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Work progress - 0.9.7.2
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| HarbingerDawn | Date: Saturday, 06.12.2014, 14:54 | Message # 916 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Accidentally encountering a black hole is nearly impossible, since you know there will be one at the exact center of every galaxy and globular cluster, and won't randomly be encountered in ordinary star systems. They're also so small that you won't ever go near one unless you're trying to. So just don't go near one.
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
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| Karakurt | Date: Saturday, 06.12.2014, 15:06 | Message # 917 |
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Space Tourist
Group: Users
France
Messages: 20
Status: Offline
| That's true, but most of the time I explore stars such as white dwarfs or neutron stars, and one time I fell into one, my screen was so black at this moment in time that I jumped on my chair
...that was when I was zooming in on Rigel, and surprisingly found out there was a black hole near of it.
Though I'm pretty sure I've found a single stellar black hole, hm...
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| HarbingerDawn | Date: Saturday, 06.12.2014, 17:30 | Message # 918 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Fortunately for you, black holes will be much more rare in 0.972.
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
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| Karakurt | Date: Saturday, 06.12.2014, 18:11 | Message # 919 |
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Space Tourist
Group: Users
France
Messages: 20
Status: Offline
| Eh, it's not that I dislike black holes, more the opposite, I admire them. It's just the surprise effect that I do not like, when not expecting them to appear in front of me, as in come face to face with a black hole.
Why is that anyway?
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| JoeCapricorn | Date: Saturday, 06.12.2014, 18:42 | Message # 920 |
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Observer
Group: Users
United States
Messages: 14
Status: Offline
| Maybe a unique series of events had you come up on one really quickly.
If you go too fast, you'll fly "through" it in Space Engine. But if you go slow enough, you might trigger the rudimentary physics engine - the same one that keeps you above the ground on planets. Only, you'll be on the "surface" of the black hole.
You also have to have it dead center, so you might have known it was there. I think it is very unlikely to just happen upon a black hole by accident.
The reason for this is while black holes are massive objects, diameter wise they are rather small. Stellar mass blackholes are just about a dozen kilometers across. That is just the diameter of the event horizon, since the object itself is much smaller.
Actually, I think I know what happened. You probably selected Rigel B, which is a black hole, and hit Ctrl+G to "land" on it. That made my screen mostly black all of a sudden. Because it's a small object diameter wise you wouldn't see it on approach. It would come up suddenly.
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| Harbinger_of_Life | Date: Sunday, 07.12.2014, 04:50 | Message # 921 |
 Observer
Group: Users
New Zealand
Messages: 15
Status: Offline
| Anyone know if procedural city lights will appear on worlds in the update?
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| Handbanana | Date: Sunday, 07.12.2014, 08:04 | Message # 922 |
 Astronaut
Group: Users
United States
Messages: 70
Status: Offline
| Quote Harbinger_of_Life (  ) Anyone know if procedural city lights will appear on worlds in the update? smile
City lights, no. Procedural civilizations are still far off.
For the foreseeable future, procedural night side lights will be natural phenomena only.
Tonight... you.
Edited by Handbanana - Sunday, 07.12.2014, 08:05 |
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| Jadestar | Date: Sunday, 07.12.2014, 16:42 | Message # 923 |
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Astronaut
Group: Users
United States
Messages: 70
Status: Offline
| Quote isdebesl (  ) http://en.wikipedia.org/wiki/List_of_planet_types Quote isdebesl (  )
Planet classes are discussed in this thread and look to be excellent in 0.9.7.2
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| kaue4arp10 | Date: Sunday, 07.12.2014, 20:57 | Message # 924 |
 Space Tourist
Group: Users
Brazil
Messages: 34
Status: Offline
| Umm... guys, i pressed N while exploring and this warning appeared, but nothing happens, what does that mean? i mean, in 0.9.7.1 there are no nide side lights...
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| HarbingerDawn | Date: Sunday, 07.12.2014, 21:46 | Message # 925 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote kaue4arp10 (  ) i pressed N while exploring and this warning appeared That doesn't really belong in this thread. In 0.971 that option controls emissive textures on spacecraft.
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
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| SpaceEngineer | Date: Monday, 08.12.2014, 16:23 | Message # 926 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| In Oculus Rift mode, information about selected object is displayed next to it, like label. It could be used in normal rendering mode, but I'm not sure it would be useful. It is important in Rift because it become a part of the scene, not a fixed onscreen overlay, so you can read all data.
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| FastFourierTransform | Date: Monday, 08.12.2014, 18:07 | Message # 927 |
 Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
| Goood!
I now want to buy an oculus. Is ti really that awesome? how you would rate the experience of 3D space engine Vladimir? surely awesome right?
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| Proteus | Date: Monday, 08.12.2014, 21:52 | Message # 928 |
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Explorer
Group: Users
United States
Messages: 173
Status: Offline
| That oculus rift feature reminded me of an idea I had to contribute, involving overhauling the wiki screen (in normal mode), so that it isn't contained in an inteface box, but instead, acts kind of like the planet comparison feature you made. It shows the body in the main screen (floating in front of you), and beside it, its essential information, with arrows at the top or bottom to flip through the different categories of information.
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| Harbinger_of_Life | Date: Monday, 08.12.2014, 22:05 | Message # 929 |
 Observer
Group: Users
New Zealand
Messages: 15
Status: Offline
| That is amazing, SpaceEngineer! Will the same happen in Anaglyph mode?
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| SpaceEngineer | Date: Friday, 12.12.2014, 13:32 | Message # 930 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| I need a decision about default textures pack. Earth is a planet with a most massive textures, because its surface is RGBA textures (color + specular in alpha), which could be saved only in PNG file format (JPG doesdn't support alpha channel), but PNG have low compression level (because it is lossless). So in each version Earth takes a significant part of the distribution size, compared to other planets with the same resolution. In 0.971, Earth was 125 Mb of 1 Gb total, with 16k resolution, and a low-quality elevation map (JPG). In 0.972 it will have ~380 Mb size at the same resolution, because I want to use a 16 bit PNG for elevation map to get rid of artefacts. Earth also now have the underwater landscape, so overall compression level is much lower than in 0.971, where 70% of Earth's surface was covered by uniform blue color and zero altitude. And Earth now have additional layer - city lights (so total 4 layers now: surface map, elevation (bump) map, city lights, and clouds map).
I have experimented with two texture tile size: 258*258 and 514*514. The first showing better loading performance and lower memory consumption, but number of the tile files is almost 4 times bigger (81912 vs 327675). I've implemented a packed file system to hide this swarm of files into a few large archives. But SE loading time is increased due to need of reading a huge list of files. Full texture packs for Earth (128k resolution) in both case are ~11 Gb in size, reduced 16k resolution packs are ~380 Mb. I want to fit the 0.972 distribution into 1-1.5 Gb size, the rest texture levels will be released as HD addon (15-20 Gb now!).
So, I have made many experiments and ended up with this numbers (here I also used a clouds color map as a bump map for themselves). Green lines indicates pros, red lines indicates cons.
258x258 tiles 16k pack - 386 Mb, 8184 files 128k pack - 11.9 Gb, 327675 files SE startup time 14 secounds (128k pak) Starting at test location on Earth: 100 Mb VRAM Full 360° rotation at test location on Earth: 250 Mb VRAM Framerate: 100 fps Moderate lags on fast flying
514x514 tiles 16k pack - 378 Mb, 2040 files 128k pack - 11.3 Gb, 81912 files SE startup time 6 secounds (128k pak) Starting at test location on Earth: 229 Mb VRAM Full 360° rotation at test location on Earth: 481 Mb VRAM Framerate: 100 fps Noticeable lags on fast flying
From these numbers, I think the priority left for 258x258 tiles. So this will be a new standard, all other planetary maps (default and addons) will be converted into this resolution. Also, in the SE distribution I will include a maps in a JPG format where it will be possible (Moon, Mars, icy moons etc). Lossless PNG maps will be available as addons, like always.
Another decision should be taken about default Earth resolution. 16k is a relatively good resolution, but 380 Mb may be too much (I will make Mercury, Moon and Mars elevation maps in 16-bit PNG also, I don't know now how much size they will be). Maybe reduce Earth resolution to 8k? It would be ~100 Mb then. Should other planets be reduced to 8k too in this case? Or should I keep the better resolution if planet could be fit into 100 Mb size? (Like Moon and Mars which will have JPG surface). It is also possible to make some maps on the same planet with better resolution than other. Earth's PNG light map at 32k res is just 27 Mb (in JPG it will be even more small). Mars' JPG surface at 32k res is just 60 Mb. SpaceEngine supports different resolution of a texture layers if they differs up to 4 times.
Screenshots for comparition of the different texture resolution. Open them into new tabs and switch between tabs to compare.
8k 16k 128k
8k 16k 128k
8k 16k 128k
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