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Bug Reports for Version 0.95
SpaceEngineerDate: Saturday, 28.04.2012, 12:43 | Message # 166
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Well, I have no crash neither, with "fake space" nor without. I've written some notes in your thread.

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apenpaapDate: Thursday, 10.05.2012, 15:53 | Message # 167
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The stars of this system seem rather on the large side for red dwarfs... They're both close to Sol in their diameter and mass. I've seen more of these weirdly large red "dwarfs".

EDIT: It seems the screenshot didn't capture the interface. The system's name is RS 8404-141-9-121626421-343 . Star A, an M1V, is 1.12 million kilometres diameter and 0.93 Sol masses; Star B, an M6V, is 1.48 million kilometres (bigger than Sol :o) and 0.45 Sol masses. The extremely bright star in the background of the second screenshot is not part of the system but Eta Carinae, which is very near.




Attachments: 1359656.jpg (480.2 Kb) · 8284844.jpg (358.4 Kb)





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Edited by apenpaap - Thursday, 10.05.2012, 15:57
 
SpaceEngineerDate: Thursday, 10.05.2012, 16:36 | Message # 168
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I know about this problem. Engine calculates star radius based on its luminosity, but it doesn't take into account that a red dwarf emits almost all its light in the infrared spectrum. Improving the star generation code is needed.

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HarbingerDawnDate: Friday, 11.05.2012, 00:06 | Message # 169
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Quote (apenpaap)
It seems the screenshot didn't capture the interface.

Taking a screenshot with CTRL-F11 capture the interface





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apenpaapDate: Wednesday, 16.05.2012, 01:12 | Message # 170
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Something quite odd I've found is that Sol, when viewed from interstellar distances, like Sirius or Altair or something, "blinks" rapidly when you move or rotate the camera.




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HarbingerDawnDate: Wednesday, 16.05.2012, 20:55 | Message # 171
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Quote (apenpaap)
Something quite odd I've found is that Sol, when viewed from interstellar distances, like Sirius or Altair or something, "blinks" rapidly when you move or rotate the camera.

I have noticed this as well. I have wondered whether it has to do with the number or type of catalog objects in the system. I might investigate this in my free time.





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SpaceEngineerDate: Wednesday, 16.05.2012, 21:52 | Message # 172
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Quote (apenpaap)
Something quite odd I've found is that Sol, when viewed from interstellar distances, like Sirius or Altair or something, "blinks" rapidly when you move or rotate the camera.

This is probably bug with the stars motion blur - try disabling it and test it again.

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TalynDate: Wednesday, 16.05.2012, 23:30 | Message # 173
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I don't have motion blur enabled and I don't see the effect you mention so that should be the problem




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apenpaapDate: Wednesday, 16.05.2012, 23:52 | Message # 174
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It happens with any setting for the stars motion blur with me; on off or on with rotation too.




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apenpaapDate: Thursday, 17.05.2012, 10:19 | Message # 175
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Something I've been noticing is that some stars are far brighter in Earth's sky than they really are... T Cephei is the most egregious example at magnitude -1.86, outshining even Sirius, but Eta Carinae's -0.06 is also pretty incredible. R136a1 is a visible magnitude 6.15, despite being in the Large Magellanic Cloud. The Pistol Star too is 5.32.




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SpaceEngineerDate: Thursday, 17.05.2012, 11:05 | Message # 176
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This is because in reality all these stars are surrounded by dust that absorb a lot of light. SpaceEngine doesn't support nebulae that will absorb a star's light - stars are always drawn in the foreground of a galaxy or nebula.

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DoctorOfSpaceDate: Thursday, 17.05.2012, 11:20 | Message # 177
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Quote (SpaceEngineer)
SpaceEngine doesn't support nebulae that will absorb a star's light


How much of a performance decrease would there be if you did that?





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apenpaapDate: Thursday, 17.05.2012, 11:23 | Message # 178
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That makes sense... Wouldn't it make sense, then, to give them less luminosity than in reality to compensate for this? (Or, is there any way I can edit them myself so they look more realistic?) Because Eta Carinae and T Cephei really look out of place in Earth's skies.




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SpaceEngineerDate: Thursday, 17.05.2012, 23:32 | Message # 179
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Quote (DoctorOfSpace)
How much of a performance decrease would there be if you did that?

I don't clearly see the algorithm that may handle interstellar absorbsion to answer you. I've experimented with some kind of raytracing, and it is very slow. On gamedev I received a suggestion for some multi-pass combined nebulas/stars rendering, but it will be very slow again, or have huge artifacts.

Quote (apenpaap)
That makes sense... Wouldn't it make sense, then, to give them less luminosity than in reality to compensate for this? (Or, is there any way I can edit them myself so they look more realistic?) Because Eta Carinae and T Cephei really look out of place in Earth's skies.

Giant stars are stored in the data/catalogs/stars/Stars.sc, you can reduce their Luminosity or increase AppMagn/AbsMagn.

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DoctorOfSpaceDate: Thursday, 17.05.2012, 23:38 | Message # 180
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Quote (SpaceEngineer)
I don't clearly see the algorithm that may handle interstellar absorbsion to answer you. I've experimented with some kind of raytracing, and it is very slow. On gamedev I received a suggestion for some multi-pass combined nebulas/stars rendering, but it will be very slow again, or have huge artifacts.


If memory serves me correct ray tracing is not something you would want to use at current levels of technology. The rendering process is pretty intense and takes a lot of computer power. Not something that can be done cheaply and in real time.

Ever consider using the current lighting system with some kind of volumetric fog?





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Edited by DoctorOfSpace - Thursday, 17.05.2012, 23:42
 
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