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Work progress and public beta test - 0.9.7.4
PlutonianEmpireDate: Monday, 08.08.2016, 18:08 | Message # 3271
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Eta Carinae is also bifurcated in 0.98, with planets, and yes my star bifurcation is set to false.




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Edited by PlutonianEmpire - Monday, 08.08.2016, 18:09
 
SpaceHopperDate: Monday, 08.08.2016, 18:56 | Message # 3272
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I looked for some procedural Wolf-Rayet stars, and they were all binary. I'm guessing all Wolf-Rayet stars are being bifurcated somehow.




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ciraxDate: Monday, 08.08.2016, 19:01 | Message # 3273
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[Edit] Now at home I realize that both stars are not in the catalog of binary stars, LOL wacko [Edit]

I'm not at home to mention the exact sources I used to add this stars, I will take a look, meanwhile just looking in SIMBAD:

Eta car is binary if you look to the names:

simbad eta carinae

There is an eta car A and an eta car B, but I will check the source about it's separation

About R136a1 looking with its coordinates I found this:

R136a1 Simbad

There is a star named BAT99 108 (another catalog name for R136a1), but at 0.11 asec there is BAT99 109 also a massive WR star, because both stars are so massive most probably are in fact bounded (if it's separation it's not apparent).

By the way wiki is a good orientation tool but a lot of times is highly incomplete or outdated.

Later





My work for SE: Click here
Textures for Venus surface in color and the moons of Saturn, Uranus and Neptune.
Catalogs of binary stars, brown dwarfs, black holes and neutron stars.
Proxima b (3 versions).


Edited by cirax - Tuesday, 09.08.2016, 09:59
 
JackDoleDate: Monday, 08.08.2016, 19:21 | Message # 3274
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But both stars (R136a1 and Eta Carinae) are not as double stars in the catalog. That SE makes these stars to binary stars, is a bug!




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AzirphaeliDate: Tuesday, 09.08.2016, 01:04 | Message # 3275
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Quote DoctorOfSpace ()
I wonder how many users here have a Vive or a Rift, if Vive support is added then Rift CV1 will also work as well thanks to OpenVR.


I have a CV1 and would love to see this supported again (this time with headlook decoupled from move direction smile )





~
 
SpaceEngineerDate: Tuesday, 09.08.2016, 08:00 | Message # 3276
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Yes I confirm what all WR stars are bifurcated procedurally. I forgot to check if star is catalog before doing bifurcation.

Quote Azirphaeli ()
I have a CV1 and would love to see this supported again (this time with headlook decoupled from move direction )

But how would you change flying direction? I have ideas for Vive controllers, but no idea for Rift with its xBox controller. How will you know where you will fly then pressing forward stick? Maybe render some pointer in 3D?





 
DoctorOfSpaceDate: Tuesday, 09.08.2016, 08:03 | Message # 3277
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Quote SpaceEngineer ()
But how would you change flying direction? I have ideas for Vive controllers, but no idea for Rift with its xBox controller. How will you know where you will fly then pressing forward stick? Maybe render some pointer in 3D?


If he has a Razer Hydra or the Oculus Touch then he can use those.





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yaqdarkDate: Tuesday, 09.08.2016, 08:10 | Message # 3278
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Quote SpaceEngineer ()
But how would you change flying direction? I have ideas for Vive controllers, but no idea for Rift with its xBox controller. How will you know where you will fly then pressing forward stick? Maybe render some pointer in 3D?


Quite simple, you'd just be going in the direction you were going before. Pretend there is an imaginary ship and you go wherever it points. Maybe a toggleable target for that direction? Maybe the starting direction is set initially by the default centre position of the oculus/vive relative to the world direction? Or maybe it is set every single time you hit the movement keys. If you let go and hit them again, the direction is where you are facing at that instant.

YAY! Vladimir has a vive, VR support incoming wink


Edited by yaqdark - Tuesday, 09.08.2016, 08:16
 
gazelleDate: Wednesday, 10.08.2016, 13:51 | Message # 3279
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Where can I download 0.9.8.0 version? Is it not released yet?
 
JackDoleDate: Wednesday, 10.08.2016, 15:16 | Message # 3280
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Quote gazelle ()
Where can I download 0.9.8.0 version? Is it not released yet?

Here.





Don't forget to look here.

 
sinsforealDate: Thursday, 11.08.2016, 14:14 | Message # 3281
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Anyone on here have a 1070/1080? If you do can you please inform me on how much cram space engine acutally uses at max settings?




"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
 
Donatelo200Date: Thursday, 11.08.2016, 15:56 | Message # 3282
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I have a 1080 and Space engine does not stress the thing at all. It only drops to 40-60fps when cruising over planets at LOD 1. V ram is a non-issue with the GTX 1080 as it hasn't used more than 3GB. However, MSAA can still be brutal on the framerate. Especially near black holes so I generally leave that off.




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SalvoDate: Friday, 12.08.2016, 06:07 | Message # 3283
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Quote Donatelo200 ()
It only drops to 40-60fps

For me it's not a drop but the standard framerate!

I guess my lovely R9 270 it's slowly getting old cool





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...)
 
yaqdarkDate: Friday, 12.08.2016, 15:56 | Message # 3284
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I've been thinking more about how to have the direction you move not tied to the direction you look (with regards to Oculus Rift and Vive) and I think the best way would be to have it just move in the default HMD centered direction. Add a keybind to reset this but generally that will work perfectly. You can intuitively know where you are going, you can change direction with your controller/keyboard etc. and yet you can also look around while flying without changing the direction.

Edited by yaqdark - Friday, 12.08.2016, 15:58
 
DLWhittetDate: Saturday, 13.08.2016, 05:01 | Message # 3285
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The new update is great. Thank you again.

Follow-object camera controls need to be fixed. When following a ship by right clicking and hitting follow-object, you can not rotate the camera around the object with the gamepad.

This is mainly an issue when flying an object, selecting follow object (the ship) and trying to change the camera. Right clicking works, joystick does not.

Fixing this would make gamepad playing really awesome.

::EDIT::
Kill rotation doesn't always work. Sometimes it will kick in and works properly. Then sometimes it will just start to drift out.


Edited by DLWhittet - Saturday, 13.08.2016, 05:16
 
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