I'd like to take the opportunity to illustrate a point I've been trying to make on various occasions in words: If you have a (near)-static scene, offline rendering techniques are far more powerful than real-time.
Here's two scenes from the Shuttle cockpit with lightmaps applied - Wayne did these lightmaps - with a different lamp on in each:
They're essentially done with a raytracer run over the mesh - which is why the switch guards cast shadows, and there's indirect illumination over the whole cockpit for every light on as lit surfaces continue to reflect light more and more diffusely, some occlusion in the cavities,...
It takes quite some time for the raytracer to do it, but once it's done, it's in the lightmap, and in-sim you just can look it up. There's no other real-time technique to illuminate a cockpit - not deferred rendering, not a geometrical illumination criterion - that can come even close in quality.
I find this a very striking illustration of the idea that a 'real' light is not necessarily achieved by putting it into the real time technique and that solving lighting situations offline whenever this is feasible almost unconditionally delivers better results - just because there's essentially infinite processing power available.