View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0020922 | AI War 2 | Bug - Other | Feb 10, 2019 5:16 pm | Feb 10, 2019 5:27 pm | |
Reporter | treyra | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.812 Hunting Ninjas and Desyncs | ||||
Summary | 0020922: Albedo definition is backwards | ||||
Description | So this is a minor thing, but I noticed it immediately on booting up the game for the first time in months, so I imagine others will too. Albedo is defined with 0 being perfect absorption and 1 being perfect reflection, but from the tool tips in the game, it seems that a higher albedo is better for stealth, which it feels like shouldn't be? I'm thinking you'd want something dark and not bright white for a stealth craft. Probably only going to bother astronomers, and the "higher is better" mentality may make sense from a game play perspective, but I figured I should point it out. | ||||
Tags | No tags attached. | ||||
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Looking at the wiki, some of the conventions seem to go with high albedo being reflective, and some of the patch notes/item descriptions treat it as absorbent. So maybe just clarity on why high albedo is good? Like its "reflecting" the decloaker? I was applying my intuition with things like radar detection where a high albedo at that spectrum is to be avoided at all costs for stealth. |