I created 2 new stars in a custom galaxy, and I encountered the jittery star sprite bug that seems to be a common issue. However, this issue was fixed as soon as I added the StarBarycenter tags in the catalogs/stars file, and made the actual stars as planets. I assume this is why it was included in the tutorial (very helpful by the way). But I encountered a new problem that I couldn't find how to fix. When in the game, there is a barycenter like the ones for multi-star systems that shows up in the F2 system browser, as if I had a multiple star system. Both stars are solitary, and I would like to get rid of this, but The only way I could think of was to change them to regular Barycenter {} tags, which make them invisible like I want. But I understand that this isn't a valid tag in the catalogs/stars file. In short, is there any way to make a barycenter invisible in both the game itself and the F2 drop-down system browser, like a double planet barycenter?
Added (02.10.2014, 02:00) --------------------------------------------- These are screenshots of the browsers. I want to make it so that the barycenters are not visible as if it were a single system, if that is possible
No, this is impossible. In future I will develop a system where you can describe all star parameters right in the star catalog, so this cheat with a fictive barycenter will not be needed anymore.
Regarding to jumping sprite, this is a precision loss problem. It cannot be fixed for catalog stars that are far away from the Sun.
I have started to create my own star systems with planets. I finished one, but I discovered that the temperature on my terra with life was way too high, while I placed it in the optimal habitable distance I calculated. This surprised me so I started to look at the star for solutions. I found out that the luminosity (2.1478 L) was higher than it should have been for the star's class (G0V). When i look at this wikipedia page, a star with luminosity of 2.1478 should be of class F.
I know that a star of class G2V has stats like our own sun, but a G2V class star gave me a luminosity of 1.6293 L.
I know that i can set the luminosity manually, but should space engine not be able to calculate the luminosity from it's class?
Luminosity depends on more than just spectral class. A G2V with a radius smaller than Sol will have a lower luminosity than Sol, just as a G2V with a larger radius will have a higher luminosity. And of course, you can set luminosity manually, as detailed here: http://en.spaceengine.org/forum/17-338-1
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
Edited by HarbingerDawn - Friday, 28.11.2014, 11:22
As much as I try I can't seem to create a planet or a star. I tried to put a planet around Proxima Centauri but the Console said it couldn't load the configuration. The script is below if you could help at all.
Planet "Percival" // Type of object ant it's name { ParentBody "Proxima Cen" // The body, around wich this planet orbits Class "Terra" // Class of a planet
Radius 8889.251 // Radius in km Mass 3.522654 // Mass in Earth's masses Oblateness 0.0 // Oblataness
Albedo 0.4155526 // Albedo Color (0.568, 0.615, 0.652) // Color of a particle
RotationPeriod 66.72 // Rotation period in hours RotationOffset 18.6 // Rotation phase in degrees RotationEpoch 2451545.0 // Epoch of rotatoin elements, Julian date Obliquity 16.58 // Obliquity of rotation axis in degrees EqAscendNode 28.16 // Longitude of ascenging node of rotation axis in degrees Precession 12500 // Precession period in years
Surface // Surface tag { // These parameters describes a texture pack stored on the disk. // I comment it out because this planet uses a procedural generation of surface. //DiffMap "Icarus/Surface" // Surface (color) texture //DiffTileSize 512 // Surface texture tile resolution //DiffTileBorder 1 // Surface texture tile border width //BumpMap "Icarus/Bump" // Bump (heightmap) texture //BumpTileSize 512 // Bump texture tile resolution //BumpTileBorder 1 // Bump texture tile border width
BumpHeight 9.3 // Max height of landscape in km BumpOffset 0.3 // Offset of zero height level DiffMapAlpha "Water" // Mode of specular effect (flecks of sunlight) SpecularBright 20.0 // Brightness of specular spot SpecularPower 150.0 // Size of specular spot DayAmbient 0.1 // Brightness of fake daytime ambient light Lommel 0.0 // Lambert to Lommel-Seeliger lighting model ratio Exposure 2.0 // Global surface brighness Life true // true, if there is life on the planet
// Next are parameters for procedural surface generation Style 0.1600855 // Default color scheme Randomize (0.911, 0.373, 0.204) // Randomize vector colorDistMagn 0.09464233 // Magnitude of detail textures distortion colorDistFreq 945.9523 // Frequency of detail textures distortion detailScale 42684.58 // Scale of detail textures colorConversion true // Perform textures color conversion seaLevel 0.3133697 // Sea level height (0...1) snowLevel 0.9892518 // Snow line level (0...1) tropicLatitude 0.8670503 // Latitude of tropics icecapLatitude 1.0000000 // Latitude of ice caps boundaries icecapHeight 0.3133697 // Height of ice caps climatePole 1.000 // Climate of poles - index to color table (0...1) climateTropic 0.450 // Climate of tropics - index to color table (0...1) climateEquator 0.625 // Climate of equator - index to color table (0...1) tropicWidth 0.07 // Width of tropics mainFreq 0.8642751 // Main noise frequency (oceans/continents) venusFreq 0.6955331 // Venus-like global structures frequency venusMagn 0.3008256 // Venus-like global structures magnitude mareFreq 0.9387382 // Lunar mare frequency mareDensity 0.06008458 // Lunar mare density montesMagn 0.2209584 // Mountains magnitude (0...1) montesFreq 412.9121 // Mountains frequency montesDensity 0.108095 // Mountains density dunesMagn 0.04444444 // Dunes magnitude (0...1) dunesFreq 57.8876 // Dunes frequency dunesDensity 0.5669919 // Dunes density hillsMagn 0.1289276 // Hills magnitude (0...1) hillsFreq 503.3618 // Hills frequency hillsDensity 0.8554457 // Hills density canyonMagn 0.0341905 // Canyons magnitude (0...1) canyonFreq 163.7023 // Canyons frequency canyonDensity 0.4370083 // Canyons density cracksMagn 0.07983515 // Ice cracks magnitude (0...1) cracksFreq 0.6574386 // Ice cracks frequency cracksOctaves 0 // Number of ice cracks octaves craterMagn 0.9358109 // Craters magnitude craterFreq 24.14884 // Craters frequency craterDensity 0.05892152 // Craters density craterOctaves 4.606928 // Number of craters octaves craterRayedFactor 0 // Number of rayed craters relative to usual craters cycloneMagn 1.905298 // Cyclones magnitude (0...1) cycloneFreq 0.7607107 // Cyclones frequency cycloneDensity 0.04127789 // Cyclones density colorSea (0.040, 0.100, 0.200, 1.000) // Color of seas colorShelf (0.150, 0.480, 0.460, 1.000) // Color of shelf areas colorBeach (0.850, 0.740, 0.550, 0.000) // Color of beach lines colorDesert (0.770, 0.670, 0.470, 0.000) // Color of deserts colorLowland (0.440, 0.290, 0.170, 0.000) // Color of lower lands colorUpland (0.640, 0.570, 0.470, 0.000) // Color of upper lands colorRock (0.220, 0.200, 0.200, 0.000) // Color of rocks colorSnow (1.000, 1.000, 1.000, 0.016) // Color of snow colorLowPlants (0.100, 0.160, 0.070, 0.000) // Color of lower vegetation colorUpPlants (0.090, 0.110, 0.040, 0.000) // Color of upper vegetation }
Clouds // Clouds layer tag { // These parameters describes a texture pack stored on the disk. // I comment it out because this planet uses a procedural generation of surface. //DiffMap "Icarus/Clouds" // Color texture //DiffTileSize 512 // Color texture tile resolution //DiffTileBorder 1 // Color texture tile border width //BumpMap "Icarus/CloudsBump"// Bump (heightmap) texture //BumpTileSize 512 // Bump texture tile resolution //BumpTileBorder 1 // Bump texture tile border width
BumpHeight 0.5 // Max height of "cloud landscape" in km BumpOffset 0.0 // Offset of zero height level DayAmbient 2.0 // Brightness of fake daytime ambient light Lommel 0.2 // Lambert to Lommel-Seeliger lighting model ratio Exposure 2.0 // Global clouds brighness Height 6.3 // Height of cloud layer in km Velocity 75.0 // Velosity of clouds layer Color (1.0, 1.0, 1.0) // Global color of clouds layer
// Next are parameters for procedural surface generation mainFreq 0.9 // Main noise frequency mainOctaves 10 // Number of octaves of main noise Coverage 0.1 // Clouds coverage (0...1) twistZones 2.68 // Number of Jupiter-like zones or strips twistMagn 2.53 // Strength of twist }
Atmosphere // Atmosphere tag { Model "Earth" // Model of the atmosphere Height 80.0 // Height of the top boundary in km Pressure 1.2 // Surface pressure in bars Density 1.83 // Surface density in kg/m^3 Greenhouse 18.0 // Greenhouse effect in degrees Bright 10.0 // Brightness (rendering parameter) Opacity 1.0 // Opacity (rendering parameter) SkyLight 1.0 // Brightness of skylight on terrain EclipseBright 250.0 // Brightness of solar eclipse shadow EclipseColor (1.000 0.600 0.200) // Color of solar eclipse shadow }
Rings // Rings tag { // Texture parameter is commented out, becuase // this planet use procrdural generation of texture //Texture "Icarus-rings.*" // Rings texture InnerRadius 8318.5 // Inner raduis of rings system in km OuterRadius 12438.3 // Outer radius of rings system in km RotationPeriod 43.3 // Rings rotation period in hours RotationOffset 60.0 // Rings rotation phase in degrees FrontBright 1.0 // Direct lighting brightness BackBright 5.0 // Back lighting brightness (scattering) Density 1.0 // Density (opacity) Exposure 2.0 // Global brightness }
Orbit // Orbit tag { RefPlane "Ecliptic" // Orbit reference plane Epoch 2451545.0 // Orbital parameters epoch, Julian date Period 0.91458 // Orbital period in years Eccentricity 0.01265 // Eccentricity Inclination 0.51346 // Inclination in degrees AscendingNode 39.31601 // Longitude of ascending node in degrees
// Next two are interchangeable: SemiMajorAxis = PericenterDist / (1.0 - Eccentricity) SemiMajorAxis 0.008175929 // Semimajor axis in astronomical units PericenterDist 0.9458813 // Pericentric distanse in astronomical units
// Next two are interchangeable: ArgOfPericen = LongOfPericen - AscendingNode ArgOfPericen 220.1682 // (or ArgOfPericenter) Argument of pericenter in degrees LongOfPericen 308.09011 // (or LongOfPericenter) Longitude of pericenter in degrees
// Next two are interchangeable: MeanAnomaly = MeanLongitude - LongOfPericen MeanAnomaly 45.7818 // Mean anomaly in degrees MeanLongitude 296.93974 // Mean longitude in degrees
AscNodePreces 153.2046 // Ascending node precession period in years ArgOfPeriPreces 26799.51 // Argument of pericenter precession period in years }
Edit: I apologize, I meant to post in the Create a Planet thread but I failed to notice that I put it here.
So, what's the update on how to do all this with 0.97.2? The catalog folder doesn't have the same setup as 0.95. And my planets, and stars aren't showing up with copying the folder form 0.97.1. Course, they were weren't loading right anyways.
Added (31.01.2015, 21:57) --------------------------------------------- Ah HA! I found something posted in about .pak and winrar, that's great!
williamsrdan, you should put you files into folders catalogs/stars/ and catalogs/planets, as it was in 0.971. And add them into the universe.cfg. You may just ignore the pak files, or create your own when you finish. And you should never change the default ones.
I've read the tutorials - both on making a star and a planet. Tried to make a star but couldn't find it under the search menu -plus SE kept crashing so i had to reinstall. Sorry to sound as dim as a brown dwarf but i really dont understand the tutorials. I understand the scripting part to some extent but not sure how to link files in universe.cfg. Can someone please help put the star and planet tutorial in easier to understand language. A video (youtube) for these tutorials would be a good idea for a lot of novices -
Is it possible at all to set up a specific, "body" orientation for the Star Barycenter itself, so it matches the orbits of a binary star, to make it easier to use the "Equator" refplane for circumbinary planets around binary stars, such as the existing binaries in the default catalogs?
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
Edited by PlutonianEmpire - Friday, 06.02.2015, 03:02
This is the script for my star but i cannot find it - how do i go to the star? looked under search butt found nothing // Create a new object - star "Cacus" Star "Cacus" { RA 13 25 45 // Right ascension Dec -25 12 15 // Declination Dist 255.0 // Distance from our sun Class "F5V" // Spectral class Lum 0.75 // Luminosity, or //AbsMagn 7.00 // Visual magnitude, or //AppMagn -10.00 // Absolute magnititude NoPlanets true //disable gerneration of procedural planetary system }
Added (08.02.2015, 01:04) --------------------------------------------- This is what i got in the SE log [MT] ERROR: seScript::Load(): Can't open the file "catalogs/stars/MyStar.sc"