I had a question about how to control (if it is possible at all) whether a meshgroup interacts with light emitted by a beacon on that vessel.
As an example, here is my VW Thing on the KSC runway with brake lights on. The white light is a runway light, not associated with the vessel. Notice how the dashboard and other parts of the car that shouldn't be illuminated are by the brake light beacons.

This illumination is only visible in exterior views, not from the driver's seat internal view.
A couple of things that I wanted to know:
As an example, here is my VW Thing on the KSC runway with brake lights on. The white light is a runway light, not associated with the vessel. Notice how the dashboard and other parts of the car that shouldn't be illuminated are by the brake light beacons.

This illumination is only visible in exterior views, not from the driver's seat internal view.
A couple of things that I wanted to know:
- Can I control whether a meshgroup interacts with a beacon or other light? There is a meshgroup flag FLAG 0x00000004 that supposedly directs Orbiter to not apply lighting when rendering a meshgroup, but that doesn't seem to change the illumination that I am seeing in the above picture.
- Can a beacon be used to illuminate a cockpit internally? I don't want that for the VW Thing, but I am working on something like that on the R-4 helicopter.
- Any other tips/tricks/guidance on vessel self-illumination in these sorts of instance would also be welcome.