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Effect Appearance FSX/P3D

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us-california
I have realized that for a given effect file it appears much smaller in P3D. Specifically I am working with the Nav/Beacon/Strobe type effects. I currently run FSXA and P3D 3.1, and in the course of experimenting with the P3D scale parameters I can get a light to look good...but if I pan back from the plane the effect scales oddly and starts to look too big.

In the interest of commonality between the sim platforms I am currently toying with using modeled parts that have a lightmap texture that is always visible. One benefit would be elimination of the "drifting" that is common with the standard method.

Thoughts?
 
I've found that an effect will display differently depending on how is used. Lights placed via the [lights] section of the aircraft.cfg will behave differently to one's placed in the [smoke system] section, and ones attached in the mdl will be different again.
 
I have realized that for a given effect file it appears much smaller in P3D. Specifically I am working with the Nav/Beacon/Strobe type effects. I currently run FSXA and P3D 3.1, and in the course of experimenting with the P3D scale parameters I can get a light to look good...but if I pan back from the plane the effect scales oddly and starts to look too big.

In the interest of commonality between the sim platforms I am currently toying with using modeled parts that have a lightmap texture that is always visible. One benefit would be elimination of the "drifting" that is common with the standard method.

Thoughts?

The only light effects that cause me this kind of trouble in P3D are landing lights. Which is a shame because these are the hardest type to rig up in Max. :confused: Nav, strobe and beacon lights all look normal in 2.5 though, and I haven't had any of the drifting issues.
 
I've been using self-illuminated textures for the exterior lights for some years now, using visibility tags to swap between the non-lighted and lighted FSX Materials. Additive mode of course so they are always bright when "on." However nice they look though, the lack of a "halo effect" makes them appear flat and somewhat uninteresting. For that reason I always include an .fx "light" but without the bright point-source, just the "halo" (aka: fuzzy ball of light).
 
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