Streetlights Excludes don't always work

Version: 1.2.11

Frequency: Frequently

Severity: High

Package * Street-lights excluded for all of metropolitan France and all of overseas France*

Context: Street-lights excluded for all of metropolitan France and all of overseas France in Community

**Whether it’s an isolated project (4 floating lights above an airport car park) or a larger one, such as removing the street lights that are too intrusive between the towns and villages of France, i.e. more than 189,000 polygons, the exclusions don’t always work. For example, I load my test airport and the StreetLights excludes don’t work, then I load another airport further away from my test airport and finally the street lights excludes work, so I move in camera dev mode to the previous airport where it didn’t work and miraculously it does! I have the impression that the Stream data sometimes or often takes priority over the add-ons. Sometimes it also works the first time! Perhaps you could also add in the debug menu the option, as with the vegetation, to deactivate the streetlights?

Repro steps:

Attachments:

Private attachments: Send a PM to @PrivateContent with the link to this topic and the link to download your content

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Hello,

Can you test your package with the latest SU3 flighting update (1.5.4.0) and let me know if you’re still seeing the issue?
I’ve tested it on my end in SU3 but couldn’t reproduce the behavior.

Regards,
Boris

Hello,

Oops, sorry for the delay!

Yes, and here I am with beta 1.5.13.0, the bug seems to have completely disappeared.

I’ve made four launches from different airports, including my own (LFJR) where the bug was very, very often present, and everything works perfectly.
I’m going to take the time tomorrow to retest, but it seems to have been resolved.

Previously, during my last tests for which I didn’t note the beta version, from memory I’d say last month, the problem persisted and even got worse, as the exclusions only worked within a radius of approximately 12 or 15 NM around the camera or aircraft view, now it’s perfect!

I’ll keep you posted tomorrow to confirm the situation.

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Here I am again, after various tests from north to south, east to west, in camera mode and fast aircraft at 600 kt, and it seems to have been completely debugged. Just one surprise that reappeared as I left Bordeaux… the roads leading to the ocean were telling me again what I was telling you yesterday, i.e. that the exclusion was only working on a radius of 12-15 Nm; but finally, after a few minutes, the exclusion was working normally! Since I hadn’t yet flown in this sector, I think it could be a matter of downloading the streamed data or loading my exclusion data, which, it’s true, represents a lot of polygons in certain sectors.
Thanks for the resolution!

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Hello,
I’m coming back to this topic because, unfortunately, since version 1.6.7, streetlights Exclude only work around the aircraft or the dev camera at a maximum distance of approximately 4,000 meters.

Regards,

Hello @FuturKiwi1965,

To help us narrow down the issue, could you provide your package and the exact GPS coordinates we should use to spawn and replicate (almost) the same camera movement you made ? A video would be helpful.

See 3) Provide Private Content
Thank you

Regards,
Boris

Hello,
Thank you for your package and repro steps sent via PM.

I have logged this bug in our backlog and I will update you once I have more information to share

Regards,
Boris

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Rather than creating a new thread I figured I’d just reply to this one since I am attempting to do the same thing in the United States. I’ve programmatically generated exclusion polygons for the entire country but have the same problem of the exclusions only applying near the aircraft.

@Boris Will you reply on this thread when there is news about a fix? Or can you please add me to some notification list?

Much appreciated!

3 Likes

Hello @Kiwikat88

I will update the topic and ping the participants when I have some news to share about this.

Regards,
Boris

Really liking the mod as released (MSFS DarkStreets over at flightsim to) so hope a solution to this will be found soon!

Do not say too loud; might never get it done.

Appreciate the fix in SU5 beta! Impressive list of fixes overall, cheers to the team! :smiling_face_with_sunglasses:

EDIT: Upon closer examination it looks like the culling distance has been increased dramatically but it is still noticeable at normal to higher airline cruise altitudes. Is there any way this can be extended out just a wee bit more?

EDIT2: Folks using my DarkStreets mod are reporting they’d like to see the distance extended out another 25% or so, so it will apply these polygons all the way out to the horizon at airliner cruise altitudes.

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Hello @Kiwikat88

Unfortunately we can’t, we have reached the maximum range at which such exclusions can be done with the current implementation.

Can you please provide us with a video demonstrating what the issue looks like in SU5?

Regards,
Sylvain

Here’s a quick video that shows it in a couple spots. Apologies for the quality- I am not a video guy.

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Thank you, I was expecting something a bit more noticeable.
I will forward to the team but if you stumble upon another example where this is more noticeable (maybe from some of your customers reports?), feel free to share it with us.

Regards,
Sylvain

Some kind of regression with SU5 has happened. I will do my best to explain what I am seeing-

Out at the horizon there are baked-in lights in the ground textures. This is normal. When you get within a certain range of them they turn into effect-based lights, and that’s when my exclusion polygons take effect.

But for some reason, some lights aren’t being affected by the exclusion polygon at that far distance. As I get much closer to these ones, they disappear, about at the same range as they used to before SU5 (?). And when I fly past them, they come back fairly quickly, while the ones that successfully excluded at a far distance, still stay excluded until they turn back into the baked-in texture lights.

I understand this may not seem like a big deal but it is basically destroying the consistency of my addon. I don’t remember this happening during the SU5 beta either, so I am not really sure what is going on. Is one particular type of street light being affected by the exclusion polygons differently? This is the only thing that makes any sense to me based on what I am seeing in the sim now.