For the X-wing example, how do you make sure there's one light on each side of the fighter?
To make sure they are on either side, I THINK the game goes through them by their order in the pof. So the modeler would have to arrange them so bank 1 and bank 2 are on opposite sides.
I didn't double check this, but adding this to the patch, i.e. letting the engine go through the banks in the right order, should be easy. I'm pretty sure though that is already the case since I doubt it happens by random since that would be strange coding, and also our exalibur had banks 1 and 2 on the same side and with 2 activated lights I fired several shots and never saw one on the other side, with 3 or 4 lights it worked.
It's only clearly visible when the lights on your lasers are per-pixel lights.
The current FSO shaders do not support it.
However, once they do, I agree with Keldor.
As for the per-pixel lights... well Saga uses those. I rewrote the shaders to support per-pixel lighting for all lights. It makes explosions a lot more spectacular and since we use a very low ambient level it also makes gun fire reflect off the hull very well.
I'm prety sure there are other mods with custom shaders around so I'd say this really has a use. And I mean for all others it doesn't change anything. The lights value defaults to 1 which results in 1:1 retail behavior so nothing is lost really. But it opens up the possibility for mods which use per pixel lighting.
It all depends on the mod anyway. With a high fire rate the thing would probably be even more visible.
And if a mod lets the primary cycle between the guns of one bank (I think that's possible to configure?) it will be VERY visible even with per-vertex lighting, that one gun has no light attached. Unless the engine handles that case as a separate primary salvo of course.
Anyway, for SOME mods it is probably benefiting. For us it is already at the edge, because our guns are usually pretty close together. The excalibur is probably the only fighter where you'll really notice it at all and you'll have to fire a salvo pretty close along a surface, but still. It's a nice deature I think. Easy implemented, easy to use and doesn't break anything.