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    Anti-Collision light

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    • Creature_1stVFW
      Creature_1stVFW last edited by

      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!!!

      1 Reply Last reply Reply Quote 0
      • Marvin157th
        Marvin157th last edited by

        What do the different strobe patterns mean?

        Raptor 1 Reply Last reply Reply Quote 0
        • Raptor
          Raptor @Marvin157th last edited by

          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…

          1 Reply Last reply Reply Quote 0
          • P
            PumpyHead last edited by

            @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.

            S Wingedsky 2 Replies Last reply Reply Quote 0
            • S
              Stubbies2003 @PumpyHead last edited by

              @PumpyHead:

              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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              • P
                PumpyHead last edited by

                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.

                S 1 Reply Last reply Reply Quote 0
                • Wingedsky
                  Wingedsky @PumpyHead last edited by

                  @PumpyHead:

                  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?

                  P 1 Reply Last reply Reply Quote 0
                  • S
                    Stubbies2003 @PumpyHead last edited by

                    @PumpyHead:

                    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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                    • P
                      PumpyHead @Wingedsky last edited by

                      @Wingedsky:

                      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

                      Geraki 1 Reply Last reply Reply Quote 0
                      • Geraki
                        Geraki @PumpyHead last edited by

                        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 .

                        Focaldesign 1 Reply Last reply Reply Quote 0
                        • Focaldesign
                          Focaldesign @Geraki last edited by

                          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 🙂

                          1 Reply Last reply Reply Quote 0
                          • Redshift20
                            Redshift20 last edited by

                            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.

                            1 Reply Last reply Reply Quote 0
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