflict” from different dat files if acdata MP confirmation is selected .
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BAF MLU still has the turning knob like in BMS regarding anti coll.
It does however has a 3 way master switch (OFF-ON-COVERT). Where covert only lights up IR lights visible with NVG.
As laser pointers are visible with NVG in BMS now, it would be cool to have that implemented one day. Switch to covert = top formation lights replaced by pointer lights -
Covert lighting is one of the few things missing from NVG ops and I totally agree that would be just killer to have one day.