The Panel Lights work differently that the Cabin or Pedestal lights, but use
basically the same underlying ASOBO templates. The Flaps motors works
differently than the Gear motors. If the electric flaps are not being moved
why is the falp motor circuit engaged drawing current, while when the gear
motor is not engaged the gear motor in not drawing current? What is the secret
to getting panel lights not to draw current when the knob is at zero. What is
the secret to disconnect the flap motors from the when they are not running.
Edit: ok got flap motor to stop drawing current: Secret is to set things in
the flight_model.cfg [FLAPS.0] type=1 system_type=0 system_type_index=0 and
systems.cfg circuit.6 =
Type:CIRCUIT_FLAP_MOTOR:0#Connections:bus.1#Power:0.1,5.0,9#Name:Flaps_Motor ;
Flaps motor
This was solved as seen above in edit. You can now click marked solved…
No it is not solved. I still want to know why panel lights don’t behave the
same as cabin or pedestal lights.
Hello @DA40CGDFQ Can you elaborate more on what you mean by " panel lights
don’t behave the same as cabin or pedestal lights", providing screenshot or
example of the different in behavior between those lights. Best regards, Yohan
The following code in the interior xml has three light type cabin, panel and
pedestal
5
LIGHTING_Knob_Panel
LIGHTING_Knob_Panel
4
LIGHTING_Knob_Pedestal
LIGHTING_Knob_Pedestal
3
3
LIGHTING_Knob_Cabin_1
LIGHTING_Knob_Cabin_1
Each uses the ASOBO_Lighting_“type of light”_Template. This template calls a
common template ASOBO_LIGHTING_Light_Template with the light type and
interaction type. I would assume that the lights would behave with the
electrical system system.cfg light types the same way.
circuit.8 = Type:CIRCUIT_LIGHT_PANEL#Connections:bus.1#Power:10,70,9#Name:Instruments_Lights ; panel lights (14) 70W
circuit.10 = Type:CIRCUIT_LIGHT_CABIN:1#Connections:bus.1#Power:10,40,9#Name:Cabin_Light_pilot ; Cabin light 40W
circuit.11 = Type:CIRCUIT_LIGHT_PEDESTAL#Connections:bus.1#Power:1,5,9#Name:Pedestal_Light ; pedestal light 5W
lightdef types 10,11 Panel lights are all emissive templates - there are no
light type=4 in lightdefs (is this the issue) Now the lights are controlled by
knobs (potentiometers). Turning the knobs to 100% - all the lights behave as
expected - the lights go on the load on the electrical system debug page draw
current and the load on the alternator changes. Turn the cabin and pedestal
lights off, and the electric debug circuit goes to zero load and turns grey.
The panel lights however turn the lights off, but the electrical system
continues to draw current draining the battery. Lights on
EDIT: on the panel lights if I
hold the mouse down on the knob and continue to drag it to the left (make it
more off) the electrical debug panel lights circuit.8 goes off and on in
flashes. so the mouse wants to turn the circuit off, the sim wants to turn it
back on.
Basically the main panel light will always be forced to stay on for other
light types. That is why it flickers when you try to force it off. Do not use
the panel index 0 circuit. To have a dimmer panel light you must have an index
starting from 1. Also the potentiometer is what we use to tell the template
the index and ID that you want to use. So name the node and animation name
accordingly. This should make sense now and easy to setup now that you know
what the POTENTIOMETER does in these templates. Basically a way to match the
ID, index and to match to the emmissive light itself. So make sure the call to
usetemplate for the emissive gauge light code or effect light in the
system.cfg also match the POTENTIOMETER number depending on if you use a
texture or effect or both. The POTENTIOMETER is the key connection to the
universe… UPDATED all 3
codes…
1
LIGHTING_Knob_Panel_1
LIGHTING_Knob_Panel_1
INSTRUMENT LIGHTS DECREASE
INSTRUMENT LIGHTS INCREASE
0
LIGHTING_Knob_Pedestal
LIGHTING_Knob_Pedestal
BLUE LIGHT GLOW DECREASE
BLUE LIGHT GLOW INCREASE
1
LIGHTING_Knob_Cabin_1
LIGHTING_Knob_Cabin_1
DOME LIGHTS DECREASE
DOME LIGHTS INCREASE