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[2.9.8.1214] Exterior lighting intensity may need adjustment


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Posted (edited)

Based on several videos on YouTube (not linking them individually because there are quite a few, see here), the F-4's fuselage lights do not actually seem to cast any significant amount of light onto the ground beneath the aircraft. Specifically, in none of the videos, even those from night flying, can any such casting be observed. In the game, ground lighting by the fuselage lights is easily visible even during broad daylight.

Secondly, the red anti-collision light on the tail does seem to have a significant self-illuminating effect. See, for example, the following video (link is time-indexed):

This video also shows that the fuselage lights illuminate an opened front gear door, which is currently not the case in the game.

I have found that flying night close formation in the F-4E in a moonless night is almost impossible because neither one's anti-collision light nor the wing tip lights illuminate the other aircraft, and the other aircraft's anti-collision light does not illuminate its own jet.

With regard to the wing tip lights, none of the videos shows that they were strong enough to illuminate another jet as they are in some other jets and I have not found anything in RL documentation that would indicate they were, but in case your SMEs were to confirm the contrary, said brightness might be increased as well. Otherwise, my suggestion would be to keep them as they are.

 

Edited by Stickler
  • Like 3
  • 2 months later...
Posted (edited)

Observe the illumination of an F-4E with fully bright external lights in 2.9.10.4160. Standard day, clear skies, new moon, Gamma 2, Volumetric Lights on.

Note how it is essentially impossible to spot the lights of the jet without labels unless flying immediately next to it. This issue is not limited to viewing one's own aircraft in F2 view but occurs in the same way when approaching another human-controlled F-4E with bright lighting.

 

1.0 nm

1.0.png

 

0.5 nm

0.5.png

 

0.1 nm

0.1.png

 

Close

close.png

Edited by Stickler
  • Like 1
Posted

This is actually mostly a topic of fighting with the DCS graphics engine for creating the desired effect that works as expected in day as well as night lighting conditions.

We are aware that the lights don't look proper in all situations. Ill poke the art team, but I remember them going through various attempts that all had issues in some other situations. For example when it worked well for night it didn't work well during day anymore and so on.

Tricky topic.

Posted

If it helps, one or two patches ago, BRT external lights could actually be seen from about 2-3 nm away at default zoom. They would then dim considerably upon approaching the light source, to become more clearly visible again at very close distance. This intermediate non-visibility (which made e.g. night rejoins pretty hazardous because you'd lose your sight references at an inopportune moment) apart, that solution was actually pretty good.

Posted
If it helps, one or two patches ago, BRT external lights could actually be seen from about 2-3 nm away at default zoom. They would then dim considerably upon approaching the light source, to become more clearly visible again at very close distance. This intermediate non-visibility (which made e.g. night rejoins pretty hazardous because you'd lose your sight references at an inopportune moment) apart, that solution was actually pretty good.
What you are seeing there is mostly the engine changing over time and not us touching any of those lamps.
Its tricky.
  • 2 months later...
Posted (edited)

After some more investigation, I came to the (for me) surprising conclusion that at least 50% of the light issue (for far LODs) actually depends on the moon phase.

Compare the following screenshots of an F-4E with fully bright/flashing lights at 2.0 nm and note that the visible light intensity decreases as the moon illumination decreases as well. At New Moon, the aircraft is virtually invisible.

Comparison with the same settings and an overcast cloud layer obscuring the moon yields the same (!) visibility (no screenshots).

Comparison with an F-16 shows that visibility for the F-16 at 2.0 nm is worse, but somewhat better at intermediate ranges (no screenshots).

So the problem seems to be caused partially by ED's idea that a higher moon illumination makes exterior lights MORE instead of LESS visible, and partially by Heatblur's light intensity calibration at intermediate/closer ranges.

I realize the first issue would have to be fixed by ED; merely putting it here if anyone else stumbles upon it.

I do not have a master solution for the second issue, either.

 

Full Moon, 60° elevation:

image.png

3rd Quarter Moon, 30° elevation:

image.png

Waning Crescent, 10° elevation:

image.png

Full Moon, 10° elevation:

image.png

New Moon:

image.png

Edited by Stickler
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