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  1. With version 0.0.23 different light systems like navlights, anchor lights and towing lights are added to the ship editor. Also now possible to add bridge lights, work lights and exterior lights to your watercraft. Add the entries to the existing top-level `bridgeEquipment` array in your ship configuration. Keep all other ship settings and existing equipment. Do not create a second `bridgeEquipment` key. The combined example below is an equipment section, not a complete ship configuration. Replace its example positions and FBX object names with those for your ship. - Each entry needs a unique `id`. - Positions use centimetres in ship-local coordinates: **+X forward, +Y starboard, +Z up**. - `rotationDeg` is `[pitch, yaw, roll]` in degrees. - `mesh` identifies an FBX object by name, not a file path or material name. Use unique object names. - The array supports up to **64 entries in total**, including instruments, controls, lights and antennas. - Save the configuration and reload the ship to apply changes. The ship editor shows placement markers for lights, rather than a live lighting preview. Merge the entries in this array into your existing `bridgeEquipment` array: Use `type: "NavigationLight"` and select the light's role with `action`. With `lightRoleDefaults: true`, the existing navigation light system supplies the role's colour and visibility sector. | Role (`action`) | Purpose | | --- | --- | | `PortSidelight` | Red port sidelight | | `StarboardSidelight` | Green starboard sidelight | | `Sternlight` | White sternlight | | `ForwardMasthead` | Forward masthead light | | `AftMasthead` | Aft masthead light | | `ForwardAnchor` | Forward or single anchor light | | `AftAnchor` | Aft anchor light | | `TowingMastheadSecond` | Second light in the towing masthead group | | `TowingMastheadThird` | Third light in the towing masthead group | | `TowingYellow` | Yellow towing light | | `FishingUpper` | Upper fishing light; colour follows fishing mode | | `FishingLower` | Lower fishing light | | `FishingAdditionalMasthead` | Additional fishing masthead light | | `FishingGearDirection` | Fishing gear direction light | Roles are switched by the existing **Off, Navigation, At Anchor, Towing and Fishing** modes. Some roles depend on vessel length and the native towing/fishing settings. Adding a role does not mean it is enabled in every mode. Imported vessel length is taken from the configured hull length For example, a larger vessel can add `AftMasthead` and `AftAnchor` entries at appropriate positions. Optional lens mesh Without `mesh`, a navigation light uses a small sphere as its lens. Set its radius with `lightRadiusCm`. With `mesh`, the selected FBX material slot is replaced by the supplied lamp material, and the sphere is removed. **Use a dedicated lens material slot, not a slot shared by the lamp housing or the entire ship.** Slot numbering starts at **0**. The source FBX file is unchanged. Missing or ambiguous mesh names, invalid slots and duplicate mesh/slot assignments are skipped and logged. If a navigation lens assignment cannot be made, the fallback sphere remains. Custom colour and sector Set `lightRoleDefaults` to `false` to use `color`, `lightArcDegrees` and `lightSectorYaw`. Sector yaw is measured relative to the ship's forward axis; rotating the placement marker alone does not rotate the sector. Fishing mode can override fishing-light colours through the existing native logic. Bridge, work and exterior lights | Equipment type | Lighting group / radial menu entry | | --- | --- | | `BridgeLight` | Bridge | | `DeckLight` | Deck Work | | `ExteriorLight` | Exterior | These types create point lights that illuminate nearby surfaces. `lightIntensity` is measured in **lumens**, and `lightRangeCm` controls their reach. Shadow casting is optional and disabled by default. They also support an optional `mesh` and `lightMaterialSlot` to illuminate a lens using `lightEmissive`. This replaces only the selected material slot, just as for navigation lights. Without a lens assignment, the point light still illuminates its surroundings. Light fields | Field | Default | Allowed values / meaning | | --- | --- | --- | | `color` | `[1, 1, 1]` | RGB components, each 0–1 | | `lightIntensity` | `500` | 0–100000 lumens; group lights only | | `lightRangeCm` | `500` | 1–100000 cm; group lights only | | `lightRadiusCm` | `3` | 0.1–100 cm; fallback navigation lens radius or point-light source radius | | `lightEmissive` | `25` | 0–1000; lens emission strength | | `lightCastShadows` | `false` | Point-light shadow casting; group lights only | | `lightRoleDefaults` | `true` | Automatic navigation colour and sector | | `lightArcDegrees` | `360` | 0.1–360 degrees; custom navigation sector | | `lightSectorYaw` | `0` | −180–180 degrees; custom navigation sector centre | | `lightMaterialSlot` | `0` | Integer 0–63; must also exist on the assigned mesh | Light controls and power The radial menu continues to work. Its navigation modes and Bridge / Deck Work / Exterior commands control the same systems as assigned bridge switches. - Battery-powered ships require the battery master to be on and the battery to have charge. - On ships using the ship power network, navigation and bridge lights use UPS supply by default; deck and exterior lights use the main bus by default. - Individual imported lamps do not add a separately configured electrical load. Existing electrical-system loads still apply.
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