• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS20 Towards a better landing tee

Messages
59
Country
switzerland
Inspired by the work of SinusJayCee (Ameland signal island) I modeled my own landing tees and adopted the files necessary for making the working simObject.
It's a great start, but it has two issues which I'd like to dig into:
  1. hardcoded heading for the flipping action, so that the simObject is not really reusable in different airfields with different runway orientations. (not actually sure what SJC did there. "hard-modelling" the heading I presume).
  2. the tee flip-flops too easily in sideways winds.

I'm new to this and the documentation seems a bit patchy. So I was hoping this is the place where the black-belt scenery devs hang out and they could maybe give me some pointers. I'd be very grateful.

To solve problem 1 it would be necessary for the code to be able to access the object instance's heading. Is this at all possible?
The first line of the code-section evaluates the condition for the flip. The 74.7 is the hardcoded heading of the tee which I would like to replace with the real object data.

To solve problem 2 I'd like to add some hysteresis. For that I need some state variable which is scoped to the instance of the tee. In the (limited) documentation I can only find references to something that seems to amount to global variables. How are local variables done?

The code in the xml-file looks like this (for a tee that is modeled to point at 0°):
XML:
<?xml version="1.0" ?>

    <ModelInfo guid="{7bc3e325-f3c3-4557-b953-61c76b741be5}" version="1.1">
        
        <LODS>
            <LOD ModelFile="tee.gltf"/>
        </LODS>
        
        <Animation guid="8eebb0b7-6f9f-4d4b-a5f3-856a9e3259a6" length="1" name="flip" type="Sim" typeParam="AutoPlay" typeParam2="flip"/>
        
        <PartInfo>
            <Name>flip</Name>
            <AnimLength>1</AnimLength>
            <Animation>
                <Parameter>
                    <Code>
                    74.7 (A:AMBIENT WIND DIRECTION, Degrees) - 450 + 360 % 180 &lt;
                    if{ 1 }
                    els{ 0 }
                    </Code>
                </Parameter>
            </Animation>
        </PartInfo>
    </ModelInfo>
 
Back
Top