This README was designed using Windows Notepad and a Microsoft Sans Serif, regular style, #12 fonts with Word Wrap enabled.


NOTE:
THIS IS VERY IMPORTANT AND VERY EASY TO FORGET!!!
Whenever you install an aircraft or other add-on it is possible the add-on or aircraft will overwrite default FS9 light textures and FX files. It is unfortunate aircraft and add-on manufactures do this and unfortunately there is nothing I can do to prevent the files in this package from being overwritten. PLEASE remember that if your lights change and/or you start to loose the new light FX provided in this package it is more than likely because you installed an add-on or aircraft. You will need to simply rerun the auto-installers from this package to fix it.



Nick's Light-Fix
VERSION 2
Using a Concept By Mark Poole


PLEASE READ ALL INSTRUCTIONS CAREFULLY BEFORE INSTALLING

This package is very simple to install and use. I have provided detailed instructions for the benefit of those who are not experienced with Flight Simulator add-ons and edits. Even if you are experienced I recommend you read the instructions as you go along in order to make sure you are gettting the most from this package.

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IMPORTANT NOTE:

If you are already using my original NICKS LIGHT FIX, this package will simply overwrite the original. If you are using my original package you can skip this document and simply install the updated FX and textures.... ENJOY!

If by some chance you are using Mark Poole’s original package (nav_light_package.zip) for your default Microsoft aircraft or other planes and have manually edited ALL your aircraft configuration files you will need to re-edit your aircraft configuration files back to the original default Microsoft FX file names to use this package. Unlike Marks Nav Light package this package automatically replaces the default Microsoft aircraft lights so no editing of configuration files is needed, except in the case of 3rd party aircraft which use their own FX files for lights.

If for any reason you need to make manual edits to your aircraft configuration files, after installing the lights as instructed refer to the section below entitled:

EDITING 3RD PARTY AIRCRAFT TO USE THE NEW LIGHTS...

... for step by step instructions as to how to make the correct aircraft.cfg file [LIGHTS] section edits.

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RESOLVED ISSUES

Issue #1: In the original Nick’s Light-Fix I did not take into account that many aircraft manufactures use the same texture file (halo.bmp) which FS9 uses for airport lights. Because the scale of my airport lights texture replacement was large it caused oversized lights to appear on some aircraft. This update resolves the issue so both airport and aircraft lights are in their proper scale.

Issue #2: Some people found my original replacement tower/smokestack lights too large in scale. This package includes an option to install a reduced scale light for towers and smokestacks. Be aware that although the small tower light texture provides proper scale, the sight distance will significantly drop. If you prefer to be able to see tower lights from a long distance, install the LARGER tower and Ground beacon lights provide in this package. They will appear too large when viewing within 20-50ft but are much easier to see from a distance like real tower lights.

Issue #3: The aircraft beacons and strobe lights have been redesigned so every aircraft being rendered in the sim does not flash the lights at the same time. This greatly enhances the illusion of each plane running individual lights and makes the simulation more realistic.

ABOUT AIRCRAFT LANDING LIGHTS…

Most people already know the simulator is terrible at rendering lighting FX. Landing lights are very, very difficult to design so they look good on every single aircraft. The problem is Microsoft designed 1 bitmap file for all aircraft landing and taxi lights and expected the simulator to render the lights correctly in every circumstance… A simple solution but not a smart way to get a realistic look for each plane.

Included in this package is xenon landing light effects of my own design. It is designed to eliminate the nasty, butt-ugly, over-bright, yellow, FS9 triangle-shaped aircraft lights and replace them with a softer and more realistic xenon lighting FX. Because of my unique texture design the landing lights FX will appear different (different brightness and overall look) on different aircraft. The texture gives an excellent night-time busy airport look from the tower and the air and provides a great landing light for the aircraft being flown.

Be aware that there is no way to make a universal light texture that will be the same visual intensity (brightness) for every plane without making the landing light over-bright as the original FS9 landing lights are. There will be differences in landing light intensity from aircraft to aircraft based on how the aircraft maker designed the landing light specs into the aircraft model. Precision alignment of the aircraft landing lights is an area many aircraft manufactures overlook.

Be aware that if the plane you are flying does not have landing lights showing from inside the cockpit it is because the maker of the plane did not design them into the model. The file included with this package will not fix that issue.

If a plane has multiple landing lights and taxi lights designed into its model file the brightness of the external spot lights will dynamically change as more lights are turned on or off.


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ACKNOWLEDGEMENTS:

The concept and the base textures for this package are from Mark Poole (mp4866@hotmail.co.uk) and his original releases: nav_light_package.zip and airport_lighting_v2.zip (AVSIM).

Mark's original Nav Light package has a really good concept and uses light textures which create sharp lens flairs or bursts however I found the lens flair in his releases to be a bit too large and out of scale for my display and taste. Also, I wanted to have an easy way to replace all the FS9 lights in one shot with little or no configuration file editing. With that in mind, this package was created.

With Marks permission I have developed a similar light package as his however this release will automatically replace ALL the Flight Simulator aircraft lights with ones of better scale for the aircraft and airports along with better distance visuals of slower flashing radio tower/smoke stack and ground beacons. It also includes replacement lights in scale for the PMDG 737, 747 and for all Project Opensky aircraft offered on their site.

I added a diffused halo effect to Marks original airport_lighting_v2 texture which gives a more realistic look, especially in cloudy or weather conditions and enhances the dynamic directional brightness of the lights. I also reduced the texture size for optimal performance.

In addition to the navigation lights, I have created aircraft beacons and strobes using Mark's original idea which will also install automatically.

There is a restore folder which will allow you to revert back to the selected package default FS9 texture and FX files.

I would like to thank Mark Poole for his permission to use his concept and to make edits, add FX and texture files and re-release his original idea in another format. I take no credit for his work.


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TO EVERYONE:

Any feedback, comments, suggestions or support issues should be directed to:

Nick Needham
klondikekit@yahoo.com




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*************************** KNOWN ISSUES *******************************


NONE that I am aware of


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INVENTORY:

Inside this Nicks_LightFix folder you will find:

a. Install New Lights = For automatic FS9 (2004) Installs

b. Restore Original Lights = For automatic restore of the default FS9 textures and light FX

c. README_NOW.TXT = This instruction file

d. screenshot.jpg or screenshot.gif = Introduction Image

f. FILE_ID.DIZ = A synopsis of the effect



READY?.. Heeeeeeeere we go!


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FX AND TEXTURE FILES INSTALLATION:

Inside this package, open the folder named:

- Install New Lights -

Inside that folder you will find the following directories:


1.)
- Aircraft Lights -
This folder contains the installer files:

FS9 Aircraft Lights.exe
PMDG 737.exe
PMDG 747.exe
Project Opensky.exe


2.)
- Airport Lights -
This folder contains the installer file:

Airport Lights.exe

3.)
-Landing Lights-
This folder contains the installer file:

Nick's Landing Lights.exe


4.)
- Tower & Ground Beacon Lights -
This folder contains the installer file:

Tower & Ground Beacons.exe


Inside each directory you will find the automatic installers for each category of light you wish to install. Inside each directory you will find the specific instructions to run the WinZip installer for each package and any other requirements needed. Please read the instructions for each category of light VERY carefully.

As long as you have not changed the light FX filenames for the default Microsoft aircraft lights, the PMDG aircraft and Project Opensky planes, your ready to fly.

For the most part the installers will replace most of the lights in the sim however 3rd party planes that use their own lights will require manual editing of the configuration files... see the next section for instructions to edit such planes.

For the Airport Lights, please make sure you edit your FS9.cfg file with the recommended entries listed in the README located inside the - Airport Lights - directory so you will have either the correct or close to correct scale airport lights. You can change those settings if you find your computer hardware renders the lights too large or too small however I would strongly suggest you start with the recommended settings and fly different airports several times in different weather conditions before making any changes.


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EDITING 3RD PARTY AIRCRAFT TO USE THE NEW LIGHTS

NO EDITING IS NEEDED AS LONG AS THE AIRCRAFT USES THE DEFAULT MICROSOFT LIGHT FX FILES

HOWEVER...
Some aircraft manufactures use their own light FX files and texture calls. For the most part I have found most light FX files added by a 3rd party aircraft manufacturers are simply copies of the original Microsoft light FX and have been slightly altered and specifically named for their aircraft. In this package I have provided light FX files for all the default MS aircraft, the PMDG 737, 747 and Opensky products however it is not possible for me to edit FX files for every manufacture of aircraft.

I have found many aircraft manufactures simply use the default MS light FX which means you would not need to edit the aircraft configuration file however even though a default fx file is used, sometimes the manufacture uses the wrong scale light.

In any case, should you find you wish to make changes to the lights of an aircraft the following instructions will provide you with the method of changing the light FX in the aircraft.cfg file and also allow you to make your own custom light setups using the FX I have provided in this package.


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FOR THOSE WHO HAVE NEVER WORKED WITH AIRCRAFT CONFIGURATON FILES:


If you do not know about aircraft.cfg files, they are located inside:

FS2004:
C:\Program Files\Microsoft Games\Fight Simulator 9\Aircraft\THE AIRCRAFT NAME FOLDER

FS2002:
C:\Program Files\Microsoft Games\FS2002\Aircraft\THE AIRCRAFT NAME FOLDER

In example, the aircraft.cfg file for the default MS Beech Baron in FS9 is located inside the folder:

C:\Program Files\Microsoft Games\Fight Simulator 9\Aircraft\beech_baron_58

In order to edit a file you must open it in notepad. Right click, select open with... when the list appears, select "notepad" and place a check in the box "Always use this program to open this file type" and click apply. From that point on all aircraft.cfg files will open in notepad by double clicking.


REMEMBER TO ALWAYS BACKUP ANY CONFIGURATION FILES THAT YOU EDIT AS YOU GO ALONG PRIOR TO MAKING CHANGES. The easiest way to do this is simply right click the aircraft.cfg file before editing and select copy, then paste it in the same directory. This will create copies of your original configuration files named:

Copy of aircraft.cfg

...ready to be restored if needed.

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In order to change the lights of an aircraft you must first know 3 things:


1) What size is the plane?

2) What fx_file-names to use for that size of aircraft?

3) How to edit the light section of an aircraft.cfg file.



Hear is how we accomplish the task.....

For example sake, lets say you have a 3rd party MD-80 aircraft which uses lights you do not like and want to change them.


1.
Open the aircraft.cfg in notepad file for the aircraft you wish to apply the new lights to.


2.
Scroll down the aircraft.cfg list until you come to the section listed as: [LIGHTS]


3.
A SAMPLE light section is shown below. Each line is numbered (numbered starting with 0 and goes to18 maximum). Each line also contains a code for the type of light being rendered and its X-Y-Z location information. At the end of each line you will notice an fx_FILE-NAME and last a description. The fx_file-name is what we want to change.

NOTE:
Not all [LIGHTS] sections will have descriptions at the end of the lines like the ones shown below. You will more than likely need to match the line LIGHT TYPE (=2nd number in the line) and the fx_filename to determine the type of light being used and its color. It is not that hard to figure out.....

SAMPLE LIGHTS SECTION:

LINE KEY: light line# = Light Type (key below), X, Y, Z Location, fx_filename, description

[LIGHTS]
//LIGHT Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo, 10=cabin
light.0=3, -14.10, 53.80, 2.00, fx_MD80GR , //right wing nav
light.1=3, -14.10, -53.80, 2.00, fx_MD80RE , //left wing nav
light.2=2, -15.00, 53.95, 2.05, fx_MD80STR , //right wing strobe
light.3=2, -15.00, -53.95, 2.05, fx_MD80STR , //left wing strobe
light.4=1, -1.55, 0.00, -4.05, fx_MD80BE2 , //lower beacon/strobe
light.5=1, -0.90, 0.00, 8.80, fx_MD80BE1 , //upper beacon/strobe
light.6=5, 25.65, 5.80, 2.00, fx_MD80WH , //right wing inspection light
light.7=5, 25.65, -5.80, 2.00, fx_MD80WH , //left wing inspection light
light.8=5, -23.75, 5.62, 2.00, fx_MD80WH, //right engine inspection light
light.9=5, -23.75, -5.62, 2.00, fx_MD80WH, //left engine inspection light
light.10=5, 43.80, 4.60, -1.10, fx_MD80WH, //right landing light
light.11=5, 43.80, -4.60, -1.10, MD80WH , //left landing light
light.12=3, -18.70, 54.10, 2.05, MD80WH , //right wing id light
light.13=3, -18.70,-54.10, 2.05, MD80WH , //left wing id light
light.14=6, 84.00, 0.00, -8.50, MJ772TL , //nose gear light splash


The above light section is from an MD-80 aircraft.. Lets look at the first line in the list:

light.0=3, -14.10, 53.80, 2.00, fx_MD80GR //right wing nav

A translation of the line would be: Light #0 (zero) = Light type #3 (or navigation), located at -14.10, 53.80, 2.00, using FX filename fx_MD80GR // right wing nav

That is a right wing, green navigation light. So we would replace the fx_file-name in that line with the correctly scaled light (fx_navgrem) from my package as such:

light.0=3, -14.10, 53.80, 2.00, fx_navgrem , //right wing nav


****** SO HOW DO I KNOW WHAT FX FILE NAME TO USE IN EDITING THE LIGHT LINES???******

HERE IS THE KEY:

Since my package provides different scaled light FX for aircraft (just as the default FS9 lights provide) you must first identify the scale of the aircraft you which to make changes. The easiest way to accomplish this is to first select the scale of the lights by identifying your aircraft size from the lists below. The following key will help you to find the right FX file names based on the size of the aircraft you are working with. To get started with our example we will find the scale of the MD-80 using the list below:


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1. SMALL SCALE LIGHT FX:
All Cessna props,
Beavers,
De Havilland's,
Most single engine prop planes and floats,
Most twin engine prop planes and floats,
Small and medium size Lear jets such as the Cessna Citation, Lear45 to the CRJ-900

If your plane falls into the same general size description as above list, USE THE EFFECTS NAMES:


FILE NAME: DESCRIPTION:

fx_beacon = Rotating Beacon Light
fx_navgre = Nav Green Light
fx_navred = Nav Red Light
fx_navwhi = Nav White or Yellow, Landing or Inspection Light
fx_recog = Recognition Light
fx_strobe = Strobe Light

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2.
MEDIUM SCALE LIGHT FX:
All very large Lear jets,
707's,
727's,
737's
MD-80's <--------------Our Example Above is an MD-80
Or other medium size aircraft...

If your plane falls into the same general size description as above list, USE THE EFFECTS NAMES:


FILE NAME: DESCRIPTION:

fx_beacon = Rotating top Beacon Light
fx_beaconb = Rotating Belly Beacon Light
fx_navgrem = Nav Green Light <-------------------------This is a Navigation green light in MD-80 scale, so I used it in my line above
fx_navredm = Nav Red Light
fx_navwhih = Nav White or Yellow, Landing or Inspection Light
fx_recog = Recognition Light
fx_strobeh = Strobe Light


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3.
LARGE SCALE LIGHT FX:
747's
757's
767's
777's,
AIRBUS
Or other very large scaled aircraft,

If your plane falls into the same general size description as above list, USE THE EFFECTS NAMES:


FILE NAME: DESCRIPTION:

fx_beaconh = Rotating Top Beacon Light
fx_beaconb = Rotating Belly Beacon Light
fx_navgreh = Nav Green Light
fx_navredh = Nav Red Light
fx_navwhih = Nav White or Yellow, Landing or Inspection Light
fx_recog = Recognition Light
fx_strobeh = Strobe Light



BASED ON THE ABOVE KEY, OUR MD-80 IS A MEDIUM SCALE AIRCRAFT SO WE WILL USE THE FILENAMES FROM THE MEDIUM SCALE LIGHT FX LIST TO REPLACE THE ONES IN THE [LIGHTS] SECTION. A SAMPLE COPY OF THE NEW EDITED LIGHTS SECTION IS LISTED BELOW:


[LIGHTS]
//LIGHT Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo, 10=cabin
light.0=3, -14.10, 53.80, 2.00, fx_navgrem , //right wing nav
light.1=3, -14.10, -53.80, 2.00, fx_navredm , //left wing nav
light.2=2, -15.00, 53.95, 2.05, fx_strobeh , //right wing strobe
light.3=2, -15.00, -53.95, 2.05, fx_strobeh , //left wing strobe
light.4=1, -1.55, 0.00, -4.05, fx_beaconb , //lower beacon/strobe
light.5=1, -0.90, 0.00, 8.80, fx_beaconh , //upper beacon/strobe
light.6=5, 25.65, 5.80, 2.00, fx_navwhih , //right wing inspection light
light.7=5, 25.65, -5.80, 2.00, fx_navwhih , //left wing inspection light
light.8=5, -23.75, 5.62, 2.00, fx_navwhi , //right engine inspection light
light.9=5, -23.75, -5.62, 2.00, fx_navwhi , //left engine inspection light
light.10=5, 43.80, 4.60, -1.10, fx_navwhih , //right landing light
light.11=5, 43.80, -4.60, -1.10, fx_navwhih , //left landing light
light.12=3, -18.70, 54.10, 2.05, fx_navwhih , //right wing id light
light.13=3, -18.70,-54.10, 2.05, fx_navwhih , //left wing id light
light.14=6, 84.00, 0.00, -8.50, MJ772TL , //nose gear light splash


Light #14 is a special light not included in Flight Simulator so it remains unedited...

Also.. be careful! Some lights are designed to be splash lighting and not flashing beacons or spot lights.. If you make a mistake you can use your backup aircraft.cfg file as a source to edit back the original light line fx_file-name entry.

You can also mix and match lights of different scale to create different FX on your aircraft.



BUT WHAT IF I FIND A LIGHT THAT IS NOT POSITIONED CORRECTLY, IS OUT OF PLACE ON THE AIRCRAFT AND I WANT TO FIX IT?


Thats a bit of work but still fairly easy...

Each light line has a set of X-Y-Z location numbers (BACK/FORWARD - LEFT/RIGHT - UP/DOWN).

Use the following key in order to move the effect where it belongs on the screen:

EXAMPLE LINE, Please note the X - Y - Z over the location numbers in the line:

X Y Z
light.0=3, -14.10, 53.80, 2.00, fx_navgrem , //right wing nav

KEY:
X = If the light needs to be moved back toward the rear of the aircraft, tweak this number to a greater negative value. If your light needs to move forward, tweak this number to a greater positive value.

Y = If the light needs to be moved to the left (as viewed from the rear of the plane), tweak this number to a greater negative value. If your light needs to move to the right (as viewed from the rear of the plane), tweak this number to a greater positive value.

Z = If the light needs to be moved down closer the ground, tweak this number to a greater negative value. If the light needs to move up, tweak this number to a greater positive value.

The scale of the numbers is based on feet in the simulator. 1.00 = a 1 foot move in the direction indicated (A-B-C) to the scale of the aircraft model in the sim. You may use a decimal equivalent for a fraction of a foot if needed:

.25 = 1/4 ft
.50 = 1/2 ft
.75 = 3/4 ft

or any decimal in between needed to locate the effect right on target.


Save the aircraft.cfg file and retest the location by booting the sim and your aircraft. Repeat as needed until properly located.



You now have all the instructions you need to edit any aircraft so it uses the Light FX from this package




ENJOY!



Nick Needham
klondikekit@yahoo.com



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LEGAL:

PERSONAL AND NON-COMMERCIAL USE LIMITATION:
Unless otherwise specified in writing, the software provided herein is for your personal and non-commercial use. You may not modify, copy, distribute, transmit, display, perform, reproduce, publish, license, to create derivative works from in order to transfer and sell any information, software, products or services obtained from the use or review of this software package.

NO UNAUTHORIZED DUPLICATION, MODIFICATION OR REPACKAGING IS PERMITTED WITHOUT WRITTEN CONSENT AND/OR THE WRITTEN CONSENT OF THE AUTHOR(S) WHO’S WORK IS INCLUDED AND DEFINED HEREIN AND HERETO. AS FREEWARE THIS GAUGE/EFFECT OR ANY OF THE INDIVIDUAL CONTENTS OF THE FILE(S) CANNOT BE REPRODUCED, IN PART OR WHOLE, FOR ANOTHER FREEWARE PACKAGE OR USED IN ANY PACKAGE THAT REQUIRES, SUGGESTS OR PERPETUATES A PURCHASE OR SALE OR ANY FORM OF COMPENSATION OR TRADE.

DISTRIBUTION
Only the websites and/or companies I have given expressed written consent to distribute this effects package are authorized to distribute it as FREEWARE. An authorized distributor falls under the same distribution guidelines as defined above. The end user is authorized to use this package strictly for personal use in conjunction with MS Flight Simulators. Proper acquisition of expressed written consent is required before reusing this effect, in part, in whole or in any other fashion in order to avoid legal issues from unauthorized reproduction and distribution.

DISCLAIMER:
All Microsoft products and the effects code used in the custom designed effects files contained herein are the property of Microsoft Corporation through the terms of the Flight Simulator End User License Agreement and are protected by registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. No intent to defraud or illegally use the Microsoft trademark, its software, code, name or secure any income or compensation from the production of this effects package is expressed or implied with the creation of this effects package and supporting files. Any other company names, names of authors or their work displayed in this package are for reference only. Unless otherwise specified, no connection to them or their products is expressed or implied. The author of this software or the site it was downloaded from is not responsible for any damage that may result from its installation or use.



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