A number of blog comments have been (cough, cough) rather vocal about the cockpit lighting being too bright in the cockpit at dusk. As it turns out, this was a shader bug! Here’s some before and after:
To get a sense of the bug and the fix, look at the panel of the Baron and the wall of the building behind it. These surfaces are both bright-albedo rough reflectors facing in the same direction. You’d expect roughly similar direct lighting levels* for the same surface, and yet in the 11.00 pictures, the cockpit panel is way brighter.
X-Plane uses atmospheric scattering equations to calculate the sun’s direct sun color – the sun light becomes “reddish” at low angles because the blue light has been scattered out more, by going through more air than at higher sun angles.
But we can’t always use this formula! When you view a weapon in the weapon preview screen, where in the world is it? What time is it? The answer is: no one knows, so we just render with proxy lights and not the full atmospheric model.
The bug was: we were using proxy lighting colors and not the actual scattering-based lights to calculate the interior of the airplane, causing huge direct-lighting mismatches between the interior and exterior of the aircraft. If you had a part-interior, part-exterior model (e.g the air-stairs of the plane folded up inside the cabin) you might see a huge lighting difference.
11.01 correctly uses scattered sunlight in the airplane too, resulting in much less “electric” sunsets.
* Assuming no cockpit shadows – if you really want to put back cockpit shadows after this fix, um, go ahead, but I continue to think that the shadows look too awful due to the very low sun angle, and the direct light isn’t a problem now that it’s fixed.