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[1.0.5 ] KSC Floodlight (24.02.2016)


Divico

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On 5/8/2022 at 9:38 PM, Beetlecat said:

Okay -- I figured I would share some fiddling I've done with the .mu in Blender in case people are also noticing some over-lit scenes based on TUFX or other processing they have active in-game:

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Beforeunknown.png?width=472&height=583

After (decreased "on" values by 50%): unknown.png?width=417&height=583

I may walk them back a little more to create room to add additional deliberate bloom effects, but this feels like a good starting point.

Love these light towers and night launches! :D

Link? I can't adjust the lights myself, they show up in game invisible.

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  • 4 weeks later...
3 hours ago, zer0Kerbal said:

this might be something to be adopted...

I just posted it here:

3 hours ago, tg626 said:

FWIW it's working fine, I just added it (again) to a fresh install of KSP.

Good to see you around again, tg626!
Thanx for verifying it still works ;)

3 hours ago, PyjackMeat said:

They're just too bright.

IIRC, I had trouble finding a way to dynamically adjust the brightness, in-game, if its even possible.
The distance you place them away from the pad, and the height/scaling you use, all affect the brightness. (well, not the "brightness", but how bright they *light-up or wash-out* your launch vehicle) :P
I set them to about the happiest medium I could, based on a scale & distance from the pad, to generally match the stock pad, and small to medium sized launch vehicles.

I'll try to revisit this real soon, and see if I can improve these moar.

Edited by Stone Blue
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