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MSFS20 Floating lights

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unitedkingdom
Hi all,

Seemed to be making progress, but went to night time and I have floating lights all over the place, the airfield is lit up like a Christmas tree even though there are only approach lights on 2 o the runways and edge lights on two of the runways. These seem to be apron lights (without the stands) but I checked the apron settings and there are no lights defined. Any ideas? (Excuse the luminous blue water tank, I was playing with textures)

There are also "roads" with lights that don't seem to be part of the original airfield. I have all of the delete options set on the airport and exclusion rectangles over the whole area :scratchch

I see there's a section in the xml file <ApronEdgeLights/>, but nothing in the SDK.

1599070890066.png


1599071359782.png
 
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Sorry to bump this guys, but its driving me nuts. I can't see the wood for the trees. Has anyone any ideas or suggestions? As you can see there are "roads" added on top of the aerial images. These are edited aerial images and not the default tiles, yet these "roads" and lights are still showing up and I can't think how to exclude them. Does anyone else have this issue? I'm going nuts :oops:
 
Hi George,

This is what I have. The ground Poly has all of the excludes and vegetation set to zero. ( I haven't selected "Force buildings on TIN" or "Force detected buildings")

The 2 exclusion rectangles cover the whole site and exclude all is checked on both.

The Airport "properties" can be seen in the sceenshot below with all of the deletes selected.

I feel that I'm missing something really basic, but I just cant think what.

1599146375544.png
 
This issue is one of those things Asobo needs to fix on their side with the SDK. Those floating orb lights do not get excluded.
 
This issue is one of those things Asobo needs to fix on their side with the SDK. Those floating orb lights do not get excluded.

Thanks, I thought it was just me. I suspect its to do with the as yet undocumented tag <ApronEdgeLights/>
 
No, they are not airport properties, they are terrain vectors. You need to exclude highways.
 
I might have a look at the FSX XML and try that on the off chance they're using the same syntax
 
It will be in a cvx file. In FSX, you would use SHP2VEC.

Ah yes, this rings a bell. And it makes sense. If the lights are auto generated based on roads (which they are) and the roads aren't excluded (which they aren't) then the lights will be there. I'll do some digging. As there are sceneries that have been commercially released, I'm guessing there must be a solution.
 
Ah yes, this rings a bell. And it makes sense. If the lights are auto generated based on roads (which they are) and the roads aren't excluded (which they aren't) then the lights will be there. I'll do some digging. As there are sceneries that have been commercially released, I'm guessing there must be a solution.
even with commercial sceneries, I found these bulbs everywhere
 
Yep, I've checked with a commercial developer and its nothing I can do until Asobo fix it.
 
Ahh, so there's no current way to exclude roads?
I also have this problem on a seaside pier which I have modelled. The pier in real life has a road running along its length and although the stock sim doesn't display a pier it does show a sunken road and orb lights in the sea. it ruins the look of my pier at night. We definitely need an exlude, at least for the lights.

Sent from my SM-T813 using Tapatalk
 
so far there is no way to exclude the light balls, maybe we should get this in the msfs forums and see how many votes we can get...maybe catch their attention.
I would love to see this resolved as it absolutely messes up the night lighting.
 
If there is a way to exclude roads, Asobo should be able to deliver a 3D lights exclusion to us.
 
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