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Atreides

Landing light's and nav light's question

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To anyone who know's (I've checked the KB and didn't find it) where and how can I edit the position's of the landing light's :dntknw: as in if they're behind the nose gear, move them forward as they should be and add an extra one if the nose gear has two what would I need to edit, furthermore, with regard's to nav light's a lot of aircraft's regardless of which version, have their nav light's all over the place how would I move those to their appropriate position's and also control the rate at which they flash or don't. :dntknw:

 

 

I thank you all in advance. Cheer's !

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The little bit that I know:

 

If the aircraft model has lights, you should find them in the aircraft data.ini file (i.e., F-4C_Data.ini). The entry should look like this:

 

[TopFuselageLight]

SystemType=LIGHT

Color=0.66,0.66,0.60

Brightness=0.02

Position=0.0,3.545,1.0143

LightSrcOffset=0.0,0.0,0.1

LightSrcRange=0.5

CanFlash=TRUE

FlashTime=0.70

 

Position indicates its location on the model's component (like the fuselage in this case).

 

Also in the aircraft.ini file there will be a system data entry on one of the model components showing where that light entry is located. In this example it is on the fuselage:

 

[Fuselage]

ModelNodeName=fuselage_P

ShowFromCockpit=FALSE

HasAeroCoefficients=TRUE

CLa=0.1228

CD0=0.0052

CDL=0.0001

Cmq=-0.1741

Cmad=0.0004

Cyb=-0.1228

CLaMachTableNumData=7

CLaMachTableDeltaX=0.40

CLaMachTableStartX=0.00

CLaMachTableData=1.000,1.000,1.000,0.423,0.592,0.814,1.002

CD0MachTableNumData=7

CD0MachTableDeltaX=0.40

CD0MachTableStartX=0.00

CD0MachTableData=1.413,1.000,0.876,4.298,3.024,2.692,2.414

CDLAlphaTableNumData=15

CDLAlphaTableDeltaX=4.00

CDLAlphaTableStartX=-28.00

CDLAlphaTableData=143.365,90.282,52.247,26.750,11.285,3.344,0.418,0.000,0.418,3.344,11.285,26.750,52.247,90.282,143.365

CmqMachTableNumData=7

CmqMachTableDeltaX=0.40

CmqMachTableStartX=0.00

CmqMachTableData=1.000,1.000,1.000,14.653,19.811,35.186,54.076

StructuralFactor=1.5

MinExtentPosition=-1.40,-7.54,-1.17

MaxExtentPosition= 1.40, 5.66, 1.06

CollisionPoint[001]=-1.40, 5.66,-0.91

CollisionPoint[002]= 1.40, 5.66,-0.91

CollisionPoint[003]= 1.23,-3.74,-1.17

CollisionPoint[004]=-1.23,-3.74,-1.17

CollisionPoint[005]= 0.00,-7.54, 0.50

CollisionPoint[006]= 1.21, 5.66, 0.53

CollisionPoint[007]=-1.21, 5.66, 0.53

DamageRating=DESTROYED

SystemName[001]=Engine1

SystemName[002]=Engine2

SystemName[003]=FuselageFuelCell2

SystemName[004]=FuselageFuelCell3

SystemName[005]=FuselageFuelCell4

SystemName[006]=FuselageFuelCell5

SystemName[007]=FuselageFuelCell6

SystemName[008]=CenterlineStation

SystemName[009]=SparrowStation1

SystemName[010]=SparrowStation2

SystemName[011]=SparrowStation3

SystemName[012]=SparrowStation4

SystemName[013]=Tailhook

SystemName[014]=TopFuselageLight

SystemName[015]=BottomFuselageLight1

SystemName[016]=BottomFuselageLight2

SystemName[017]=Canopy

 

You have to experiment with those x,y,z coordinates in position to move it to the location you want. You may have to move the system entry to another component location if you are trying to move it to an entirely different location.

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Guest capun
The little bit that I know:

 

If the aircraft model has lights, you should find them in the aircraft data.ini file (i.e., F-4C_Data.ini). The entry should look like this:

 

 

[Fuselage]

ModelNodeName=fuselage_P

.

.

 

SystemName[014]=TopFuselageLight

SystemName[015]=BottomFuselageLight1

SystemName[016]=BottomFuselageLight2

SystemName[017]=Canopy

 

You have to experiment with those x,y,z coordinates in position to move it to the location you want. You may have to move the system entry to another component location if you are trying to move it to an entirely different location.

 

Not quite correct. It is inconsequential in what Component you put the SystemName, the light will show up. What it may make a difference for certain SystemName is for damage modeling.

 

For example if you have a SystemName=Flaps declared under the Component Wing, if the Wing is destroyed, the Flaps will be destroyed.

 

If you declare them in the Component TailFin, when the Tailfin is destroyed the flaps will be destroyed.

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You have to experiment with those x,y,z coordinates in position to move it to the location you want. You may have to move the system entry to another component location if you are trying to move it to an entirely different location.

 

Actually, your half right....

they ARE called out in the data ini, and MUST be listed in the SystemName= sections, but they are global measurments; ie, from 0.0 on the LOD.

 

the lights don't care what compenent they're attached to. You can have the LandingLight callout in the fuselage statement, for example, as long as the coordinates are spelled out in the Lights section

 

Explination of coordinate system:

All measurments in meters

 

00.00,1.50,3.5

 

00.00 is your left/right of center, negative numbers (ie: -6.5) would be on the left wing

1.50 is your fore/aft distance from the center of the model; negative numbers are aft

3.5 is your verticle distance from the center of the model; again, negative numbers are BELOW the centerline.

 

Having dialed in several hundred lights...this is something I know!

 

For an example, look at these from the P-51D:

 

[bottomRedLight]

SystemType=LIGHT

Position=5.24,0.20,-0.3957

LightSrcOffset=0.00,0.0,-1.50

Color=0.88,0.25,0.25

Brightness=0.05

LightSrcRange=0.3

CanFlash=FALSE

FlashTime=0.6

 

[TopRedLight]

SystemType=LIGHT

Position=0.00,-3.3865,0.4073

LightSrcOffset=0.00,0.00,0.0

Color=0.88,0.25,0.25

Brightness=0.05

LightSrcRange=0.3

CanFlash=TRUE

FlashTime=0.6

 

[LeftPositionLight]

SystemType=LIGHT

Position=-5.605,0.1733,-0.2443

LightSrcOffset=-0.0,0.00,0.00

Color=0.88,0.25,0.25

Brightness=0.03

LightSrcRange=0.5

CanFlash=FALSE

 

[RightPositionLight]

SystemType=LIGHT

Position=5.605,0.1733,-0.2443

LightSrcOffset=0.00,0.00,0.00

Color=0.25,0.88,0.25

Brightness=0.03

LightSrcRange=0.5

CanFlash=FALSE

 

[TailLight]

SystemType=LIGHT

Position=0.0,-6.205,0.16

LightSrcOffset=0.00,0.00,0.00

Color=0.88,0.88,0.88

Brightness=0.04

LightSrcRange=0.3

CanFlash=FALSE

 

[bottomGreenLight]

SystemType=LIGHT

Position=5.24,0.0,-0.3957

LightSrcOffset=0.00,0.0,-1.50

Color=0.25,0.88,0.25

Brightness=0.05

LightSrcRange=0.3

CanFlash=FALSE

FlashTime=0.6

 

[bottomWhiteLight]

SystemType=LIGHT

Position=5.24,-0.20,-0.3957

LightSrcOffset=0.00,0.0,-1.50

Color=0.88,0.88,0.88

Brightness=0.05

LightSrcRange=0.3

CanFlash=FALSE

FlashTime=0.6

 

[FinLight1]

SystemType=LIGHT

Position=-0.08,-5.5,1.0

LightSrcOffset=0.00,0.00,0.00

Color=0.88,0.88,0.88

Brightness=0.04

LightSrcRange=0.3

CanFlash=FALSE

 

[FinLight2]

SystemType=LIGHT

Position=0.08,-5.5,1.0

LightSrcOffset=0.00,0.00,0.00

Color=0.88,0.88,0.88

Brightness=0.04

LightSrcRange=0.3

CanFlash=FALSE

 

[LandingLight]

SystemType=LIGHT

Color=0.88,0.88,0.88

Brightness=0.05

Position=-2.0,0.0,-0.5

LightSrcOffset=2.6046,49.0560,3.50

LightSrcRange=150

LightRange=45.0

CanFlash=FALSE

LightNodeName=LandingLight

IsLandingLight=TRUE

 

Now, I'm not going to post the component sections, but if you look at the Fuselage sctions for the Mustang, you'll see it lists the system "BottomRedLight", where the coords definately show it placed on the right wing.

 

Hell, I started the adding landing light trend 4 years ago....

looking for a specific aircraft??? I probably already got it

 

Wrench

kevin stein

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...well, I did say it was a little bit that I knew. I should have linked him up to your web site, he would have probably found what he wanted. Good to know that the coordinates are global. That would make it easier to locate instead trying to fumble around trying to figure out which system something should go on (like my attempts at decals).

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BTW, I'm using all kinds of stuff from you and Capun. Appreciate the continued effort you guys have put into this sim. Everytime I try something else, I also come back to the Thirdwire sims because there is always change, and I've been trying my hand at various small modifications, which is almost as much fun as playing the game.

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man, I was wondering how the coordinate system worked, thanks!

 

I was near asking a question on that, just with decals in mind

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Works the same for decals, excepting you have to declare which mesh is used; right wing, right outer wing, right flap, etc. Then, top/bottom, left/right

 

Decals just use the left/right up/down or up/down fore/aft corrdinates (dependin in where it's going -- wings, for instance, use fore/aft & left/right; tail or tailfin/rudder use fore/aft, up/down)

 

Thanks, Czech6! It's good to hear that once in a while!

 

Wrench

kevin stein

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