Cities: Skylines

Cities: Skylines

Airport Runway Approach Light Cluster [Deprecated]
18 Comments
twr 4 Sep, 2018 @ 11:04pm 
Oh ok thx for the help
vasimr22  [author] 4 Sep, 2018 @ 4:33pm 
@gaming342 The asset here is the one pictured on the right. It's not an asset pack. If you are looking for a collection of ALS assets, I have a new pack on my workshop which has replaced this asset.
twr 4 Sep, 2018 @ 12:05pm 
Dose this asset came with one light pol like in the picture on the top right corner or dosa it came with multiple approach lights????
vasimr22  [author] 12 Aug, 2017 @ 12:53pm 
@Overlord I no longer have the game where I placed these, however, this is the reference that I used: http://www . rainierflightservice. com/blog/wp-content/uploads/2011/01/approach-lights.jpg
(I broke up the link so that steam wouldn't remove it). There are clusters of 3 and 4, however, I used the cluster of 5 for all of the clusters. As for the short ones, those are for the lights close to the runway, where they need to be shorter than the tall ones (you can't push the tall ones into the ground without deforming the terrain), however, you can raise the short ones further above the ground without issue.
Overlord 12 Aug, 2017 @ 12:43pm 
Hi vasimr22. Could you add here better screenshot to really show how and which asset place? In the screenshot here I see maybe 4-5 different assets? And it is hardly visible which asset is first which is the second which is the third behind second etc. I noticed that you have at least 4 assets related to approach light, like single lights, cluster tall, cluster short etc. I'm very confused :) Thank you for your great addition into CSL airports. Without your assets it will be almost impossible to create nice detailed airport.
Captain James 26 Mar, 2017 @ 11:33pm 
Thanks a lot vasimr22, for the props and the patiente too :D
vasimr22  [author] 26 Mar, 2017 @ 11:14pm 
I uploaded the models as props as you requested.
I see the point that you are making, however, you must also consider that a line needs to be drawn somewhere, where it's releasitic enough. For example, I know the ALSF lighting requires clusters of 3, cluster of 4, and varying spacing clusters... That would be a lot of effort to reproduce here with very little gain from it... Anyways, I originally made these models for an airport that only has MALSR.
Captain James 26 Mar, 2017 @ 10:40pm 
Look, here you have a PDF with regulations about ILS lighting. Go to page 12-26 for Cat 2/3 lighting regulations. No viruses I promise! https://www.casa.gov.au/file/516/download?token=mRKIIRWV
Captain James 26 Mar, 2017 @ 10:34pm 
Cat 1 lighting is different from Cat 2/3 lighting and from ALSFs lighting, and yes, the reference is not realistic. Sorry about that, but I didn't find a better pic. ILS Cat 2+ and ALSF-2 are exactly the same the first 300m from the threshold, then varies for each type. ALSF-2 have a single line with sequenced flashing lights, and ILS cat 2+ have someting like the picture
vasimr22  [author] 26 Mar, 2017 @ 10:21pm 
From what I understand, your reference is an over-simplification. I haven't looked it up specifically on any international standards website (or the FAA), however, it seems that cat 1,2,3, etc. don't specifically have anything to do with the approach lights. What you want to look at are different system categories such as ALSF-1, ALSF-2 (the one you posted), SSALF, SSALR, and ALSR. And then certain configurations are required to meet a specific cat level (i.e. you probably would need an ALSF-2 system to meet the cat 3 standard). Also, I can move mine arbitrarily high, and you should be able to obtain a perfect glidescope angle if you use the short ones that I just uploaded (assuming you don't mind the silver that shows through on the bottom).
Captain James 26 Mar, 2017 @ 10:06pm 
Oh, I didn't see your last comment until I posted mine, sorry about that
Captain James 26 Mar, 2017 @ 10:04pm 
To make my point clearer, let's say that I want to make a cat 3 ILS approach lighting system (http://www.theairlinepilots.com/forumarchive/al/als2.jpg) . So if I want to recreate that, I would need clusters with: 1, 2 and 3 red lights, and 1,2 and 3 white lights, and considering after that the height for each cluster. That way, it would be much easier to have a single-light cluster, a 2-lights cluster and a 3-lights cluster props but without lights, so that in-game you can place them manually, and after that you can select the height for each cluster. I know it might sound crazy to do all that job, but at least there would be the possibility to make the ALS of your dreams, as custom as you want. And well, if you really don't want to do that, can I least ask you how to do it?
vasimr22  [author] 26 Mar, 2017 @ 9:55pm 
Okay, I will add prop versions (since it takes little effort). Just to warn you though... it's going to be very painful to add the lights... It was annnoying to do it 3 times, let alone several dozen...
I am currently working on building some demos of approach light setups for the workshop. When I finish that, I will upload props of the two in field versions (cluster and single).
Captain James 26 Mar, 2017 @ 9:40pm 
Yeah, you're right when you say that it's ok if lights doesn't intersect the G/S. There are minimum heights but I don't know the exact regulations about that. I know that in real life most ALS doesn't follow the 3° angle slope, but what I was trying to say is that if you as a player have these clusters as props, you will have much more freedom to make a custom ALS. I know it would be a pain in the a** to manually place lights in every cluster, but with tools like Move It! it's not so difficult. At least I personally have that patiente. I'm trying to make an "as-real-as-possible" airport in my city, and this little detail will help me very much to acchieve that goal. So if you can help me with that, I will appreciate it very much dude :D
vasimr22  [author] 23 Mar, 2017 @ 10:47pm 
I think it would be significantly more painful to place lights in each building. Besides, approach lights don't follow the slope exactly... as long as they are visible and clear from obstructions (and do not intersect the glideslope), then they their height is irrlevant. Which is why I made two sets of assets (one for in the field - shorter) and one for out of the field (taller). And the single lights are taller than the cluster of 3. The only thing that is missing are the shorter ones like you mentioned (most ILS categories will only have 1 of those).
Captain James 23 Mar, 2017 @ 10:28pm 
I think props would be better, since you can add custom lights to them and also adjust them to the height desired, giving that way much more freedom to make a realistic Approach Landing System. Otherwise you'll have to make like 20 different height buildings to emulate the slope of an ALS, and also remember that diferent ILS category approaches have different lighting (shape and colors).
vasimr22  [author] 23 Mar, 2017 @ 10:04pm 
They are supposed to have lights, perhaps you didn't power them? (or the game broke the assets). The reason why they are not props was so that they could light up.
As for the height, I can make another asset which is lower to the ground.
As for red lights, I can make two more variants, one with this height and one lower, both using all red lights. It might take a few days for them to be uploaded though.
Captain James 23 Mar, 2017 @ 7:55pm 
Hi, awesome asset dude, thanks! I'm wondering if you could make these lights as PROPS, that way you can lower them as you come closer to the threshold (to give a real slope of approach) but without lowering the terrain as it happens as a BUILDING (using move it! of course). Hope my prayers will be listened :D Oh, and thanks for not adding lights to this asset, that way I can put red or white lights depending on the istrumental approach category, well thought!