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Synchronized strobes

Messages
607
Country
france
Hi guys,
I'm illuminating radio tower with strobe light effect.
I designed the fx file and xml and it's ok. But I want the strobes to be synchro. Playing with emiter parameters I reached my goal when the plane is close to the tower. The bug is: when leave the area, the lights dont stop at the same time. And when ou approach, they don't start at the same time and so dont flash synchro.
Hope I 'm clear enough. Does anybody knows how to manage with this ?
Thank you all
 
Sorry I can't help you with your question but maybe you can help me.

How do you increase the brightness of a strobe?

Thanks
CK
 
Well you design your texture to be brighter.
You can also play with some parameters in [particle] section:
------------------
Lifetime=0.2, 0.2 <--increase for the sprite reach his max size
Type=19
X Scale=5.00, 5.00 |
Y Scale=5.00, 5.00 |<--increase the size of sprite
Z Scale=5.00, 5.00 |
X Scale Rate=20.00, 20.00 |
Y Scale Rate=20.00, 20.00 |<-- sprite's growth speed
Z Scale Rate=20.00, 20.00 |
Hope it'll help you
 
Well, I tried to use several emiters in order to have them sync.
Despite all my tests, I can see the different effects, but cannot have them displaced.
--------------
[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
No Interpolate=1
Rate=1.50, 1.50
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation0.00, 0.00
Y Rotation0.00, 0.00
Z Rotation0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00
-----------------------
Does anyone know how this parameter works exactly ?
Yours
 
The offsets are used to - well - offset the emitter's origin point along the designated axis.

I use this to create a single .fx file that displays in the sim as three seperate "lights" side-by-side. The recognition lights used on the new SR22 G3 Turbo on the leading edge of the wingtips are three side-by-side, high intensity LED clusters.

I created a nest of six emitters of increasing size, then copied the entire "nest" twice, and offset the two copies along the x axis by 0.15 each.

Your best tool for creating and testing .fx files is to use the new FX Editor in FSX's SDK. With it you can quickly make changes and see the results instantly in FSX's Spot View.
 
Thank you

- please find a sample below. The 2 emiters havent the same speed nor the same size. An I think not the same place.
But in the simu the 2 lights are at the same place. Can anyone see the bug ?
- What are the axis meaning ? lon, lat height ? What is the unit ?
I'm on FS9
----------------------------
[Library Effect]
Lifetime=5
Version=2.00
Radius=5
Priority=0


[Properties]
Spot=1
Tower=1
Cockpit=1
VirtualCockpit=1


[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
No Interpolate=1
Rate=1.50, 1.50
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=10.00, 10.00
Y Offset=10.00, 10.00
Z Offset=10.00, 10.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=0.2, 0.2
Type=19
X Scale=5.00, 5.00
Y Scale=5.00, 5.00
Z Scale=5.00, 5.00
X Scale Rate=20.00, 20.00
Y Scale Rate=20.00, 20.00
Z Scale Rate=20.00, 20.00
Drag=0.00, 0.00
Color Rate=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Static=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=2
Texture=fx_anflashw1.bmp
Bounce=0.00
Color Start=100, 100, 150, 255
Color End=100, 100, 150, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

//---------------------------------------

[Emitter.1]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
No Interpolate=1
Rate=2.50, 2.50
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.1]
Lifetime=0.1, 0.1
Type=25
X Scale=5.00, 5.00
Y Scale=5.00, 5.00
Z Scale=5.00, 5.00
X Scale Rate=20.00, 20.00
Y Scale Rate=20.00, 20.00
Z Scale Rate=20.00, 20.00
Drag=0.00, 0.00
Color Rate=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Static=1
Face=1, 1, 1

[ParticleAttributes.1]
Blend Mode=2
Texture=fx_anflashw1.bmp
Bounce=0.00
Color Start=100, 100, 150, 255
Color End=100, 100, 150, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
---------------------------------
 
Hi,
Working around, I found an issue using controller to trigger the effects and setting static=0 to activate offset in properties.

My new quest is: want to make a rotating sprite with limited lifetime, triggered by controller. But I want the sprite to have a fixed heading when it begins the rotation.
Does anyone know which parameters control that ?
I 've been trying so many times, start heading always seems random set...
Thank you all
 
UP

Hi ! Question is too simple or too difficult ?
Nobody knows nor has been facing this problem ?
Hope i'll find the right way to create this effect.
But your help 's welcome.
 
Well it looks like nobody feels an expert in creating effects !
I shall have to find an issue by myself
So sad
 
Well it looks like nobody feels an expert in creating effects !
I shall have to find an issue by myself
So sad

Alain, unfortunately "effect files" are somewhat like the field of flight dynamics. Because of the truly horrible SDK, creating effects is as much an art form as anything else...

However, if you work in FSX, the FX Editor is a really cool tool that will allow you to experiment in "real time," meaning you can instantly see the results of your work while the sim is running... ;)
 
Thank you Bill
I haven't tried fsx yet !
But i guess the effect tool is very similar to fs9's.
If fsx editor allow live experiments, it's a good idea.
I think it'll save me so much time.;)
Will install soon.
Regards
 
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