General Elite require more than one light source in systems!

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I do see what you're saying, but it's possible a weak light source would act as shade for a much stronger light source. The level it would illuminate the ring would be significantly less than the level of ring illumination by the source it is obscuring, so technically you would still get a shadow, relative to the brighter source.

I've always assumed that gas-giant brown-dwarfs were more weakly luminescent than their larger star-level cousins. So whereas the main ones shine weakly, the planetary ones just glow a bit.

Anyway, I agree, would be cool, but depending on how much light it is putting out comparitive to the main star, the ring could still have a more shadowy area.
 
Err....... That's a planet, not a star - or am I missing something?

Its a "failed" star. L type or similar. They are not very bright.

OP, you can have a light source cast a shadow if there is a much brighter light source acting on it.

Its an experiment you can even do at home.
 
There's a number of issues with how ED renders illumination, but this scene is basically correct. A brown dwarf is vastly less luminous than a main sequence star, and absolutely would cast a shadow in this situation. There arguably should be a red tint to the shadowed area, but given the luminosity contrast, I'm okay not seeing that here.

Now if you dropped into the shadowed portion of the ring, I think as things currently work you'd find it dark there. That would be wrong - with the main sequence star hidden in eclipse, you ought to see the asteroids dimly lit by the brown dwarf.
 
star lighting has been a struggle since the beginning. it has never handled multiple sources well, so it's unlikely that will change.

also, they make y dwarf stars glow despite (some) being colder than ice.

the most annoying new issue I've observed now in odyssey is the inverse logic being used in colored lighting from stars. it incorrectly makes the color of the star very noticeable when close to the star, but it fades to white light when far away. but we would expect over saturation when near, making the light white. when far away or viewed thru atmo's the color should be revealed. Odyssey seems to be doing things in reverse of expectation.

stars with shadows is fun though. i wonder how it looks in the shadow in system... if the game flips the light source. oddly, that "bug" would actually likely be closer to how it should actually look than the fake visible light it normally shows.
 
It also seems the light is point shaped because on planets that are close to the sun it's getting dark when the sun is half way below the horizon.

I think after they abandoned the planetary tiling issue we can assume that making the game look more scientifically believable is not the direction development resources are going at the moment or ever again.
 
It also seems the light is point shaped because on planets that are close to the sun it's getting dark when the sun is half way below the horizon.

I think after they abandoned the planetary tiling issue we can assume that making the game look more scientifically believable is not the direction development resources are going at the moment or ever again.


I was under the impression that the tiling issue may have originally been deemed necessary because they needed a way to associate "life forms" with expected geographic features and had no better way to do that when the features aren't known until the stellar forge runs for it and you wouldn't otherwise be able to rely on multiple sites to do the mechanic. That would have been why they can't do anything about the issue.
 
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