OHM Thruster Lights

I would argue the use of the term "releases" in this description. The Orbiter files there are not releases, they are beta versions.

That said, this is a good idea for an addon.
 
Description updated. This is a quick five minute thing just to test out the multi-light with other vessels. Not anything comprehensive, it uses the thruster's position for the light source's location. Which doesn't always work in Orbiter because often people set their thrusters at <0, 0, 0>.
 
Thank you for that change. Here's hoping it helps avoid confusion.
 
This is awesome.

Not sure if it's a bug or just hasn't been implemented yet, but the hover, retro (and RCS from what I can tell) don't illuminate anything.
 
Information on Multilight(ing)

Hi,
Apologies if i´m coming in on covered territory, but i´m in a remote area of brazil and info is hard to search as the connection takes forever!

This plug-in uses Multilights to "illuminate" surrounding areas, right?
I read somewhere that it doesn´t at present illuminate surface tiles though.
Does this apply to photo-realistic runway surfaces?

A version of the code can presumably be used in a vessel .dll, (not for release as an addon against betas:thumbup:) but to save a lot of experimenting with my very limited C++ knowledge, under what section should it be inserted?

I want to make my "landing lights" illuminate runways.

Any info would be appreciated.

JMW
 
Not sure if it's a bug or just hasn't been implemented yet, but the hover, retro (and RCS from what I can tell) don't illuminate anything.

I wouldn't expect this to work with every vessel for various reasons. Try the Deltaglider though. On my end the RCS look like this:

dgrcs.png


JMW - Multi-light at this time doesn't work on planetary surfaces of any type besides the landing pads and buildings, as far as I know.
 
JMW - Multi-light at this time doesn't work on planetary surfaces of any type besides the landing pads and buildings, as far as I know.

Indeed it doesn't. Martin made a post in the beta forum to this effect, which he later re-posted in public here.
 
This didn't work for me. When I tried to activate the module I got an error message that said, "The procedure entry point ?SetIntensity@LightEmitter@@QAEXN@Z could not be located in the dynamic link library Orbiter.exe."
 
This didn't work for me. When I tried to activate the module I got an error message that said, "The procedure entry point ?SetIntensity@LightEmitter@@QAEXN@Z could not be located in the dynamic link library Orbiter.exe."

That is because you didn't get the latest beta. Read the description. It says the add-on is only for orbiter100812 or later.

computerex said:
This plug-in will only work with orbiter100812 beta or later. Get the latest beta from here: htt p://sourceforge.net/projects/orbitervis/files/

This plug-in will add light sources for every thruster. The range will be proportional to the thruster's rating. Extract in Orbiter's root directory, then activate the plug-in in the launchpad.
 
I personally get betas from http://sourceforge.net/apps/mediawiki/orbitervis/index.php?title=OrbiterPublicBeta instead. It's a page specifically set up for beta versions, rather than the repository which has a huge, attractive-looking green button I can only imagine most people heading there will click on thinking it's the beta.
This page hasn't got that huge green button, if someone is only interested in beta files:
http://sourceforge.net/projects/orbitervis/files/Orbiter beta files/

But like Xyon said, I too recommend the mediawiki page for getting Orbiter Beta files. There are detailed instructions how to use them.
 
This is awesome! Just did a night launch with Atlantis. Very cool! :thumbup:
 
Wow, this is fantastic! It's something I've always thought would kick the visuals in Orbiter up to the next level. Now all we need is a lens flare effect on the sun...

I was wondering, though, if there's any way to tweak the parameters to weaken the glare from the RCS. When I maneuver they go off like fireworks, with as much light thrown around as the main engine, and to my eyes it's just a little much.

The main engine effect is fantastic, though. I can't imagine not using this addon anymore.
 
How will the incoming patch that limits the number of light sources to 8 affect this addon?
 
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