October 6, 201312 yr The use of the Ballast effect with Lights in the aircraft.cfg appears to have evolved since Steve released his DX10 Shader 3.2.2 fixes. Initially, it was suggested to add a ballast per light circuit. It was also suggested that the Ballast(s) should appear at the beginning of the list since they were meant to be a 'sacrificial' invisible light effect. With the DX10 Scenery Fixer it appears we just tack a single ballast on the end of the list. What is the 'correct' use of the ballast.fx? Do I need one per circuit (i.e. Nav, Beacon, Strobe) or just one per aircraft? Does it need to be at the beginning of the lights, the end or does it matter? Finally, should I be including a ballast in my AI aircraft? Thanks! [email protected] - ROG Strix Z790-E - 2X16Gb G.Skill Trident DDR5 6400 CL32 - MSI RTX 4090 Suprim X - WD SN850X 2 TB M.2 - XPG S70 Blade 2 TB M.2 - MSI A1000G PCIE5 1000 W 80+ Gold PSU - Liam Li 011 Dynamic Razer case - 58" Panasonic TC-58AX800U 4K - Pico 4 VR HMD - WinWing HOTAS Orion2 MAX - ProFlight Pedals - TrackIR 5 - W11 Pro (Passmark:12574, CPU:63110-Single:4785, GPU:50688)
October 6, 201312 yr Commercial Member It hasn't really changed. The ballast needed to be at the front so the nav lights worked. With the effects change the problem isn't the nav lights but legacy lights in the general scenery that get implemented as effects. Therefore the ballast can be added at the end which is easier to do. Ideally one per circuit, but for people who don't individually control lighing circuits one should do For ai usually no. My FSX Analysis Blog
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