If the star in The Reach was realistically depicted in the position where it is currently, it would be so bright that you literally wouldn't be able to see anything given where your ship is in the sector (I'm not sure how the people in the planet can even live there tbh). To keep myself sane I just pretend that the ships and spacesuits have some form of light filters.Scoob wrote: ↑Thu, 11. Apr 24, 23:45Hi,
I remote built a station in The Reach, to utilise its 367% sun to help process Scrap into Hull Parts and Claytronics. I just teleported to my station there for the first time and it's really dark! The sun level works great for EC production, but visually it doesn't match that 367% sunlight level.
With Avarice, it's a Red Giant, it's big but it's dim. You can make the case that parts of the star come to the sector through the Tide, hence why it has such a juicy solar output. Gives a reason to finally build in Avarice aside from the Protectyon.LameFox wrote: ↑Fri, 12. Apr 24, 00:44I do wish the light levels in a system made a bit more sense. Why is Avarice dark with a huge star sitting right there? Why is Windfall I perhaps the brightest place in the game, even washing out the light inside ships and stations, with nearly no sunlight rating?
I get Windfall since it's in a Nebula, the small amount of light that does come into it constantly gets refracted, making it appear more luminous than it actually is. There's even a class of Nebulas called "Refraction Nebulas". Don't think it would be outrageous to suggest that Windfall is in one. Watchful Gaze would be another.
The term "Dwarf" is quite an outdated astronomical term when it comes to stars that have Spectral types G or brighter. I wish Stars in the game were described by Spectral type (with both Harvard and Yerkes classification scales) instead. Because when the game says something is a "White Dwarf", I immediately assume the stellar remnant that's known as a White Dwarf, so I get confused when I see systems with that description have high sunlight values, whilst the game intended to mean Spectral type F or A stars.
There's also many sectors I've seen that upon where their sunlight values don't make any sense:
- The Moon (105%) is brighter than Earth (100%) despite the fact they roughly receive the same amount of sunlight.
- Silent Witness XII (147%) is brighter than Silent Witness XI (118%) which is brighter than Silent Witness I (98%). To me they all look like they're at a similar distance from the star.
- Segaris (187%) and Gaian Prophecy (208%) are Nebulas but are very bright?
- Hatikvah's Choice I (112%) is brighter than Hatikvah's Choice III (91%) despite the fact that they are very close together.
- Grand Exchange III (135%) is brighter than Grand Exchange IV (129%) which is brighter than Grand Exchange I (123%). Despite the fact that they're very close together.
- Loomanckstrat's Legacy (2%) should be 0% because there's no star.
- Freedom's Reach (265%) seems a bit excessive given how far away the star is.
- Mi Ton's Refuge (36%) should be boosted to at least 70% given the star type and how far away it is. (no way that is only 18x more luminous than a system with no star...)
- Moo Kye's Revenge (83%) could also be boosted to at least 95% for the same reason as above.
- Pious Mists II (136%) is significantly brighter than Pious Mists IV (89%), despite the fact they're orbiting the same planet.
- Trinity Sanctum VII (106%) looks brighter than Trinity Sanctum III (133%), but has significantly less sunlight.
- The Hewa's Twin sectors all share the same problem of varied solar output despite the fact they're all next to each other astronomically.
- Turquoise Sea, Ianamus Zura, Thuruk's Demise, Guiding Star, Morning Star, Second Contact all have the same problem. I'm sure the problem is the same for a lot of Xenon sectors too. Faulty Logic and Atiya's Misfortune being additional examples.
Most of these mutli-sector systems should be like Kingdom End and Saturn, where the Sunlight is at the same value, unless it's obvious that the star is further away or closer depending on the direction of where you're going, as is the case for Litany of Fury, Zyarth's Dominion, Tharka's Ravine and Black Hole Sun. Because currently, there's a lack of consistency. Is there a gameplay reason as to why some these multi-sector systems have such vastly different sunlight values despite being very close to each other?
Aside from the one's I've mentioned above, the rest of the sunlight values make sense from a logic standpoint.