Please post here all of your reports about bugs or crashes in SpaceEngine. Before you post any bugs, please follow these steps:
First of all, make sure you make a clean install of SpaceEngine and update your video card drivers. This may solve 99% of all isues.
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 us to understand your problem and find a solution!
Fixing videocard-specific issues
If you do not know which videocard do you have, open the system/se.log file in the text editor and read the Vendor information in the beginning:
INITIALIZING OPENGL [MT] Vendor: ATI Technologies Inc.
Then look for a solution for you:
Nvidia: Major lag spikes
To prevent major lags with Nvidia, go into Nvidia control panel, and in SpaceEngine's profile set Threaded optimization to off.
ATI/AMD: Transparent or invisible planets, no landscape
ATI/AMD: Crash on approaching to the black hole, neutron star or white dwarf, on using ship's hyperdrive, or when enabling the Oculus Rift mode or the Fish Eye mode
First, try the solution in in the previous paragraph. If this didn't help, open config/user.cfg and change this parameter value to false, so that it looks like this:
EnableMipmapsWarp false // use mipmapping for warp effects rendering
If crashes on enabling the Oculus Rift mode or the Fish Eye mode still remains, change these two parameters to false as well:
EnableMipmapsGUI false // use mipmapping for GUI FBO EnableMipmapsFrame false // use mipmapping for scene FBO
Intel HD: Glitchy landscape and textures on planets
Open config/main.cfg and change this parameter to 13:
PlanetHeightmapFormat 13 // format of the terrain heightmap textures: 13 - R32F, 16 - RGBA32F
If this didn't help, open config/user.cfg and change this parameter to true:
- "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).
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 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
If you have a Intel HD graphics card, it is better to disable asynchronous loading in the main.cfg as well:
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) 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 item #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.
5) 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.
6) Spaceship disappears 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
7) 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.
8) Crash on entering the Display menu
If you experience a crash when trying to open the Display menu, open config/main.cfg and change the Maximized parameter value to true, so that it looks like this:
Maximized true // start with a maximized window
9) Problems with very high resolution displays
If you're using a very high display resolution and have problems selecting things with the cursor, or your screenshots are being output at a lower resolution than you're using, try the following:
1) Open Windows Control Panel, navigate to Display, and set the DPI scaling to "Smaller - 100% (default)" - it should look like this.
2) If you want to adjust the DPI scaling, click on "Set custom text size (DPI)" in the sidebar and change its value to suit your preference.
List of known issues
Green items have been fixed for the next release
Not real bugs, but effects caused by limitations in the engine:
- Star mode "points" and "sprites" looks the same. This is right! This switch changes the rendering technology, not the visual appearance. - 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 - Comet nucleus star-sprite will shine through planets [example]. - Galaxy/nebula sprites will rotate when seen from certain angles - Skybox edges are visible when near the center of galaxy - 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) - "Normal" autoexposure mode is unfinished - Bloom effects from the bottom of the screen are replicated at the top of the screen in anaglyph mode - Many HIP and HD stars do not appear in the search menu
Real bugs:
- Inaccurate tidal heating calculations, makes some moons too hot (e.g. asteroid Dactyl) - Crash when entering the Display menu for users with single-monitor setups - Does not work in Windows XP - Menu button sound doesn't work - Lens flare color in Normal or Super diffraction spike mode is inaccurate when close to a star - 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) - Flashing landscape LOD on a planet when Wiki for it is displayed - 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 - 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 - "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 - Visual atmosphere heights are inconsistently and unrealistically generated - Physical atmosphere properties are inconsistently and unrealistically generated, and are not tied to the visual models - Cyclones are not generated in the southern hemispheres of gas giants - Shimmering bloom splotch when very close to the surface of a planet [example] - Lighting errors in system browser when viewing from outside the system - "Opacity spot" in the subsolar region of atmospheres - Strange behavior of fish eye and cube map views when near planets (only when a planetary object is in the neg_z face) - Only one planetary nebula model is used per galaxy - Camera will be set to 90° FOV when returning from fisheye or cubemap view sometimes - If spacecraft .sss Length is very different from its .cfg length, there may be rendering glitches - Eclipse shadows on atmosphere not occluded by planet [example]
ah, now I get it, you're using an Ipad. I'm sorry but I can't help you there, I suggest you to try and get help near you in order to being able to post the log. Anyway your problem is most likely your graphic card, right now is a cheap one.
For SE as of now I'd personally recommend a recent Nvidia chipset, the more power the better, and at least 2MB of VRAM, again the more the merrier. I'm using a recent notebook as described in my signature, and I'm pretty happy with it. Best whishes.
"Time is illusion. Lunchtime doubly so." Douglas N. Adams My mods Asus x555ub: cpu i5-6200u - ram 4gb - gpu nvidia geforce 940m 2gb vram
I downloaded the latest Space Engine, and a strange thing has happened. The star points, instead of having varied sizes and brightness', instead all look around about the same size, as small circles in the sky. I've tried changing the graphics settings and the cfg settings, I've changed just about every single thing and nothing seems to fix it. I have before and after pictures:
// Memory settings Memory { VideoMemoryStrategy 1 // strategy of video memory usage: 0 - limited by VideoMemoryMinSize, 1 - limited by max(physical size, VideoMemoryMinSize) VideoMemorySize 1536 // minimum size of video memory (Mb) to use VideoMemoryReserved 50 // video memory reserved for OS (Mb) CacheSizeLandNode 40000 // limit on the number of terrain nodes in the memory (0 for auto, at least 2100 for LOD 0, 19000 for LOD 2) CacheSizeStarNode 25000 // limit on the number of star nodes in the memory (0 for auto, at least 20000 for central regions of the galaxy) CacheSizeGalNode 10000 // limit on the number of galaxy nodes in the memory (0 for auto, at least 10000 for dense regions of the Universe) CacheSizeGalModels 20 // limit on the number of galaxy subsystem models in the memory CacheSizeGalModelsVRAM 32 // minimum size of video memory (Mb) to use by galaxy models CacheSizeNebModelsVRAM 32 // minimum size of video memory (Mb) to use by nebula models CacheSizeAtmoModels 0 // limit on the number of atmosphere models in the memory (0 for auto) }
// Vendor-specific and debug options Vendor { glVendor "" glRenderer "" glVersion "" glslVersion "" UpdateUserConfig false // if true, main-user.cfg will be updated and this parameter set to false (used at first launch of the new patch) IgnoreCriticalCheck false // ignore checking of OpenGL version and support of critical extensions IgnoreShaderBinary false // disable binary shader cache IgnoreSyncObjects false // disable GL_ARB_sync LoaderAsyncTextures false // use multiple OpenGL contexts for textures LoaderAsyncMeshes false // use multiple OpenGL contexts for models, stars and galaxies LoaderAsyncShaders true // use multiple OpenGL contexts for shaders PlanetHeightmapFormat 13 // format of the terrain heightmap textures: 13 - R32F, 16 - RGBA32F MipmapsMode 2 // mipmaps generation mode: 0 - disable, 1 - default OpenGL function, 2 - SpaceEngine function }
// Window and display settings Display { WindowSizeX 1920 // window width WindowSizeY 1200 // window height WindowPosX 0 // window x position WindowPosY 0 // window y position Maximized true // start with a maximized window FullScreen 0 // 0 - windowed mode, 1 - fullscreen window mode, 2 - hardware fullscreen mode ScreenResX 1920 // screen resolution (width) in the hardware fullscreen mode ScreenResY 1080 // screen resolution (height) in the hardware fullscreen mode RefreshRate 60 // refresh frequency in the fullscreen mode AspectRatio 1 // aspect ratio for displays with non-square pixels }
// Depth buffer options DepthBuffer { DepthBufferMode 0 // Z-buffer mode (0 - standard, 1 - reversed, 2 - log in vertex shader, 3 - log in pixel shader) (remove cache to apply changes) ShipDrawMode 4 // use 1 for DepthBufferMode = 0, and 2...4 otherwise ClipHeight 0.001 // collision detection height in kilometers ClipZNear 0.005 // near plane clip distance (ignored in reversed and logarithmic z-buffer mode) }
// Planet rendering settings PlanetRendering { PlanetLOD -1 // planets surface level of detail (min = -2, max = +2) PlanetMaxLevel 20 // limit terrain subdivision level PlanetVSFetching false // planet mesh rendering mode PlanetMipmaps true // use mipmapping for landscape textures PlanetTextureRes 256 // texture resolution (use only power of 2!) PlanetTextureBorder 2 // texture border PlanetSphereMeshLOD 5 // spherical mesh detail PlanetCubeMeshLOD 5 // landscape mesh detail PlanetRingsSubdiv 16 // planetary rings detail Enable3DWater true // 3D water EnableEclipses true // eclipse shadows EnableNightSideLights true // night side lights EnablePlanetShine true // secondary lighting for planets PlanetShineMode 1 // secondary lighting color calculation mode: 0 (none), 1 (once), 2 (real time) PlanetShineBright 1 // secondary lighting brightness AuroraBright 1 // aurora brightness CometTailBright 1 // comet tail brightness NightSideLightsBright 1 // night side lights brightness PlanetThermEmissShift 0 // thermal emission temperature shift StarCoronaTextures 10 // number of star corona textures (for texture-based corona rendering) AuroraQuality 0 // quality of aurora rendering (0, 1) BlackHoleQuality 1 // quality of black hole warp effect rendering (0, 1, 2) ShipWarpQuality 1 // quality of ship warp bubble effect rendering (0, 1, 2) RealStarBrightness false // real brightness of star surface RealPlanetBrightness false // real brightness of planet surface LightDimmingMagn -15.2 // light source visual magnitude at which lighting starts dimming LightLimitMagn -10 // minimum visual magnitude for secondary light sources }
// Atmosphere rendering settings AtmosphereRendering { AtmoExtinction true // atmospheric extinction AtmoRingsShadow true // rings shadow on sky AtmoAtSeaLevel true // atmosphere bottom at sea level AtmoHeightHarb true // use HarbingerDawn's formula to calculate visual model height AtmoAnalyticTransm true // use analytic transmittance calculations (remove cache to apply changes) AtmoFixHorizon true // fixes artifacts at horizon (remove cache to apply changes) AtmoBottomOffset 0 // shifts atmosphere down to fix artifacts at horizon (in units of atmosphere height) }
// Stars and point objects rendering settings PointRendering { PointScale 1 // point sources scale StarPointMethod 2 // star/galaxy points render: 0 - point sprites, 1 - sprites, 2 - sprites with motion blur, 3 - sprites with motion and rot. blur PlanetPointMethod 1 // planet points render: 0 - point sprites, 1 - sprites, 2 - sprites with motion blur, 3 - sprites with motion and rot. blur MotionBlurLength 0 // length of the motion blur trail, auto = 0 PointOverbright 2.51189 // point sources extra brightness StarGrayBright 1 // stars saturation value PlanetMagnLimit 7 // planets limiting magnitude StarMagnLimit 7 // stars limiting magnitude GalaxyMagnLimit 7 // galaxies, nebulae and clusters limiting magnitude GlowMagnLimit 4 // galaxies and nebulae sprites limiting magnitude PlanetBrightMin 0.03 // planets cutoff pixel brightness StarBrightMin 0.03 // stars cutoff pixel brightness GalaxyBrightMin 0.03 // galaxies, nebulae and clusters cutoff pixel brightness GlowBrightMin 0.006 // galaxies and nebulae sprites cutoff pixel brightness AutoGalaxyMagnitude true // auto increase galaxies magnitude when in intergalactic space StarColorShift 0 // stars color shift ("+" red, "-" blue) StarColorSaturation 1 // stars color saturation StarFrustumClipFOV 30 // max frustum clipping FOV for stars }
// Lens flare rendering settings LensFlareRendering { EnableLensFlares true // enable lens flares (diffraction spikes) EnableLensGhosts true // enable ghosts LensFlareMode 1 // lens flare mode: 0 (simple), 1 (normal), 2 (super) LensFlareScale 0.354813 // scale of the lens flare effect LensFlarePreset "Astroniki2" // name of the script config file of lens flares effect LensGhostPreset "Astroniki3" // name of the script config file of ghosts effect }
// Render into texture settings TextureRendering { EnableGalaxyFBO true // use framebuffer for galaxy rendering EnableGalaxySkybox true // use skybox for galaxy rendering EnableGalaxyImpostors true // use impostors for galaxy rendering EnableNebulaFBO true // use framebuffer for nebula rendering EnableNebulaSkybox true // use skybox for nebula rendering EnableNebulaImpostors true // use impostors for nebula rendering EnableCometFBO true // use framebuffer for comet rendering EnableCometImpostors true // use impostors for comet rendering EnableAuroraFBO true // use framebuffer for aurora rendering MaxImpostors 8 // max number of impostors MaxSkyboxes 2 // max number of skyboxes (galaxy and nebula rendering) MaxEnvmaps 2 // max number of environment maps (warp effect, reflections rendering) FP32Buffers true // use floating-point impostors FBOResolution 0.333 // frambuffer resolution (fraction of window resolution) ImpostorResolution 0.333 // impostor resolution (fraction of window resolution) SkyboxResolution 0.75 // skybox resolution (fraction of window resolution) EnvmapResolution 0.25 // environment map resolution (fraction of window resolution) SkyboxMaxDimensions 2048 // max skybox/envmap resolution in pixels ImpostorThreshold 0.005 // impostor update threshold SkyboxThreshold 0.0006 // skybox update threshold SkyboxMinFOV 20 // skybox min FOV SkyboxMaxStep 1e-007 // skybox max velocity (normalized on object's radius) LensFlareConvRadius 3 // "super" lens flare convolution radius MipmapsGUI false // use mipmapping for GUI FBO MipmapsFrame true // use mipmapping for scene FBO MipmapsWarp true // use mipmapping for warp effects rendering }
// 3D, VR and projection settings Projection { ProjectionMode 0 // projection mode: 0 - perspective, 1 - cubic, 2 - fish eye, 3 - cylinder StereoscopicMode 0 // stereoscopic mode: 0 - no stereo, 1 - Oculus Rift, 2 - cross eye/parallel, 3 - vertical stereopair, 4 - horizontal stereopair, 5 - active (shutter), 6 - anaglyph StereoscopicModeLast 6 // last used stereoscopic mode InitInShutterMode false // when changing to the hardware shutter stereoscopic mode, program should be restarted with this key set to true StereoInterlaced false // interlace the anamorphic stereopair StereoSwapEyes false // swap left/right StereoIPD 6.4 // Interpupillary distance StereoIPDmax 10 // max Interpupillary distance for slider in the GUI StereoConvergence 1 // stereoscopic convergence depth StereobaseVR 1 // stereoscopic base for VR Stereobase3D 1 // stereoscopic base for 3D displays GUIResolution 1024 // resolution of the GUI texture in the VR or fish eye/cylindrical mode CubeFaceResolution 1024 // rendering resolution of the fish eye/cylindrical mode VRGUILocked false // lock GUI in VR VRGUIDepth 1.94984 // interface depth in VR VRGUISize 1.5 // interface scale in VR VRRenderScale 1 // VR rendering resolution scale VRRenderMirror true // mirror render to main screen in VR AnaglyphLeftHue 0 // left lens hue in anaglyph mode AnaglyphRightHue 0.5 // right lens hue in anaglyph mode FisheyeFOV 180 // lens angle (degrees) FisheyeCrop 1 // circular crop of the field of view FisheyeGUIAngle 0 // angle of GUI center FisheyeZoom 1 // image scale FisheyeOffset ( 0 0 ) // image center position FisheyeWarp ( 0 0 0 ) // off-axis warping FisheyeFlipX false // flip horizontally FisheyeFlipY false // flip vertically DistortInterface false // distort interface ShowBackground false // show background }
// Sound settings Sound { SoundVolume 0.3 // sound effects volume (0.0 - 1.0) MusicVolume 0.2 // music player volume (0.0 - 1.0) MusicRepeatMode 2 // music player repeat mode: 0 (no repeat), 1 (repeat track), 2 (repeat all) MusicOrderMode 1 // music player order mode: 0 (in order), 1 (random), 2 (context) MusicShowTitle true // show on-screen message when soundtrack changed }
// Screenshots, video capture and texture export settings Export { ScreenshotFormat "jpg" // screenshot format (jpg, png, dds, tga, tif) VideoFrameFormat "jpg" // video frames format (jpg, png, dds, tga, tif) (for capture video in screenshots mode) SkyboxFormat "tga" // skybox export format (jpg, png, dds, tga, tif) JpegQuality 95 // jpeg compression quality SaveAlpha false // save opacity in alpha channel (only in png, dds, tga, tif) VideoCaptureInAVI true // capture video mode (AVI or in a set of screenshots) VideoCaptureGUI true // record GUI in the captured video RealTime true // use RealTime mode (velocity not depend on FPS) RealTimeFPS 24 // RealTime mode velocity calibration (FPS for video capture) }
// Loader settings Loader { LoaderMode 2 // loader mode: 0 - immediate, 1 - interleaved, 2 - asynchronous PreloadGalaxies true // preload nearby galaxy models PreloadShipTextures true // preload ship textures (do not render ship until all its textures get loaded) PreloadGenShaders 1 // preload procedural generator shaders: 0 - none, 1 - all PreloadDrawShaders 2 // preload renderer shaders: 0 - none, 1 - all, 2 - some LoaderBenchmark false // log loading/creating times LoaderQueueSizeGPU 32 // size of loader request queue (landscape tiles) LoaderQueueSizeCPU 64 // size of loader request queue (all other resources) MaxTilesPerFrame 4 // max landscape textures created per frame ("Loading speed" in Graphics settings menu) MaxTimePerFrame 20 // max loading/creating time per frame (ms) MaxTilesPerFrameVR 2 // max landscape textures created per frame in VR (use lower to reduce jamming) MaxTimePerFrameVR 10 // max loading/creating time per frame (ms) in VR (use lower to reduce jamming) MaxTimePerFrameClean 10 // max memory cleaning time per frame (ms) ReplaceDuplicateMat true // for import from OBJ: replace duplicate materials with existing ones }
// Logging settings Log { LogTimeStamp false // print time stamp into log file LogThreadStamp true // print thread ID into log file
// Level of logging while loading catalogs: // 0 - do not log // 1 - log errors and warnings, using min("CatalogLogLevel" in this config, "LogLevel" in the catalog file) // 2 - log everything, using min("CatalogLogLevel" in this config, "LogLevel" in the catalog file) // 3 - log errors and warnings, ignoring "LogLevel" in the catalog file // 4 - log everything, ignoring "LogLevel" in the catalog file CatalogLogLevel 1
// Level of logging for the *.csv catalog files: // 0 - do not log // 1 - log errors and warnings // 2 - log everything CsvLogLevel 1
// Print a warning into log file if some *.csv catalog is going to update/patch some *.sc catalog CsvPatchWarning true }
// Interface settings Interface { Language "eng" // interface localization Skin "Modern SpaceEngine" // interface skin Mode 2 // text info mode HardwareCursor true // use hardware cursor instead of rendered by engine JournalSize 100 // maximum size of the Journey log BottomInfoHUD false // draw old style bottom HUD then bottom toolbars are hidden MessageTimeout 2 // splash message timeout (seconds) VRInfoTimeout 10 // object info table timeout in VR (seconds) OverlayFadeIn 0.2 // fade in transition duration of interface overlays (orbits, markers etc) (seconds) OverlayFadeOut 0.35 // fade out transition duration of interface overlays (orbits, markers etc) (seconds) SubDwarfClassStyle 0 // 0 - print subdwarf stellar class as "A5 VI", 1 - print as "sdA5" FullConstellationNames true // display full names of constellations instead of abbreviations SelectionRadius false // display radius instead of diameter for the selected object FPS false // show FPS counter }
// Measure units Units { UnitDistLarge 1 // large distance unit: 0 - parsecs, 1 - light years UnitDistMedium 0 // medium distance unit: 0 - AU, 1 - light seconds UnitDistSmall 0 // small distance unit: 0 - km/m, 1 - miles/feet, 2 - nautical miles/feet UnitTemperature 1 // temperature unit: 0 - Kelvin, 1 - Celsius, 2 - Fahrenheit UnitPressure 0 // atmo pressure unit: 0 - atm, 1 - bar, 2 - psi, 3 - inch Hg, 4 - mm Hg, 5 - Pa }
// Toolbars options Toolbars { LockShipPanel 0 // locking mode for the ship control panel LockMainPanel 0 // locking mode for the main panel LockViewPanel 0 // locking mode for the view panel LockNaviPanel 1 // locking mode for the navigation panel LockMagnPanel 1 // locking mode for the magnitude panel }
// Solar system browser options SolarSystemBrowser { DwarfPlanets true // show dwarf planets DwarfMoons false // show dwarf moons Barycenters false // show binary planet barycenters RealSize false // real relative sizes of planets and stars RealBright false // real brightness of planets ViewAngle 120 // preview angle ThumbnailSize 120 // size of thumbnails in pixels }
// Universe map options UniverseMap { Grid true // show grid Lines true // show lines from grid to objects Markers true // show marks around objects and in the grid plane Labels 1 // labels: 0 (off), 1 (brief), 2 (detail) CropOrbits true // crop out planets and orbits }
// Debug options DebugOverlay { ShowGalaxiesOctree false // show catalog galaxies octree ShowCatStarsOctree false // show catalog stars octree ShowGalSysOctree false // show galaxy subsystems octree ShowPlanetsQuadtree false // show planets bounding boxes ShowGalaxiesBBoxes false // show galaxy model bounding boxes ShowNebulaeBBoxes false // show nebula model bounding boxes }
// Controls settings Controls { FOV 45 // startup field of view (degrees) ZoomFOV 20 // middle button click field of view DefaultFOV 45 // default field of view MinFOV 2.7778e-004 // min field of view (max zoom) MaxFOV 120 // max field of view (min zoom) ZoomAccel 0.3 // zoom change speed (mouse wheel sensitivity) MoveKeyAccel 200 // movement keys acceleration time in ms MoveKeyDecel 500 // movement keys deceleration time in ms TurnKeyAccel 200 // rotation keys acceleration time in ms TurnKeyDecel 500 // rotation keys deceleration time in ms TurnSmoothing 0 // rotation smoothing (0 for "hard" camera, ~0.6 for smooth) LongGotoTime 20 // long travel time (seconds) FastGotoTime 3 // fast travel time (seconds) CenterTime 1.5 // center object time (seconds) ZoomTime 1 // zoom time (seconds)
// Our home address (cycled with Shift-h) HomeGalaxy "Milky Way" HomeCluster "" // we are not in a star cluster :) HomeStar "Sun" HomeWorld "Earth" }
// Planetary system generator probabilities SolarSystemGenerator { ProbBinaryStar 0.5 // binary system probability - 50% of all systems ProbTripleStar 0.11 // triple system probability - 11% of binary systems ProbQuadrupleStar 0.22 // quadruple system probability - 22% of triple systems ProbWolfRayetStar 0.05 // probability of Wolf-Rayet star among all O-class stars ProbCarbonStar 0.08 // probability of Carbon/Zirconium star among all red giant stars ProbPlanemo 0.45 // probability of planemo (rogue planet) among all systems at the last octree level ProbSolitaryWD 0.033 // probability of solitary white dwarf among all systems at the last octree level ProbSolitaryNS 0.00025 // probability of solitary neutron star among all systems at the last octree level ProbSolitaryBH 3e-005 // probability of solitary black hole among all systems at the last octree level ProbCompanionWD 0.01 // probability of companion white dwarf among all binary systems ProbCompanionNS 0.005 // probability of companion neutron star among all binary systems ProbCompanionBH 0.0075 // probability of companion black hole among all binary systems ProbBrownDwarf 0.025 // brown dwarf probability ProbGasGiant 0.36 // gas giant probability ProbHotGasGiant 0.012 // hot gas giant probability ProbDryOceania 0.1 // probability of turning oceania into terra ProbBinaryPlanetMoons 0.4 // probability of outer moons around binary planet }
// Life generator probabilities LifeGenerator { ProbLifeTerra 0.3 // probability of origin of life on terra ProbLifeOceania 0.3 // probability of origin of life on oceania ProbLifeDesert 0.02 // probability of origin of life on desert ProbLifeIceWorld 0.05 // probability of origin of life on ice world (under ice) ProbLifeTitan 0.1 // probability of origin of life on titan (exotic) ProbLifeGiantOrg 0.01 // probability of origin of life on gas giant (floaters) ProbLifeGiantExo 0.002 // probability of origin of life on gas giant (floaters) ProbPanspEjectTerra 1 // Probability of organic life spores ejection on asteroid impact on terras (surface & ocean) ProbPanspEjectOceania 0.01 // Probability of organic life spores ejection on asteroid impact on oceanias (ocean) ProbPanspEjectDesert 1 // Probability of organic life spores ejection on asteroid impact on deserts (surface) ProbPanspEjectIceWorld 0.005 // Probability of organic life spores ejection on asteroid impact on ice worlds (subglacial) ProbPanspEjectTitanOrg 0.002 // Probability of organic life spores ejection on asteroid impact on titans (subglacial) ProbPanspEjectTitanExo 1 // Probability of exotic life spores ejection on asteroid impact on titans (surface) ProbPanspEjectGiantOrg 0.0001 // Probability of organic life spores ejection on asteroid impact on gas giants (atmosphere) ProbPanspEjectGiantExo 0.0001 // Probability of exotic life spores ejection on asteroid impact on gas giants (atmosphere) ProbPanspInsertTerra 0.1 // Probability of organic life spores insertion on asteroid impact on terras (surface & ocean) ProbPanspInsertOceania 0.2 // Probability of organic life spores insertion on asteroid impact on oceanias (ocean) ProbPanspInsertDesert 0.04 // Probability of organic life spores insertion on asteroid impact on deserts (surface) ProbPanspInsertIceWorld 0.001 // Probability of organic life spores insertion on asteroid impact on ice worlds (subglacial) ProbPanspInsertTitanOrg 0.0003 // Probability of organic life spores insertion on asteroid impact on titans (subglacial) ProbPanspInsertTitanExo 0.08 // Probability of exotic life spores insertion on asteroid impact on titans (surface) ProbPanspInsertGiantOrg 0.05 // Probability of organic life spores insertion on asteroid impact on gas giants (atmosphere) ProbPanspInsertGiantExo 0.05 // Probability of exotic life spores insertion on asteroid impact on gas giants (atmosphere) LifeOrgAgeUni 0.6 // mean value of system age to develop unicellular organic life (in billion years) LifeOrgAgeUniDisp 0.25 // dispersion of system age to develop unicellular organic life (in billion years) LifeOrgAgeMulti 3.5 // mean value of system age to develop multicellular organic life (in billion years) LifeOrgAgeMultiDisp 0.7 // dispersion of system age to develop multicellular organic life (in billion years) LifeOrgAgeComplex 4 // mean value of system age to develop complex ground organic life (in billion years) LifeOrgAgeComplexDisp 0.5 // dispersion of system age to develop complex ground organic life (in billion years) LifeExoAgeUni 1.5 // mean value of system age to develop unicellular exotic life (in billion years) LifeExoAgeUniDisp 0.4 // dispersion of system age to develop unicellular exotic life (in billion years) LifeExoAgeMulti 4.5 // mean value of system age to develop multicellular exotic life (in billion years) LifeExoAgeMultiDisp 1 // dispersion of system age to develop multicellular exotic life (in billion years) LifeExoAgeComplex 6.5 // mean value of system age to develop complex ground exotic life (in billion years) LifeExoAgeComplexDisp 1.5 // dispersion of system age to develop complex ground exotic life (in billion years) }
// Procedural planets generator settings PlanetGenerator { PlanetMsiniResolve 0 // method to compute planet mass from M sin i: 0 - using actual or procedural inclination, 1 - average inclination, 2 - inclination of 90 degrees PlanetCloudsTerra 3 // max number of cloud layers for terrestrial planets PlanetCloudsGasGiant 4 // max number of cloud layers for gas giant planets PlanetDetailCraters 3 // approx. min radius of craters on terrestrial planets (kilometers) PlanetDetailTerra 0.01 // approx. per vertex detail on terrestrial planets (kilometers) PlanetDetailAsteroid 0.001 // approx. per vertex detail on asteroids (kilometers) PlanetDetailClouds 0.1 // approx. per vertex detail on clouds (kilometers) PlanetDetailGasGiant 0.1 // approx. per vertex detail on gas giant planets (kilometers) PlanetDetailSun 1 // approx. per vertex detail on stars surface (kilometers) PlanetDetailTexScale 16384 // scale of detail textures PlanetDetailTextures true // use detail noise textures (remove cache to apply changes) PlanetSpecularWater 0.65 // specular spot brightness on the water/liquid surface PlanetSpecularIceTerra 0.85 // specular spot brightness on the ice on terras PlanetSpecularIceDesert 0.5 // specular spot brightness on the ice on deserts PlanetSpecularIceTitan 0.1 // specular spot brightness on the ice on titans and iceworlds PlanetSpecularIceSpace 0.03 // specular spot brightness on the ice on airless worlds ProbRingsThin 0.2 // Probability of a thin/transparent rings (Jupiter-like) ProbRingsNarrow 0.2 // Probability of a narrow rings (Neptune-like) ProbRingsSparse 0.3 // Probability of a sparse rings (Uranus-like) ProbRingsContrast 0.2 // Probability of a hi-contrast color rings ProbCloudsVenus 0.66 // probability of opaque cloud layer on Hot and Warm Deserts ProbCloudsTitan 0.66 // probability of opaque cloud layer on Titans and Ice Worlds ProbCloudsUranus 0.07 // probability of a cloudless frozen gas giant and ice giant (Uranus-like) }
// Procedural stars generator settings StarGenerator { StarMaxAppMagn 10 // max apparent magnitude of procedural stars while looking from Solar system StarMinDistNormal 2.5 // min distance from the Sun to procedural stars (except brown dwarfs and stellar remnants) StarMinDistBrownDwarf 2 // min distance from the Sun to procedural brown dwarfs StarMinDistRemnant 3 // min distance from the Sun to procedural black holes, neutron stars and white dwarfs StarDensityInGalaxy 1 // procedural stars density in galaxies StarDensityInCluster 1 // procedural stars density in star clusters StarProcBifurcation false // enable procedural bifurcation of solitary catalog stars }
// Procedural star clusters generator settings ClusterGenerator { ClusterCatMaxAppMagn 8.1 // max apparent magnitude of catalog clusters while looking from Solar system ClusterMaxAppMagn 8.1 // max apparent magnitude of procedural clusters while looking from Solar system ClusterGlobDensity 1 // globular clusters density correction ClusterOpenDensity 1 // open clusters density correction ClusterGlobRadius 30 // globular clusters mean radius (pc) ClusterGlobRadiusDisp 10 // globular clusters radius dispersion (pc) ClusterOpenRadius 2 // open clusters mean radius (pc) ClusterOpenRadiusDisp 2 // open clusters radius dispersion (pc) ClusterGlobLum 60000 // globular clusters mean luminosity ClusterGlobLumDisp 10000 // globular clusters luminosity dispersion ClusterGlobLumMin 10000 // globular clusters min luminosity ClusterGlobLumMax 1e+007 // globular clusters max dispersion ClusterOpenLum 10000 // open clusters mean luminosity ClusterOpenLumDisp 1000 // open clusters luminosity dispersion ClusterOpenLumMin 500 // open clusters min luminosity ClusterOpenLumMax 25000 // open clusters max dispersion }
// Procedural nebulae generator settings NebulaGenerator { NebulaMaxAppMagn 6.1 // max apparent magnitude of procedural nebulae while looking from Solar system NebulaDiffDensity 1 // diffuse nebulae density correction NebulaPlanDensity 1 // planetary nebulae density correction NebulaSNRDensity 1 // SNR nebulae density correction NebulaDiffRadius 3 // diffuse nebulae mean radius (pc) NebulaDiffRadiusDisp 1.5 // diffuse nebulae radius dispersion (pc) NebulaPlanRadius 0.001 // planetary nebulae mean radius (pc) NebulaPlanRadiusDisp 0.01 // planetary nebulae radius dispersion (pc) NebulaSNRRadius 0.1 // SNR nebulae mean radius (pc) NebulaSNRRadiusDisp 0.2 // SNR nebulae radius dispersion (pc) NebulaDiffLum 10000 // diffuse nebulae mean luminosity NebulaDiffLumDisp 2000 // diffuse nebulae luminosity dispersion NebulaDiffLumMin 1000 // diffuse nebulae min luminosity NebulaDiffLumMax 1e+010 // diffuse nebulae max luminosity NebulaPlanLum 10 // planetary nebulae mean luminosity NebulaPlanLumDisp 2.5 // planetary nebulae luminosity dispersion NebulaPlanLumMin 0.1 // planetary nebulae min luminosity NebulaPlanLumMax 100 // planetary nebulae max luminosity NebulaSNRLum 5 // SNR nebulae mean luminosity NebulaSNRLumDisp 1.2 // SNR nebulae luminosity dispersion NebulaSNRLumMin 0.1 // SNR nebulae min luminosity NebulaSNRLumMax 100 // SNR nebulae max luminosity }
// Procedural galaxies generator settings GalaxyGenerator { GalaxyEllipticalScale 1.2 // scale factor for E galaxies models GalaxyEllipticalColor ( 6 5.4 4.2 1 ) // color of the E galaxies models (RGBA) }
Just installed SE 0.9.8.0 Once the program starts,and i click the menu (left click),the screen starts to blink from the game to the desktop then back to the game. Not responding will also flash. Anyone having this problem? I ran it in compatibility mode for windows 2008 server and the problem stopped.Switched it back to Win 7 and it started again. Im running Win 7 64 Ultimate,I74770, 16gig ram,and sli Nivida Gtx 960 Any help would greatly be appreciated,Thank you.
Llamaman32, I see you have 0.9.8.0 version. Your Kexitt_galaxies.pak is different from the updated one I've just downloaded, please download last update then try again. Let's see if this is the origin of the issue.
"Time is illusion. Lunchtime doubly so." Douglas N. Adams My mods Asus x555ub: cpu i5-6200u - ram 4gb - gpu nvidia geforce 940m 2gb vram
[MT] Loading script "data/locale/Fonts.pak/win1252.cfg" [MT] Loading script "#/textures/common/ skin.cfg" [MT] ERROR: File not found
SE can not find a name for the skin. The name of the skin should be in the 'main-user.cfg'. In this section: // Interface settings Interface { Language "eng" // interface localization Skin "Custom Black" // interface skin Mode 2 // text info mode