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Improving vehicle lighting

1
Mod version:1
Game version:1.1.0
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About This Mod

Ending the "Vehicles Enhanced" mode with many changes: Added customizable light costs for all vehicles. Added volumetric lights for shrimp suit and camera in scanner room. Allows you to switch between the camera light of the scanner room and the light of the shrimp suit. The top light switches can now be switched. Other.


Add-ons:

Added the ability to add energy cost to many things (the default in the game was 0 for all lights):

simont's light

Light in shrimp costume

Default Cyclops/Base Inner Light

Cyclops/basic emergency light (with brightness control)

Cyclops floodlight

Scanner Camera


You can switch the light control buttons. The projection light was always at the back and the internal light was always at the front. It is illogical (it can be seen in the photo).

Cyclops Camera Lighting Change: There are now two lighting states by default, but they are no longer reset each time the camera changes. The first state is the state with concurrent energy consumption and light configuration (default state); the second state is the "high energy state", where light consumes twice as much energy but has 35% more range and intensity. This condition is now recognized as temporary support for special cases. The control of the alternate camera went to the second mode: 'Damper' along with the settings.

The intensity of the light and the range of the cyclops camera can now be adjusted. This applies to the first of two situations.

A setting has been added that automatically puts the lights in an emergency (dim) state when the player leaves Cyclops/us. This allows the lights to remain on, and when the player leaves the base, it will go into power saving mode. In addition, they can be completely turned off when Cyclops is "parked" somewhere. It is impossible to turn off the light on the base, and the light switch on the base, which is a good modification, unfortunately, does not maintain the status of light. Therefore, to completely avoid the power consumption of the base, you must either disable the utility, disable the internal utility and enable the "auto-dimming light output" feature, or use the following options:

All Cyclops settings, including brightness and power settings, can now be applied to the database. If set to Disabled, the database will behave by default. If set to "On," the base will also consume light energy and adjust the brightness of the light, if this function is set.

Added a function of changing the light on a shrimp costume. You can also set the button for this :)

Added camera light switching function in scanner room. Switching is done with the right hand (usually right mouse button).

Added a feature to remove the overlay "Shrimp costume light transition to hud".

Optional light attenuation time for cyclops/base. The vanilla value is 1 second, and the default is 1.5 seconds.


Optional changes:

All lights are turned off during installation. This is the only way to prevent energy consumption on all vehicles after loading the game, as the game default turns on all lights as the lighting status is not saved and the Save Vehicle Light Status mode is insufficient and does not work as it should.

When the energy is over, all the lights are automatically turned off. This is only applicable if the energy consumption of light is set.

The range and intensity of the camera lighting in the scanner room has changed - it has become much more powerful than on "Cyclops" and "Siglot".

The light is no longer automatically turned on when you replace the lamp batteries, Seaglide or Seamoth.

Upper/base lighting is always off if the base is in an emergency power consumption mode (available energy is less than 20% of the total energy).


Error correction:

Added volumetric lights to the camera lighting in shrimp costume and scanner room.

Fixed: Some volumetric lights did not work properly during boot. After the reboot, the surround lights were switched on and they were visible to the player when booting from the machine. Volumetric lights should be visible only when the player is not in the car. In order to prevent this, the player had to exit the machine and re-enter it. Fixed a bug with several cyclops: previously changing the light of the projector when using one cyclops caused the light of other cyclops to change.

When entering the cyclone chamber, the projector's light became invisible, causing problems with the newly added energy consumption. This caused problems with newly added energy consumption.

Cyclops/base lighting and thermal reactors were not updated in advance if the player was more than 60 meters away. This is important not only for the calculation of the illumination energy, but also for Cyclops when it is equipped with the Cyclops Thermal Reactor Module. This means that it does not charge if the player is too far away from Cyclops.


Options.

This mode can be changed in the game from mod/options or config.json.

When you delete a configuration file, the vanilla configuration values are set to these values:

{

 "SeaMothLightEnergyPerDay": 0.0,.

 "ExosuitLightEnergyPerDay": 0.0,.

 "BaseDefaultLightEnergyPerDay": 0.0,.

 "BaseEmergencyLightEnergyPerDay": 0.0,.

 "CyclesFloodLightEnergyPerDay": 0.0,.

 CyclesCameraLightEnergyPerDay": 0.0, "MapRoomLightEnergyPerDay": 0.0, "MapRoomLightEnergyPerDay": 0.0

 "MapRoomCameraLightEnergyPerDay": 0.0,.

 "CyclopsSwapLightButtons": false,

 CyclopsCameraLightRange": 55.0, "CyclopsCameraLightRange": 0.0 55.0,.

 "CyclopsCameraLightIntensity": 1.0: 1.0,.

 "BaseAutoLightDim": false,

 "BaseLightFadeDuration": false, "BaseLightFadeDuration": 1.0 1.0,.

 "IncludeBaseLights": false,

 "ExosuitToggleLightKey": 325,.

 "ExosuitToggleLightHud": false, "ExosuitToggleLightHud": false.

}

The default configuration values that I am currently playing with (those that were enabled when I loaded this mod, and the default values in the mod options) are:

{

 "SeaMothLightEnergyPerDay": 10.0,.

 "ExosuitLightEnergyPerDay": 13.0,.

 "BaseDefaultLightEnergyPerDay": 7.0,.

 "BaseEmergencyLightEnergyPerDay": 3.0 3.0,.

 "CyclesFloodLightEnergyPerDay": 20.0,.

 "CyclesCameraLightEnergyPerDay": 10.0,.

 "MapRoomCameraLightEnergyPerDay": 8.0,.

 "CyclopsSwapLightButtons": true,

 "CyclopsCameraLightRange": 60.0, "CyclopsCameraLightRange": 0.0 60.0,.

 "CyclopsCameraLightIntensity": 1.0: 1.0,.

 "BaseAutoLightDim": true,

 "BaseLightFadeDuration": true, "BaseLightFadeDuration": true, "BaseLightFadeDuration": 1.5 1.5,.

 "IncludeBaseLights": true,

 "ExosuitToggleLightKey": 325,.

 "ExosuitToggleLightHud": false, "ExosuitToggleLightHud": false

}

Hints: I multiplied all the values by 5 because I played the game 5 times slower. Besides, these are only approximate values, please let me know if you find better or more favorable values.


Recommended mods.

Day/night speed from Zorgesho 

basic by ahk1221 light switch

RandyKnapp by WhiteLights

Especially my other fashions.

"Improved tools".




Compatibility:

It seems that the White Lights are incompatible.

It's hard to understand. We've tried to keep compatibility as long as possible.

If incompatibilities arise in the future, we will update this section.





If you find a bug, please write about it in the Bugs section.

Similar Mods/Addons

Game Version *

1.1.0 (Rm_VehicleLightsImproved-471-1-1-0-1592764566.zip)