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General suggestions
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| SpaceEngineer | Date: Friday, 12.06.2015, 10:40 | Message # 556 |
 Author of Space Engine
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Russian Federation
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| Quote sent808 (  ) Auto travel for objets like to customizes a space route. For example you could set you X space ship to auto travel from Earth to the sun (maybe do something or play a sound when completed) and you could set the speed, because we dont want to wait years for the ship to get to the destination
Anyway i think that could be really amazing to see for example how a cargo ship makes it through the entire solar system or a custom solar system with many planets and visits each one...ect
You are asking about ship AI. Did you know that the game based on SE is in my plans? Of course it will have AI to control ships, but this is obviously not a simple feature to implement. You have to wait for the game beta to use functions like this.
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| sent808 | Date: Friday, 12.06.2015, 13:09 | Message # 557 |
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Astronaut
Group: Users
Pirate
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| Quote SpaceEngineer (  ) You are asking about ship AI. Did you know that the game based on SE is in my plans? Of course it will have AI to control ships, but this is obviously not a simple feature to implement. You have to wait for the game beta to use functions like this.
Really good news then!! Thanks for the answer.
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| FastFourierTransform | Date: Friday, 12.06.2015, 14:48 | Message # 558 |
 Pioneer
Group: Local Moderators
Spain
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| Quote SpaceEngineer (  ) Well, all sci-fi movies depicting UI as a random mess of circles and lines. I don't understand the purpose of the inner ball, it look like useless and interfering feature for me. There is no useful data at all. There is star marks, where is numbers on the grid showing the scale? Current SE map looks more functional for me.
Yes. You are totally right Also I am the guy who always complains about realism and more educational persepective so this was not a very sincere suggestion All I wanted to say is that it looks quite good with those colours and neons. The data can be redundant or useless in this planetarium. I agree
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| Alek | Date: Friday, 12.06.2015, 20:55 | Message # 559 |
 Pioneer
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United States
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| What about the idea for a voyager-type map? As I've seen in the series it gives all the same data as the current F1 map.
Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
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| DoctorOfSpace | Date: Friday, 12.06.2015, 21:30 | Message # 560 |
 Galaxy Architect
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| Whats so special about the Voyager type map? At it's core it functions similarly to the one in SE. Star Trek astrometrics are also a cluttered ugly mess
The current map is not perfect and could do with some more toggle options on the side bar instead of having to open display menus but beyond that and some cosmetic issues it works. A star cull of sorts might also be useful in densely populated space, currently the map just becomes a mess when zooming out.
The question you have to ask yourself is, if you sat someone down without any experience in the software and showed them the map could they understand it?
Show these to anyone with even a basic understanding and I am sure they will almost instantly understand what the map is showing. The only issues I can really see are cosmetic issues. Most of the info in SE is fairly basic and almost 80s retro in style. It could do with a nice graphical overhaul but even if it stayed as it is, it is quite functional and self explanatory.
Currently the map has a glaring problem when viewing interstellar space
One suggestion would be a combination of the search filters and the map. Being able to only have specific star types labeled with/without markers/lines would be very useful.
A rough example would be something like this, would need an option in the UI or a way to filter types
A similar filter would need to be implemented for nebula, clusters, and galaxies but it would help clean up the map. If the filter is very in depth then it could possibly filter out systems with more specific parameters like life/multiple stars/planets/etc.
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
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| PlutonianEmpire | Date: Friday, 12.06.2015, 22:37 | Message # 561 |
 Pioneer
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United States
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| Question: When looking up the Wiki Info for a planet orbiting a star, but shares a barycenter with it's moon, would it be possible to add an additional line of info, that would also show the planet's Semi Major Axis around the barycenter?
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
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| PlutonianEmpire | Date: Sunday, 21.06.2015, 23:50 | Message # 562 |
 Pioneer
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United States
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| On Reddit, I posted a question asking if a "sync orbit" command was available in Space Engine, locking the camera to a fixed distance from both a body and it's parent, like in Celestia (with "shift+;" in Celestia), but was told there was not. I think that would be a nice addition to SE.
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
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| HarbingerDawn | Date: Monday, 22.06.2015, 10:01 | Message # 563 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
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| Quote PlutonianEmpire (  ) I think that would be a nice addition to SE. I agree!
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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| DoctorOfSpace | Date: Tuesday, 23.06.2015, 00:31 | Message # 564 |
 Galaxy Architect
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| sent808, don't make more threads for subjects that are already in discussion in another thread.
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
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| HarbingerDawn | Date: Wednesday, 01.07.2015, 11:48 | Message # 565 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
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| Quote FastFourierTransform (  ) How could this be made? It could be done easily by fading textures into each other, but this would fully double the amount of memory used by landscape textures, making an already VRAM-intensive program even more VRAM-intensive, and greatly slowing down landscape generation. So that's not a very effective method.
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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| FastFourierTransform | Date: Wednesday, 01.07.2015, 21:23 | Message # 566 |
 Pioneer
Group: Local Moderators
Spain
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| Quote HarbingerDawn (  ) So that's not a very effective method.
Yes. It has to be more easy. Maybe we can have for each pixel of the texture a color dependent on time. Each pixel a different function that could map from the coordinates to the color space continuously (a function of time). Or maybe this would melt entirely the computer.
Or the issue could be solved by adding snow as a feature, and letting the software compute procedurally where the snow should fall (only with the information about the axis orientation of the planet it could be made for seasons)
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| DeathStar | Date: Wednesday, 01.07.2015, 21:58 | Message # 567 |
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Pioneer
Group: Users
Croatia
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| Quote FastFourierTransform (  ) Yes. It has to be more easy. Maybe we can have for each pixel of the texture a color dependent on time. Each pixel a different function that could map from the coordinates to the color space continuously (a function of time). Or maybe this would melt entirely the computer.
Or the issue could be solved by adding snow as a feature, and letting the software compute procedurally where the snow should fall (only with the information about the axis orientation of the planet it could be made for seasons)
I think that both methods are magnitudes less efficient than just fading textures(which is inefficient on it's own).
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| PlutonianEmpire | Date: Sunday, 05.07.2015, 02:50 | Message # 568 |
 Pioneer
Group: Users
United States
Messages: 475
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| When using the search filters, one addition I think would be helpful, would be to add "Circumbinary" to the "Object's parent sun" drop down list. It might save one from the tediousness of only finding Alpha Centauri-type systems when trying to find "Tatooine"-type systems.
Alternatively, "Circum-multiple" with a max sun count limit might work.
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
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| Darkdesire | Date: Wednesday, 08.07.2015, 20:01 | Message # 569 |
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Observer
Group: Newbies
France
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| I like the camera fly but it could be more easy to have a key working like a toggle (for example 'engage forward') rather keeping the forward key press to move. In the same way, for the CTRL + mouse => it would be easier to have a toggle mode (direction or selection)
Great simulation
thanks
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| HarbingerDawn | Date: Wednesday, 08.07.2015, 21:35 | Message # 570 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
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| Darkdesire, you can pretty much use aircraft mode in that way. Press 3, then accelerate to the speed you want. Press X to stop rotation.
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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