General Question Base objects - BEACONARRAY?

KrazyKyle

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I am adapting a base of mine from Orbiter 2010 to 2016, which mostly consists of playing with elevations, where in 2010, everything was '0' elevation.

My problem is my beacon arrays do not show up, no matter what elevation I make them.

Has something changed in the .cfg files for bases in 2016?
 

gattispilot

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Do you mean visual do not show up? Like runway markers?
 

bimmo

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I'm having the same problem, but only with the D3D9 client and orbiter_ng. When running orbiter with built-in video, BEACONARRAY lights do show up...
 
Last edited:

kuddel

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@bimmo: Can you please post the exact version of Orbiter and D3D9Client you are using?
The most recent D3D9Client versions for Orbiter 2016 are

D3D9ClientR3.8-forOrbiter2016(r1137).zip [beta] (6-Apr-2019)
D3D9ClientR3.7-forOrbiter2016(r1093).zip [stable] (25-Feb-2019)

...which can be downloaded here.

Although the version R3.8 is marked [beta] it should be your first choice. Only if that doesn't work somehow you might try the version R3.7 [stable]
 

bimmo

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thanks, I'm using R3.8 (beta) I'll try with the stable next...

I also just found out that the TRAIN2 object also has no lights and no animation, also no texture for that matter when using D3D9 client, works fine with standard orbiter video...

---------- Post added at 01:08 PM ---------- Previous post was at 12:56 PM ----------

same issue with R3.7
 

kuddel

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Train animations are not implemented (yet) in D3D9Client, so this is to be expected.
The Runwaylights (BEACONARRAY) however should be working.
Please check if the "rendering techniques" file is also available:
\Modules\D3D9Client\BeaconArray.fx
I'm not 100% sure whether there is a switch at the Launchpad that might disable rendering of Lights (I don't think so) but you might double-check the "Parameters", "Visual effects" and "Video" Launchpad-Tabs for any suspicious options...

---------- Post added at 22:03 ---------- Previous post was at 22:01 ----------

....could you post the Scenario you are using, please?

---------- Post added at 22:25 ---------- Previous post was at 22:03 ----------

....or maybe I got confused...RUNWAYLIGHTS are implemented! BEACONARRAY I don't know exactly what they should be :blush:

Anyone having more detailed insights regarding those?
 

DaveS

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BEACONARRAY I don't know exactly what they should be :blush:

Anyone having more detailed insights regarding those?
BEACONARRAYs are meant to create taxiway lights and things like that. RUNWAYLIGHTS are just for the actual runway, but there's much more to to actual an aircraft facility than just the physical runway and that includes the taxiways and aprons. They need to have the proper lights for night operations.
 

kuddel

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@bimmo: As the scenario alone is not that much of a help, could you please post a Base config that includes BEACONARRAY definitions?

---------- Post added at 23:51 ---------- Previous post was at 23:14 ----------

I've tried to create a test myself and here's the Base & a Scenario that should show some (333 big, blue) BEACONARRAY lights:

Habana.cfg (Config\Earth\Base\Habana.cfg)
Code:
BASE-V2.0
Name = Habana
Location = -82.40 +23.00
Size = 1000
MapObjectsToSphere = TRUE

; === List of VOR beacons ===
BEGIN_NAVBEACON
VOR UHA -82.5 +23.0 116.1 400 ; Havana
END_NAVBEACON

; === List of visuals ===
BEGIN_OBJECTLIST
BLOCK
	POS 40 0 220
	SCALE 60 25 40
	TEX1 Fcd02 4.125 2
	TEX2 Fcd02 4.125 2
	TEX3 Roof01 3 2
END
BLOCK
	POS 80 0 290
	SCALE 60 25 40
	TEX1 Fcd02 4.125 2
	TEX2 Fcd02 4.125 2
	TEX3 Roof01 3 2
END
BLOCK
	POS -985 0 115
	SCALE 100 60 40
	TEX1 Fcd05 5 3
	TEX2 Fcd05 2 3
	TEX3 Roof02 5 2
END
BLOCK
	POS -985 0 0
	SCALE 100 60 40
	TEX1 Fcd05 5 3
	TEX2 Fcd05 2 3
	TEX3 Roof02 5 2
END
BLOCK
	POS 324 0 -70
	SCALE 70 30 320
	ROT 30
	TEX1 Fcd06 4 2
	TEX2 Fcd06 16 2
	TEX3 Roof01 6 6
END
BLOCK
	POS 302 0 100
	SCALE 150 20 30
	ROT 30
	TEX1 Fcd06 10 2
	TEX2 Fcd06 3 2
	TEX3 Roof01 10 4
END
BLOCK
	POS 459 0 -173
	SCALE 150 20 30
	ROT 30
	TEX1 Fcd06 10 2
	TEX2 Fcd06 3 2
	TEX3 Roof01 10 4
END
BLOCK
	POS -70.5 0 120
	SCALE 101 18 20
	TEX1 Fcd06 5 1
	TEX2 Fcd06 5 1
	TEX3 Roof01 5 1
END
BLOCK
	POS -135 0 120
	SCALE 30 25 120
	TEX1 Fcd06 3 1
	TEX2 Fcd06 5 1
	TEX3 Roof01 1 4
END
BLOCK
	POS -760 0 -80
	SCALE 40 120 40
	TEX1 Fcd03 2.125 7
	TEX2 Fcd03 2.125 7
	TEX3 Roof01 2 2
END
BLOCK
	POS -700 0 0
	SCALE 40 120 40
	TEX1 Fcd03 2.125 7
	TEX2 Fcd03 2.125 7
	TEX3 Roof01 2 2
END
BLOCK
	POS -370 0 200
	SCALE 50 100 35
	TEX1 Fcd07 2 4
	TEX2 Fcd07 2 4
	TEX3 Roof01 2 1
END
BLOCK
	POS -250 0 300
	SCALE 40 80 120
	TEX1 Fcd08 4 2
	TEX2 Fcd08 4 2
	TEX3 Roof01 2 6
END
BLOCK
	POS -250 0 265
	SCALE 100 70 30
	TEX1 Fcd10 3 2
	TEX2 Fcd10 1 2
	TEX3 Roof01 3 1
END
BLOCK
	POS -250 0 335
	SCALE 100 70 30
	TEX1 Fcd10 3 2
	TEX2 Fcd10 1 2
	TEX3 Roof01 3 1
END
BLOCK
	POS -210 0 -950
	SCALE 25 60 90
	TEX1 Fcd11 4 6
	TEX2 Fcd11 4 6
	TEX3 Roof01 1 3
END
BLOCK
	POS -350 0 120
	SCALE 60 50 50
	TEX1 Fcd02 4 4.7
	TEX2 Fcd02 4 4.7
	TEX3 Roof01 2 2
END
BLOCK
	POS -470 0 120
	SCALE 60 70 50
	TEX1 Fcd02 4 4.7
	TEX2 Fcd02 4 4.7
	TEX3 Roof01 2 2
END
BLOCK
	POS -50 0 -200
	SCALE 30 30 80
	ROT 71
	TEX1 Fcd12 6.1 6.2
	TEX2 Fcd12 16.1 6.2
	TEX3 Roof01 2 5
END
BLOCK
	POS -50 30 -200
	SCALE 20 3 70
	ROT 71
	TEX1 Fcd06 2.05 0.1667
	TEX2 Fcd06 7.05 0.1667
	TEX3 Roof01 1.5 4
END
BLOCK
	POS -1025 0 280
	SCALE 30 30 80
	TEX1 Fcd12 6.1 6.2
	TEX2 Fcd12 16.1 6.2
	TEX3 Roof01 2 5
END
BLOCK
	POS -960 0 255
	SCALE 60 35 30
	TEX1 Fcd13 12.1 7.1
	TEX2 Fcd13 6.1 7.1
	TEX3 Roof02 2 1
END
HANGAR2
	POS -1170 0 405
	SCALE 30 100 40
	ROOFH 10
	ROT 90
	TEX1 Wall01 3 9
	TEX2 Fcd13 8 18
	TEX3 Roof01 4 2
END
BLOCK
	POS -1125 0 405
	SCALE 50 40 30
	TEX1 Fcd11 5 4
	TEX2 Fcd11 3 4
	TEX3 Roof02 5 3
END
BLOCK
	POS -1105 0 473
	SCALE 50 30 54
	TEX1 Fcd06 4 2
	TEX2 Fcd06 4 2
	TEX3 Roof02 2 2
END
HANGAR2
	POS -1090 0 415
	SCALE 20 50 50
	ROOFH 5
	TEX1 Wall01 1 2.5
	TEX2 Fcd12 10 10
	TEX3 Roof01 5 1
END
HANGAR
	POS 0 0 -70
	SCALE 30 15 50
	ROT 225
	TEX1 Wall01 3 2
	TEX2 Door01 4 2
	TEX3 Roof01 4 2
END
HANGAR
	POS -30 0 -100
	SCALE 30 15 50
	ROT 225
	TEX1 Wall01 3 2
	TEX2 Door01 4 2
	TEX3 Roof01 4 2
END
HANGAR
	POS 219 0 260
	SCALE 24 10 30
	ROT 30
	TEX1 Wall01 3 2
	TEX2 Door01 4 2
	TEX3 Roof01 4 2
END
HANGAR
	POS 262 0 285
	SCALE 24 10 30
	ROT 30
	TEX1 Wall01 3 2
	TEX2 Door01 4 2
	TEX3 Roof01 4 2
END
TANK
	POS 30 0 60
	SCALE 10 20 10
	TEX1 Roof01 2 1
END
TANK
	POS 60 0 60
	SCALE 10 20 10
	TEX1 Roof01 2 1
END
TRAIN1
	END1 -1200 0 380
	END2 300 0 380
	TEX Monorail 100
END
TRAIN2
	END1 -170 0 -1000
	END2 -170 0 1000
	HEIGHT 11
	MAXSPEED 50
	SLOWZONE 200
	TEX Hangrail 100
END
TRAIN2
	END1 -1700 0 430
	END2 300 0 -270
	HEIGHT 20
	MAXSPEED 40
	SLOWZONE 200
	TEX Hangrail 100
END
LPAD1
	POS 60 0 0
	SCALE 0.924
	ROT 270
	TEX Lpad01
	NAV 136.00
END
LPAD1
	POS 60 0 120
	SCALE 0.924
	ROT 270
	TEX Lpad01
	NAV 136.10
END
LPAD1
	POS -60 0 60
	SCALE 0.924
	ROT 90
	TEX Lpad01
	NAV 136.20
END
LPAD1
	POS -60 0 180
	SCALE 0.924
	ROT 90
	TEX Lpad01
	NAV 136.30
END
MESH
	FILE Taxiway1
	TEX Taxiway1
	SCALE 2.217 1 2.217
	POS 1239.85 0.15 -912.5
	ROT 120
	UNDERSHADOWS
END
RUNWAY
	END1 2370 0 -2820
	END2 153 0 1020
	WIDTH 50
	ILS1 110.50
	RWTEX Runway2
	NRWSEG 7
	RWSEG1 1 0.01 0.25 0.5 1 0.875
	RWSEG2 1 0.1 0 0.25 0.5 0
	RWSEG3 1 0.01 0.25 0.5 0.75 0.625
	RWSEG4 4 0.76 0 0.25 1 0.5
	RWSEG5 1 0.01 0.25 0.5 0.625 0.75
	RWSEG6 1 0.1 0 0.25 0 0.5
	RWSEG7 1 0.01 0.25 0.5 0.875 1
END
RUNWAYLIGHTS
	END1 2370 0 -2820
	END2 153 0 1020
	PAPI 4.0 1.0 150
	WIDTH 50
END
BEACONARRAY
	END1 2230 0 -2820
	END2 80 0 900
	COUNT 333
	SIZE 2.0
	COL 0.5 0.5 1.0
END
MESH
	FILE Habana_taxiway
	OWNMATERIAL
	POS 0 0 0
	UNDERSHADOWS
END
END_OBJECTLIST

Test.scn (Scenarios\Test.scn)
Code:
BEGIN_DESC
Habana at dusk with some (blue) Taxi Lights...
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51981.9723797680
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship GL-01S
END_FOCUS

BEGIN_CAMERA
  TARGET GL-01S
  MODE Extern
  POS 110.805449 100.124376 -7.591691
  TRACKMODE TargetRelative
  FOV 60.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE Surface
  SPDMODE 1
END_MFD

BEGIN_MFD Right
  TYPE HSI
  NAV 2 1
  OBS 1.05 0.00
END_MFD

BEGIN_VC
END_VC

BEGIN_SHIPS
GL-01S:DG-S
  STATUS Landed Earth
  BASE Habana:2
  POS -82.3988276 22.9994604
  HEADING 5.00
  ALT 2.469
  AROT 67.022 -2.055 6.982
  AFCMODE 7
  PRPLEVEL 0:1.000000 1:1.000000 2:1.000000
  NAVFREQ 562 162 50 0
  XPDR 0
  HOVERHOLD 0 1 0.0000e+000 0.0000e+000
  GEAR 1.0000 0.0000
  AAP 0:0 0:0 0:0
  PSNGR 1 2
  TANKCONFIG 1
END
END_SHIPS
 

Attachments

  • Expected.jpg
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Last edited:

bimmo

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Thanks for all the info Kuddel.

Yes I do have the beaconarray.fx file in the D3D9client folder.

What is interesting though, is when I loaded your edited Habana with test scenario, the beaconarray lights showed up perfectly, with a nice glow to it actually, compared to the standard orbiter video, so when they work they look very nice :)

So I'm thinking the issue is with my base config. I literally copy and pasted your beaconarray lines in my base config, but they still do not show up. Any idea what may be causing that? Thanks for all the help

Also, this base is a lunar base, meaning it resides in the moon folder, not sure if that has anything to do with the issue...

Code:
BASE-V2.0
Name = bimmo-1
Location = -9.38 51.599998
Size = 1000
ObjectSize = 100
MAPOBJECTSTOSPHERE = TRUE

BEGIN_NAVBEACON
VOR BIM1 -80 0 131.1
END_NAVBEACON

BEGIN_OBJECTLIST

MESH
	FILE Habana_taxiway
	POS 151.944 0 266.281
	SCALE 1 1 1
	ROT 150
	UNDERSHADOWS
	OWNMATERIAL
END
BEACONARRAY
	END1 2230 0 -2820
	END2 80 0 900
	COUNT 333
	SIZE 2.0
	COL 0.5 0.5 1.0
END
LPAD1
	POS 98 0 89
	SCALE 0.5
	ROT 240.000
	TEX Lpad01
	NAV 108.2
END
LPAD1
	POS 159 0 193
	SCALE 0.5
	ROT 240.000
	TEX Lpad01
	NAV 108.4
END
LPAD1
	POS 55 0 185
	SCALE 0.5
	ROT 60.000
	TEX Lpad01
	NAV 108.3
END
LPAD1
	POS 114 0 288
	SCALE 0.5
	ROT 60.000
	TEX Lpad01
	NAV 108.1
END
BLOCK
	POS -378 0 395
	SCALE 50 20 100
	ROT 0
	TEX1 Fcd06 1.5 0.5
	TEX2 Fcd06 3 0.5
	TEX3 Wall01 2 2
	OBM_SCALEUV
END
BLOCK
	POS -378 0 572
	SCALE 50 20 100
	ROT 0
	TEX1 Fcd06 1.5 0.5
	TEX2 Fcd06 3 0.5
	TEX3 Wall01 2 2
	OBM_SCALEUV
END
HANGAR
	POS -381 0 234
	SCALE 40 20 60
	ROT 90
	TEX1 Wall01 2 0.5
	TEX2 Fcd04 1 0.5
	TEX3 Roof01 2 1
	OBM_SCALEUV
END
HANGAR
	POS -381 0 290
	SCALE 40 20 60
	ROT 90
	TEX1 Wall01 2 0.5
	TEX2 Fcd04 1 0.5
	TEX3 Roof01 2 1
	OBM_SCALEUV
END
HANGAR
	POS -382 0 677
	SCALE 40 20 60
	ROT 90
	TEX1 Wall01 2 0.5
	TEX2 Fcd04 1 0.5
	TEX3 Roof01 2 1
	OBM_SCALEUV
END
HANGAR
	POS -382 0 733
	SCALE 40 20 60
	ROT 90
	TEX1 Wall01 2 0.5
	TEX2 Fcd04 1 0.5
	TEX3 Roof01 2 1
	OBM_SCALEUV
END
BLOCK
	POS -64 0 356
	SCALE 40 40 200
	ROT 0
	TEX1 Fcd06 1 1
	TEX2 Fcd06 6.5 1
	TEX3 Wall01 2 2
	OBM_SCALEUV
END
BLOCK
	POS -64 0 622
	SCALE 40 40 200
	ROT 0
	TEX1 Fcd06 1 1
	TEX2 Fcd06 6.5 1
	TEX3 Wall01 2 2
	OBM_SCALEUV
END
TANK
	POS 0 0 0
	SCALE 15 90 15
	ROT 0
	NSTEP 12
	TEX1 Wall01 1 1
END
TANK
	POS 0 90 0
	SCALE 30 10 30
	ROT 0
	NSTEP 12
	TEX1 Fcd11 12 1
	TEX2 Roof02 1 1
END
END_OBJECTLIST

BEGIN_SURFTILELIST
END_SURFTILELIST


---------- Post added at 01:17 PM ---------- Previous post was at 12:51 PM ----------

I just did some testing and it seems neither my base or Brighton Beach show the beaconarray lights, while any base on earth does show them. I used the same beaconarray lines in the base configs...

So I started comparing the Earth.cfg and Moon.cfg files in the config folder, and I'm not sure if this has anything to do with the issue, but is there anything from this section in the Earth.cfg that should go in the Moon.cfg?



Code:
; === Visualisation Parameters ===
TileFormat = 2
CloudFormat = 2
MaxPatchResolution = 19        ; surface texture resolution limit (1-19)
MinCloudResolution = 1         ; cloud layer from this resolution
MaxCloudResolution = 9         ; highest cloud resolution level
SpecularRipple = TRUE          ; enable specular water microtexture
 
Last edited:

kuddel

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No no, everything is fine with your setup. :yes:
Just let it get night (fast forward time) and the lights turn on! :thumbup:
 
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