Work progress and public beta test - 0.9.7.4
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SpaceEngineer | Date: Saturday, 30.07.2016, 12:55 | Message # 3241 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Quote quarior14 ( ) SpaceEngineer, beautiful and good work. Also, is this the display problem of planets and ships that become invisible will be resolved ? Ah unless it's this but I did not understand exactly this bug : When you close SE while controlling a ship in orbit of a planet, next time you load it the planet will not appear until you turn the camera to see it's sun. The same happens to some locations loaded through F6 menu.
Quote quarior14 ( ) And what is this bug ? Shimmering of the comet tail It probably begins since some NVidia driver update, because I have it even in 0.972.
Quote quarior14 ( ) I also propose to choose another repository that can be chosen for the systems by Code Center "Milkay Way" //for example instead it is always the Sun the center. I don't understand.
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quarior14 | Date: Saturday, 30.07.2016, 13:22 | Message # 3242 |
World Builder
Group: Users
Pirate
Messages: 649
Status: Offline
| Quote SpaceEngineer ( ) Quote quarior14 ( ) I also propose to choose another repository that can be chosen for the systems by Code Center "Milkay Way" //for example instead it is always the Sun the center. I don't understand. I'll try to be more precise by taking examples : Here the code for our Solar System on Stars.sc currently, "the center of our universe it is the Sun" (it is false of course but on Space Engine, it is currently) :
Code StarBarycenter "Solar System" { RA 0 //coordinated Dec 0 //coordinated Dist 0 //coordinated Lum 1 Class "G2V" MassSol 1 RadSol 1 Teff 5778 Age 4.57 FeH 0 } But what if I take another repository, for example the Milky Way, there so theoretical to place the solar system in this reference I would put :
Code StarBarycenter "Solar System" { Center "Milkay Way" //Center for the reference RA -17.760278 //coordinated Dec 28.936111 //coordinated Dist 8584.74 //coordinated Lum 1 Class "G2V" MassSol 1 RadSol 1 Teff 5778 Age 4.57 FeH 0 } Of course in our galaxy and other object, it is based on the Sun because it's simpler but it is for you to understand my principle, used for example to set his stack system at the center of the galaxy to avoid this gap (look Interstellar system to illustrate the problem). I hope I was clear.
Quarior
Edited by quarior14 - Saturday, 30.07.2016, 13:30 |
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Przeszczep | Date: Saturday, 30.07.2016, 14:41 | Message # 3243 |
Space Tourist
Group: Users
Poland
Messages: 22
Status: Offline
| Today I've updated my system from Win 8.1 to 10 and all the GUI bugs are gone, including flickering when trying to open main menu. Magic I guess.
CPU: Intel Core i5 4690K | GPU: MSI GeForce GTX 970 | RAM: 8 GB
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SpaceEngineer | Date: Saturday, 30.07.2016, 14:56 | Message # 3244 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| quarior14, I understand what you want, but this is impossible now. Catalog stars uses only one common octree (data structure in memory), with coordinates relative to it's center (which is coincides with the Sun). This is why coordinates lost precision in far galaxies. It's impossible to make it's own octree for catalog star for other galaxies. You may use only CenterOf "galaxy name" to replace a procedural supermassive black hole system in that galaxy by a custom one.
Also, SE uses astronomical equatorial system to place object: Right Ascension (RA), Declination (Dec) and distance (Dist). Making the same parameter for custom galaxy coordinates will make confusion. Better would be using XYZ or similar new parameters.
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quarior14 | Date: Saturday, 30.07.2016, 15:05 | Message # 3245 |
World Builder
Group: Users
Pirate
Messages: 649
Status: Offline
| SpaceEngineer, ah ok, I'm not a programmer but at first I thought it would be "easy" but in fact it's complicated, it's a pity :(
In fact, the functional wormhole is not a priority ? As for now, the existence of those this is not confirmed and Space Engine simulates all this could be true scientifically.
Quarior
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isdebesl | Date: Monday, 01.08.2016, 11:35 | Message # 3246 |
Space Pilot
Group: Users
Indonesia
Messages: 87
Status: Offline
| About this update, do planemoes are supposed to be dark and completely black?
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Donatelo200 | Date: Monday, 01.08.2016, 11:38 | Message # 3247 |
Explorer
Group: Users
United States
Messages: 261
Status: Offline
| Well yes. There isn't a star nearby to really light them. (normally that is) However, if you find a hot moon (~over 1200k) the planet and nearby moons will be lit up.
Here is an example:
CPU: Intel Core i7-4790K GPU: Nvidia GTX 1080 SSD: Samsung 850 Evo 250GB HDD: Toshiba DT01ACA200 2TB HDD: WD Blue 1TB (2012) RAM: Unknown 16G-D3-1600-MR 2x8GB MBD: MSI Z97S SLI Krait Edition (MS-7922)
Edited by Donatelo200 - Monday, 01.08.2016, 11:41 |
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Fireinthehole | Date: Monday, 01.08.2016, 13:43 | Message # 3248 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| Quote isdebesl ( ) About this update, do planemoes are supposed to be dark and completely black? As of the engine of today, yes. Future versions will have ambient illumination, which will make stray planets lit by globulal clusters, far distant stars and galaxy cores.
Love SpaceEngine!
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yaqdark | Date: Tuesday, 02.08.2016, 17:53 | Message # 3249 |
Astronaut
Group: Users
Pirate
Messages: 53
Status: Offline
| So excited that it's out! Just another request to add Oculus Rift/Vive support now that you've done it :)
I miss GOING into space!
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SpaceHopper | Date: Wednesday, 03.08.2016, 02:43 | Message # 3250 |
Explorer
Group: Users
United States
Messages: 186
Status: Offline
| About planemos...I wish there were an ingame Flashlight (with an adjustable radius) that you could turn on to illuminate the planet.
3.14% of all seafarers are PIrates. *** Got Mole Problems? Call Avogadro at 602-1023 *** Google Search my picture to discover whom it depicteth.
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Salvo | Date: Wednesday, 03.08.2016, 11:34 | Message # 3251 |
Star Engineer
Group: Local Moderators
Italy
Messages: 1400
Status: Offline
| Quote SpaceHopper ( ) with an adjustable radius It's too much no-sense and unrealistic
To noticeably illuminate a planet you would require an exaggerated amount of energy.
The universe is not required to be in perfect harmony with human ambition.
CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs
(still don't know why everyone is doing this...)
Edited by Salvo - Wednesday, 03.08.2016, 11:35 |
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FastFourierTransform | Date: Wednesday, 03.08.2016, 12:44 | Message # 3252 |
Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
| Quote SpaceHopper ( ) I wish there were an ingame Flashlight (with an adjustable radius) that you could turn on to illuminate the planet.
Here you have an explanation for something similar. Imagine the crazy ship that would be needed to carry a flashlight for something like illuminating a Jupiter-size body. Totally away from reality.
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SpaceHopper | Date: Wednesday, 03.08.2016, 22:33 | Message # 3253 |
Explorer
Group: Users
United States
Messages: 186
Status: Offline
| It would be a virtual flashlight, not a real one, and (for me) it doesn't have to have a radius bigger than 5 Earth radii. It would be useful when lighting up the scenery of a rocky planemo, because I tried using spaceship lights to do this, and they didn't light up the planemo ground at all.
And here are some more suggestions: the Witch Head Nebula is a supernova remnant, not a diffuse nebula, despite its odd shape. The Veil Nebula (in SE) is part of the supernova remnant called the Cygnus Loop (not in SE). And I didn't find the Tarantula Nebula in SE 0.98 despite it being one of Voekoevaka's nebulae, like Barnard 68 is. Speaking of nebulae, I would really love to see the return of procedural degenerate and neutron stars to planetary nebulae and supernova remnants. I liked looking for terras with life in the planetary nebulae.
3.14% of all seafarers are PIrates. *** Got Mole Problems? Call Avogadro at 602-1023 *** Google Search my picture to discover whom it depicteth.
Edited by SpaceHopper - Wednesday, 03.08.2016, 22:34 |
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AngelicaPickles | Date: Thursday, 04.08.2016, 18:21 | Message # 3254 |
Observer
Group: Users
United Kingdom
Messages: 17
Status: Offline
| Installed: 0.9.7.4 RC3.
The docking issue still persists where ships are not docked after reloading?
For example the Harmony IIb has 20 odd docking stations and they all but useless because when ever I reload the simulation the ships are no longer docked and and are all over the place?
So will this ever be fixed.... or can it be fixed?
Or in the meantime is there a workaround, maybe to do with v/sync or load options or something?
I did mention this bug before but no one replied.
It's a shame because the shuttles, star ships, docking and planet landings almost turn this into more of a 'game' and it takes a bit of practice docking, landing on planets and putting ships into orbit etc and thus adds more immersion to the whole 'exploration' theme of this game, would be great to have a fleet of shuttles that actually REMAINED docked when the game reloaded.
Any suggestions or info on the problem would be much much much appreciated
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steeljaw354 | Date: Thursday, 04.08.2016, 18:37 | Message # 3255 |
World Builder
Group: Users
Pirate
Messages: 862
Status: Offline
| A flashlight option would be a button that you would press or check off on the side of the screen, it would light up an object so you can see what it looks like, the flashlight option would allow the user to see it. Realism aside. Who wouldn't want to see what they look like?
Edited by steeljaw354 - Thursday, 04.08.2016, 18:37 |
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