Not really sure why people have talked about losing enemies by flying close to stars if, once we finally have a star to fly close to, all people want to do is talk about having better contrast and visibility near the star.
Stars are so incredibly bright that no amount of technobabble should win out over them. They’re nuclear fusion reactors a million miles across. They’re pretty much the dictionary definition of overwhelming.
You can either lose people in the star, or you can’t. If you can’t get lost in the glare of the star’s visible light, why would it ever be possible to be hide your heat signature in that of the star?
Because the game could feature multiple sensor types, you could overwhelm the heat sensors and lose the functionality that those sensors provide, having to rely on optical ones that might provide different information.
I think it’s another case where we could sacrifice some realism for gameplay and fun. Maybe it’s just harder to block out those certain frequencies in the universe of the game.
What are you guys talking about? Surely I can filter the star’s light if I want to see some detail - including spotting a spaceship in the way. Just give me filters on the cockpit glass that I can crank up and down as I see fit. Spaceship sunglasses.
As to whether a ship could hide its heat signature by sitting between a star and an observer, well, that’s down to whether or not the ship can match its apparent heat level with the the apparent heat level of the star for the observer. That will always be true regardless of what’s behind my ship; matching my heat output with the background output from the viewpoint of the observer.
I’m reminded of a (I think) Nova episode where they demonstrated active camouflage. Sit a tank on a ridge at twilight. An obvious silhouette results. Now take a bank of about a dozen lights arranged in a rectangular pattern. Set it up in front of the tank and point it at an observer. Turn it on. If the light level is just right, the tank vanishes for that observer.
So if I’m interested in masking myself against a star for a particular observer, I can crank my heat output up or down as needed to match the infrared reaching the observer from the star. With multispectral sensors, though, you’d have to do it on all wavelengths - and hope that you weren’t backed by a non-uniform feature on the surface of the star. For example, making yourself as energetic as the average star surface, but the observer sees you profiled by a star spot.
Alright Gents, @INovaeAndre took these awesome shots in the next release build of the Prototype yesterday Enjoy!
30km station, hovering above a new WIP planet. Keep in mind, the asset was produced primarily for the campaign trailer, and is not an indication of final quality, but rather should be taken as an example of what’s possible with the tech we’ve built.
The station was originally designed for the video. We needed a structure for the Hellion to fly past in orbit, and a longer station design fit this well. Additionally, it is situated just above the rings, with the central tower crossing through the rings below. A sort of transfer station for extracted or refined goods.
Those shots were taken pre “Planetization a’la Flavien,” so technically WIP which is why it looks barren. You’ll see a different planet with proper details soon enough
Dont you think that the dark side of the planet wastes half of the planet view, as from the streams i have noticed that people dont tend to fly in the night region of the planet as there is nothing to see there except darkness unless the night side is lit by volcanic glow. How will you make the night side interesting plus If i remember correctly, i heard in one of the stream interview with flavian that planetary rotations will not be targeted?