Back to search

When are we getting better lights for the exterior of our ships? The Mole has forward-facing lights, which allow the pilot to see in front of the ship, but when you try to land on the dark side of a moon or planet, you cannot see below your ship, so you find yourself landing on large rocks or uneven terrain. Also, the players in the mining turrets are unable to mine rocks in the dark because the mining turrets do not have lights on them, making it very hard to see the rocks below the ship.

TL;DRTurret lights are being fixed on the Reclaimer first, then the Mole can follow, while the brightness dispute between design and art will likely be solved with high and low beam settings.

John CreweVehicle Director

Yep, so I'll start with the turret one first. There was a problem with turrets that didn't allow us to have lights on them back when the Mole came out, and that's something we are actively fixing on the Reclaimer at the moment for supporting salvage, because it has a very similar problem. The pilot of the Reclaimer has the humongous floodlights that illuminate what's in front, but the little salvage turrets next to it aren't necessarily always going to be looking that way. So we've got some lights on those, and we're just working out the quirks with the system. At the moment, they're all connecting to the same light controller, so the pilot can turn them all on and off, which is less than ideal for those in the turrets when the pilot decides he wants to turn his lights off and their lights turn off. It's the goal to have them on, and then when that's working, we can go back to the Mole. For the whole 'lights are too dim' slash 'too bright', that is a classic video game developer art-design standoff that we've had for years and probably every game studio has. Design is like, I want a light that can see five kilometers ahead of me, which means it has to be a certain brightness. Art go, that's too bright. It just blows out all the art. Everything is just bright white. It's a common complaint I see regarding paints on ships as well. In some lights, they look completely different to other lights. It's a similar problem with light intensity there. Things look good at certain light levels, things look bad at certain light levels. So design always want the brightest lights we can possibly get away with, so you don't crash into rocks. Art want things to look nice, which means nice balanced lights. And the way we're going to likely solve this is literally having a high beam and a low beam setting. So if you want nice, big, bright lights for flying super fast, you toggle your headlights into... Night vision: I know Todd is very keen on having some night vision. I am as well. But in terms of headlights, we do want that, maybe not fully dynamic, but some control over the intensity.

Star Citizen Live›Invictus All-Ships Q&A·
Published on this date.27 May 2022