"Baked" lighting is when you get baked and decorate? [haha]
No, I know you mean the pre-calculated light maps for the cockpit. Problem is that they are indeed pre-baked so they wouldn't be able to manipulate that lighting on a per-star basis.
The whole problem here is that the Cobra engine doesn't support multiple light sources per-viewport.
wrong -
just because its baked into the texture, it doesn't mean that it can't be affected by dynamic lights. game engines do that already for decades.
what FDEV did here was replacing their too-bright ambient (Image based) light, that caused the no-nightside syndrome pre 3.3,
with a fullscreen colorizer effect.
thats a step from bad to even worse.
for me the question really is - why didn't they tone down the IBL and added the color to that one where it belongs, if they wanted to have the star color have more impact.