[HOW-To] Make landing lights brighter


If you find landing lights are to dark you can easily edit them.

You need to find file named ‘LIGHT_ASOBO_Landing.fx’, for Steam version you will find it in ‘folder_chosen_in_MSFS_launcher\Official\Steam\fs-base-effects\effects’ for MS Store version it shoud be inside ‘%localappdata\Packages\Microsoft.FlightSimulatro_8wesomething\LocalCache\Packages\Official\OneStore\fs-base-effects\effects’. Inside ‘LIGHT_ASOBO_Landing.fx’ go to very bottom of file and edit:

[LightAttributes.0]
Type=spot
Size=0.1
Range=1000.0
Intensity=15.0
Softness=0.0
SpotInner=5
SpotOuter=30
Volumetric=1
ScatDir=0.0

To anything you like. My settings from 2nd screenshot are:

[LightAttributes.0]
Type=spot
Size=2.0
Range=3000.0
Intensity=1500.0
Softness=0.0
SpotInner=10
SpotOuter=70
Volumetric=1
ScatDir=0.0

Remember to make backup copy of any files you will edit :wink:

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I find the taxi is not bright enough. Do you know how to enhance the taxi light?

Same folder but LIGHT_ASOBO_Taxi.fx

3 Likes

Last night, I was trying to play around with the taxi lights on the CJ4, and flipping the button on or off made pretty much zero difference that I could see from the cockpit of the aircraft. I definitely needed something like this. :laughing:

:neutral_face: the default size is set to… 0.0 for Taxi lights?!

P.S.: For the CJ4 the relevent files are the ones with “Belly”. Careful about the size, though. Because it’s technically behind you, if you set the size big enough it will shine the flood lights straight into your cockpick. (I will edit again, once I find a decent settings that doesn’t blind me with a reflection off my instrument panel.)

P.P.S.: It looks like the spot sizes are what causes it to shine into the cockpit. The taxi lights on the CJ4 seem to be pointing off at an angle, and thus do not point really at all in a straight direction away from you (to follow a taxi line for instance). Still tweaking.

P.P.P.S.: OK, for the CJ4, I recommend for TaxiBelly, setting [Emitter.0] X Rotation = 10.0, 10.0 (originally 20). Next, Range=3000, and Intensity=750. For landing lights, set Volumetric=0, Range=3000, and Intensity=1500.

The only problem is you lose some realism. After you are off the ground it is like you are flying through cloud with your landing lights on, even on a clear night.

Outside - looks good

Inside - not so good

Found you can get rid of this effect by setting volumetric=0, but it really just needs this dialled down a bit, rather than off altogether. This seems to be just 0=off and 1=on feature.

Also found that the 2 spot commands just widen the light spread. These appear to be best left as default.

2 Likes

You can try to edit lights directly from game.

You just need to activate Dev Mode and go to Windows -> User Lights.

12 Likes

Brilliant!

The real solution is probably two lights. One for a slight volumetric effect and one for proper illumination.

But the changes made in Dev mode are permanent?

Found that changing the Intensity to 500 while leaving all other values standard gives a good night result. Values like 1500 give a very unrealistic look during the day.

TMB910 - midnight/midday - Intensity 1500

  • notice unrealistic lighting during the day. This shot was taken at midday and it looks worse at 3pm.

TMB910 - midnight/midday - Intensity 500

Cockpit view - Intensity 1500 vs intensity 500

  • Surprisingly not much difference in the amount of runway ahead that is lit when viewed from inside.
2 Likes

You guys solved the FX file puzzle for me, and I figured out some lighting behavior stored in the systems.cfg of the TBM. After making various edits, I now have good taxi and landing lights without the fogginess:

I

1)SYSTEMS.CFG in the TMB aircraft folder
I re-ordered the [Lights] section for my own clarity, made the sim flip the use of taxi/landing lights, and made it use both the taxi light AND the landing light when you turn on the landing lights on the panel. I also changed the angle of the lights - instead of pointing more down and straight forward, I made them point upwards (and thus farther) and inwards (towards the centerline). See the comments inside the file (also on pastebin)

[LIGHTS]
lightdef.0 = Type:3#Index:0#LocalPosition:-15.7,-20.2,1.2#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_NavigationRed#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_NavigationRed
lightdef.1 = Type:3#Index:0#LocalPosition:-15.7,20.2,1.2#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_NavigationGreen#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_NavigationGreen
lightdef.2 = Type:8#Index:0#LocalPosition:-14.6,-2,0.3#LocalRotation:0,0,90#EffectFile:LIGHT_ASOBO_TBM930_IceLight#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_TBM930_IceLight
lightdef.3 = Type:2#Index:0#LocalPosition:-37.56,0,3.04#LocalRotation:0,0,180#EffectFile:LIGHT_ASOBO_StrobeSimple#PotentiometerIndex:10#EmMesh:LIGHT_ASOBO_StrobeTail
lightdef.4 = Type:3#Index:0#LocalPosition:-37.53,0,3.05#LocalRotation:0,0,180#EffectFile:LIGHT_ASOBO_NavigationWhite#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_TBM930_StrobeTailStatic
lightdef.5 = Type:2#Index:0#LocalPosition:-15.75,-20.27,1.2#LocalRotation:0,0,80#EffectFile:LIGHT_ASOBO_StrobeSimple#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_StrobeWing
lightdef.6 = Type:2#Index:0#LocalPosition:-15.75,20.27,1.2#LocalRotation:0,0,-80#EffectFile:LIGHT_ASOBO_StrobeSimple#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_StrobeWing
lightdef.7 = Type:7#Index:0#LocalPosition:-15.93,-20.4,1.2#LocalRotation:0,0,45#EffectFile:LIGHT_ASOBO_TBM930_Recognition#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_TBM930_Recognition
lightdef.8 = Type:7#Index:0#LocalPosition:-15.93,20.4,1.2#LocalRotation:0,0,-45#EffectFile:LIGHT_ASOBO_TBM930_Recognition#PotentiometerIndex:1#EmMesh:LIGHT_ASOBO_TBM930_Recognition
lightdef.9 = Type:9#Index:0#LocalPosition:-15.4,-19.8,1.15#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_TBM930_Pulse#PotentiometerIndex:3#EmMesh:LIGHT_ASOBO_Landing
lightdef.10 = Type:9#Index:0#LocalPosition:-15.4,19.8,1.15#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_TBM930_Pulse#PotentiometerIndex:3#EmMesh:LIGHT_ASOBO_Landing
lightdef.11 = Type:10#Index:0#LocalPosition:-15.6,-0.79,3.6#LocalRotation:50,0,-25#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:7
lightdef.12 = Type:10#Index:0#LocalPosition:-15.6,0.79,3.6#LocalRotation:50,0,25#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:6
lightdef.13 = Type:11#Index:0#LocalPosition:-14.76,0,3.35#LocalRotation:80,0,0#EffectFile:LIGHT_ASOBO_CockpitSpotNarrow#PotentiometerIndex:4
lightdef.14 = Type:10#Index:0#LocalPosition:-17.35,-0.59,3.6#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:5
lightdef.15 = Type:10#Index:0#LocalPosition:-17.35,0.59,3.6#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:5
lightdef.16 = Type:10#Index:0#LocalPosition:-20,-0.85,3.55#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:5
lightdef.17 = Type:10#Index:0#LocalPosition:-20,0.85,3.55#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:9
lightdef.18 = Type:10#Index:0#LocalPosition:-22.13,-0.82,3.55#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:9
lightdef.19 = Type:10#Index:0#LocalPosition:-22.13,0.82,3.55#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:5
lightdef.20 = Type:10#Index:0#LocalPosition:-25,0.6,3.55#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:5
lightdef.21 = Type:10#Index:0#LocalPosition:-25,-0.6,3.55#LocalRotation:90,0,0#EffectFile:LIGHT_ASOBO_CockpitSpot#PotentiometerIndex:8
lightdef.22 = Type:10#Index:0#LocalPosition:-15.5,0,2.2#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_CockpitMinimalAmbiant#PotentiometerIndex:1
lightdef.23 = Type:10#Index:0#LocalPosition:-13.5,-1,1.9#LocalRotation:20,0,-180#EffectFile:LIGHT_ASOBO_ScreenBlue#PotentiometerIndex:1
lightdef.24 = Type:10#Index:0#LocalPosition:-13.5,0,1.9#LocalRotation:0,0,-180#EffectFile:LIGHT_ASOBO_ScreenBlue#PotentiometerIndex:1
lightdef.25 = Type:10#Index:0#LocalPosition:-13.5,1,1.9#LocalRotation:20,0,-180#EffectFile:LIGHT_ASOBO_ScreenBlue#PotentiometerIndex:1
lightdef.26 = Type:10#Index:0#LocalPosition:-21,0,1.5#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_CabinBounce#PotentiometerIndex:5
lightdef.27 = Type:10#Index:0#LocalPosition:-25,0,1.5#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_CabinBounce#PotentiometerIndex:5
lightdef.28 = Type:10#Index:0#LocalPosition:-14.5,0,1.5#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_CabinBounce#PotentiometerIndex:7
lightdef.29 = Type:9#Index:0#LocalPosition:-15.4,-19.8,1.15#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_TBM930_Pulse#PotentiometerIndex:3#EmMesh:LIGHT_ASOBO_Taxi
lightdef.30 = Type:9#Index:0#LocalPosition:-15.4,19.8,1.15#LocalRotation:0,0,0#EffectFile:LIGHT_ASOBO_TBM930_Pulse#PotentiometerIndex:3#EmMesh:LIGHT_ASOBO_Taxi

//Type 6 designates taxi lights, but I am using the landing light shape/light. The first value in “local rotation” (-15) is tilting the light upward so it shines
//further ahead,the third value is the inward rotation towards the centerline.
lightdef.31 = Type:6#Index:0#LocalPosition:-15.4,-19.8,1.15#LocalRotation:-15,0,-20#EffectFile:LIGHT_ASOBO_Landing#PotentiometerIndex:2#EmMesh:LIGHT_ASOBO_Landing
lightdef.32 = Type:6#Index:0#LocalPosition:-15.4,19.8,1.15#LocalRotation:-15,0,20#EffectFile:LIGHT_ASOBO_Landing#PotentiometerIndex:2#EmMesh:LIGHT_ASOBO_Landing

//Type 5 designated landing lights, but I am using both the landing light shape/light and the taxi light shape.
lightdef.33 = Type:5#Index:0#LocalPosition:-15.4,-19.8,1.15#LocalRotation:-15,0,-20#EffectFile:LIGHT_ASOBO_Landing#PotentiometerIndex:2#EmMesh:LIGHT_ASOBO_Landing
lightdef.34 = Type:5#Index:0#LocalPosition:-15.4,19.8,1.15#LocalRotation:-15,0,20#EffectFile:LIGHT_ASOBO_Landing#PotentiometerIndex:2#EmMesh:LIGHT_ASOBO_Landing

lightdef.35 = Type:5#Index:0#LocalPosition:-15.4,-19.8,1.15#LocalRotation:-30,0,-20#EffectFile:LIGHT_ASOBO_Taxi#PotentiometerIndex:2#EmMesh:LIGHT_ASOBO_Taxi
lightdef.36 = Type:5#Index:0#LocalPosition:-15.4,19.8,1.15#LocalRotation:-30,0,20#EffectFile:LIGHT_ASOBO_Taxi#PotentiometerIndex:2#EmMesh:LIGHT_ASOBO_Taxi

  1. Based on your previous inputs (thx @Newerty26, @BilingualHarp7) , I edited both LIGHT_ASOBO_Taxi.fx:

[LightAttributes.0]
Type=spot
Size=0.0
Range=1000.0
Intensity=50.0
Softness=0.0
SpotInner=15.0
SpotOuter=50.0
Volumetric=0
ScatDir=0.0

and LIGHT_ASOBO_Landing.fx:

[LightAttributes.0]
Type=spot
Size=0.1
Range=2500.0
Intensity=150.0
Softness=0.0
SpotInner=5
SpotOuter=30
Volumetric=0
ScatDir=0.0

  1. Finally, because it’s been annoying me from day 1, I also updated the strobe to make the strobe succession quicker, and the light brighter:

LIGHT_ASOBO_StrobeSimple.fx

replacing particle 0 section with:

[Particle.0]
Lifetime=0.01, 0.01
Type=19
X Scale=0.25, 0.25
Y Scale=0.25, 0.25
Z Scale=0.0, 0.0
X Scale Rate=0.0, 0.0
Y Scale Rate=0.0, 0.0
Z Scale Rate=0.0, 0.0
Drag=0.0, 0.0
Color Rate=0.0, 0.0
X Offset=0.0, 0.0
Y Offset=0.0, 0.0
Z Offset=0.0, 0.0
Fade In=0.0, 0.0
Fade Out=0.0, 0.0
Rotation=0.0, 0.0
Static=1
Face=1, 1, 1

and replacing light attribute.0 with:

[LightAttributes.0]
Type=spot
Size=0.0
Range=60.0
Intensity=2
Softness=0.0
SpotInner=50.0
SpotOuter=90.0
Volumetric=0
ScatDir=0.0

Hope that all makes sense. Holler if it doesn’t and I’ll explain more.

10 Likes

We need a file for the “Community” folder.

4 Likes

Totally agree, as a matter of fact I’m trying to figure out how to do with just _fx and .cfg files included. Any suggestions how or places I can check? I’m starting at 0 with how to create the community folders.

1 Like

The Community folder structure should match the Official one exactly, except for the master folder which can be anything. The community files are executed after the Official so you dont need to worry about putting the whole aircraft, effects, etc. Just the ones you’ve modified.

For example, “lighting-tweak-master” for your base addon folder that goes into community folder, and inside that there is the SimObject folder structure of the TBM that contains the systems.cfg, and the fs-effects folder structure for the tweaked .fx files.

Nice work!
Questions;

Do you know what the sytax is in the lines? I am assuming Local Position is where on the wing the lights are, is LocalRotation where they are aimed, etc.

Is the ; what we use for comments in these files?

thanks in advance

Does this work only for the TBM? Can I use these settings for the CJ4?

That’s right, position indicates relative position to the fuselage. Rotation will basically get you the aim point. Note that all of this aligns with the fuselage as central axis: how far away from from fuselage, how much rotation towards or away from fuselage, etc.

To make comments inside a cfg file, you preface it with // (double slash forward)

The syntax works for any plane that uses the same landing and taxi lights. The airliners use bigger lights for example. But since the CJ wing is different, the lights would appear in the wrong location/float in mid-air.

Based on the feedback so far (thank you) , I will create a community lighting package for the TBM first so people don’t have to look for and mess with all these files. Then I will do one for the CJ, King Air, etc.

EDIT: So, I totally take that back, I have looked at an SDK tutorial and have no clue how to create those community packages. Super confusing. I’ll just update .cfg files and post those.

1 Like

Thanks for your efforts! :+1:t3:

Unfortunately I’m not into the details either, but maybe somebody else with more knowledge can take your results and build a Community Package?! :slightly_smiling_face:

I changed a value for testing and after next re-start of MSFS the value was reset to the original value. Also the related systems.cfg had not been updated.

By this I would say changes are not permanent. Nevertheless it’s an amazing tool for live testing within the sim.

Please use this information at your own risk! I still recommend making backups for related files or taking screenshots of the settings before making changes.

I’m unable to locate LIGHT_ASOBO_Landing.fx on my drive for Microsoft Store version.

Could you go into more detail with the beginning of the path “%localappdata”?

Thank you :slightly_smiling_face: