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Troubleshooting and bug reports - SpaceEngine 0.9.7.1
SpaceEngineerDate: Thursday, 26.12.2013, 00:29 | Message # 1
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Please post here all of your reports about bugs or crashes in SpaceEngine. Before you post any bugs, please follow these steps:

  • Read the Fixing common issues section below. It is possible that your problem can be solved there.
  • Read the List of known issues section below and make sure that your bugs are not on in it. You can use your browser's word finder to help search the list.
  • If the bug is not on the list then please post it in this thread. Attach to your message a screenshot (if possible) and a log file (it's called the se.log and is located in the SpaceEngine/system/ directory). Only the log file will help me to understand your problem and find a solution!



    Fixing common issues

    1) Obsolete or incompatible drivers
    These are the most frequent errors found in SE. You will get a popup window with one of these following messages:

    - "You have old OpenGL version (2.1.1). Update your graphics card driver or install compatible hardware"

    - "You have old GLSL version (1.2). Update your graphics card driver or install compatible hardware"

    - "Critical extensions missing: GL_ARB_vertex_program GL_ARB_vertex_buffer_object"

    - "Error loading surface generator shaders. Press YES to run program with procedural planets disabled. Press NO to exit"


    Download and install latest drivers for your video card. If you still get this message, it could be that you have an incompatible video card (see next paragraph).

    [CRITICAL NOTE] Some recent NVidia drivers are incompatible with SE. Symptoms are flashing planet images on the screen when you open the F2 menu (see the spoiler), missing lens flares, grayed out options for HDR and FXAA in the Graphics settings menu, and other glitches. The errors in the se.log are look like this:

    If you have run into these problems, update to at least 344.65, or roll back to earlier than 337.xx.


    But you still can try and run SpaceEngine by disabling checking of critical errors at startup. Open main.cfg and change value of this parameter to 'true':

    IgnoreCriticalCheck true // ignore checking of OpenGL version and critical extensions supporting

    NOTE: I can give no guaranties that SpaceEngine will be stable and work correctly if you do make this change.

    If you have an "Error loading surface generator shaders" error and press Yes, SpaceEngine can run, but it will not be able to render procedural planetary landscapes.

    After updating or rollback of the drivers, you must delete the cache folder in the SpaceEngine directory.

    2) Weak system
    Most of the forum posts I receive are from users that report an inability to start SpaceEngine, This is because those users have inbuilt Intel graphics card, or some old GeForce 5700 series, or not a proper "gaming" laptop. There is no way but to update your hardware system. There are no plans to make a second version of the engine for weaker systems with simplified graphics, CPU texture generation, etc. It would be like coding another engine from scratch. Once again, I would remind everyone that the minimum system requirements can be found on the Home page, but I will mention it here as well:

    CPU 2.0 GHz
    RAM 2 Gb
    Video GeForce 8600, Radeon HD 2600
    vRAM 512 Mb

    I stress that the special role played by videocard onboard memory (vRAM). 512 MB is the absolute minimum. The engine uses a large amount of data that must be in video memory (textures, meshes, vbo, etc). If your system meets the recommended requirements, the engine will work, because its development is made for this hardware:

    CPU 3.0 GHz
    RAM 4 Gb
    Video GeForce 9800 GTX, ATI Mobility HD 5730
    vRAM 1024 Mb

    You can try to start the engine with some OpenGL extensions disabed, if your hardware does not support them: frame buffer objects (FBO), half floats, float textures and 3D textures. Information about this is written at the beginning of the log (SpaceEngine/system/se.log), after the list of extensions:

    Framebuffer objects supported
    Half floats suppoted
    Floating-point pixel format: GL_RGBA16F_ARB
    3D textures suppoted


    If the log reads 'unsupported, then the extension is not supported and the engine will disable itself. If it seems to support float and 3D textures, but the atmosphere of planets has some monstrous bottleneck, such as the GeForce 6200 and GeForce 6600, then it is best to disable those extensions forcibly. This is done in the file config/main.cfg:

    IgnoreFBO false // disable framebuffer objects
    IgnoreHalfFloat false // disable half floats
    IgnoreFloatTextures false // disable float textures
    Ignore3DTextures false // disable 3D textures
    IgnoreShaderBinary false // disable binary shaders cache
    IgnoreCriticalCheck false // ignore checking of OpenGL version and critical extensions supporting


    Reference:
    - The Milky Way and other nearby galaxies and nebulae use FBO. HDR rendering mode also use FBO. Disabling it disables the 3D models of galaxies and nebulae, and disables HDR mode.
    - Atmospheres using float and 3D textures. Disabling any of them disables the atmosphere. HDR rendering mode uses a float textures, disabling them disables HDR.
    - Shader binary cache reduces lags on loading shaders. Works normally on NVidia, onr ATI and Intel it disabled automatically after first laubch of SpaceEngine.

    If you have a Intel HD graphics card, it is better to disable asynchronous loading in the main.cfg as well:

    LoaderMode 2 // loader mode: 0 = immediate, 1 = interleaved, 2 = asynchronous

    3) System with hybrid graphics (NVidia/ATI + Intel HD)
    If you're running SE on a laptop with dual graphics, make sure SE runs on NVidia or ATI chip instead of Intel HD. You may see it in the beginning of "SpaceEngine/system/se.log" file. If it says:

    Vendor: Intel
    Renderer: Intel® HD Graphics 4000

    then you should open NVidia Control Panel or ATI Catalyst and force SpaceEngine.exe run on NVidia/ATI graphics card. If you do not found SpaceEngine profile there, create a new one.

    4) Crashing in the interstellar or intergalactic space or after appearing of the nebula in the view field
    If you open the "SpaceEngine/system/se.log" file after a crash, and it ends up with line like this:

    Creating nebula model "cache/models/nebulae/M42.nm",

    then try to disable asynchronous loading of a resources. Open the file config/main.cfg with the Notepad and change this parameter to 1:

    LoaderMode 1 // loader mode: 0 = immediate, 1 = interleaved, 2 = asynchronous

    After that, delete the cache folder from the SpaceEngine directory. Performance will drop while flying between a stars and galaxies, but stability may be improved. After a while, all models of galaxies and nebulae a being be generated, and you may enable asynchronous loading back (set up LoaderMode 2).

    5) Spaceship disappear when far from a star
    It is not a bug. Current version have not yet completed spaceships rendering system - they cannot be rendered if there is no stars or planets in the renderlist. Just imagine that ship becomes invisible in interstellar flight smile

    6) Blurry textures on Solar system planets
    It is not a bug. Our Solar system planets (Mercury, Venus, Earth, Moon, Mars, Jupiter, Saturn, Uranus, Neptune and its satellites) have no procedural textures, only real ones with limited level-of-detail. You can download addons with high resolution textures to increase level of detail of real planets.

    7) Artifacts on procedural planets
    If you get missing landscape blocks, blurry or blinking textures, random spikes sticking out of surface, check out these recommendations here:

    a) If you have a laptop with hybrid graphics, read the paragraph 3.

    b) Make sure that you make a "clean" installation of SE. If you install a new version overwriting the old one, you may get many bugs and glitches. If you get some glitches after the patch is installed, remove the folder called cache from SpaceEngine's directory.

    c) If this does not help, read the paragraph 8.

    8) Frequent crashing while generating planetary surface
    If you have frequent crashes on planets, or get an "OUT OF MEMORY" message on screen, or "Unexpected deleting of child node" in the log file, try taking these steps first:

  • Close any other programs that can consume the video memory (games, video players, graphics editors, etc.). SpaceEngine is not a small flash type game, video memory is the most important resource for it. It may help to disable the Windows Aero theme too, as it consumes a lot of video memory.
  • Disable "3D water" in Graphics settings (Ctrl-F4)
  • Reduce "Landscape LOD" to -2 in Graphics settings (Ctrl+F4)
  • Set up the amount of video memory in the main.cfg file:

    VideoMemorySize 2048 // video card onboard memory (VRAM) in megabytes

    The value must not be less than 1024, but not more than the total amount of physical video memory plus amount of RAM. For example, if you have a graphics card with 1024 MB of video memory, and more than 2 GB of RAM, you can increase VideoMemorySize to 2048.



    List of known issues

    Green items have been fixed for the next release

    Not real bugs, but effects caused by limitations in the engine:
    - Ships do not render in interstellar space
    - Star catalog has many errors in star classification, so there are many "giant dwarfs" and "dwarf giants"
    - Many real binary stars rendered as single, and many single rendered as binary - SE simply have incomplete catalog of binary stars
    - An unwanted star (sprite) is visible in the barycenter of a binary star from distance greater than 0.01 pc
    - Comet nucleus star-sprite will shine through planets [example].
    - Galaxy/nebula sprites will rotate when seen from certain angles
    - Auroras, comet tails and rings can be rendered in front of ships/moons sometimes
    - Lens flares are distorted by gravitational lensing (black holes and ship warp drive effect)
    - Text editor for Wiki descriptions is not working - it is not implemented yet
    - Solar system moons don't have extremely accurate orbits (requires implementation of custom orbit models, e.g. VSOP-87)
    - Sunspot distribution is not always realistic
    - Ocean tag not yet implemented in planet editor
    - Rounding errors (e.g. 30° in catalog rounds to 29°59'59.99" displayed on HUD)
    - Ship retro engines have not been implemented yet

    Real bugs:
    - Too many planets with life (panspermia issue)
    - Oceanias have landscapes above water
    - Several bugs with the planet editor
    - Changing "modes" between simulation and orbital when piloting ships can cause glitches
    - Few issues with asynchronous loading (stars don't always generate properly, especially when flying to new galaxies)
    - Holes in some giant stars when camera is directly above a very tall spot [example]
    - Flashing landscape LOD on a planet when Wiki for it is displayed
    - Star clusters not displayed in Wiki
    - GUI response issues with some users (interface items glitchy or not respond easily)
    - GUI toolbars may completely disappear when pressing pin button while half-hidden
    - Deep space objects (e.g. stars, galaxies) will shine through planets when HDR for DSO is off, but HDR is on and Bloom is on [example]
    - Some neutron stars can have very low temperatures [example]
    - Flickering flare color in close binary systems [example]
    - Auto-exposure does not react when a sun is blocked while diffraction spikes are set to normal or super
    - Planet rings have an unrealistic color palette
    - "Eclipse bug" on distant planets (weird dark shimmering on outer planet caused by inner planet crossing the sun or two suns eclipsing)
    - Cloud cyclones have cut edges sometimes
    - Level horizon command (End key) doesn't work properly on oblate objects
    - Problems when releasing Left + Right click
    - Lines or junctures are visible on planetary surface
    - Switching to fullscreen doesn't work sometimes
    - Weird behavior of movement keys in tracking mode (T) and after releasing it
    - Automatic reference object setting with spacecraft doesn't always choose the best object (for example, when near dwarf moons or debris asteroids close to a planet you are trying to orbit)
    - 3D water fog sometimes starts above the water surface
    - Problems with the skybox export interface, and with the planetarium after using it, for some users
    - Music player will unpause when SE window is minimized and restored, or when entering and exiting the main menu
    - If a galaxy model is selected, the camera is not following any object, and the program is in Edit Mode, closing and restarting the program will cause the WASDRF movement keys to behave incorrectly until the camera is set to follow an object
    - "Crop orbits" in the Map mode doesn't work
    - Spaceship and lens flare textures do not load when loader mode is set to "Immediate"
    - Visual atmosphere heights are inconsistently and unrealistically generated
    - Physical atmosphere properties are inconsistently and unrealistically generated, and are not tied to the visual models
    - Dwarf moons can be generated on colliding orbits
    - Moons are never generated with retrograde orbits
    - Bugs with the surfaces of carbon stars and zirconium stars
    - Cyclones are not generated in the southern hemispheres of gas giants
    - Sometimes, worlds which are too small are classed as "selena" when they should be classed as asteroid
    - Shimmering bloom splotch when very close to the surface of a planet [example]
    - CW/CCW rotation keys for ship in atmosphere are reversed
    - Mouse axis inversion settings for spaceship controls are not saved
    - Z faces are switched when exporting skyboxes (pos_Z is really neg_Z)
  •  
    TuskinDate: Sunday, 23.11.2014, 22:07 | Message # 781
    Space Pilot
    Group: Users
    Canada
    Messages: 94
    Status: Offline
    Quote diegopau ()
    EDIT: now that I read some more posts I realize it must be exactly the same bug that lycot is reporting just 6 posts before this one! a problem with latest catalyst drivers maybe?


    Been happening for the last few drivers. I don't remember which drivers work, I think it is mentioned somewhere in the thread.

    It isn't fixed with the latest Beta drivers either.
     
    TrucidarDate: Wednesday, 26.11.2014, 05:23 | Message # 782
    Observer
    Group: Newbies
    Canada
    Messages: 3
    Status: Offline
    I just installed game and clicked Planetarium. It says Loading, but never loads. Numerous attempts all failed.

    Here is my se.log file:

    Quote
    SpaceEngine Version 0.9.7.1 beta

    STARTING
    Loading script "config/main.cfg"
    Loading script "config/universe.cfg"
    Loading script "config/user.cfg"
    Loading image "textures/common/splash10.jpg"
    DONE

    INITIALIZING OPENGL
    Vendor: ATI Technologies Inc.
    Renderer: AMD Radeon HD 7800 Series
    OpenGL version: 4.4.13084 Compatibility Profile Context 14.301.1001.0
    GLSL version: 4.40
    Saving script "config/main.cfg"
    Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
    Framebuffer objects supported
    Half float supported
    Floating-point pixel format: GL_RGBA16F_ARB
    3D textures supported
    Binary shader program IGNORED
    Max combined texture image units: 192
    Max texture size: 16384
    Max rectangle texture size: 16384
    Max cubemap texture size: 16384
    Max 3D texture size: 2048
    Max viewport size: 16384 x 16384
    Max anisotropy: 16
    Draw buffers: 8
    DONE

    INITIALIZING OPENAL
    Vendor: Creative Labs Inc.
    Renderer: Software
    OpenAL Version: OpenAL 1.0
    OpenAL Extentions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
    ALC Default device specifier: DirectSound3D
    ALC Device specifier: DirectSound
    ALC Extensions:
    Loading default sounds
    Loading sound "sounds/default_button.ogg"
    DONE

    INITIALIZING LOADER
    Number of CPUs: 4
    Loader threads: 3
    RAM granularty: 4 kb
    Total RAM: 4095 Mb
    Available RAM: 3882 Mb
    Dynamic video memory detection is unsupported
    Dedicated VRAM: 1536 Mb (from main.cfg)
    DONE

    INITIALIZING ENGINE
    Loading shader "system/shaders/hdr_down4.glsl"
    Loading shader "system/shaders/hdr_bloom.glsl"
    Loading shader "system/shaders/hdr_tone_alpha.glsl"
    Loading shader "system/shaders/hdr_tone.glsl"
    Loading shader "system/shaders/hdr_tone_luma.glsl"
    Loading shader "system/shaders/hdr_tone_bloom.glsl"
    Loading shader "system/shaders/hdr_tone_bloom_luma.glsl"
    Loading shader "system/shaders/proj_fisheye.glsl"
    Loading shader "system/shaders/fxaa.glsl"
    Loading shader "system/shaders/fxaa_lum.glsl"
    Loading script "config/user.cfg"
    Loading script "models/galaxies/Models.cfg"
    Initializing galaxies models
    Loading script "models/nebulae/Models.cfg"
    Initializing nebulae models
    Loading script "models/atmospheres/atmospheres.cfg"
    Loading shader "system/shaders/atmo_transm.glsl"
    Loading shader "system/shaders/get_pixel.glsl"
    Loading shader "system/shaders/billboard.glsl"
    Loading shader "system/shaders/blackhole.glsl"
    Loading shader "system/shaders/ship_warp.glsl"
    Loading shader "system/shaders/sun_flare_conv.glsl"
    Loading shader "system/shaders/sun_flare_post.glsl"
    Loading image "textures/common/notex.png"
    Loading image "textures/common/cursor.png"
    Loading image "textures/common/interface.png"
    Loading image "locale/win1252-font.png"
    Loading script "locale/win1252-font.cfg"
    Loading image "locale/eng-menu.png"
    Loading image "config/exitscreen.jpg"
    Loading shader "system/shaders/mipmap_copy.glsl"
    Loading shader "system/shaders/mipmap_down.glsl"
    Loading shader "system/shaders/mipmap_down_norm.glsl"
    Loading shader "system/shaders/bump_to_normal.glsl"
    Loading shader "system/shaders/bump_to_packed_normal.glsl"
    Loading shader "system/shaders/tg_spiral_galaxy.glsl"
    Loading shader "system/shaders/tg_sun_height.glsl"
    Loading shader "system/shaders/tg_sun_color.glsl"
    Loading shader "system/shaders/tg_terra_height.glsl"
    Loading shader "system/shaders/tg_terra_color.glsl"
    Loading shader "system/shaders/tg_selena_height.glsl"
    Loading shader "system/shaders/tg_selena_color.glsl"
    Loading shader "system/shaders/tg_asteroid_height.glsl"
    Loading shader "system/shaders/tg_asteroid_color.glsl"
    Loading shader "system/shaders/tg_clouds_height.glsl"
    Loading shader "system/shaders/tg_clouds_color.glsl"
    Loading shader "system/shaders/tg_gasgiant_height.glsl"
    Loading shader "system/shaders/tg_gasgiant_color.glsl"
    Procedural generator shaders loaded in 210.837 ms
    Loading image "textures/common/planet_atlas.png"
    Loading script "textures/common/planet_atlas.cfg"
    Loading script "textures/common/planet_palette.cfg"
    Loading shader "cache/shaders/glsl/planet_diff_light0.glv"
    Loading shader "cache/shaders/glsl/planet_diff_light0.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_atm_light1.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_ice_light1.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_ice_atm_light1.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_water_light1.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_water_atm_light1.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
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    Loading shader "cache/shaders/glsl/water_light1.glv"
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    Loading shader "cache/shaders/glsl/sky_light1.glv"
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    Loading shader "cache/shaders/glsl/planet_diff_bump_light2.glv"
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    Loading shader "cache/shaders/glsl/planet_diff_bump_ice_atm_light2.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light2.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_water_light2.glf"
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    Loading shader "cache/shaders/glsl/planet_diff_bump_light2.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_transp_light2.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light2.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_transp_atm_light2.glf"
    Loading shader "cache/shaders/glsl/planet_diff_bump_light2.glv"
    Loading shader "cache/shaders/glsl/planet_diff_bump_sun_light2.glf"
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    Loading shader "cache/shaders/glsl/planet_diff_bump_light3.glv"
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    Loading shader "cache/shaders/glsl/rings_light3.glv"
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    Loading shader "cache/shaders/glsl/planet_diff_bump_light4.glv"
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    Loading shader "cache/shaders/glsl/spacecraft.glv"
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    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_diff_light0.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_light1.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_diff_light1.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_bump_light1.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_diff_bump_light1.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_diff_asp_light1.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_diff_asp_bump_light1.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_diff_spec_light1.glf"
    Loading shader "cache/shaders/glsl/spacecraft.glv"
    Loading shader "cache/shaders/glsl/spacecraft_diff_bump_spec_light1.glf"
    Loading shader "system/shaders/particle.glsl"
    DONE

    LOADING GALAXIES
    Loading image "textures/common/gal_part.png"
    Loading image "textures/common/galaxy_bulge.png"
    Loading image "textures/common/sprites_gal.png"
    Loading image "textures/common/sprites_neb.png"
    Loading shader "system/shaders/clusneb_particle.glsl"
    Loading shader "system/shaders/clusneb_particle_point.glsl"
    Loading shader "system/shaders/galaxy_particle.glsl"
    Loading shader "system/shaders/galaxy_particle_point.glsl"
    Loading shader "system/shaders/galaxy_map.glsl"
    Loading shader "system/shaders/galaxy_map_line.glsl"
    Loading shader "system/shaders/galaxy_plane.glsl"
    Loading shader "system/shaders/galaxy_plane_map.glsl"
    Loading shader "system/shaders/galaxy_bulge.glsl"
    Loading shader "system/shaders/galaxy_bulge_map.glsl"
    Loading shader "system/shaders/galaxy_model.glsl"
    Loading shader "system/shaders/galaxy_model_map.glsl"
    Loading galaxies catalogs
    Loading script "catalogs/galaxies/galaxies10k.sc"
    Building galaxies octree
    DONE

    LOADING CLUSTERS
    Loading clusters catalogs
    Loading script "catalogs/clusters/clusters_open_named.sc"
    Loading script "catalogs/clusters/clusters_open.sc"
    Loading script "catalogs/clusters/clusters_globular.sc"
    DONE

    LOADING NEBULAE
    Loading nebulae catalogs
    Loading script "catalogs/nebulae/nebulae_MilkyWay.sc"
    DONE

    LOADING STARS
    Loading image "textures/common/star_part.png"
    Loading image "textures/common/star_flare.png"
    Loading image "textures/common/corona00.dds"
    Loading image "textures/common/corona01.dds"
    Loading image "textures/common/corona02.dds"
    Loading image "textures/common/corona03.dds"
    Loading image "textures/common/corona04.dds"
    Loading image "textures/common/corona05.dds"
    Loading image "textures/common/corona06.dds"
    Loading image "textures/common/corona07.dds"
    Loading image "textures/common/corona08.dds"
    Loading image "textures/common/corona09.dds"
    Loading shader "system/shaders/star.glsl"
    Loading shader "system/shaders/star_blur.glsl"
    Loading shader "system/shaders/star_point.glsl"
    Loading shader "system/shaders/star_point_blur.glsl"
    Loading shader "system/shaders/star_flare.glsl"
    Loading shader "system/shaders/star_map.glsl"
    Loading shader "system/shaders/star_map_line.glsl"
    Loading star catalogs
    Loading stars catalogs
    Loading script "catalogs/stars/BinStars.sc"
    Loading script "catalogs/stars/Stars.sc"
    Loading script "catalogs/stars/ExoPlanetsSuns.sc"
    Loading star catalog "catalogs/stars/stars120k.dat"
    Binary catalog: 112524 stars
    Text catalog(s): 814 stars
    Total: 113338 stars
    Loading script "catalogs/stars/stars120k.cfg"
    Removing duplicate stars
    Duplicate stars: 418
    Removed stars: 11
    Building stars octree
    DONE

    LOADING PLANETS
    Loading image "textures/common/aurora_part.png"
    Loading shader "system/shaders/corona_plane.glsl"
    Loading shader "system/shaders/comet_tail.glsl"
    Loading shader "system/shaders/aurora.glsl"
    Loading planets catalogs
    Loading script "catalogs/planets/BinStars.sc"
    Loading script "catalogs/planets/Stars.sc"
    Loading script "catalogs/planets/SolarSys.sc"
    Loading script "catalogs/planets/SmallMoons.sc"
    Loading script "catalogs/planets/Asteroids.sc"
    Loading script "catalogs/planets/KuiperBelt.sc"
    Loading script "catalogs/planets/Comets.sc"
    Loading script "catalogs/planets/ExoPlanets.sc"
    Loading script "catalogs/planets/ExoPlanets-unconfirmed.sc"
    DONE

    LOADING SPACECRAFTS
    Loading script "config/spacecrafts.cfg"
    Loading script "models/spacecrafts/default/AmS-S.sss"
    Loading materials
    Loading script "textures/spacecrafts/default/Dragonfly/fire_dragonfly.sml"
    Loading script "textures/spacecrafts/default/AmS.sml"
    Loading script "textures/spacecrafts/default/Mef.sml"
    Loading script "textures/spacecrafts/default/Shuttle.sml"
    Loading script "textures/spacecrafts/default/Skylone.sml"
    Loading script "textures/spacecrafts/modules/SHW.sml"
    Loading aero models
    DONE

    BUILDING DATABASE
    Loading local database
    Loading script "locale/eng-db.cfg"
    DONE

    INITIALIZING CLUSTERS
    Initializing catalog clusters parameters
    Initializing clusters models
    Loading shader "system/shaders/cluster_particle.glsl"
    DONE

    INITIALIZING NEBULAE
    Initializing catalog nebulae parameters
    Loading shader "system/shaders/nebula_model.glsl"
    Loading shader "system/shaders/nebula_model_light1.glsl"
    Loading shader "system/shaders/nebula_model_light2.glsl"
    Loading shader "system/shaders/nebula_model_light3.glsl"
    Loading shader "system/shaders/nebula_model_light4.glsl"
    Loading shader "system/shaders/nebula_model_map.glsl"
    Loading shader "system/shaders/nebula_model_map_light1.glsl"
    Loading shader "system/shaders/nebula_model_map_light2.glsl"
    Loading shader "system/shaders/nebula_model_map_light3.glsl"
    Loading shader "system/shaders/nebula_model_map_light4.glsl"
    DONE

    INITIALIZING GALAXIES
    Loading model "cache/models/galaxies/MilkyWay.gm"
    Loading image "textures/galaxies/MilkyWay_small.png"
    Loading image "textures/galaxies/MilkyWay_sys.jpg"
    Creating subsystems of galaxy "Milky Way"
    Loading model "cache/models/galaxies/MilkyWay.gm"
    DONE

    INITIALIZING PLANETS
    Initializing planets hierarchy
    DONE

    INITIALIZING STARS
    DONE

    INITIALIZING ENGINE
    Loading shader "system/shaders/fbo_draw.glsl"
    Loading shader "system/shaders/body_particle.glsl"
    Loading shader "system/shaders/body_particle_point.glsl"
    Loading shader "system/shaders/body_flare.glsl"
    Loading shader "system/shaders/point_marker.glsl"
    Loading shader "system/shaders/orbit_map.glsl"
    Loading script "textures/flares/AstroNiki2 flares.cfg"
    Loading script "textures/flares/AstroNiki2 old ghosts.cfg"
    Loading script "config/places.cfg"
    Loading script "config/journal.cfg"
    Loading script "models/spacecrafts/default/AmS-B.sss"
    Loading script "models/spacecrafts/default/AmS-C.sss"
    Loading script "models/spacecrafts/default/AmS-S.sss"
    Loading script "models/spacecrafts/default/DragonFly.sss"
    Loading script "models/spacecrafts/default/ShreckShip.sss"
    Loading script "models/spacecrafts/default/Shuttle.sss"
    Loading script "models/spacecrafts/default/Skylone.sss"
    Loading script "models/spacecrafts/default/StarShip.sss"
    Loading script "models/spacecrafts/modules/BarrelShip.sss"
    Loading script "models/spacecrafts/modules/Drone.sss"
    Loading script "models/spacecrafts/modules/SHW-T.sss"
    Loading script "models/spacecrafts/modules/SHW-Transport.sss"
    Loading script "models/spacecrafts/modules/SHW-X.sss"
    Loading script "models/spacecrafts/modules/SHW-Y.sss"
    Loading script "models/spacecrafts/modules/TorpedoCarrier.sss"
    Loading script "config/keys.cfg"
    Loading script "music/context.cfg"
    DONE

    RUNNING ENGINE

    ...................

    Loading sound "music/AstroPilot - Inverted Worlds.ogg"
    Loading script "config/user.cfg"
    Creating planetary system of star "RS 8409-1353-7-1367695-188"
    Loading model "cache/models/galaxies/M31.gm"
    Loading image "textures/galaxies/M31_small.png"
    Loading image "textures/galaxies/M31_sys.jpg"
    Loading model "cache/models/galaxies/M33.gm"
    Loading image "textures/galaxies/M33_small.png"
    Loading image "textures/galaxies/M33_sys.jpg"
    Loading model "cache/models/galaxies/LMC.gm"
    Loading image "textures/galaxies/LMC_small.png"
    Loading image "textures/galaxies/LMC_sys.jpg"
    Loading model "cache/models/galaxies/SMC.gm"
    Loading image "textures/galaxies/SMC_small.png"
    Loading image "textures/galaxies/SMC_sys.jpg"
    ERROR: TLoaderThread::ThreadFunction(): Can't set a GL context for a loader thread


    Edited by Trucidar - Wednesday, 26.11.2014, 05:23
     
    HarbingerDawnDate: Wednesday, 26.11.2014, 06:57 | Message # 783
    Cosmic Curator
    Group: Administrators
    United States
    Messages: 8717
    Status: Offline
    Quote Trucidar ()
    It says Loading, but never loads.

    Try pressing the Close button or press Esc when on the loading screen. Or does the program freeze?





    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
     
    Pretz_Date: Wednesday, 26.11.2014, 14:48 | Message # 784
    Observer
    Group: Newbies
    Canada
    Messages: 1
    Status: Offline
    Hey there, not sure if it's even fixable, but figured I'd ask. I'm running on a mobile Intel HD Graphics 4000, and I have this bug that appears to be relatively common, but I couldn't actually find any info on whether it's something that can be remedied or not. Long story short, space is gorgeous:



    Terra Planets take your breath away:



    But selena planets, et al, are full of artefacts and weird looking circles:


    Attachments: 4081390.log (32.5 Kb)
     
    HarbingerDawnDate: Wednesday, 26.11.2014, 15:22 | Message # 785
    Cosmic Curator
    Group: Administrators
    United States
    Messages: 8717
    Status: Offline
    Quote Pretz_ ()
    I'm running on a mobile Intel HD Graphics 4000

    These problems are inherent to Intel graphics. There is nothing you can do to fix it besides upgrading your hardware.





    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
     
    coral422Date: Saturday, 29.11.2014, 04:07 | Message # 786
    Observer
    Group: Newbies
    Pirate
    Messages: 7
    Status: Offline
    This is my first time loading a spacecraft in SE, but I can't seem to make it move. Pressing W doesn't do it. Am I doing something wrong, maybe the space brake is on or something? Or am I just moving verry very slow?



    Edit: Please move this thread to the main troubleshooting one, sorry cry


    Edited by coral422 - Saturday, 29.11.2014, 04:13
     
    anonymousgamerDate: Saturday, 29.11.2014, 05:35 | Message # 787
    World Builder
    Group: Global Moderators
    United States
    Messages: 1011
    Status: Offline
    Quote coral422 ()
    This is my first time loading a spacecraft in SE, but I can't seem to make it move.


    Maybe you have paused time?





    Desktop: FX-8350 4.0 GHz, 8 GB DDR3 RAM, EVGA GeForce GTX 1080 FTW 8 GB, 2 TB HDD, 24 inch 1920x1080 screen
    Laptop: Core i5 480M 2.66 GHz (turbo 2.93), 8 GB DDR3 RAM, AMD Radeon HD 6550m 1 GB, 640 GB HDD, 17.3 inch 1600x900 screen
     
    HarbingerDawnDate: Saturday, 29.11.2014, 07:12 | Message # 788
    Cosmic Curator
    Group: Administrators
    United States
    Messages: 8717
    Status: Offline
    Quote anonymousgamer ()
    Maybe you have paused time?

    Then it would flash a message saying time is paused.

    Quote coral422 ()
    I can't seem to make it move

    Are you sure it isn't moving? At the rate most ships accelerate it takes a while for movement to become noticeable, mostly you can only tell by looking at the instruments. Also, make sure time isn't slowed down to a very slow rate.





    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
     
    DoctorOfSpaceDate: Saturday, 29.11.2014, 07:22 | Message # 789
    Galaxy Architect
    Group: Global Moderators
    Pirate
    Messages: 3600
    Status: Offline
    Quote coral422 ()
    Pressing W doesn't do it.


    WASD(Forward, backward, right, left), QE(rotation), RF(up/down), are all thruster input keys. The firing of the main engine is controlled by mouse wheel up and down. I also see in your screen that you are using the Endurance, it has a fairly low maximum acceleration. Even at full engine power it will take you a while to accelerate. Endurance is not a starship so any interstellar voyages will take you a few centuries without cheats.

    If you just want to fly ships around really fast without dealing with realistic speeds or limitations I would recommend using some cheat codes.

    Press the "~" which is located next to the "1" button to open console. Type in one, any, or all of these commands
    UFO - Unlimited thruster acceleration and instant stop

    Gravity - Disables gravity affecting ships

    Aero - Disables aerodynamics

    I have found its much easier if you rebind Z to stop time and Spacebar to stop ship. It also tends to help a bit if you set up your numpad for turning the ship.





    Intel Core i7-5820K 4.2GHz 6-Core Processor
    G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
    EVGA GTX 980 Ti SC 6GB
     
    PlutonianEmpireDate: Sunday, 30.11.2014, 04:18 | Message # 790
    Pioneer
    Group: Users
    United States
    Messages: 475
    Status: Offline
    Quote SpaceEngineer ()
    If you have a Intel HD graphics card, it is better to disable asynchronous loading in the main.cfg as well:

    LoaderMode 2 // loader mode: 0 = immediate, 1 = interleaved, 2 = asynchronous


    Question: Since I have Intel HD graphics, do I set the LoaderMode TO the number 2, or FROM the number 2 to one of the other numbers?

    (EDIT: I'm posting because I've begun to experience missing terrain blocks on procedurals, which has never happened until tonight)





    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 - Sunday, 30.11.2014, 05:00
     
    HarbingerDawnDate: Sunday, 30.11.2014, 06:48 | Message # 791
    Cosmic Curator
    Group: Administrators
    United States
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    Quote PlutonianEmpire ()
    do I set the LoaderMode TO the number 2, or FROM the number 2 to one of the other numbers?

    Quote SpaceEngineer
    disable asynchronous loading
    2 = asynchronous

    So set it to 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
     
    PlutonianEmpireDate: Sunday, 30.11.2014, 07:32 | Message # 792
    Pioneer
    Group: Users
    United States
    Messages: 475
    Status: Offline
    Actually, it was already set to 1 upon install, for my computer. As for the missing terrain blocks, I believe I figured out its source, so I undid a setting I made earlier that may have triggered it and seems to be working so far. smile




    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 :( )
     
    FaceDeerDate: Tuesday, 02.12.2014, 00:10 | Message # 793
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    I think there's an issue with heat calculations when multiple stars are involved. I'm not a science-knowing-guy who would notice this myself, but I've seen it reported by two people now. There's this comment from April 1 by Amwhere wherein he points out:

    Quote
    The differences in temperatures in multiple star systems is because SE does it wrong - basically it does this:
    Temp = FluxToTemp(Star A's Flux) + FluxToTemp(Star B's Flux)
    Rather than:
    Temp = FluxToTemp(Star A's Flux + Star B's Flux)


    I was reminded of this post when BelleHades reported the same thing on Reddit today. I didn't see this issue listed on the "known issues" list, is it known and/or a real issue?


    Edited by FaceDeer - Tuesday, 02.12.2014, 00:10
     
    PlutonianEmpireDate: Tuesday, 02.12.2014, 01:20 | Message # 794
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    Quote FaceDeer ()
    I was reminded of this post when BelleHades reported the same thing on Reddit today. I didn't see this issue listed on the "known issues" list, is it known and/or a real issue?

    That was me. I apologize for the name difference. But regardless, I can confirm.

    For my planet at Delta Trianguli, it's current orbit should put it in the "moist greenhouse" portion of the CB Habitable Zone surrounding the system, assuming my scripts for the stars were to be correct (AFAIK, too little is known about 8 Tri in real life for an accurate representation of the stars in SE).

    EDIT: In SE, the very high temps were the reason I attempted to apply a fake negative greenhouse temperature to offset the temperatures. In my two screenshots, the temperatures of this world are shown both with a fake zero greenhouse, and with the default greenhouse calculations.




    EDIT 2: Also, posting this reminded me of an additional unrelated issue, seen with my systems already attached to this post. The planet is listed as having just one satellite, even though it has two, because it has a plainly visible barycentric orbit with its outer satellite.

    Attachments: 4796581.jpg (181.4 Kb) · 9813414.jpg (181.3 Kb) · 8tri.zip (5.3 Kb)





    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 - Tuesday, 02.12.2014, 01:35
     
    FaceDeerDate: Tuesday, 02.12.2014, 05:07 | Message # 795
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    Perhaps the moon count would be correct if you had the moon orbiting the barycenter too? I made a "double planet" once that had a couple of small moons in distant orbits around the close-together pair, with everything set to orbit the barycenter, and it counts the moons correctly.
     
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