Bluestar, I'm sure we can get to the bottom of this. Clearly, AFLT IS working on your system. What is not clear is what you see as a problem.
In the first post above you said
It has occurred to me that by "any light that is to be on the surface", you are referring not to the "light bloom" but, rather, to the fact that there are no 3D models for surface lights, because clearly you are seeing the illumination. If that is the case, this is by intent. Having a ground poly modelling a surface light base (basically a silver circle on - most often - the grey asphalt) doesn't seem to add a lot to realism, but could significantly increase the load on the CPU and thereby, adversely affect FPS. So, I decided they would be a waste.
As for the brightness of the light, I can only use the "levers" Flightsim gives me. Like most things, the balance between light visible range and closeup appearance is a compromise. AFLT allows you to easily adjust light brightness by editing "lights.txt", a simple text file.
In the first post above you said
Let's forget the extremely bright comment for a minute and focus on the rest. Without context this says those lights are on when they should be and off when they're not. At the time I didn't know what you meant by "CONNECT" (which is not intended to be a standard user control.) I inferred from that statement that taxiway edge lights were not visible. Later on you said:The center line and taxiway lights are not visible. When I use CONNECT the taxiway and center line lights are visible, but extremely bright (too much bloom).
but then sent a screenshot showing runway centerline lights (illumination, that is).The runway center line lights also do not appear. The taxiway and runway edge lights with there mounting stands appear, but any light that is to be on the surface does not appear.
It has occurred to me that by "any light that is to be on the surface", you are referring not to the "light bloom" but, rather, to the fact that there are no 3D models for surface lights, because clearly you are seeing the illumination. If that is the case, this is by intent. Having a ground poly modelling a surface light base (basically a silver circle on - most often - the grey asphalt) doesn't seem to add a lot to realism, but could significantly increase the load on the CPU and thereby, adversely affect FPS. So, I decided they would be a waste.
As for the brightness of the light, I can only use the "levers" Flightsim gives me. Like most things, the balance between light visible range and closeup appearance is a compromise. AFLT allows you to easily adjust light brightness by editing "lights.txt", a simple text file.


