Bug description: It appears that all volumetric aircraft lighting is now being over exaggerated in clear skies. Volumetric appears relatively normal in expected situations. In clouds or fog for instance. However, when in flight during clear skies you will see volumetric cones coming from sources where volumetric tags were selected.
Additionally, we noticed that there now seems to be a persistent haze in the atmosphere even when clear skies are selected. Maybe this is related to the same issue?
Repro steps: Fly at night with any aircraft that is utilizing volumetric lighting.
To expand on this , I think the issue for aircraft developers is the fact that the “volumetric” parameter in an fx file is now only either 0 or 1 .. setting a value to scale the effect like 0.5 for example disables the value all together .. even tho changing this value in the “user lights” debugger works and provides a proper scaling, but once changed in the fx file the value doesn’t apply and simply disables all volumetric effects.
@FlyingRaccoon Did you need me to create a second post for the atmospheric volumetric lighting where its essentially doing the same thing over cities? See photo above. I assumed it was probably related. Can do if needed.
Additionally this sort of lighting makes it difficult to see the runway during a night landing in clear weather. I understand why these lights were added but you won’t see this unless it’s maybe hazy or dusty, or in fog/low vis… or rain/snow etc.
Has there been any feedback from Asobo on this to anyone? Still getting lots of reports from our customers that lights are too intense with volumetric set to anything above 0.9 as this setting is now binary, causing landing lights’ volumetric light shaft to block the windscreen. @Nico / @ASBNicolas not sure if this falls within your wheelhouse?
For clarification, prior to FS24 SU3, and on public/current builds of FS20, the volumetric value in the light’s .fx file can be set to any value between 0.0 and 1.0, allowing the aircraft developer to attenuate the overall intensity of the light shaft, which is often too strong by default on high intensity lights.