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Old 10-13-07, 06:50 PM   #1
leovampire
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Default I need an answer about search lights guys

I fixed the problem with Light houses and search lights and Star shells that was posted in the 1.4 Probelms thread for the ROW mod.

Got them to cast reflections and be more visable and cast a light on ships and stuff. And they are blinding when they hit you dead on center camera.

But the problem is all of them in game are set at 200 meters as far as the search light's and light houses go.

Seeing this is for everyone I would like to know what you want for a setting so no one tells me it isn't right when I release it.

Light houses

Land base search light's

Ship base search light's

What should I set each at please?


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Old 10-13-07, 07:05 PM   #2
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Ok, the lighthouse lights should blind the living daylights out of you if you are looking at them directly.

If I'm not mistaken the lighthouse light should be visible from 28 miles away on a good clear night. This was just using sperm whale oil to actually create the illumination through the Resnell lense. I suspect more from electrical illumination. Being as you are clipped at 200m then this will have to be the set point.

I can not use the fog feature. How does the light look in fog?
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Old 10-13-07, 07:10 PM   #3
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Default Good question I don't know yet about the fog part

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Originally Posted by AVGWarhawk
Ok, the lighthouse lights should blind the living daylights out of you if you are looking at them directly.

If I'm not mistaken the lighthouse light should be visible from 28 miles away on a good clear night. This was just using sperm whale oil to actually create the illumination through the Resnell lense. I suspect more from electrical illumination. Being as you are clipped at 200m then this will have to be the set point.

I can not use the fog feature. How does the light look in fog?
I was checking them as I came into port last night or early this morning in real life and there was no fog.

So maybe 800 meters for the light houses and 400 meters for all search light's?
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Old 10-13-07, 07:37 PM   #4
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Not quite sure what you mean by "set them at 200" there LV. What characteristic is defined by this 200 meter setting?

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Old 10-13-07, 07:48 PM   #5
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Yes, being I'm a Imperial type of dude, what does 200m translate into miles?
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Old 10-13-07, 08:07 PM   #6
leovampire
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Default 200 meters is 656 feet

Every thing in the game for main settings is in Meters / Kilometers / knoticle miles.

When I started to work on them all of the search light's and so forth were set at 200 meters maximum effect.
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Old 10-13-07, 08:38 PM   #7
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Ok. you made me do it....I had to go find a conversion page . 200 meters is equal to 0.12 miles. So, the basic understanding that these lights can be see from 28 miles on a nice clear night is out of the question since the game is clipped at 200m. Leave them at 200m so we can see them as were motor into port.
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Old 10-13-07, 08:39 PM   #8
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Default meters/miles

2000 meters is close enough to a mile.

I don't think the lighthouse would illuminate anything at any range but should be visible at 16,000 meters or the horizon, whichever comes first. The searchlight should illuminate at about 500 meters, but should be seen for about 4000 meters. That's a guess though. Wonder if there's any good info out there?
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Old 10-13-07, 08:44 PM   #9
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According to Leo's findings the light is clipped at 200m. When I read your post RR you are correct. We should see the small light flashing when we are very far but I guess it will be blinding at 200m. Is that how it works Leo?
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Old 10-13-07, 08:49 PM   #10
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Default Well I am just leaving port at high Noon time

And I can see the light house light flash by the Bridge camera when I look at it with a light like the sun so I guess seeing it through the fog will not be an issue now LMAO! Can even see the water reflection of it in the day light.

I set the light house for 1000 meters which is 3280 feet max blinding distance and reflection and I will see how it looks at night time.

And I set the ships and land based search light's to 500 meters which is 1640 feet


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Old 10-13-07, 09:18 PM   #11
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Old 10-13-07, 09:30 PM   #12
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During the war lighthouses were turned off. Period.

The proper light for a lighthouse is no light at all. Blackout in effect for the duration.

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Old 10-13-07, 09:35 PM   #13
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Default tater I knew I would hear something from you

Quote:
Originally Posted by tater
During the war lighthouses were turned off. Period.

The proper light for a lighthouse is no light at all. Blackout in effect for the duration.

tater
Listen you either have them or not and before you could barly see any of them including ship's search light's. This is not part of the question at hand or discussion.


In your mod if you want to kill the light's do it and rememeber once you do kill them you can kiss a lot of other in game light's away as well like the shore search light's and more!

In the mean time I am trying to fix a problem posted in the need's for 1.4 patch that was mentioned and all of what I am doing is releated to each other in one way or the other in the game files.

Last edited by leovampire; 10-13-07 at 09:50 PM.
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Old 10-13-07, 09:50 PM   #14
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Gotcha. I was thinking when S3D can do that sort of thing I'd delete the lights from them Thought I'd make your life easier by having you just turn it off.

I suppose if we knew the lumens of a typical lighthouse light we could calculate the amount is there at a given distance in RL. It's an inverse square issue with a solid angle.

To be fair, though, you were asking what settings should be in terms of visibility at range. My honest answer would be zero assuming the lighthouses are separate from the other lights you mention. None would have been lit, except the Night of December 6th.

tater

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Old 10-13-07, 09:59 PM   #15
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Quote:
Originally Posted by tater
During the war lighthouses were turned off. Period.

The proper light for a lighthouse is no light at all. Blackout in effect for the duration.

tater
thats what I was thinking.. but hey its just a game.

Looks like these guys are doin some good work on reflections and such.
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