Dark side of planets

obviously not, its just for gameplay

There's a quote a few posts up this thread, from Frontier confirming that the currently implemention will be improved upon at some point. The artificial version isn't purely about gameplay, but that is a part of the reason.
 
I'd love to see pitch black night sides at the outer edges of the galaxy while at the center, the bright night sky should light the planet's surface quite a bit. But at the moment, the brightening of the nights in and around the bubble is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too much. I don't like the current implementation one bit. Descending on a dark side of a planet and suddenly POOF everything is lit like it's day (only without shadows) sucks.
 
I don't mind it getting bright enough to actually see the surface since our lights are so pathetic on approach, but the way it works right now is jarring. It doesn't kick in for a good while most of the time, so you end up flying into total black for a bit with only your destination target (if any) showing you your attitude.

I would prefer if the dark side stayed dark, with maybe just a wee bit of light from the background stars lighting up the surface.

if you turn down the gamma, would that change the darkness of the planet while not messing up everything else?

Not really...The effect is too intense, so doing that would only make it a little less dayside-like once it fully brightens.
 
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https://cdn.discordapp.com/attachments/333312607798689792/335026257743970304/Screenshot_2.jpg
Someone posted this on Discord. The have it set on a toggle with a third party app. Why don't we have something like this as standard fare?
Here's how that looks without it:
https://cdn.discordapp.com/attachments/333312607798689792/335026218153934850/Screenshot_1.jpg

That would be awesome.

So ambient light on the 'dark side' of planets is correctly calculated?

Yes, if you're a cat. :D

Human eyes do indeed adapt to darkness, but only up to a point. And that point is far, far below what happens in the game currently.
 
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There's a quote a few posts up this thread, from Frontier confirming that the currently implemention will be improved upon at some point. The artificial version isn't purely about gameplay, but that is a part of the reason.

Good news indeed!

This issue is something I have always had a problem with whenever landing on the dark side of a planet. But it isn't a big enough deal to make it a super big deal.

Still...From an immersion and realism perspective, it would be great if they could balance this out so that the level of light on the dark side STAYS the SAME!

Either that or give our ship lights more throw so we can illuminate the surface ourselves from a greater distance away from the surface.
 
https://forums.frontier.co.uk/showt...ace-Textures?p=4638453&viewfull=1#post4638453

(Looks like we need Matt to post more on this forum, he has made some quality posts!)

Actually what we could do with is stuff that helpful being archived into a specific sub-forum on here. Some of the sub-forums are practically worthless, yet we have a dev giving really insightful and helpful replies that are packed with useful information which I'd never seen before despite being on the forum every day.

I don't want to see this thread dragged off-topic but that is exactly the kind of meaningful approach to communication that I was talking about yesterday in another thread.
 
Actually what we could do with is stuff that helpful being archived into a specific sub-forum on here. Some of the sub-forums are practically worthless, yet we have a dev giving really insightful and helpful replies that are packed with useful information which I'd never seen before despite being on the forum every day.

I don't want to see this thread dragged off-topic but that is exactly the kind of meaningful approach to communication that I was talking about yesterday in another thread.

Totally agree, I've said the exact same thing time and time again.

I'd recommend doing a forum search of Matt's posts. He made a load of them on planetary tech around about the same time as the ones I quoted. They are well worth reading.
 
Not pitch black, but black depending on the ambient light of the galaxy.

Yep, this is what I would like to see. The dark side of a planet in the galactic core might be lit up due to the abundance of starlight filing the sky, but a dark planet side out on the galactic fringes facing away from the galactic core should truly be pitch black!

The problem is really the planets in between the two right now, they are too bright IMHO.
 
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Yep, this is what I would like to see. The dark side of a planet in the galactic core might be lit up due to the abundance of starlight filing the sky, but a dark planet side out on the galactic fringes facing away from the galactic core should truly be pitch black!

The problem is really the planets in between the two right now, they are too bright IMHO.

[redacted]
 
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Make it actually dark and give the ships some Sam Fisher googles.

Something as simple as a night vision mode would really suffice IMHO. Make it a toggle function of the Remlok helmet even.

Some good posts by Ant above though, with some great information. I'd never seen those Matt posts before.
 
Yep vote another for night vision option (add another optinon for the L key)- everyone is (probably) happy. :)
 
Yes I would like it fixed but I know some people like the dark side of planets to light up,( god only knows why). So I would be happy to settle for an option.
However for the past 2 years or so the dev. have been working a fix, but it's not hear yet and I got tired of waiting a year ago, and I have given up asking for a option to switch it off.
 
It doesn't happen often, but it can go darker at times. Generally from what I have seen is when the star is blocked by another celestial object. I saw it last at Cannon 'something something' Tourist Beacon, which had its closely orbiting sister moon giving a full eclipse for about an hour. I spent quite some time down there to see the dawn, and certainly upped the heart rate zooming down to the glide in the near pitch black.

To the solution, as with others, a much darker implementation would be great, but only in certain situations like total blockage of the local light sources should it be totally and utterly black.
 
Excuse the quality, but I thought this would be relevant here:
[video=youtube_share;BfrG-KWfyVU]https://youtu.be/BfrG-KWfyVU[/video]
Go to the last 30 seconds to see why a night vision toggle (already available if you use a third party app) would be a nice inclusion by FD (and I support darkness in the game).
Here's one more.
A tutorial on that program. I'll be trying it out tonight.
[video=youtube_share;0FoYi4_NYrs]https://youtu.be/0FoYi4_NYrs[/video]
Made by the same guy who setup those images before with the night vision overlay.
Update: I installed it and it is awesome. Now have a "Nightvision" setting on toggle. Will upload some stuff tomorrow.
My first go with the reshade.me program:
[video=youtube_share;37JeqPYq_r4]https://youtu.be/37JeqPYq_r4[/video]
 
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