protected void SetIntensityFromExhaust(float throttle, int i) { //this is how we keep the maths to a minimum jitteredThrottle = throttle + jitterBuffer.GetAverage() * jitterMultiplier; // per-frame jitter was annoying, now it's smoothed float intensity = lightIntensity * (jitteredThrottle * jitteredThrottle) * this.multiTransformIntensityMult; // exponential increase in intensity with throttle this.lightStacks[i].Item1.intensity = intensity * NOZZLE_LIGHT_INTENSITY_MULTIPLIER; this.lightStacks[i].Item2.intensity = intensity * AREA_LIGHT_INTENSITY_MULTIPLIER; float jitteredRange = lightRange * jitteredThrottle; // linear increase in range with throttle this.lightStacks[i].Item1.range = jitteredRange * NOZZLE_LIGHT_RANGE_MULTIPLIER; // linear increase in range with throttle this.lightStacks[i].Item2.range = jitteredRange * AREA_LIGHT_RANGE_MULTIPLIER; // linear increase in range with throttle }