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Over Illuminated buildings with sun on horizon


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Depends on what mods you have? How can we know if you don't post a mod list?

easiest way for you to find out is to remove ALL of your mods and run the stock game. If the issue goes away, it's obviously a mod

Edited by Galileo
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5 minutes ago, Galileo said:

Depends on what mods you have? How can we know if you don't post a mod list?

easiest way for you to find out is to remove ALL of your mods and run the stock game. If the issue goes away, it's obviously a mod

I was afraid to remove mods because last time I did this it broke every save (even stock ones) but I grabbed my balls now and discovered that this is indeed from stock game

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Can confirm this shows in stock game (for reference: KSP 1.2.2, build 1622, at least with standard graphical settings).

However the effect could be considered correct because of how KSP works. With the light source (Sun) so low to be tangent to the horizon, all vertical surfaces exposed to the source are getting the maximum possible density of light power (Watt/m2). In KSP, at the average distance of Kerbin from Sun, solar irradiance is identical to Earth's = 1361 W/m2) and is normally considered for its thermal effects on ground (being the ground generally horizontal, the maximum effect is when the Sun is at the local zenith, 90° elevation). On every surface, power density goes with the sine of the angle between Sun direction and that surface plane. Therefore, horizontal surfaces are all receiving Pmax *sin(elevation) power, but vertical surfaces receive Pmax*sin(90°-elevation), and the power on them is highest when Sun is directly in front of those surfaces (which happens at Sunrise for walls exposed to East, and Sunset for those exposed West). The effect is starker due to the low illumination of horizontal surfaces at the same time, due to the very low incidence angle of Sun at Sunrise/Sunset on ground.

Now, as certainly the many who know about shaders in KSP will notice, a realistic effect should also consider the factor of absorption of light while traveling within an atmosphere (of course goes with the density and length of atmosphere travelled), which would produce a lower Pmax on ground: being the length of atmosphere travelled the longer at Sunrise/Sunset, Pmax should be lower, making those shines less evident. Another effect would be the change in wavelength due to Kerbin's rotation: at Sunrise, the rotation goes "towards" the light source, so the wavelength is shorter (and visible light turns blueish); at Sunset the rotation goes "away" from the light source, the wavelength is longer and visible light is more reddish. Unfortunately stock KSP has none of these effects due to atmosphere absorption and body rotation on visible light.

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15 hours ago, diomedea said:

Can confirm this shows in stock game (for reference: KSP 1.2.2, build 1622, at least with standard graphical settings).

However the effect could be considered correct because of how KSP works. With the light source (Sun) so low to be tangent to the horizon, all vertical surfaces exposed to the source are getting the maximum possible density of light power (Watt/m2). In KSP, at the average distance of Kerbin from Sun, solar irradiance is identical to Earth's = 1361 W/m2) and is normally considered for its thermal effects on ground (being the ground generally horizontal, the maximum effect is when the Sun is at the local zenith, 90° elevation). On every surface, power density goes with the sine of the angle between Sun direction and that surface plane. Therefore, horizontal surfaces are all receiving Pmax *sin(elevation) power, but vertical surfaces receive Pmax*sin(90°-elevation), and the power on them is highest when Sun is directly in front of those surfaces (which happens at Sunrise for walls exposed to East, and Sunset for those exposed West). The effect is starker due to the low illumination of horizontal surfaces at the same time, due to the very low incidence angle of Sun at Sunrise/Sunset on ground.

Now, as certainly the many who know about shaders in KSP will notice, a realistic effect should also consider the factor of absorption of light while traveling within an atmosphere (of course goes with the density and length of atmosphere travelled), which would produce a lower Pmax on ground: being the length of atmosphere travelled the longer at Sunrise/Sunset, Pmax should be lower, making those shines less evident. Another effect would be the change in wavelength due to Kerbin's rotation: at Sunrise, the rotation goes "towards" the light source, so the wavelength is shorter (and visible light turns blueish); at Sunset the rotation goes "away" from the light source, the wavelength is longer and visible light is more reddish. Unfortunately stock KSP has none of these effects due to atmosphere absorption and body rotation on visible light.

IDK about Kerbin, but the Earth's rotation isn't fast enough to cause noticeable redshift/blueshift.

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