Beacon placement has fixed vertical offset from attach point

Hello @d41k4n,

Do you still have the issue ?
I just tested it using 1.38.2.0 and it seems to be working as expected

Are you sure this is a MSFS2020 issue and not MSFS2024 ?
We only reproduced a similar behavior in MSFS2024

In MSFS2020 :


The beacon is attached to the node :

Regards,
Boris

I can confirm this was originally a MSFS2020 issue (which I haven’t been using since at least 7 months) but can’t confirm yet if it’s fixed or if it’s (still/again) present in MSFS2024 - will try to do so when I have time.

It wouldn’t surprise me if this was a regression in MSFS2024 compared to MSFS2020 as I encountered several of them.

Hello @d41k4n

Since I was able to reproduce the issue, but only in MSFS 2024, I’ve created a new topic in the appropriate category to better track it and tag the MSFS 2020 issue as fixed.

I’ll keep you updated once this one is fixed.

Regards,
Boris

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Hello @d41k4n

This is fixed in SU4 beta.
Please check and let us know if this is all good for you.

Regards,
Sylvain

I can confirm this is fixed in SU4 - thank you!

I noticed that the SDK scenery editor is now rendering the beacon sprite in real time after it gets attached to a node - which is really helpful as a visual reference during relative placement of the object. I think this was not the case with earlier versions (beacon was only rendered after a package reload or restart).

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@FlyingRaccoon Unfortunately this fix has created a new issue, namely with the built-in model “RotatingBeacon_Tower” (and maybe other assets that use the beacon light system): It now has its beacon light sitting at the base instead of where it was correctly located before. Would be great if this can be updated.

Hello @d41k4n

I don’t see the issue with the instances of this object that are already present in the world:
BeaconTower_SU4

Are you talking about one you have placed yourself in a scenery?
If so, what have you provided as the beacon attach point name?

Regards,
Sylvain

@FlyingRaccoon Here’s a snippet from my airport XML for you to reproduce:

<!--SceneryObject name: RotatingBeacon_Tower (Beacon)-->
	<SceneryObject lat="47.38859931775333" lon="8.05965765996548" alt="-21.50000000000000" pitch="0.004535" bank="-0.003039" heading="-164.527782" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE">
		<SnapToBuilding/>
		<LibraryObject name="{A04B772A-6BBF-4103-B263-D479BCCE71F5}" scale="1.000000"/>
		<AttachedObject attachpointName="attachpt_beacon" instanceId="{7AE2DE25-C2AF-4A83-80FD-BA64BCDA1298}" pitch="0.000000" bank="0.000000" heading="0.000000">
			<Beacon type="CIVILIAN" baseType="HELIPORT"/>
		</AttachedObject>
	</SceneryObject>
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@d41k4n Here’s what I get on 1.6.25.0:

Okay then I suspect it might be related to dynamic terrain LOD.

Could it be that the vertical placement error between object and beacon is caused by a changing terrain mesh LOD as one gradually approaches the object from a far location?

I tested with dynamic VR graphics settings enabled and terrain LOD at 100.

3 posts were split to a new topic: RotatingBeacon_Tower beacon misplaced

The “Has Beacon” option for creating an attach point with an Airport Beacon is still placing the actual light about 100ft above the position of the mesh in 1.6.34.0. This is particularly confusing, because if the mesh is placed 100ft AGL, the scenery editor will show it in the right place, but launch it 100ft above the mesh in built condition.

Hello @TanTiara00059

I reused the test sample, built on 1.6.34.0, and I still have the beacon in the correct position both in the editor and when mounting the built package

There might be something lese involved in your case. Please create a dedicated bug report and provide us with a project demonstrating the issue so we can have a look.

Regards,
Sylvain

Report sent, thanks so much.