What's the Secret of NavMap items?
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Xalrok wrote:
I’ve found the main problem with making suns larger is that coronas seem to have a limit preventing them from going beyond a certain size. An obvious solution to this would be a series of damage zones that increase the amount of damage they do as you get closer.
:lol: I’m curious to what size you tried them, then…. I think I never made a sun beyond 30K or so, and decided it didn’t really add anything…
Xalrok wrote:
I’m pretty sure that the clouds in FL are unrealistically dense as well.
Yes, probably so. In fact, the game does not at all really provide us with how it would be in real space… But it’s cool nonetheless. And I can really sympathize with Cata123’s ambitions to get more realism into the game. it’s just, like you say, that this shouldn’t diminish the possible fun in the game.
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space is huge. i am sure some nebula or asteroid field as small as they are in FL, somewhere out there might be as dense as that, why not. for the suns dilemma… well, crossfire has a pretty realistic solution, based on generic sph. maybe their screenshots are inspiration enough to create something similar for the purpose of realism.
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Gisteron wrote:
space is huge. i am sure some nebula or asteroid field as small as they are in FL, somewhere out there might be as dense as that, why not.It’s not very likely, physically. But indeed, there might be some rare cases… E.g. when two solar objects (moons, planets) come within each others Roche limit, one of both them might be ripped apart by tidal forces; the resulting debris might then resemble an FL or TESB asteroid field for some period of time.
Thx for the tip about suns in Crossfire. I’ve played that afew times, and I saw a lot of beautiful stuff but didn’t think the suns were that special tbh. But I’ve hardly seen the entire mod’s universe.
Btw I did try to use planetary .SPHs for suns sometime, but it didn’t work out well. Maybe I should try again.
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Xalrok wrote:
I’m pretty sure that the clouds in FL are unrealistically dense as well.Just make them less dense, like the one of the dyson sphere, by increasing the range. Use more trasparent textures for the exteriors.
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Once more, forget trying to be realistic… Remember most “real” nebulae are entirely transparent in the visible spectrum. The pretty NASA photos you see are in fake colors.
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There’s a reason they call this genre sci-fi.
If it looks good, roll with it. Wouldn’t be much of a game if you had plain black backdrops and no sound would it.
I thought they were quite clever when they designed this game, they disguised the shatty graphics by blending colours together to distract the eye from looking too closely at any one feature.