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JackDole: Mega structures ...
JackDoleDate: Tuesday, 05.07.2016, 18:29 | Message # 181
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Here is the volcano.





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JackDoleDate: Wednesday, 06.07.2016, 16:20 | Message # 182
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OneWheel Station

I modified one of my space stations for SE 0.974 RC3.





It was something of a major overhaul. Outwardly not much has changed - I've added a spoke (the population has increased) - but internally it is completely rebuilt.

The renovation was urgently needed.

Old version in RC2:


Old version in RC3:


All segments have lost their orientation.

The new version should also work in RC2.

However, the old and the new version should not be used together. Otherwise the result is something like this:



Attachments: 5876820.jpg (329.6 Kb) · 1381327.jpg (308.8 Kb) · 3615207.jpg (314.7 Kb) · 6698786.jpg (391.2 Kb) · 0253690.jpg (406.9 Kb) · 4930175.jpg (289.8 Kb) · 4695392.jpg (297.0 Kb) · JDOneWheelRC3.pak (561.5 Kb)





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SpaceHopperDate: Monday, 11.07.2016, 16:55 | Message # 183
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When are you going to add the Ringworld? I'd love to see that.




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JackDoleDate: Tuesday, 12.07.2016, 12:51 | Message # 184
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An'dohan Trufainne - Ringworld III

Another ring!

As always with these things, which are not really possible in Space Engine, there are some drawbacks.

Sometimes it looks good:





Sometimes not so much.
Too close to the ring:


Too far away from the ring:


But otherwise it can look quite interesting.
(Crosseye view)



WIth protective shield that prevents you can land at the ring.



The name of the star is An'dohan or Haula, and has the number JDV 00042 in my private star catalog, the name of the ring is 'An'dohan Trufainne'!

Only for SE 0974 RC3

Attachments: 0274239.jpg (194.2 Kb) · 4015135.jpg (224.5 Kb) · 4739850.jpg (156.5 Kb) · 4606082.jpg (166.4 Kb) · 1045734.jpg (204.1 Kb) · 1776992.jpg (234.5 Kb) · RingIII.pak (476.4 Kb)





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parameciumkidDate: Tuesday, 12.07.2016, 18:15 | Message # 185
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May I ask why nearly everything in this thread is made entirely of spheroids?




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JackDoleDate: Tuesday, 12.07.2016, 18:31 | Message # 186
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Quote parameciumkid ()
May I ask why nearly everything in this thread is made entirely of spheroids?

Perhaps because this is my method to make these things? dry


So far I also have not found a way to create, for example, cubes in Space Engine.
Without them to put together. From six flat spheroids. And without using spacecraft models.
Somewhere I've read that it is possible. Unfortunately, it was not explained how it is possible. sad dry





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Edited by JackDole - Tuesday, 12.07.2016, 19:01
 
RedRuinDate: Wednesday, 27.07.2016, 18:56 | Message # 187
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JackDole, Whit kind of scripts do you use to make your structures? I'm interested in trying something of the sort myself, but I'm not sure where to start.
 
JackDoleDate: Wednesday, 27.07.2016, 22:35 | Message # 188
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Quote RedRuin ()
Whit kind of scripts do you use to make your structures? I'm interested in trying something of the sort myself, but I'm not sure where to start.

It are ordinary scripts for planets or asteroids.

Important are essentially only the parameter 'Oblateness' and 'DiffmapAlpha "Transp"'

WIth 'Oblateness 0.999'you can make a flat disc. With 'Oblateness 0.5', for example, something like an egg.

'DiffmapAlpha "Transp"' makes parts of textures without pixels invisible.

For example, you can with a texture like this:



make such rings:






The inside of this ring is a 'Clouds' layer. If you by disabling clouds, it disappears.

An egg, with 'oblateness -0.5':



(Here I have used no 'DiffMap' but only a 'BumpMap')

Sample script for the rings.
Code

// Example

Asteroid    "Example"
{
    ParentBody  "Sol"
    Class       "Asteroid"

    Radius      5000
    Mass        1e-6
    
    Oblateness  0.999         // 0 = globe; 0.999 = flat disk; -0.5 = egg
    
    Surface
    {
        DiffMap         "Example/Ring.*"
        DiffMapAlpha    "Transp"            //  makes parts of textures without pixels invisible.
        BumpMap         "Example/Ring_Bump.*"
        BumpHeight      50.0
        BumpOffset      25.0
        
        GlowMap        "Example/Ring_glow.*"
        GlowMode       "Night"
        GlowColor      (1.00 0.30 0.66)
        GlowBright      0.125
    }
    
    Clouds
    {
        Height          -10
        DiffMap         "Example/Ring.*"
        DiffMapAlpha    "Transp"
        BumpMap         "Example/Ring_Bump.*"
        BumpHeight      50.0
        BumpOffset      25.0
        
        GlowMap        "Example/Ring_glow.*"
        GlowMode       "Night"
        GlowColor      (1.00 0.30 0.66)
        GlowBright      0.25
        Velocity        0
    }
    
    NoOcean         true
    NoLava          true
    NoAtmosphere    true
    NoAurora        true
    NoCometTail     true

    Orbit
    {
        SemiMajorAxis   3
        Eccentricity    0.0
        Inclination     0.0
        AscendingNode    0.0
        ArgOfPericenter 0.0
        RefPlane       "Equator"
    }
}


Attachments: 1435235.png (0.0 Kb) · 0862045.jpg (0.0 Kb) · 0667420.jpg (0.0 Kb) · 1727010.jpg (0.0 Kb) · ExampleTextures.zip (329.1 Kb)





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Edited by JackDole - Wednesday, 27.07.2016, 22:36
 
RedRuinDate: Thursday, 28.07.2016, 09:40 | Message # 189
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Well, what I was asking about were the loops that you run to calculate and arrange the object's positions and size, and what tools you used to do that. I've created addons of planets and moons by hand, but I'm more interested on how to create them automatically.

Thanks for the detailed response though! The amount of effort you put into your posts to make them clear and easy for everyone I find staggering. I certainly would not have the patience to do so myself.
 
JackDoleDate: Thursday, 28.07.2016, 11:25 | Message # 190
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Sorry, I have misunderstood that.

The scripts were simple MS-DOS scripts.
Much like the original version of the script for generating asteroid belts.

But some parameters are changed in SpaceEngine, so the scripts and the Dyson bubbles no longer function. After publication of the official new version of SpaceEngine, I might make new scripts for it.

I also used a lua script for the calculation of floating point numbers, which was called by this MS-DOS script. Any other calulator which can output results in the console can also be used for it.

But I have here a script that can generate a Dyson ring for our sun. The ring works with SE 0.974 RC3. If the parameters are adjusted in the script, you can of course also produce rings for other objects.

The lua script is also included, but that only works if you have installed Lua.


Attachments: 1469204.jpg (0.0 Kb) · SolRingRC3.zip (6.4 Kb)





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SpaceHopperDate: Saturday, 30.07.2016, 21:09 | Message # 191
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Your stuff is great. Can't wait for the Wanderer and Callisto Base.




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DoctorOfSpaceDate: Saturday, 30.07.2016, 21:29 | Message # 192
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JackDole, you should give star lifting a go as your next megastructure, would be interesting to see your take on it.




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JackDoleDate: Sunday, 31.07.2016, 00:05 | Message # 193
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Quote DoctorOfSpace ()
you should give star lifting a go as your next megastructure, would be interesting to see your take on it
Maybe I can do something. But I have to think about it.





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Edited by JackDole - Sunday, 31.07.2016, 00:08
 
JackDoleDate: Sunday, 31.07.2016, 16:27 | Message # 194
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Callisto Base and Europe Base







The rings around the Callisto Base are disabled. Those who would like these rings, can use the script CBaseRing.sc. Put it in 'addons\catalogs\planets'.

Because it also gives the asteroid Europa, I had to take the moon Europa in the script, and give him the additional name 'Jupiter II'. As 'ParentBody' for the station.
And to avoid future conflicts, I have made this also with the Calisto base.


Maybe someday I make again something like this here:




This 'city' is, however, currently totally wrecked. dry

Attachments: 5955389.jpg (78.0 Kb) · 3509030.jpg (144.9 Kb) · 9183079.jpg (65.1 Kb) · 9735405.jpg (77.7 Kb) · 6794632.jpg (91.0 Kb) · 7709378.jpg (109.4 Kb) · CallistoBase.pak (598.4 Kb) · EuropaBase.pak (471.5 Kb) · CBaseRing.sc (0.6 Kb)





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simonecinque1992Date: Sunday, 31.07.2016, 17:42 | Message # 195
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JackDole, Amazing!




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