Baby it's dark outside! OKAY - not always!

A wireframe view would imply some sort of radar or other active scanner that would be interpreted by a computer. Unnecessarily complex, all you would need is a simple passive light intensifier that works on the starlight.
 
A wireframe view would imply some sort of radar or other active scanner that would be interpreted by a computer. Unnecessarily complex, all you would need is a simple passive light intensifier that works on the starlight.

Where might one find such an active scanner I wonder?

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:rolleyes:
 

verminstar

Banned
Tis almost funny when I think about it...not only does my car in real life have an after market HID kit installed which is way better that what an SRV in the future has, but the 600w and 1000w lights I use in my spare bedroom...fer illumination purposes...are better.

Not fer the first time we see mankind appears to have forgotten a whole heap of stuff in the future...mankind it seems has the collective memory of a goldfish.

I love the dark sides now, long may they continue...what it was before 2.4 was just hilariously ridiculously unreal and unconvincing...technically called a standing joke. Ye would fly to a dark side and the game just magically lit everything up to daytime...fastest dawn Ive ever seen thats fer sure. Its was lame and pathetic and just had to change.

As fer night vision goggles...shame we didnt have a viable time machine cos they currently on sale fer 199 quid plus VAT...like I say not fer the first time it appears mankind forget everything that was useful from its own history. Tis almost funny when ye think about it
 
There is no need to be rude.

he isn't, his comment is spot on, his logic flawless. it just points out the faulty logic in your rant.

Previously we either had some form of light-intensifier in the canopy structure or we had enough ambient light from the galaxy etc to at least make out features. Now it is impossible to see features beyond the paltry headlight provision. You might think it more realistic but there is no need for it.

previously we had absolutely crappy and bland artificial lighting. while the vehicle lights could indeed be improved a lot, there being dark areas is a big plus appreciated by many players, no matter how much you want to ridicule them with your infantile forum slang. if you don't like it, there's plenty of illuminated planet sides you can drive on.

so please stick your tongue back in.

you're aware at this point you are just ridiculing yourself, right?

Looks great, I fail to see the issue. Much better than pre 3.0.

agreed.
 
So, I've only visited one engineer in Wyrd after the update.

Are those dark sides of the planets darker than in 2.4? I loved the dark ones in the beta.
 
I wish the devs would just give us the ability to control the 'auto brightening' on dark sides of planets (those not in shadow of another planet).

Then people who want it dark can have it dark and people who want it lighter can have it lighter.

For me, it looks kinda crappy when it auto-brightens the surface, but not the structures on those planets, making the ports/cities look out of place. It does look bad, especially in contrast to the new planet surfaces which blend together much better making structures/rocks appear as if they're part of the planet, not floating on top.

Just give us control - with the added bonus for the devs that it wouldn't take much work (1 day for coding/testing?) to add keybindings to control auto-brightness (0 being off and 100 being as it is now). They don't even have to add it to the control panel.
 
I've always thought looking at a Vectrex style 8-bit representation of terrain is more efficient and tacticool than just looking at the terrain itself.

In fact, all the graphics in this game should be replaced by wireframes to bring back that 1984 feel.
 
Where might one find such an active scanner I wonder?


:rolleyes:

So the tech is there, it just needs to be transmitted to the HUD. From a programming point of view, it is already there too because the contours define the landscape. It is just a case of adding a switch to make those contour lines visible, calling it a HUD Darkness Assist.

I don't think Night Vision enhancements are viable for the most part and that it has to be based on the ships scanning technology because there will always be some places where there is no light at all.
 
Yes, you could do that, but why? You could do the same with light intensification, which would be far simpler and less error-prone, and give you all the details as if you were looking at them in daylight.

On Earth, the only time passive NV becomes unviable is when the stars are obscured by weather, which would not happen in vacuum. In those conditions, you can use an IR emitter for illumination. High tech, I know.
 
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he isn't, his comment is spot on, his logic flawless. it just points out the faulty logic in your rant.

...............

Not at all - using reductio ad absurdum is not "flawless logic". Dark is dark is nonsense. Pitch black, no illumination whatsoever is dark, but shaded areas are also dark - so saying, in effect, "oh gosh aren't you stupid for saying that dark is dark" is just insulting. There are grades / degrees of "dark" - it is not a binary situation.

Oh and I don't think that my considered criticism of the change to illumination levels is in any way a rant - there were no low-flying toys, no "OMG the game is broken" no "who wants my stuff I'm off" nonsense.

Your habit of deriding and impugning anyone with a contrary view precedes you, shame you couldn't just learn to put across your opinion without having to attempt character assassination.
 
How far do you want the lights to iluminate? 800 m seems good enough clearance for me.

The SRV lights don't illuminate that far - 100 to 110m I think.

Ship lights are useless for finding a landing area - but you would need star-shell I suppose to see features kilometres away. Couple with the fact that you have no terrain-radar until very low-altitude with your gear extended, choosing a general landing area on the dark-side is impossible. I am out of the bubble at the moment but I wonder just how one decides where to consider landing when on a salvage-mission for example.

This is why I think we should have the image-intensified view as before.
 
The SRV lights don't illuminate that far - 100 to 110m I think.

Ship lights are useless for finding a landing area - but you would need star-shell I suppose to see features kilometres away. Couple with the fact that you have no terrain-radar until very low-altitude with your gear extended, choosing a general landing area on the dark-side is impossible. I am out of the bubble at the moment but I wonder just how one decides where to consider landing when on a salvage-mission for example.

This is why I think we should have the image-intensified view as before.

I've been landing on the dark sides of planets just fine, no issues finding landing sites either. I'm really not sure what your issue is, the screen shots your provided looked great and the SRV has lights and a radar that if set correctly can show the terrain allowing you to avoid driving off cliffs and such. The dark sides of planets used to be too bright, now they're what you'd expect them to be, maybe it's just the case of you adapting how you drive your SRV on the dark sides of planets i.e slower and paying closer attention to the provided instruments. I'm not opposed to a "night vision" toggle bind either but personally see no need for it.
 
The SRV lights don't illuminate that far - 100 to 110m I think.

Ship lights are useless for finding a landing area - but you would need star-shell I suppose to see features kilometres away. Couple with the fact that you have no terrain-radar until very low-altitude with your gear extended, choosing a general landing area on the dark-side is impossible. I am out of the bubble at the moment but I wonder just how one decides where to consider landing when on a salvage-mission for example.

This is why I think we should have the image-intensified view as before.

Well, you look up for a landing spot with the radar. That's why it only works with the landing gear deployed and in low altitudes. The 800 m figure is from ships but I'm sure the SRV iluminates some more than 100 m which is still fairly decent

In the case of a salvage mission, you should have an indicator in the HUD that tells you where to go.
 
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