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Re: Solar Glare Problem

Posted: Fri Oct 24, 2014 11:31 am
by spara
ffutures wrote:
How about a glare filter that works for a longer period in normal use, but needs to be replaced more rapidly if you do a lot of sun-skimming? Would that be possible?
It would indeed be a possibility to make an automatic filter that turns itself on when facing the sun. I tested something like that too but was not happy with the results. A filter that animates itself on (sort of slow activatation) would be quite nice IMHO. Maybe someone else will have better luck with it.

One thing to notice with the glare is that it affects NPCs too. You can use it to your advantage when dogfighting. So removing player's glare completely is definitely a mechanic change favoring the player.

Re: Solar Glare Problem

Posted: Fri Oct 24, 2014 4:29 pm
by Lone_Wolf
cim wrote:
Cmdr Wyvern's MilHUD had smoked glass behind the important displays for just this reason. Useful even back in the 1.76 days.

There are two types of white-out effect generated by the sun.
1) Glare: this is generated by looking at the sun from anything but extreme range (though is more intense close up). It can be reduced or eliminated by setting the sun_glare_filter property in shipdata, or the sunGlareFilter ship property in Javascript. 0 is no filter, 1 is full filter.
MilHud still works fine on 1.80, but the smokescreen part only covers the centre of the screen and the hud parts.
Targeting is doable that way, but the glare in the rest of the screen makes it still hard to see things.

Cim, i can't find sun_glare_filter in the wiki, is it a new addition ?

Re: Solar Glare Problem

Posted: Fri Oct 24, 2014 4:49 pm
by cim
Lone_Wolf wrote:
can't find sun_glare_filter in the wiki, is it a new addition ?
New in 1.79 - and missed when writing up the documentation. Added now.

Re: Solar Glare Problem

Posted: Mon May 04, 2015 12:05 pm
by Alex
Thank you Wildblood for the Glare killer. :)
The Grare was totaly annoying