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ScaledSpace lighting effect #176

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Sigma88 opened this issue May 29, 2017 · 3 comments
Closed

ScaledSpace lighting effect #176

Sigma88 opened this issue May 29, 2017 · 3 comments

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@Sigma88
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Sigma88 commented May 29, 2017

Right now scaled space lighting effect seems to come from the closest star regardless of luminosity

It has been reported on IRC that this leads to counterintuitive results.

I would propose using the same star chosen by solar panels,

basically: the one that, at this point in space, is responsible for the highest Ec/s output

IRC logs:

07:39 <Gameslinx> o/ 
07:41 <Gameslinx> Is there a way to limit the light curve of a star so that it only affects the planets around it instead of the entire system? 
07:46 egg|zzz|egg is now known as egg|afk|egg 
08:23 <Gameslinx> Put shortly, the range of its light 
08:23 <KillAshley|SEMI> pretty sure there is, but i cant remember....been a while since i messed with stars. should ask sigma when he gets on 
08:25 <Gameslinx> Alright thank you :) 
08:44 <SigmaAway> Bdisney: still here? 
08:44 SigmaAway is now known as Sigma88 
08:46 <Sigma88> 0/ KillAshley|SEMI 
08:46 <Gameslinx> @sigma88 did you see my above message? If you're able to help, that would be awesome :) 
08:46 <Sigma88> Gameslinx: what do you mean with light? 
08:46 <KillAshley|SEMI> he means a light falloff based on the distance 
08:47 <KillAshley|SEMI> like the displayed light on scaledspace 
08:47 <Sigma88> there are different features in ksp that you could refer to when talking about light 
08:47 <Sigma88> ok 
08:47 <Sigma88> so the illumination effect on the planet 
08:47 <Gameslinx> When my star passes close to another planet, the other planet receives light from my star instead of the sun, but my star is not anywhere near powerful enough to actually reach that ar 
08:47 <Gameslinx> KillAshley got it :) 
08:48 <Sigma88> so you are referring to the lighting effect, not the solar panels output 
08:48 <Sigma88> right? 
08:48 <Gameslinx> Yes 
08:48 <Sigma88> I know this would have been an issue 
08:48 <Sigma88> s/ow/ew 
08:48 <Qboid> Sigma88 meant to say: I knew this would have been an issue 
08:48 <Gameslinx> Hmm 
08:49 <Sigma88> right now kopernicus selects the closest star 
08:49 <Sigma88> when displaying light 
08:49 <Sigma88> I think it should select the star with the brightest "light output" 
08:49 <Sigma88> meaning, the star that will make the solar panels produce the most Ec/s 
08:49 <Gameslinx> That... makes... a bit of sense. Is it not able to select both, or use a node similar to Sphere of Influence but with light? "LightSOI = ____ " as a suggestion 
08:50 <Sigma88> I don't know about that 
08:50 <Sigma88> I guess it's possible 
08:50 <Gameslinx> That would be nice 
08:50 <Sigma88> I'll point this out in a kopernicus issue, I will link it when it's open 
08:51 <Gameslinx> Thank you :) 
08:52 <1CSAAEQPB> [Kopernicus] Sigma88 commented on issue #166: with the latest release this issue has been solved... https://git.io/vHCOS 
08:52 <3GRAAAY43> [Kopernicus] Sigma88 closed issue #166: Wrong solar panel output https://git.io/v9cyT 
08:52 <3GRAAAY43> [Kopernicus] Sigma88 closed issue #166: Wrong solar panel output https://git.io/v9cyT 
@StollD
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StollD commented May 29, 2017

Another idea: The limitation to one active scaled space light was done because otherwise it would've been way too bright in Scaled Space.

Therefor my proposal would be an "IntensityCurve", that adjusts the intensity based on the distance. That way, people can make stars that don't cause a whiteout on the screen.

@Sigma88
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Sigma88 commented May 29, 2017

so every star will illuminate a planet? everyone with a different intensity based on luminosity and distance?
that's even better than what I would have dared dream of :D

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@StollD
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StollD commented Jul 7, 2017

This will be in 1.3.0-5

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@StollD StollD closed this as completed Jul 7, 2017
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