OHM Spotlight Vessel

with this invention you can create stars that lights other planets without the sun?
OK, just done an experiment trying to illuminate the dark side of the Moon!
Conclusions:
1. Yes, local lightsource will illuminate planet/moon surface.
2. Local lightsource illumination is not rendered if lightsource vessel is out of visual range.

Since the maximum visual range for a vessel in Orbiter is ~5000km (and if you know how to fix that, tell me!) I don't think this method is suitable for use as a "substitute sun" :-(

ATB
Brian
 
Bad thing about using Spotlight with cargo deck is problem with COG, ships become very hard to rotate or keep attitude (can't be fixed) and spending all fuel.

So remains standard attachment method but you are not able to direct your light and this is bad thing. By the way, why not to make another spotlight - with dummy mesh - just a light.

I will try Lighting MFD but bad thing is 1deg clicks - you can't just press it and wait or you can't just type needed number of deg.
 
By the way, why not to make another spotlight - with dummy mesh - just a light.

If you're talking about just having a light, with no mesh around it, you can accomplish this by simply deleting the name of the mesh from the line in the cfg file. In other words,
Code:
MeshName = spotlight1

becomes
Code:
MeshName =

I did this in the payload bay of the Arrow to have lights in the docking bay without a mesh.
 
I will try Lighting MFD but bad thing is 1deg clicks - you can't just press it and wait or you can't just type needed number of deg.

Noted. Will look into it. Will also experiment with attached spotlights as there seems to be some interest in this direction.
 
Would shadows be possible ?
 
The buildings were lit up nicely, but when pointed at the pad, nothing happened, the ground didn't light up:

DirectX 7 doesn't support pixel shading, that's what. I.e., planetary surfaces don't get lit, because else the whole face would get lit up uniformly, which would be several 100 km^2, depending on your texture level.
I suppose the DirectX9 client fixes that issue, or at least has the potential to fix it in the future...

OK, just done an experiment trying to illuminate the dark side of the Moon!
Conclusions:
1. Yes, local lightsource will illuminate planet/moon surface.

Very interesting, because of what I wrote above... planetary surfaces should not get lit. But if the whole face is hit by light, maybe it does none the less? Or are you using a graphics client?
 
Very interesting, because of what I wrote above... planetary surfaces should not get lit. But if the whole face is hit by light, maybe it does none the less? Or are you using a graphics client?
No, standard Orbiter2010-P1 installation.

I think the "local lightsource" lights the planet surface in the same way as a mesh - but the polygons(faces) are huge, so if the centre of the poly is beyond the range of the lightsource, it will not be illuminated (even if part of the poly is close to the lightsource). Something like that anyway.
This applies to large vessel or scenery meshes also, of course.

Cheers,
Brian
 
Intensivity isn't saved to scenario file :( I really need it.
 
Updated on OH. Intensitivity saved to .scn. Just for you ;-)


This is a nice addon! Now I don't have to dock in the dark if I don't want to. :thumbup: And now it's been updated to store the intensity values. Great work. :cheers:


Also, here is a webpage with RGB values for various real-world lights (Fluorescent, Metal Halide, High Pressure Sodium, etc). :)

http://planetpixelemporium.com/tutorialpages/light.html


:tiphat:
 
This one :-)
[ame="http://www.orbithangar.com/searchid.php?ID=5123"]Spotlight Vessel[/ame]
 
No lights on Spotlight

Hello, dont know, if this was a question in the beginning... is there a spotlight version for older orbiter version pre-2010 p1 time ?
 
Hello, dont know, if this was a question in the beginning... is there a spotlight version for older orbiter version pre-2010 p1 time ?

That I know, no, there isn't. If there is, it won't be able to use local light sources, though, as these are only supported since the 2010P1 version.
 
I'm wanting to illuminate Atlantis using four spotlights; two facing forwards and two facing in the opposite direction. However, all four are facing forwards. How do I rotate each spotlight 180 degrees?


BEGIN_DESC
Launch the Space Shuttle Atlantis from Launch Pad 39A at the Kennedy Space Center for mission STS-101.
END_DESC

BEGIN_ENVIRONMENT
System Sol
Date MJD 52681.0278588
END_ENVIRONMENT

BEGIN_FOCUS
Ship OV-104
END_FOCUS

BEGIN_CAMERA
TARGET OV-104
MODE Extern
POS 2.89 -0.51 -70.39
TRACKMODE TargetRelative
FOV 50.00
END_CAMERA

BEGIN_HUD
TYPE Surface
END_HUD

BEGIN_MFD Left
TYPE Surface
END_MFD

BEGIN_MFD Right
TYPE Orbit
PROJ Ship
REF Earth
END_MFD

OV-104:Atlantis
STATUS Landed Earth
POS -80.6042100 28.6082540
HEADING 0.00
PRPLEVEL 0:1.000 1:1.000 2:1.000
NAVFREQ 0 0
CONFIGURATION 0
CARGODOOR 0 0.0000
GEAR 0 0.0000
KUBAND 0 0.0000
ARM_STATUS 0.5000 0.0000 0.0000 0.5000 0.5000 0.5000
SAT_OFS_X 0.000000
SAT_OFS_Y 0.000000
SAT_OFS_Z 0.000000
END
SP1:spotlight
STATUS Landed Earth
POS -80.606367 28.604946
AFCMODE 7
NAVFREQ 0 0
SPT 1 1000.0000 0.5236
END
SP2:spotlight
STATUS Landed Earth
POS -80.608499 28.610558
AFCMODE 7
NAVFREQ 0 0
SPT 1 200.0000 0.5236
END
SP3:spotlight
STATUS Landed Earth
POS -80.600174 28.610552
AFCMODE 7
NAVFREQ 0 0
SPT 1 200.0000 0.5236
END
SP4:spotlight
STATUS Landed Earth
POS -80.601481 28.604785
AFCMODE 7
NAVFREQ 0 0
SPT 1 1000.0000 0.5236
END
END_SHIPS
 
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