Ach "bloom." Something else to play with.
The effect lights that we are able to create do not have a visible "orb," or source, they only make a light wash. Your use of emissive textures is a way to represent that light source and the developers gave us one more adjustment we can apply, which is "emissive bloom factor." This is another whole number field, with a range from one to four and at higher values, the emissive texture will emit light that reflects, be careful about induced glare.
Now in my own development, I found these effects to be most effective for making flood lights. I will agree with Federico (mamu) about light sources that are themselves "high visibility," like marker lights and taxi lights, but for area lights, I like to think of these effects as "clouds" of light and I don't feel as great a need to see "the bulb."
So for a floodlight with say, two lenses, I will use maybe 3 effect lights. Two will be bright, approximately 10 to 30 feet in the air and these will represent the light wash that hits the ground. I place them higher than the airplanes that taxi, so nothing drives through them and they are lower than planes fly near runways. The third light effect will be higher and dimmer, closer to the source, to make more of a "light cone." In fact, I will make a "model" of about 15 or 20 lights, placed loosely into two rows and I will set that "light cloud" onto a default Asobo T hangar row, which already has floodlights with emissive textures but
no "light wash" and instantly transform it. Something to consider.
View attachment 88527
Ok, all the light "washes" are created using effect lights. The colored lights are created using the "light rows preset" Federico mentioned, the blue lights are actually individual light rows placed as single objects. In the lower left hand corner there is a default "orb" light, which we can only delete. All of the flood lights were made with the multiple light effect technique and we can clearly see the rows of T hangars that have been immersed in the lights. The T hangars are default, TIN placed and are pretty accurate to reality.
Probably not. However you should consider the overall effect. The airport I've shown, a link to it is in my sig, btw, is not large. However it sits directly in the flight path of a very large airport. Each floodlight is only a few hundred polygons, but there are quite a few of them. Then there are the other models, the buildings, vehicles, etc. Without LOD's
all of the polygons will be competing to render for the pilots flying several thousand feet above, that
never even used this airport. Presumably, the sim can handle such complexity, but to be prudent, I ensure my airports have a polygon "footprint" that is appropriate for what is actually visible. I love details, can't get enough of them, but they add up. Hope this helps.