Multiplayer visibility for certain light indexes

Version: SU14 - 1.35.21.0

Frequency: Consistently

Severity: High

Context: Multiple aircraft

Bug description: Over the last few weeks, I have made multiple mods that set model visibility conditions to light indexes. For example, there is an F-18 weapons mod that uses light values to display a certain missile. This is done by using a panel gauge that toggles a light index value when the corresponding payload station equals the set value. Light indexes were used for this because they would show up in multiplayer, that way anyone with the mod installed will be able to see their friends with weapons as well. When setting the weight to the correct values, a loadout will appear on your plane. This would be visible to yourself, as well as any other player with the mod installed. After the recent update, these visibility conditions no longer work. The added weapons will no longer display on the pylons at any time. However, they will still show up for the person who added them. I believe this issue is regarding the multiplayer visibility of certain light indexes (specifically 2-8, which were used for the visibility conditions). However, the light indexes with 1 still show up in multiplayer just fine. Below is a screenshot with two F-16’s in formation. As you can see, the two aircraft have two different loadouts that they have full control over. After the new update, nothing shows up on a friend’s plane from your point of view.

Repro steps: This consistently happens with multiple aircraft. The only step to reproduce is to load in with one of the planes that has the mod.

Attachments:

which variable exactly are you using? as there are two for each - light itself and light switch. I do recommend to use both and also set the index as 1, like

(A:LIGHT LOGO:1, Bool) (A:LIGHT LOGO ON:1, Bool) or

it worked fine in multiplayer for the last several years in different projects, but haven’t tested it with latest update, maybe there is an issue.

I use (A:LIGHT LOGO:1, BOOL).

The system has worked flawlessly before the update, and multiple developers have already reported the same issue after SU14.

Maybe try Switching to A:LIGHT STATES, number

Where number is already a Mask, (not a BOOL) the lower bits already being used by Asobo.
You can use higher, unused bits to pass your own information over MP.

ie (From SDK)

0x0001:[index] Nav
0x0002:[index] Beacon
0x0004:[index] Landing
0x0008:[index] Taxi
0x0010:[index] Strobe
0x0020:[index] Panel
0x0040:[index] Recognition
0x0080:[index] Wing
0x0100:[index] Logo
0x0200:[index] Cabin`
0x0400 [Index] Pedistral . . . . . . . . Missing in SDK ?
0x0800 [Index] Glareshield . . . . . . Missing in SDK ?
Maybe start using custom masks 0x1000 upwards (or even a bigger gap , 0x10000 in case Asobo adds more …default ones.

Seems to be working for us :slightly_smiling_face:

Since Asobo is already using this mask, as a 32 or maybe even 64 bit word, ??. using more bits in it should not make ANY difference to MP traffic volume unlike adding a lot more A:LIGHT LOGO Index, Bool with additional indexes.

It seem to reduce MP traffic loading, the have restricted the multiple Indexing ability for A:LIGHT LOGO, as part of SU14 attempts to make MP more stable ?

Just Guessing here, reading between the lines :lying_face: