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AerospacefagDate: Monday, 29.12.2014, 23:58 | Message # 436
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Surprisingly for terrain generator, the new version handles ice caps very well - you can still find those on worlds with hotter atmosphere but they will be appropriately placed. Like, there is the yellow world with mean temperature +60 C, however there are some rightsize mountains, where the temperature is lower than 0, and there's snow on top of them, because temperature is dropping with altitude.

Although I would also ask for latitude variations in temperature because it is awkward when temperature is the same at all the surface. Of course, these variations shall also be affected by planet rotation ad axial tilt, or even volcanoes and internal heating. I saw two very close terra planets the other day, so heated by gravitational pull that they were classified as "scorched".

Further implementations might also mean: biomes, climatic models and different variants of temperature distribution on the surface. Or maybe even dynamic surface generation for different seasons - in some distant future.
 
JCandeiasDate: Tuesday, 30.12.2014, 00:58 | Message # 437
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Quote HarbingerDawn ()
JCandeias, what they're describing there is supercritical CO2, not liquid CO2. Supercritical CO2 does not behave like a liquid, and would not have a distinct sea level or shoreline. It behaves much more like a gas.


Appartently no, not really. That's precisely the surprise.

Quoting from the article:

Quote
Scientists had generally thought the physical properties of supercritical fluids changed gradually with pressure and temperature. However, in computer simulations of molecular activity, Bolmatov and his colleagues found that supercritical matter could shift dramatically from gaslike to liquidlike properties.


What we have at Venus today is gaslike supercritical CO2. What they found out (granted, by simulations only) is that in larger pressures a distinct boundary may form between gaslike and liquidlike supercritical CO2.

If this is true, then there would be pretty familiar landscapes in such planets.

Actually, if this is true and also applies to hydrogen, then there would be surface-like features in gas giants as well.





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GarikDate: Tuesday, 30.12.2014, 22:38 | Message # 438
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Diffraction spikes for distant stars would be interesting. Of course with a seperate on/off option for them

You know, the 4 lines kinda diffraction spikes, the ones you get from the support beams on telescopes

Time dilation would also be rather interesting, toggleable as well, of course


Edited by Garik - Wednesday, 31.12.2014, 00:12
 
hamrandy789Date: Wednesday, 31.12.2014, 20:31 | Message # 439
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I have no idea if this has been mentioned or not, but I think it would be really cool if Space Engine could be controllable with a joystick. Almost like a real flight simulator.
 
HarbingerDawnDate: Wednesday, 31.12.2014, 20:43 | Message # 440
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hamrandy789, it is. Download the latest version.




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WatsisnameDate: Wednesday, 31.12.2014, 22:00 | Message # 441
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Split discussion of supercritical substances to a new thread.




 
KarakurtDate: Friday, 02.01.2015, 15:48 | Message # 442
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I'm currently glad enough with 0.972's new features, but there is an idea in my mind that I didn't dare to talk about back when 0.972 was still work in progress; exactly the kind of thing that always make me miss when playing Space Engine. Henceforth I'm going ahead and suggest it : Will it be possible to have a "cosmic ruler" for the next SE version? I'm not seeing anything regarding this request in the TODO list, I'm neither sure if that has been suggested already but I'd really love to see it.

So, what does a cosmic ruler consist of: Simple. First method - you want to measure a distance between 2 objects that you do not forcefully know by heart. You place your 2 points, say one on a planet and another on its star to get the distance.

The second method is to implement a ruler that is done the same way as in Google Earth, ie you draw a line and the distance is measured in real time.

What's the point : The point is that, when you're getting an overview of a star system and its orbits, sometimes you would wonder what are the distances between every planet and the star in the center. Instead of approaching a planet in order to measure the distance by standing near the planet and clicking the star, I find that drawing a line - or - placing 2 measure dots may be faster and more convenient.

Any thoughts?


Edited by Karakurt - Friday, 02.01.2015, 15:50
 
HarbingerDawnDate: Friday, 02.01.2015, 16:49 | Message # 443
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That has most certainly been suggested quite a few times. The first method should be possible, though I don't know if it would be difficult. The second method would probably be impossible.

Also, if you want to know the (approximate) distance between a planet and its star, just look at its semi-major axis value. Since the orbits of most planets have low eccentricity, the SMA value will be close to the true instantaneous value anyway.





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FireintheholeDate: Saturday, 03.01.2015, 01:55 | Message # 444
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I always accidentally click the System Chart when I'm supposed to click on the Planetary System button on the menu to the left. Could you fix so that they don't lie next to each other?




Love SpaceEngine!
 
SolarLinerDate: Saturday, 03.01.2015, 22:18 | Message # 445
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I thought the "God mode" for 3D displays would have an automatic "enlargement" of the interpupil distance to look at father / bigger objects. But apparently it isn't, so I'm suggesting that: the further away the objects are, the bigger the interpupil distance becomes.

Also it would make it perfect to have it check for 3D bleeding (that is, having the screen cut off objects that should be seen in front of it), but that's okay for now, having 3D bleeding isn't exactly the worst issue here ^^

Other than that, I enjoy navigating in Space Engine in 3D !





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HarbingerDawnDate: Saturday, 03.01.2015, 23:13 | Message # 446
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Quote SolarLiner ()
I thought the "God mode" for 3D displays would have an automatic "enlargement" of the interpupil distance to look at father / bigger objects. But apparently it isn't, so I'm suggesting that: the further away the objects are, the bigger the interpupil distance becomes.

This would be extremely difficult to implement. How would it work? Does it choose the nearest object? And if so, what does it use as the reference distance: the distance to the object's center, or distance to object's edge? And when rapidly transitioning between lots of near and far objects, should the stereobase flicker too?

Even if you can decide on a system to use, it's virtually impossible to make one that would be comfortable for the user. This is why it's better for it to be user-adjustable, and Shift-Mousewheel is a very easy and comfortable way to adjust it IMO.





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IdgeliosDate: Sunday, 04.01.2015, 02:02 | Message # 447
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Edit: Never mind, it is apparent that in 1.97.1 that procedural moons are a technical limitation currently in regard to procedural moons around catalog worlds. Has this changed as of 1.97.2?

Edited by Idgelios - Sunday, 04.01.2015, 02:09
 
anonymousgamerDate: Tuesday, 06.01.2015, 07:29 | Message # 448
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Just a quick idea, may not be realistic. Ambient light increases based on proximity to the center of the galaxy. Maybe a bit in globular clusters, too.




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AerospacefagDate: Tuesday, 06.01.2015, 12:13 | Message # 449
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anonymousgamer, well, I've heard Space Engineer talking about ambient lights in similar manner when I asked him about some of his planets being absolutely black, while the universe around them can be quite bright if we crank up the "exposition" parameter to 100 or more. He said it will be implemented in future versions.
 
kbrattDate: Saturday, 10.01.2015, 02:49 | Message # 450
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I'm not sure if this has already been suggested or not, but could you think about adding a constellation feature for specific planets?

For example, when you land on a planet you have the ability to draw and name constellations between the visible stars from the surface.

Just something that I thought would add a bit more realism to this amazing sandbox.

Edit: Another idea I had: Maybe a comparison menu in the Wiki window? For example, a Warm Terra's properties on the left, while Earth Terra's properties lie in comparison to the right, so you automatically know the difference.

Edit2: Electric boogaloo. There needs to be more range inbetween temperate and warm. Most of the Temperate terras I find are tidally locked and cold, and the warm terras are too hot with raging storms. There needs to be a wider variation in planetary temperature, it seems the algorithm is broken.


Edited by kbratt - Saturday, 10.01.2015, 05:25
 
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