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Hi all,
I'm working on (an attempt to make) a rotating lightbeam for lighthouses.
I am facing the problem of visibility. Not distance visibility, but angular visibility.
Since the beam may be obstructed by the coastline and other obstacles, and also because a lot of lighthouses do have precise sectors to cover dangers, indicate channels etc.
I can't restraint the visibility of the beam in a successful way.
My first idea has been to "mask" the beam by making it abruptly disappear into the ground for a part of its rotation then emerge again, so that it mimics the effect of shades in the lantern. It works, but whatever I do there's always a small but noticeable bounce of the beam when displayed in the sim (FSX/P3F2). The "dive" and "surge" occur frankly in Gmax and MCX but are not perfectly rendered in the sims.
So my other idea was to use the visibility track. I thought I could make the beam visible/invisible/visible again by placing visibility keys in the track view mode. When I do that, I can see my beam rotating and be "turned" off and on again inside Gmax. But once exported into a MDL and seen in MCX, it rotates but stays always on. Same thing when further exported into the sim.
So...
1 - Is this "visibility" feature really useable and rendered by FSX/P3D2?
2 - And if yes, what do I do wrong, or don't do, that prevents my visibility effect to be exported the proper way in a correct FSX MDL?
I'm working on (an attempt to make) a rotating lightbeam for lighthouses.
I am facing the problem of visibility. Not distance visibility, but angular visibility.
Since the beam may be obstructed by the coastline and other obstacles, and also because a lot of lighthouses do have precise sectors to cover dangers, indicate channels etc.
I can't restraint the visibility of the beam in a successful way.
My first idea has been to "mask" the beam by making it abruptly disappear into the ground for a part of its rotation then emerge again, so that it mimics the effect of shades in the lantern. It works, but whatever I do there's always a small but noticeable bounce of the beam when displayed in the sim (FSX/P3F2). The "dive" and "surge" occur frankly in Gmax and MCX but are not perfectly rendered in the sims.
So my other idea was to use the visibility track. I thought I could make the beam visible/invisible/visible again by placing visibility keys in the track view mode. When I do that, I can see my beam rotating and be "turned" off and on again inside Gmax. But once exported into a MDL and seen in MCX, it rotates but stays always on. Same thing when further exported into the sim.
So...
1 - Is this "visibility" feature really useable and rendered by FSX/P3D2?
2 - And if yes, what do I do wrong, or don't do, that prevents my visibility effect to be exported the proper way in a correct FSX MDL?




