spiddx Posted November 12, 2016 Posted November 12, 2016 (edited) At the monemt the cone of light from landing/taxi lights is very short so they are not too useful as you can barely see where you are going. This might also be the reason why objects on the ground don't get lit at all until you are very close when suddenly they pop up shining in front of you. Doesn't look great IMO. Good F-5 taxi light for comparison: Edited November 12, 2016 by spiddx Specs: i9 10900K @ 5.1 GHz, EVGA GTX 1080Ti, MSI Z490 MEG Godlike, 32GB DDR4 @ 3600, Win 10, Samsung S34E790C, Vive, TIR5, 10cm extended Warthog on WarBRD, Crosswinds
Davee Posted November 12, 2016 Posted November 12, 2016 Agreed! It is as though there is a cutoff spot for the distance the light can penetrate. Not at all like a "headlight" should function.
ZHeN Posted March 13, 2017 Posted March 13, 2017 Zeus67, can u please look into this? [sIGPIC][/sIGPIC]
OnlyforDCS Posted March 13, 2017 Posted March 13, 2017 This is a limitation of the lighting engine. You have two switches, afaik one is longer and more narrow (like in the F5 picture above) the other is shorter and wider. They could maybe redesign the light cone, but it wouldn't really change anything. The light would still abruptly cut off at the edges. The same problem exists with the blue and red taxi lights, they basically cast absolutely no "real" illuminaton. Instead they exist just as "points" of light. They should light up the fuselage and wings much more IMO. Current specs: Windows 10 Home 64bit, i5-9600K @ 3.7 Ghz, 32GB DDR4 RAM, 1TB Samsung EVO 860 M.2 SSD, GAINWARD RTX2060 6GB, Oculus Rift S, MS FFB2 Sidewinder + Warthog Throttle Quadrant, Saitek Pro rudder pedals.
Davee Posted March 13, 2017 Posted March 13, 2017 This is a limitation of the lighting engine. You have two switches, afaik one is longer and more narrow (like in the F5 picture above) the other is shorter and wider. They could maybe redesign the light cone, but it wouldn't really change anything. The light would still abruptly cut off at the edges. The same problem exists with the blue and red taxi lights, they basically cast absolutely no "real" illuminaton. Instead they exist just as "points" of light. They should light up the fuselage and wings much more IMO. It can't be an engine limitation as it is working in the bottom two pics.
spiddx Posted March 13, 2017 Author Posted March 13, 2017 This is a limitation of the lighting engine. You have two switches, afaik one is longer and more narrow (like in the F5 picture above) the other is shorter and wider. They could maybe redesign the light cone, but it wouldn't really change anything. The light would still abruptly cut off at the edges. I agree that the sharp edges are an engine limitation. Nevertheless I believe that devs can model the shape of the cone (width, angle, distance) themselves because many modules I own have useful taxi lights. Objects will always pop up in the light but it isn't that obvious if it happens at a greater distance and not 10 meters in front of you like in the Mirage. ;) So if the light cone of the taxi light would simply reach out to a greater distance we could actually see where we are going or if anything is in the way and as a nice side effect the nasty pop ups wouldn't be this noticeable. Specs: i9 10900K @ 5.1 GHz, EVGA GTX 1080Ti, MSI Z490 MEG Godlike, 32GB DDR4 @ 3600, Win 10, Samsung S34E790C, Vive, TIR5, 10cm extended Warthog on WarBRD, Crosswinds
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