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[beta] blufor APC orange side lights do not turn on.
Closed, ResolvedPublic

Description

THIS WAS FIXED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! {F20110} {F20111} {F20112} {F20113} {F20114} {F20115} {F20116}

Details

Legacy ID
4273370874
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Visual-Vehicles
Steps To Reproduce

THIS WAS FIXED!!!!!

Event Timeline

tracksilver edited Additional Information. (Show Details)
tracksilver set Category to Visual-Vehicles.
tracksilver set Reproducibility to Always.
tracksilver set Severity to None.
tracksilver set Resolution to Fixed.
tracksilver set Legacy ID to 4273370874.May 7 2016, 2:46 PM
tracksilver added a subscriber: tracksilver.

This was fixed in recent dev build update.

b101uk added a subscriber: b101uk.May 7 2016, 2:46 PM
b101uk added a comment.Jul 2 2013, 3:21 AM

!!!!!!!!!!!!!! THIS IS NOT FIXED AND HAS ACTUALLY CREATED A BUG !!!!!!!!!!!!!!

Under absolutely NO circumstance should the side amber markers be lit UNLESS the main vehicle lights are ON, and they should definitely NOT be on with empty AMV-7 that can be seen from >500m away.

In combat conditions under absolutely NO circumstance should the side amber markers be lit.

As none of the other principle vehicles have amber side markers that can be lit, the lighting ability should be removed OR it should be added to ALL the other long vehicles, BUT again under absolutely NO circumstance should the side amber markers be lit UNLESS the main vehicle lights are ON AND In combat conditions under absolutely NO circumstance should the side amber markers be lit.

Military vehicles have multiple light switches or a rotary master knob with different lighting modes, as excess light is a killer at night on the battlefield and drivers are taught to use as little as possible light or preferably have them OFF.

Under EU law there is no need for amber side markers to be lit on the road (though many are including the AMV ones) as they are retro-reflectors first and foremost.

The other problem, the one on the front quarter is erroneous, as they just have 3 on each side mounted under the wheel recesses, the modals that have the one on the front quarter omit the one above the first axle, however the one on the front quarter could be changed to a raised light unit rather than a recessed light to mimic an indicator of an alternative styling (not a proposal for working indicators but an easy workaround which shouldn’t cause a need for redoing UVW maps on the front quarter and would permit reuse of the amber “light” texture and the creation of a couple of extra polys)

Added some pictures of the various marker positions marked with red boxes and the indicators marked with yellow boxes.

calm down, man!

but concerning the issue you are right of course. marker lights have to be switchable. currently they are always on. this is obviously not intended and should be fixed!

This thread was about yow the lights are not turn-on able. If you want the lights to be able to be turned off, make another post.

<i>"This thread was about yow the lights are not turn-on able. If you want the lights to be able to be turned off, make another post."</i>
This, ladies and gentlemen, is the stupiest thing, i've ever read on the internet!

*edit* ok. listen: this is obviously a bug. there is no need to open another ticket. please just add to the description, that the lights should be toggable. having them always on is just wrong.