It goes from white to black instantly and based on how much light hits the craft and not the smoke.
With a slow transition that behaviour would not be possible to see
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9 Comments
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Dev Pedro
@AndrewGarrison I was thinking more on taking all ligh into account and not only direct sunlight. After sunset the craft is still illuminated, or when it has light reflected by a body like the moon
Both solar panels and smoke color could look more realistic if they used that light value -
Dev AndrewGarrison
@pedro16797 You want to use the smooth transition for solar panels?
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Dev Pedro
@AndrewGarrison now it looks better, but related to my last bug report the solution to the smoke going black too early would be to use ambient light instead of direct sunlight. The solar panels drop to 0% efficiency even been iluminated partially by the sun.
Is there any way to take the light value that the graphics engine uses for the smoke color? -
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Dev AndrewGarrison
Okay, I changed this so that the smoke trails will smoothly transition between lit states and I think it looks a lot better. Thanks for letting me know! This did look really bad!
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Dev Pedro
@AndrewGarrison no problemo :) Publish this and take a couple of free weeks, you deserve it
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Dev AndrewGarrison
@pedro16797 Yep, something that would probably be ideal. Running out of time on this update, unfortunately.
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Dev Pedro
@AndrewGarrison I imagine you're making this based on how much light hits the craft to detect when to change the color
I think that adding a gradient can help a lot with the effect. Something like white to orange/red to black, or even change the mid color based on parent planet.
This may look good when landed and also when going from black to sunlight midflight and also hide the fact that it depends on craft location and not particle location if the gradient is long enough.
@AndrewGarrison but of course I don't know how hard could it be to implement that