Bug description:
When placing light row and attaching a mesh, the object is not being placed on the ground. At first i thought it wasn’t being placed at all, but when switching the mesh to a bigger object, i realized it was being placed underground.
The image shows a belt loader being used as an Light row mesh. It is not being place above the ground as it should. So when i set it to my taxi light it it not seen as it is underground.
The Inset taxi edge light to the right of the picture behave normally as it is a FS20 sdk exported mesh. When i re-export that in the fs24 sdk i expect it to also go underground.
Repro steps:
A fix for now would be to raise the taxi light model higher above the world origin, but then a fix may come out and i’d have taxi light floating above ground then.
@FlyingRaccoon Light Row meshes are still a mess. I fixed the underground issue by making the object one node, if it isn’t one node it does not show above ground. But the lights from within blender still do not show when the the object is used as a light row object…
Indeed, in MSFS2024 Light Row only support one node.
Currently, lights in GLTF in light row are not functional, but this feature will be supported soon (not in the next update, but possibly in the one after that).
Any update on this? It’s been 2 months and this is something that was already possible in 2020. Why this is not a feature anymore and we are making steps backwards compared to the previous platform remains a mystery.
Could you please bring lightrows back to a standard we already had?
Exactly, @Boris it’s very annoying having to ensure lightrow objects are only one node,then we have to place a scenery object with a blender light perfectly in the right position so that the taxilights, actually emit light onto the ground. This should be a default sim feature, just a glowing blue or green globe is far from realistic… Moreover it should atleast just as easy as MSFS2020 to implement an actual light into the taxilights. Please take some notes from Xplane when it comes to the airport lighting systems.
The problem I have is not really the one node restriction. I personally combine everything into one node anyways.
For me the issue is that we can’t add blender lights anymore which ads a lot of realism and immersion to taxiway and runway lighting. This is my main annoyance really.
And the fact that it worked flawlessly in 2020 makes this annoyance even worse.
My Extremely annoying workaround for now is to place them all as scenery objects and use the light rows just to get the light globes so the runway can be seen from a far distance. I Firstly place the taxi light with the light row. I use this to then accurately place the taxi light as a scenery object for all the dozens of light lights. Then i change the light row object to something invisible. Huge time waster, and extremely annoying.
I can’t do that because I am also doing runway lights with lightrows and I am not using the default runway lights - this just makes it wayyyyy to much work. Doing it that way is not possible time wise even with my attention to detail. Plus, I also have them on all my taxiway lights (edge and centre) and I am not placing thousands of those by hand twice, no chance. Once with the lightrow is and should be enough.
And quite frankly I am not willing to do that when it was already possible in 2020, and will (hopefully) be redundant once the lightrows are fixed / back to where they were in 2020, making that time invested completely obsolete and wasted.
@Boris can we maybe change this from by design to bug-logged? And maybe also re-name it to External Lights Missing for Lightrows or something like that?
Yes the one node restriction is by design, but not the fact that we can’t do lights anymore.
I just don’t want this issue to get lost because it is quite a significant issue for high-quality sceneries…
Agreed. It’s possible. But takes up alot of time even for small airports. Doing this for bigger airport is just unfeasible. This will deter alot of developer from doing it, and will result in one more reason for simmers to prefer FS20 over FS24.
That feature was working perfectly during Limitless. I believe it would be a great addition to have it back. Currently, the lights do not work with light row or vector placement, which directly impacts all my products.
Hi @Boris, I just checked with SU2, and the lights are working correctly with the light row and vector placement using the “street lights” type (3ds Max SDK). Is there any plan to extend this support to “advanced lights,” or is “street lights” the only supported type by design? Thank you!