

For A3, I have found a way to turn off lighthouses, runway edge lights, and airport VASI lights by damaging them so they are inoperational. Ever since A1 and Sahrani, it has been requested and I have wanted to include lighthouses, airport runways, and other light sources. In the previous versions of the simulation (SEG (A1), CEG (A2), and AEG A2/OA) only street lamps were controlled by the grid. I have been able to "connect" solar panels on building rooftops to nearby photovoltaic transformers (in real life these would actually be a solar inverters/transformers) that in turn provide power (assuming it is not dark or too overcast!) to nearby street lamps and other objects too! What kind of objects? Well. So far I am quite please with the results. So, the challenge has been how to realistically add these to the simulation. Through screenshots and other hints online and in game (and in the real life islands that have inspired Altis and Stratis), I expect there to be wind and wave power-related objects as well. So far in game in the Alpha we have all seen plenty of solar (photovoltaic) objects:īuildings with Photovoltaic (Solar) Panels on Rooftops: For A3 the big changes are going to be the addition of renewable power sources (solar, wind, and wave). What features you ask?įor each successive ArmA game release, I have tried to enhance the simulation. In the meantime, I have been focusing on making the simulation more efficient and including features not available in previous versions. BUT, in the current Alpha (0.56) the ability to switch street lamps on and off is not yet implemented, so there is nothing tangible to release just yet. I have basic functionality working on Stratis thanks to some amazing island analytic techniques pioneered by. As I hinted in a few other threads and continuing a tradition since A1, I am porting and enhancing my ArmA Electrical Grids (AEG) simulation to A3.
