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Post by thorneel on Oct 16, 2016 14:58:06 GMT
While graphics are generally nice in a functional way and really come to life during slugfeasts, there is one element I consistently heard bad thing about, when talking about CoaDE with friends: the skybox. Generally in the form of "Oh god that skybox is ugly" when starting a new game. The problem is that stars are bloomed, given them a blurred, bizarre look, as if the camera was myopic and looked through a not-quite-clean piece of glass. When bloom is deactivated, the skybox looks good enough, in a minimal way that goes nicely with those graphics in general. But deactivating bloom is not an option, as stuff like radiators will loose their general luminous look and, even worse, projectile (and cities) will be completely invisible. Could we have an option to have the skybox not affected by bloom? Here is what a stock Cutter looks like with and without bloom: Attachment DeletedAttachment Deleted(Not seen: projectiles and cities being completely invisible)
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Post by rico88 on Oct 18, 2016 19:55:36 GMT
I agree with this, the current skybox is quite ridicoulous with those shining starts, it would be nice if it was changed for something more realistic.
Radiators also seem to be a bit odd for me glowing so much, I know that it's their function to be heated up and they have to get rid off a lot of waste heat, but they look as if they were in their melting point. Maybe that could be turned down a little bit.
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Post by captinjoehenry on Oct 18, 2016 20:02:46 GMT
I agree with this, the current skybox is quite ridicoulous with those shining starts, it would be nice if it was changed for something more realistic. Radiators also seem to be a bit odd for me glowing so much, I know that it's their function to be heated up and they have to get rid off a lot of waste heat, but they look as if they were in their melting point. Maybe that could be turned down a little bit. Actually you want to run radiators as hot as physically possible. So yes they are supposed to be nearly melting because the effectiveness of radiators increases as absolute temperature to the fourth power! So doubling the temperature increases radiator effectiveness by 16 times! Mind you I am not 100% sure of my math here but increasing temperature helps a huge amount for reducing the mass needed for radiators and for spacecraft every gram counts.
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erin
Junior Member
Smash Mouth Plays From The Depths Of Hell As You Traverse A Deep, Rat-Infested Cave
Posts: 57
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Post by erin on Oct 18, 2016 20:17:28 GMT
I've always assumed the radiators and stuff glow brighter than they would to human eyes because the cameras are supposed to see near-IR emissions for the convenience of the admiral, though I dunno really. Agree about the skybox though
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Post by nivik on Oct 18, 2016 21:16:22 GMT
I've always assumed the radiators and stuff glow brighter than they would to human eyes because the cameras are supposed to see near-IR emissions for the convenience of the admiral, though I dunno really. Agree about the skybox though Keep in mind that incandescent light bulbs are essentially radiators run at between 2,000 and 3,300 K. Given that, if you run 100 MW of thermal energy through a radiator in that temperature range, it's going to generate around the same amount of light as 1.6 million 60-watt light bulbs.
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Post by morrigi on Oct 19, 2016 6:30:09 GMT
If the game was 100% realistic running your radiators at near melting point could be an awful idea, because a nuke going off nearby but far enough to be harmless to the hull would easily slag them.
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Post by rico88 on Oct 19, 2016 6:58:17 GMT
I agree with this, the current skybox is quite ridicoulous with those shining starts, it would be nice if it was changed for something more realistic. Radiators also seem to be a bit odd for me glowing so much, I know that it's their function to be heated up and they have to get rid off a lot of waste heat, but they look as if they were in their melting point. Maybe that could be turned down a little bit. Actually you want to run radiators as hot as physically possible. So yes they are supposed to be nearly melting because the effectiveness of radiators increases as absolute temperature to the fourth power! So doubling the temperature increases radiator effectiveness by 16 times! Mind you I am not 100% sure of my math here but increasing temperature helps a huge amount for reducing the mass needed for radiators and for spacecraft every gram counts. Indeed, it just seems it is not a good idea to keep the radiator near melting point, it is more voulnerable and could deform more easily, from a high G manuver for example, although I am not an engineer and I was not able to find information on this, so I might be wrong.
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Post by nivik on Oct 19, 2016 15:17:22 GMT
If the game was 100% realistic running your radiators at near melting point could be an awful idea, because a nuke going off nearby but far enough to be harmless to the hull would easily slag them. I tend to use amorphous carbon in my high-temp radiators for this reason. The balance between mechanical strength, extremely high melting point, cost, and weight is pretty good.
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