Cities: Skylines

Cities: Skylines

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Airport Runway Light Pack
   
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Assets: Prop
File Size
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1.891 MB
Jul 4, 2017 @ 1:57pm
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Airport Runway Light Pack

In 1 collection by vasimr22
Airport Props
118 items
Description
Basic Info:
This is a collection of several props that have airport runway light effects attached to them.
These assets are low poly, and some share the same textures as my basic airport light prop pack.

Contents:
  • RunwayLight_YW (yellow / white) - these are used on the edge to denote the final 1000 feet of the runway. Spacing of 200 feet / 60 meters.
  • RunwayLight_YR (yellow / red) - these are used to mark the edges of a displaced threshold. Spacing of 200 feet / 60 meters.
  • HighIntensityLightSingle_R (red) - these are uni-directional and denote the end of a runway. Typically found in clusters of 4 in a row with a spacing of 3 meters. These are ALWAYS placed at the end of the usable pavement.
  • HighIntensityLightSingle_G (green) - these are uni-directional and denote the start of a runway. Typically found in clusters of 4 in a row with a spacing of 3 meters. These are ALWAYS placed at the threshold, and not at the start of the pavement.

Recommended / Related mods / assets:
- Airport Road light remover: http://steamcommunity.com/sharedfiles/filedetails/?id=952542692
- Basic Airport Road Light Pack: http://steamcommunity.com/sharedfiles/filedetails/?id=953381687
- MoveIt! : http://steamcommunity.com/sharedfiles/filedetails/?id=766190099
- PropLineTool : http://steamcommunity.com/sharedfiles/filedetails/?id=694512541

Additional References:
These are very long documents, however, they all contain diagrams with dimmensions. My suggestion is to find the diagram which represents the case you are trying to reproduce and use what is shown in that diagram (note the legend though).
- "Quick Overview" of airfield lighting / markings: https://www.faa.gov/airports/southern/airport_safety/part139_cert/media/aso-airfield-standards-quick-reference.pdf
- More extensive reference: https://www.faa.gov/documentLibrary/media/Advisory_Circular/150-5340-30H.pdf

Note: not all lighted runways have centerlines or touchdown-zone lighting. For example, a CAT I runway and a non-precision approach runway will not have these lights. Many small airports (even ones that accept upwards of 737s / A32X family) will only be CAT I. CAT II+ will have the centerline with lighted touchdown-zone. Additionally, note that a full ALSF approach light pattern (the one with all of the red / white lights) is not neccessarily always paired with lighted centerlines / lighted touchdown-zone.

For center lines, from what I could find, a distance of 15-30 meters is used (I recommend 30 just because it is going to be better to have fewer props in the game). For the touchdown zone lighting, I couldn't find any real standard there, so I just eyeballed it, and made the spacing between rows 1/2 that of the centerline (so 15 meters).

More Placement Information
Notes thanks to @Orlando
  • RWY centreline lights are spaced each 15m on rwys intended for use in visual range conditions less than 300m and are spaced each 30m for visual range conditions of 300m or greater. They may be offset on the left hand side of the landing aircraft by not more than 0.6m from the true rwy centreline. Finally, they are white until last 900m where the pattern changes to 2 red lights followed by 2 white lights. Last 300m shows only red lights.
  • RWY edge lights are spaced each 60m on an instrument runway, but can be spaced each 90m for non-precision instrument runways (for visibility condition of 1.5km or greater), the maximum lateral spacing from the rwy edge is 3m. They are white, except in the last 600m where they are yellow.
  • RWY touchdown zone lights are indeed provided in CAT II or III runways, as vasimr22 said. They extend up to 900m from the threshold, and are spaced each 60m. TDZ lights consist of groups of 3 lights units (as seen in the 6th image above), so each light unit should be spaced 1.5m from the other one and the innermost light unit should be at 9m from the true rwy centreline.
44 Comments
MrJaMan Apr 13, 2022 @ 8:18am 
Is it compatible with the new DLC?
Captain Toof Apr 8, 2020 @ 4:08pm 
Use Custom Effect Loader instead this mod if it's buggy enough.
https://steamcommunity.com/sharedfiles/filedetails/?id=1886877404
vasimr22  [author] Apr 8, 2020 @ 4:04pm 
@Vecihi YW and G. The others should works since I believe they used vanilla lights.
Vecihi Apr 8, 2020 @ 11:26am 
YW lights are not working anymore?
Captain Toof Apr 6, 2020 @ 11:03am 
Understanding
vasimr22  [author] Apr 6, 2020 @ 10:49am 
@Captain Toof I am aware, but as I said, the blending fog makes the counter direction bleed over the edges. The only way to prevent that is to remove the fog entirely, but then the lights no longer "glow" and instead appear to be self illuminated cones (that's the way lights work in CS)
Captain Toof Apr 6, 2020 @ 10:44am 
Ok, just by intention of that module red light should be covered from above. It is for counter direction.
vasimr22  [author] Apr 6, 2020 @ 10:43am 
@Captain Toof that's from the blending fog that the game uses for lights. The red and green are blending together to form a dull yellow. It's the best that can be done given the way lights work in the game.
Captain Toof Apr 6, 2020 @ 10:05am 
I'm looking on your screenshot =)
vasimr22  [author] Apr 6, 2020 @ 10:03am 
@Captain Toof that’s because they use the custom light effects mod. If you don’t have it installed / enabled, they won’t light up. That mod is not considered stable though, and I don’t have time to convert the lights right now.