normals display different lengths

Display of vertex.edge or face normals as lines on similar objects shows different lengths even though sizes are set as same. For example, if Normals Display are set to size to 2.0 for all objects, the object deck_c normals are shown over ten times longer than deck_n. After hours of checking settings, parameters, properties etc the only difference between the objects is one named ‘UVTex’ and the others named ‘UVMap’. The ‘UVTex’ gives the favoured texture lighting in the game.

This difference probably has an effect on the model exported into IL-2 1946 Combat Flight Simulator game where uneven lighting of objects is given. The ‘UVTex’ object is displayed correctly, whereas ‘UVMap’ objects have high levels of lighting (the normals display lines are also longer). The export from Blender to IL-2 has been a long time problem which I have not been able to solve fully see http://www.sas1946.com/main/index.php/topic,44899.0.html

22MB compressed, packed file http://www.mediafire.com/file/ixedyrvj3vksixo/BA_11294.rar

Blender 2.78
overall model aircraft carrier flightdeck see http://www.sas1946.com/main/index.php/topic,51699.0.html

Display of vertex.edge or face normals as lines on similar objects shows different lengths even though sizes are set as same

The different objects have different scales (look in transform settings)
Select all objects and apply their scale (Ctrl+A)

Hey Richard, scaling was the problem as you said, thanks.

I tested with my whole aircraft carrier in Blender 2.49b: select all objects (A)/ apply scale (Ctrl+A)/ Scale to ObData. I then exported the carrier with BlendyBlendy exporter into the IL-2 1946 simulator - and now see a properly scaled, accurately lit, ultra-high detailed nuclear aircraft carrier. Still some more work to do on this boat …

Thanks again.

BA11294.rar file removed from mediafire; no further requirement