OHM Spotlight Vessel

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Author: brianj

A "Spotlight" vessel that includes a "local lightsource".

Can be switched on/off and attached to other vessels.
User can set illumination intensity, range and light-cone spread during simulation.

Illumination colour and number of "flare" effects can be specified in the "spotlight.cfg" file.

"Easy Attach / Detach" function dialogue-box for quick attachment to parent vessel during simulation.

A basic 8" diameter spotlight mesh is included, together with a test scenario.

For Orbiter 2010-P1 (v.100830) and above.


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Brian! Great stuff! :tiphat: :cheers: Night shift planetary operations are now feasible...

---------- Post added at 08:35 PM ---------- Previous post was at 08:20 PM ----------

Bugrep: the "spotlight" right now is quite isotropic - tested in LEO.

EDIT: I set the range to be 100 km, if that's any help.
 
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*beak Palms* FINALLY! *goes to illuminate some shuttle launches and bases.
 
Interesting, I'll try attaching it to a uMMU as soon as I get a little free time...
 
Bugrep: the "spotlight" right now is quite isotropic - tested in LEO.

EDIT: I set the range to be 100 km, if that's any help.
Are you sure you are not confusing the "visual representation" (a "beacon", same as the DG has for a docking light) with the actual illumination?
The size of the beacon varies with the sqrt(range) - I'm assuming that a lamp that can illuminate objects 100km away is going to be quite BIG.

Here's what I get if I set the range to 100km (the illumination light cone remains the same but the "beacon" size is huge - which seems right to me,for a very large lamp :-) It needs a "lighthouse.msh" to go with it.
spt2.jpg


---------- Post added at 09:38 PM ---------- Previous post was at 09:36 PM ----------

its possible to variate the power of the light?
No, only on or off - but I could add a "dimmer switch" if people need it :-)
 
The light is not visible Shuttle Fleet payloads bay cam :(
Please similar control as in URMS by kulch and Attach anywhere, rotate in any direction, etc.
 
Needs to be brighter...

Agreed. Need to be able to make smaller lights have more oomph, but for a beta, works great.
 
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Please similar control as in URMS by kulch and Attach anywhere, rotate in any direction, etc.

If you want those functions, they need to be coded into the "parent" vessel.

[ame="http://www.orbithangar.com/searchid.php?ID=4778"]This[/ame] can be used as a remote switch, but you need to switch focus to change range or angle.
 
Game crashes for me
Code:
>>> ERROR: Missing texture: piattkenya\soppad.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: piattkenya\soppad.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiGetStationCount
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
 
this is great - at last night launches will look great.

5 stars!

night01.jpg
 
I get a crash every other time I run it. Weird !!!
 
Following Loru's example... but in this case it was mounted to Kev 33's HS-3. I think you open up a whole new case of "Awesome" with this add-on.

Night_pic.jpg
 
I'll join this party...

Working on lighting the default Atlantis on the pad. Visual artifacts are being caused by the failing video card on my old T42.

**EDIT** Added another shot with more lights.
 

Attachments

  • Atlantis Spotlight.JPG
    Atlantis Spotlight.JPG
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  • Atlantis Spotlight 2.JPG
    Atlantis Spotlight 2.JPG
    24.6 KB · Views: 85
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I would like to humbly ask for a dimmer switch. :blush:

Also, is color a possibility?
 
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Thanks to all for the reports/suggestions.

I would like to humbly ask for a dimmer switch. :blush:

Also, is color a possibility?
No problem - it shall be so :-)

Are you still getting the "occasional CTD" problem? I can't make it break
on my installation.

I think I may also change the "attentuation" parameters so the illumination doesn't diminish so quickly with distance (it'll be brighter towards the limits of the range)

I don't think I'm going to get into rotations/animations,etc as that would tie it down to a specific mesh.

I'll give it a go later today.

Cheers,
Brian
 
Sounds great Brian. I agree with you, animation is not needed. On the second question, is color a possibility ?

I see so much potential for this.

Oh, BTW, how many lights can there be in a scenario ?
 
Oh, BTW, how many lights can there be in a scenario ?
This is a graphics client limitation. The default DX7 engine can handle a maximum of 8 active lights. Jarmonik's D3D9Client can by default handle 12.
 
On the second question, is color a possibility ?

I see so much potential for this.

Oh, BTW, how many lights can there be in a scenario ?
Yes, "set colour" - no problem.

DaveS - thanks, I really should put a caveat in the readme about the limitation on number of light sources.

ATB,
Brian
 
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