Headlights Too Weak

Bobble2020
Posts: 65
Joined: 04 Mar 2020 20:24

Headlights Too Weak

#1 Post by Bobble2020 » 25 Mar 2021 13:11

Is this as intended because i have just started ETS up after updating to 1.40 and i have had to turn rest off and only drive in daytime .

If i try driving at night i can hardly see more than a few feet in front of the truck with full beam headlights on and i can feel my eyes straining to see up the road in the darkness

This is on a truck with no extra lamps fitted as its a new save

I have not tried on a truck with a load of extra lamps attached
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SiSL
SCS Software
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Joined: 27 Oct 2013 06:23

Re: Headlights Too Weak

#2 Post by SiSL » 25 Mar 2021 13:12

Can you send us your screenshot with game.log.txt please according to Bug reporting process written here: viewtopic.php?f=40&t=16653
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paulieGTR
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Joined: 07 Sep 2016 20:25

Re: Headlights Too Weak

#3 Post by paulieGTR » 25 Mar 2021 18:03

@SiSL
Personally speaking and just a preferance of mine, which will be controversial to some.. I do not want the headlights changed in brightness.
Maybe tweaked for a slightly brighter look/feel at dusk and also when going through tunnels.

So.. would adding a further option to the truck sims be doable.?
ie. have a toggle in the options > gameplay > 'brighter headlights'.

It may not be the most realistic when incorporated and means more work, but it might keep some folks happy.
I just worry that we will end up going back towards the bright, whiteness that we had before.. and that would not be good.

fyi... no extra lights on my default, SCS Globetrotter.
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SiSL
SCS Software
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Re: Headlights Too Weak

#4 Post by SiSL » 26 Mar 2021 01:22

Tunnels are completely different issue.

Currently all headlights are based on traffic standards light values across both continents.
lordbean
Posts: 11
Joined: 24 Jul 2015 07:43

Re: Headlights Too Weak

#5 Post by lordbean » 26 Mar 2021 23:30

I'm not seeing a problem personally. Maybe your Brightness setting is too low?

MAN TGX Euro6 18.400 - highbeams, roof floods on
https://steamcommunity.com/sharedfiles/ ... 2436752135

Same, roof floods off
https://steamcommunity.com/sharedfiles/ ... 2436757180

I can see the road ahead of me either way.
empty
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Joined: 16 Mar 2021 13:25

Re: Headlights Too Weak

#6 Post by empty » 28 Mar 2021 07:55

i have something similar my gps and dashboard and interior lights become way too bright at night and see no reflection of the beacons or lights in the day time even when driving through tunnels
plykkegaard
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Joined: 26 Oct 2014 13:42

Re: Headlights Too Weak

#7 Post by plykkegaard » 28 Mar 2021 08:08

Bobble2020 wrote: 25 Mar 2021 13:11 Is this as intended
If i try driving at night i can hardly see more than a few feet in front of the truck
Yes it is intended, you may need to up your brightness on the monitor slightly
Add extra high beams helps a lot, but you no longer have your own sun at night to light the road
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NemesysTrans
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Re: Headlights Too Weak

#8 Post by NemesysTrans » 28 Mar 2021 16:13

empty wrote: 28 Mar 2021 07:55 i have something similar my gps and dashboard and interior lights become way too bright at night and see no reflection of the beacons or lights in the day time even when driving through tunnels
That's because it seems that SCS has modified the files that determine how an object is bright, what kind of reflection it gets and a few other things. I've seen it with custom dashboards and GPS screens. It's not too hard to fix when you know where to look.
empty
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Joined: 16 Mar 2021 13:25

Re: Headlights Too Weak

#9 Post by empty » 28 Mar 2021 22:32

Quote removed - Don't quote the post above - Rule 2.12

how do i fix it ?
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NemesysTrans
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Re: Headlights Too Weak

#10 Post by NemesysTrans » 28 Mar 2021 23:45

Quote removed - Don't quote the post above - Rule 2.12

This is difficult because SCS hasn't documented what the new values are. What I did to fix a custom dashboard was the retrieve the .mat file in the automat directory of the mod that specified the brightness, shininess and other attributes of the dashboard. I had then to retrieve the corresponding file in the def.scs file from the main game. I then copied the values from the default .mat file in def.scs into the .mat file in the mod.

I'm not an expert at modding, just starting, but it seems that these ".mat" files are randomly created by the conversion tool from SCS that take a model in Blender and save the model characteristics in those files.

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