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DeathStarDate: Saturday, 10.01.2015, 15:15 | Message # 451
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
It would be nice to have something like a CentralStar parameter for galaxies and nebulae(planetary and SNR) with which you could specify what star should be used as the center. This way we could have, for example, an accurate representation of Sagittarius A*, or the Crab pulsar.

Edited by DeathStar - Saturday, 10.01.2015, 15:17
 
Tangle10Date: Saturday, 10.01.2015, 22:24 | Message # 452
Space Pilot
Group: Users
United States
Messages: 129
Status: Offline
Not quite sure if this is a suggestion or a bug with the export textures feature- I want to be able to export a specular image so I can change the black colored land and the white colored water to the colors I want so I can make a map, but the ice on the planet is exported as ocean-color as well. Also, ice caps show on the specular as white and any streaks on them are kinda weird.




Tips for finding Earth-Like planets: Look for F, G, or K Class stars. M class habitables will almost always be tidelocked. Oceanias can, of course, also be habitable, they just have tiny amounts of land.
 
KoshDate: Thursday, 22.01.2015, 19:01 | Message # 453
Space Tourist
Group: Users
United States
Messages: 29
Status: Offline
Here’s an idea if possible. What about implementing in a future version of Space Engine geysers and jets on such worlds as Saturn’s moon Enceladus and Neptune’s moon Triton and jets on active comets? It’s been even speculated, that there might be geysers on Pluto as well. If all goes well this question might be answered this July by the New Horizons spacecraft. smile
 
Billy_MayesDate: Thursday, 22.01.2015, 19:16 | Message # 454
Pioneer
Group: Users
Finland
Messages: 485
Status: Offline
Quote
Anyway, I should note: as long as SE is a scientifically accurate Universe simulator, then one day it will implement ALL space objects and phenomenon that are known to modern astronomy. So you may not bother yourself with questions like "will SE one day have meteor rain implemented". I guarantee that it WILL.


Also, welcome to the forum! Hope you have a nice time. smile





AMD Phenom II X4 955 3.2 GHz Quad-Core - AMD Radeon HD 6950 2GB VRAM - 4GB RAM - 1680x1050 75 Hz Samsung screen
 
FastFourierTransformDate: Thursday, 22.01.2015, 20:24 | Message # 455
Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
Quote Kosh ()
What about implementing in a future version of Space Engine geysers and jets on such worlds as Saturn’s moon Enceladus and Neptune’s moon Triton and jets on active comets?


Well, Vladimir (the developer of this masterpiece) said one time that he wants to, and the addition of this feature would be linked to the addition of jets on the cometary nuclei and volcanic eruptions probably smile
 
DoctorOfSpaceDate: Thursday, 22.01.2015, 21:29 | Message # 456
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
Quote Kosh ()
What about implementing in a future version of Space Engine geysers and jets


Quote SpaceEngineer ()
Anyway, I should note: as long as SE is a scientifically accurate Universe simulator, then one day it will implement ALL space objects and phenomenon that are known to modern astronomy. So you may not bother yourself with questions like "will SE one day have meteor rain implemented". I guarantee that it WILL.





Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
Ettore_bilboDate: Saturday, 24.01.2015, 15:47 | Message # 457
Space Pilot
Group: Users
Italy
Messages: 93
Status: Offline
I'd like to see realized in Space Engine the ability for the user to create and export 2d star maps with specific systems, chosen by the player or according to the system characteristic, like a visual stellar browser. maybe with the possibility to set the origin point, the earth or another planet...
 
GP300Date: Sunday, 25.01.2015, 09:46 | Message # 458
Observer
Group: Users
Sweden
Messages: 15
Status: Offline
Would it be possible in the future to add a small feature to SE, similar to a laser rangefinder, that makes it possible to measure and briefly display the distance in the GUI from the viewpoint of the player to where the mouse pointer is pointed at when a hotkey is pressed?

It would make it much more easy and precise than setting a fixed speed (e.g. 1km/s) and count the seconds from one point to another to approximate the size of craters, mountains, lakes etc etc.


Edited by GP300 - Sunday, 25.01.2015, 09:49
 
HarbingerDawnDate: Sunday, 25.01.2015, 11:06 | Message # 459
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
GP300, it was not necessary to make a new thread for your suggestion. Please read the forum rules.




All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
GP300Date: Sunday, 25.01.2015, 11:50 | Message # 460
Observer
Group: Users
Sweden
Messages: 15
Status: Offline
@HarbingerDawn/the mods:

What kind of suggestion actually qualifies as a standalone thread in this section then?
Since some users apparently can post game mechanic ideas similar to my suggestion which qualifies as stand-alone threads in the Feedback and Suggestion-section and stays there without the user being slapped for not following the rules and getting their suggestion moved to Davy Jones locker?

After all, this part of the forum is called Feedback and Suggestions, right?

Examples:
http://en.spaceengine.org/forum/8-93-1
http://en.spaceengine.org/forum/8-2692-1
http://en.spaceengine.org/forum/8-2642-1


Edited by GP300 - Sunday, 25.01.2015, 11:53
 
HarbingerDawnDate: Sunday, 25.01.2015, 12:16 | Message # 461
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
If it's something that has already been suggested (which this has) and which is unlikely to generate enough discussion to warrant its own thread, then it should go here.

The first thread you linked predates this thread, and in fact predates almost every thread and member on this forum. The second and third are examples of the chaos that followed the release, when there was too much going on for everything to be moderated, so some things got missed.

Anyway, I should point out that I don't make the rules. SpaceEngineer is the one who sets forum policy, and it is up to the moderators to enforce it. If he doesn't want a bunch of small threads with few or no replies existing, then they won't.

Also, you weren't slapped. You were just reminded to read the rules.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
EdDate: Sunday, 25.01.2015, 14:12 | Message # 462
Observer
Group: Newbies
Romania
Messages: 4
Status: Offline
I would like to thank you for this great application. I always wished to travel to other galaxies and to walk on the surface of the other planets. Space Engine made this possible. I switched from Celestia because it lacked the procedural surface feature and was limited to a distance of about 16.000 light years (?).
I have some suggestions regarding the engine:
1.Collision detection/physics system for the surface of solid planets/space body ; everytime I make a wrong move I sink through the surface and get a lot of graphic abnomalies. I would rather crash on the surface or bounce over it.
2.Streaming of high-polygon surface (100 million polygon or more, in chunks) for the planets for which height dataset is available (Earth, Venus, Mars). When walking over the Earth surface a 128k texture is not enough to make it look realistic; I would like to use also geometry. I have about 20GB of height dataset (Digital Elevation Model) which cover the entire Earth (from www.viewfinderpanoramas.org ) , from which I can generate a mesh (eventually split in a number of chunks), tweak it and make detail textures. If not for the entire surface, at least for some points of interest – mountains, cities, coast line, etc. To understand the full scale of the planet some size reference is required on the surface, and for the Earth (in my opinion) the best reference for size are the trees. Placement of about 10-20 types of pre-modeled trees can be made using a hand-painted distribution map. Other “details” that I would like to place on the surface are grass, rocks, maybe buildings, and render distace for those details should not be be too big.
I read that for Venus and Mars height datasets are also available. If so, I can make meshes for their surface too, my goal is to obtain surface images closest to the photos sent by Mars Rover (including the rocks, cracks, sand).
Issues:
- I couldn’t find the super – massive black hole from the center of Milky Way. Is it placed there? I thought I should see a big black spot there that covers the far-away stars.
- if I do not move while near the center of the galaxy I can see the corners of the skybox, somehow they receive light from the stars inside, instead of beeing self illuminated and without cast or receive shadow. A shader issue I suppose.
Thank you again for all your work. I would like to know if it’s the case to start making the mesh for the Earth surface (until now I couldn’t find a suitable engine).


Edited by Ed - Sunday, 25.01.2015, 14:15
 
HarbingerDawnDate: Sunday, 25.01.2015, 14:22 | Message # 463
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
Quote Ed ()
Collision detection/physics system for the surface of solid planets/space body

This already exists, which objects are you having problems with?

Quote Ed ()
When walking over the Earth surface a 128k texture is not enough to make it look realistic

Procedural augmentation of textures is planned.

Quote Ed ()
I have about 20GB of height dataset (Digital Elevation Model) which cover the entire Earth

Even 20 GB will seem very low res compared to what you want.

Quote Ed ()
I couldn’t find the super – massive black hole from the center of Milky Way

It exists. Keep in mind that even the largest black holes are still very small and would not be visible over interstellar distances. Select the Milky Way and press Ctrl-Enter.

Quote Ed ()
if I do not move while near the center of the galaxy I can see the corners of the skybox

This is a known issue, and has been fixed for the next version.





All forum users, please read this!
My SE mods and addons
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EdDate: Sunday, 25.01.2015, 14:40 | Message # 464
Observer
Group: Newbies
Romania
Messages: 4
Status: Offline
Collision issues - until now I managed to sink through Earth, Mars and the Moon. Didn't experiment yet with another planets.
About surface detail - I had in mind what Google Earth is capable of in the matter of geometry regarding - for example - the Carpathian Mountains or Grand Canyon; I see no use for the height dataset on a plane area. Maybe with an altitude limitation the lack of detail will be less evident. But I suppose that is a NO for a high polygon surface. What are the limits (vertex number, faces number) for a mesh to be properly imported in Space Engine?
Offtopic - I'm a fan of Mass Effect ( Harbinger the Ripper? ) and it would have been awesome to have the features of your engine during the space flight.
Later Edit - I use the 37GB extras.
System - Core 2 Quad Q9550, 8GB RAM, NVidia GTX260 . Win 7 x64 SP1.


Edited by Ed - Sunday, 25.01.2015, 14:42
 
HarbingerDawnDate: Sunday, 25.01.2015, 14:48 | Message # 465
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
Quote Ed ()
until now I managed to sink through Earth, Mars and the Moon

Their limited mesh resolution means that the collision surface and rendered surface do not perfectly match. On a planet with a procedural surface you will rarely if ever encounter this issue.

Quote Ed ()
I had in mind what Google Earth is capable of in the matter of geometry regarding - for example - the Carpathian Mountains or Grand Canyon

Any high resolution data like that would have to be stored on a server, since it would be too large to host locally on a large scale. Implementing this would not be easy or cheap.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
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