Originally posted by Hellbender
Hmm, there's a difference between a shut off engine and an idling one...and focus here is on eye-candy, less on realism. This is a game intended to be fun, and part of that is for it to look pretty.
I'm thinking about both realism and tactics here.
It's also a pain in the butt to have to cycle through a list of targets to see what's mobile and what is broken, especially when there are more than a few ships in mission.
Why do you need to know if a ship is mobile or broken?
Light may be a fairly sharp contrast in the blackness of space, however even interplanetary distances are huge
But FreeSpace battles aren't at interplanetary distances, now are they?
Even then there is a good chance you'd miss it in the background clutter of space - which though a cold, hard vacuum is far from devoid of sources of light.
Again, I'm thinking of FreeSpace tactics here. The starfield backdrop is pretty much pitch black, so an engine glow against it is plainly obvious.
Originally posted by aldo_14
The engine glow bitmap is mapped onto a poly, isn't it?
If the ship has a thruster trail mesh, then a thruster trail animation is drawn on it. Whether the ship has a thruster trail mesh or not, each thruster has a thruster glow bitmap drawn on it.
What about scaling & changine the opacity of it based on the %tage thrust or something....
That's already how it's done, though the engine glows are only barely dimmer at idle than they are at full throttle.
As I've said on this thread already, the way I've modded FS2 for my own purposes, the engine glows go out completely when the engines are idling. IMO it looks better that way, and doesn't have any interesting effects on gameplay in my experience. Maybe if others actually played the game with this modification, they would see how it really affects the game, rather than making these "it's bad" remarks without actually knowing how it looks and affects gameplay.