Definitely should allow ambient lighting to be set PER MISSION, and while at it, be able to be differently colored, too (for when a lit background sun or skybox just cant cut it)
that is how most other games do it. Freelancer is an example, for one. I can probably think of others, but they've slipped my mind for the time being.
To fix the problem of some people having fits over this,
ADD a new "ambient_ignoremsn" to make devs and debuggers happy.
INTENDED USE: tells FS2 to IGNORE all mission parameters for ambient lighting and use its default ambient light levels.
keep ambient_factor
IF user specifies a factor and it isn't 1.00,
AND IF ambient_ignoremsn is OFF,
THEN multiply mission-specified ambience by ambient_factor.
*****result: ambient_factor scales up/down mission-specified ambient light levels, so players can adjust to their taste.
OTHERWISE,
IF user specifies a factor and it isn't 1.00,
AND IF ambient_ignoremsn is ON,
THEN FSO use only default FS2 ambience levels,
AND multiply default FS2 ambience levels by ambient_factor.
*****result: ambient_factor scales up/down only standard FS2 light levels, bringing the same effect ambient_factor currently has on FSO and making developers or purists very happy.
All we need is a simple disabler for the potential mission-specified thing, and a modfication of current method of ambience scaling. Sounds good logically, but can it be done in code?