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sobieski12

Testing the Chemlights at night

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Ever since patch 0.47 has been released on experimental, the current hot topic is the new chem-lights. So I thought, why not test them and see how it works.

 

Some basic tests 

* Chem light render distance / 100 - 150 meters

* Light becomes dimmer near the chem-light, similar lighting bug to fireplaces.

* Chem lights can stick against walls.

 


 

 

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* Light becomes dimmer near the chem-light, similar lighting bug to fireplaces.

Not really a bug. It's simulating your eyes readjusting to the brighter source of light.

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Not really a bug. It's simulating your eyes readjusting to the brighter source of light.

 

No offense, but I've tested the chem-lights in ArmA 3 and those do not blind the player from the area around them. 

 

It honestly just needs to be tuned a bit, because it's a bit too strong. 

 

Like I said at the end of the vid. This chem-light is probably better than a flash-bang in terms of blinding the enemy in urban combat.

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No offense, but I've tested the chem-lights in ArmA 3 and those do not blind the player from the area around them. 

 

It honestly just needs to be tuned a bit, because it's a bit too strong. 

 

Like I said at the end of the vid. This chem-light is probably better than a flash-bang in terms of blinding the enemy in urban combat.

There's a difference between blinding light and bright light. Blinding light is (from what I remember) light so close to the white end of the scale, your eyes cannot adjust to it. The chem-lights may need some tuning but the fires are fine. In real life, if you get relatively close to a fire at night, the area around the fire will darken greatly. That goes for anything really. Find a night where there's a full moon out. Stand in a bright area and look into a dark area. You won't be able to see much of anything in the dark area since your eyes haven't adjusted to it.

 

And for Arma 3, you probably didn't have your bloom on.

Edited by SFRGaming

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