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MSFS20 Lights on ai planes in MSFS2020

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Question about lights on ai planes in MSFS2020.
The problem is that the lights of an airplane do not decrease when moving away to any distance, like the lights, for example, airport, runway, etc.
They glow in the distance like flashlights, it’s very unrealistic.
What parameter in the lights effect file is responsible for this?
 
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Based on the little work I have done with .fx files, it isn't possible to do this. The .fx file defines the appearance of the effect and cannot define how the effect should appear at different distances from the observer.
 
They glow in the distance like flashlights, it’s very unrealistic.
I disagree. The light "dot" might be too large, but the distance visible, the level of persistence is almost a perfect simulation of real life. Watching stars at night an earthbound witness can observe aircraft navigation lights move from one end of the celestial bowl, to the other and this is entirely intentional, to allow pilots time to react to potential collisions. The problem you detect is with the limitation of computing and rendering, in the same way it is impossible to render a dark and poorly lit night scene. Computers using monitors that shine light brightly to make details, are not capable of making details without blaring light, meaning a small detailed bright light is extremely difficult to recreate and until video rendering ability improves, this will remain the case.
Based on the little work I have done with .fx files, it isn't possible to do this.
I encourage you to explore effect files in greater depth. The original .fx files were intended and developed to represent smoke, on the basis airplane engines make some. The "particles" rise with temperature as a variable, and then they fall again with time as a variable (cooling) and they can be configured for intensity, size and yes, even distance viewable, so there is a great deal of attenuation that can be applied to a simple smoke sprite. The new .spb system uses the same .fx files and encapsulates them into a more proprietary format. An example of a very well written navigation beacon which persists for very many miles without having an overly large dot, is in Aerosoft's CRJ. I'd love to see what values they've applied, but I'm pretty sure it would take an .spb decompiler to see how they've done it.

Below is an .fx effect typed out by GaryGB elsewhere in the forum. It is for a light. My notes are in red. A really good way to compose and edit .fx effect files is by using the default effect editor in FSX. It allows a very accurate render where developers can see the change each adjustment makes in real time within the simulated environment. You can essentially build and place a light effect onto your airplane and even test it for distance visibility.

FX File:

[Library Effect]
Lifetime=5
Version=2.00
Display Name=DD_KMEM_Cargo_Flood
Radius=-1
Priority=0

[Properties]

[Emitter.0]
Lifetime=0.50, 0.50--------------In this section, "Lifetime" and "Delay" represent cooling of the particle.
Delay=0.00, 0.00
Bounce=0.00
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00----"Velocity" stands for "heat." We know this, because as we increase particle velocity, the particle moves upward faster. "Drag" serves to prevent a "hot" particle from "rising fast."
Y Emitter Velocity=0.00, 0.00-----If we decrease particle velocity too low, it actually falls from the emitter.
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=65.00, 65.00
Z Offset=0.00, 0.00
Pitch=90.00, 90.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]--------------------------This is the area of effect configuration that controls how far we see the effect. "Scale" is intensity, You might notice that "125" is kind of high or bright, as it is a floodlight. "Offset" is size in each axis, "Scale
Lifetime=0.00, 0.00-----------------Goal" is another attribute that affects persistence. Bear in mind that developers may stack multiple "ParticleAttribute" sections onto individual Particle descriptions to provide added attenuation.
Type=28
X Scale=125.00, 125.00
Y Scale=0.00, 0.00
Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Static=1
Face=0, 0, 0

[ParticleAttributes.0]
Color Start=0, 0, 0, 0
Color End=255, 255, 255, 45
Bounce=0.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Falloff Exponent=1.50
Inner Cone Angle=70.00
Outer Cone Angle=90.00
 
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