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Showing results for tags 'lights'.
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I've been looking into how AI units detect aircraft at night, and the results are actually really interesting. After checking through the detection.lua file and running a bunch of tests, I found that sky_bodies_illumination_factor is set to true, which means the moon phase directly affects how visible you are to AI. The game uses four moon stages quarter, half, three quarter, and full, with each one adding more light that helps AI spot you more easily against the night sky. sky_bodies_illumination_factor = true, other_light_sources_illumination_factor = true, --no effect if sun_illumination factor disabled darkness_threshold = 0.0, --no effect if sun_illumination factor disabled What stood out the most in testing was how external lights change your visibility. The parameter light_source_detection_distance is set to 10,000 meters when light power is at full, and my tests showed that position lights make you a lot easier to see and far more likely to be engaged by AI. Strobe lights also increased detection, but not as quickly as the position lights, while formation lights barely made a difference. as_light_source = { light_source_detection_distance = 10000.0 --for light power = 1.0f }, The file also shows that other_light_sources_illumination_factor is set to true, which means your own aircraft lights actually light up your airframe and make you glow against the dark background. In other words, you are basically making yourself a visible target when your lights are on. Another important part is the darkness_threshold value, which is set to 0.0. That suggests AI detection does not completely disappear at night. It is just greatly reduced unless you are illuminated by your own lights or the moon. max_detection_distance = 50000.0, --m, absolute limit But detection times increase significantly at longer ranges average_det_time_max_dist_0 = 1.0, --s, average detection time of target ahead at the maximal distance average_det_time_max_dist_180 = 10.0, --s, average detection time of target behind at the maximal distance Overall, both the code and testing show that flying with lights on at night, especially under a bright moon, makes you far easier to detect and engage. What should be the cover of darkness actually turns into a disadvantage if you are not careful with your lighting. Contributer: @mach_point_yuh, @lightningw0lf, @zenki1419
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Hello developers and drivers! Just got the map, love the layout! Reminds me of my time in South and West Germany in the late 2010s! I noticed only the lights on the map do not come on at all during night time, but the glare from them still shine on the ramp itself and objects, to include my aircraft. Possible missing texture? Do I need to reinstall it? Danke Schön! - Toffee
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It would be very helpful for me if the tanker guidance lighting could be turned WAY up. I have a hard time seeing the lights, especially in the F-4, and it may not be totally realistic but it would help a lot. Alternatively if a popup like the carrier "ball" could be added (with options for purists to disable) that would be spectacular.
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Hi everyone, Something that I've noticed for a while is that the landing lights logic seems a little broken, in that the navigation lights switch seems to determine whether or not the lights extend and whether or not you can turn them on or not. With the navigation lights set to off, the landing lights switch doesn't do anything, the landing lights stay retracted and off. With the navigation lights set to on, and the landing lights switch off, the landing lights extend. With the navigation lights set to on, and the landing lights switch on, the landing lights come on. If you now switch off the navigation and landing lights, the landing lights switch off, but stay extended. Is this correct behaviour? It seems really strange compared to other aircraft. One thing I tested was whether or not the navigation lights were working as a master lights switch (which still wouldn't explain the extending/retracting behaviour), but the formation and beacon lights behave exactly as you'd expect - they correspond to their respective switches, and function independently of the navigation lights. It's a minor bug sure, but it has been around for some time. F-5E-3_Landing_Light_Bug.miz.trk
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The Hornet's lights are still "bugged" in the sense that they look different compared to other modules. They appear brighter, which is generally good, but something also looks a bit off (sprite scaling seems wrong and sprite opacity is "weird" for a lack of a better word). In any way, lights should be rendered the same way between all modules. And no... we don't need raytracing or other shadow-casting real-time lights: Sprites are perfectly fine for everything that's more than a few hundreds feet away... Then there's also the problem that lights vanish after only a kilometers or so. This issue is shared between all modules though. That other combat sim now supports aircraft external light visibility up to about 50km. That's the way!
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hi, i was building a road farp and noticed that if i wanted to take off or land at night on a improvised runway i can't place indicator lights to indicate every important markpoint (runway start-end, a rudimentary ALS, etc etc) so i thing it would be nice (and even low effort) to make small lights that can be placed, not much, just one steady and one flashing, with different colors Because right now we can only land using NVG or flying really low with the landing light on especially with planes that don't have TACAN or any radionavigation aid a dream come true would be a placeable ILS but i guess that is a bit much to ask
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Got my hands back on 3DS thanks to a good friend so i can hopefully finish what i've once started. Figured that lights only work when you use your object as ground/fortification. What bothers me so far is that all my objects are not even with the ground when the ground is not even.. ehh.. just take a look It allready has a working collision shell Any Ideas?
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- ground
- static object
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The lights on the wings not moving with the wing. this happens when the wing makes flexible movements.
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Hello, I would like to make a request, that they add the external lights of the AOA since all the other planes work like the f18 or the f14, and I would like the su 33 to work also to completely simulate a landing and also make very good ones you catch too
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Hey Folks, newbie to blender here. It's been a while (at least 2 years) since i've worked with 3DS and now i've started to work with blender 2.93. So far i managed to create a cube, exported it and created a lua file so it's visible in DCS 2.7...so far so good. What i don't understand is how to create lights, for example a few spotlights for a flood light tower or a simple street lamp. I've checked some tutorials also of Grajo but i quiet don't get it. Is there a simple step by step to create a light out of a simple object. A Sphere, a cube.. Inside the edm export tool readme there's this sentence that i also don't understand "To place a light in the edm model, you have to place an empty-object and choose Light as Emptytype." How can i create an "empty-object"... Any help is appreciated, will bother you with more question if things work out.. Thx folks
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Airport tall lights (lamps) don't affect in any way the aircraft, which remains obscured. While other light sources like the sun, the moon or even other aircraft landing lights have an effect over the aircraft and cockpit (reflections, shadows, etc.) the airport tall lamps are just illuminating the surrounding area while the aircraft and its cockpit remain dark. Don't know if this has been addressed yet or is being taken care of already. Thanks.
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Hi everyone, I've noticed a few issues with the lighting on the new Bulk Carrier "Handy Wind". (Note this is unrelated to this thread). Firstly, there's the white light on a mast, near the bow of the ship, it so far has missing textures (but it does have a white bloom). Secondly, all the navigation lights seem misaligned, floating a fair distance away from the actual light source itself (it might be better if the actual bulb/lens of the lights appeared to light up (like runway lights)/or was translucent (like in aircraft), to make it look more natural). Also (though this is pedantic), the lights should only be visible from certain angles (the port/starboard lights shouldn't be visible from behind the ship, nor should the forward facing mast lights). There should also probably be a white light on the RADAR mast when the ship is underway (there are several bulbs, but none seem to illuminate). (This light should also be white, not red/orange). Lastly, though this is much more minor, there seem a lot of lights illuminating things like doors, and the central columns of the cranes, the light itself is fine, but there's nothing on the 3D model for them to emit from. Of course this is all very minor, but just something I thought should be pointed out. [EDIT: Track Attached] Handy_Wind_Lights.trk
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Hi everyone, I just noticed that the Su-25 has received new external lights, they look a lot better that they used to (F/A-18C take note), and are visible at a distance too, without looking ridiculous like the Hornet. Overall a fantastic step forward, great job ED! Only issue is that if you zoom in too far the bloom disappears. The landing lights could do with some more work (to the level of the current MiG-29 would be fantastic), but at least now the lights-on texture is only visible at angles where it should be. New_Su-25_Lights.trk
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If you place a single FARP pad, complete it with the necessary facilities (electricity, command post, etc.), the lights do not work when landing at night. If, with all the same facilities, a FARP with 4 parking places is placed, the lights are lit FARP x4 lights work.trk lights doesnt work.trkBroken lights.miz
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Hi everyone, Since the initial release of 2.5.6 over 2 years ago, the Straits of Hormuz/Persian Gulf map has sported drastically improved lights and lightning system compared other maps. The majority of maps typically use low-resolution 2D sprites that don't naturally bloom, often don't account for line of sight, are sometimes fixed (so when viewed from the side they clearly appear 2D), while having poor visibility at distance. The SoH/PG map by comparison looks much more natural, with lights that appear to bloom much more naturally, typically account for line of sight, with drastically improved visibility at a distance. It's also worth pointing out that many of the sprites seen (in particular those used for aircraft warning lights) seem to be used as the default exterior lights for many aircraft and modules, including recent ones (though in the case of the Apache and Hind, they're much smaller), it's also used for flares. While the lights of the SoH/PG map aren't perfect (though the issues they have a more minor: size, positioning, lack of illumination, some bulbs aren't illuminated), they are far superior compared to other maps, there really is no contest. I'll post an absolute load of screenshots comparing 2 maps (see here for the Imgur album) - the SoH/PG map and the latest map, the Marianas. The lights used in the Marianas are common to all other maps (but have increased size in Syria and reduced size in the Caucasus). For both the SoH/PG map and the Marianas, the date and time was set to the 21st of June 2016 (full moon), at midnight. Default weather conditions were used, just with the no clouds preset set. Aircraft Warning Lights: Approach Lighting System: Built-up Area: Flood Lights: Hangar Lights: Lights at Distance: PAPI Lights: Runway Edge Lights: Runway Threshold/End Lights: Runway on approach: Street Lights: Taxiway Lights:
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Hi there, I was flying the "dire straits" mission on the Persian Gulf Map. The first time I tried the mission I was admiring the lights surrounding me. I changed to NVG via the ground grew and all was awesome. The second time I tried the mission I thought why not change to the NVG in the mission editor setup before jumping on board. But here is the problem, after that when the mission started the lights in the cockpit and outside looked compared to before all wrong and horrible. I tried again without changing the setup and everything was OK again. Ciao Progo
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Hi everyone, Recently a new trigger was implemented for the mission editor, providing control of how aircraft carriers are lighted. The trigger has 5 modes: AUTO AC LAUNCH AC RECOVERY NAVIGATION OFF For CVNs 71-75 and the supercarrier Kuznetsov, this seems to mostly work as expected but there are a number of oddities: For CVNs 71-75: The lights illuminating various spaces below decks are on (as with every other mode except "AC RECOVERY") when the mode is set to "OFF". The long-range laser line-up system seems to be illuminated in all modes. I'm not sure what real-world procedure dictates but wouldn't it only be applicable to "AC RECOVERY"? The IFLOLS isn't illuminated in "AC RECOVERY". Are the navigation lights supposed to go off for "AC RECOVERY"? In real footage it's difficult to tell as the port and starboard lights aren't visible from behind (as they should - IRL they should only cover a 112.5° sector from directly ahead, the same should be true for all port/starboard navigation lights). It seems to take a while before the "OFF" setting actually takes effect (~12 seconds), the others are instant. Another thing to perhaps mention, are the deck floodlights in "AC RECOVERY", there's footage where (apart from the bow catapults) the floodlights are on and the floodlights are off. Perhaps it would be a good idea to have 2 seperate settings, one with the floodlights, the other without floodlights. Kuznetsov: There doesn't seem to be a difference between AC LAUNCH and AC RECOVERY. I'm not sure how the Russian Navy does things though I'd expect the landing area lights to not be lit in AC LAUNCH (leaving just the deck edge lights - there doesn't seem to be any floodlights present). The OLS doesn't illuminate with "AC RECOVERY" (only if there's actually an aircraft landing). While the navigation and island lights go out immediately, it once again takes a while for the deck lights to go out (~11 seconds) when set to "OFF" (though at least here the ship does eventually go completely dark). CVN_71_light_modes.trk Kuznetsov_light_modes.trk
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- trigger
- mission editor
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As title says, flood lights are not working as they should, already tried with open vr and steam vr. I´m running a 4080 12900k with latest drivers with a hpreverb g2. this happens both on multiplayer and singleplayer. 2023-05-07_22-03-57.mp4
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- vr
- floodlights
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SO I remember hearing about an issue where spotlights pointed directly at you the beam would disappear sometimes, this is a bit different It seems the spotlight beams are not rendering at all when in F1 view, here a few pics to demonstrate what I mean with labels on and gamma cranked up to help show the situation First from in the cockpit: Ok now from external: Simple miz i used to get these images is here: SpotlightsBugged.miz its basically just a player mossie and a AI mossie ahead and above the player to draw the light's attention
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Last patch 2.9.1.4 Exterior Lighting on Hornet no longer works if the jet is on cold start. Hot start is fine. Video is from a campaign which was working fine before patch. Notice the other AI jets also have no lights. Dcs 2023-11-17 21-42-35.mkv
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- f/a-18c
- cold start
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Any idea how to turn on lights of truck (added by user, off road)? I have a night mission, 0 o'clock and the vehicles from the group added by user (jeeps, trucks) all have their lights off, meanwhile, traffic from the map has lights on. It looks a bit strange . Is it possible?
- 2 replies
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- mission edito
- 2.9 mt
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