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HarbingerDawnDate: Thursday, 10.12.2015, 16:32 | Message # 661
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Quote SpaceEngineer ()
Also, 2D sheet is not look like a fog.

Something like the current water fog could work smile





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PlutonianEmpireDate: Thursday, 10.12.2015, 23:39 | Message # 662
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Quote SpaceEngineer ()
It will clip with terrain, and z-fight everywhere. Also, 2D sheet is not look like a fog. Wait for volumetric clouds :)

Yeah, it was meant as a temporary work around to give an illusion of fog until the volumetric clouds could be implemented, but I do see what you mean. smile Would the new reversed-z buffer feature have reduced the z-fighting at all?

Quote HarbingerDawn ()
Something like the current water fog could work :)

I like that idea. Perhaps attaching it to the bump map and/or the alpha of the clouds might work? So one doesn't get a white screen when approaching a clear spot, or when entering the eye of a cyclone, for example. Granted, it might be subject to the same bug where the water fog begins above the 2D water surface. :/





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Edited by PlutonianEmpire - Thursday, 10.12.2015, 23:41
 
SpaceEngineerDate: Saturday, 12.12.2015, 22:53 | Message # 663
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Quote PlutonianEmpire ()
I like that idea. Perhaps attaching it to the bump map and/or the alpha of the clouds might work?

This required ray-tracing steps. Otherwise fog edges will depend on view angle and position. Or fog simply will be uniform across entire planet. I planned to implement uniform high-altitude fog layers to model Venus and Titan clouds though. Not sure when I can do that smile





 
PlutonianEmpireDate: Tuesday, 22.12.2015, 01:25 | Message # 664
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Quote SpaceEngineer ()
This required ray-tracing steps. Otherwise fog edges will depend on view angle and position. Or fog simply will be uniform across entire planet. I planned to implement uniform high-altitude fog layers to model Venus and Titan clouds though. Not sure when I can do that smile

That does make sense, yeah. smile





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RigelDate: Friday, 01.01.2016, 19:24 | Message # 665
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Quote SpaceEngineer ()


SpaceEngineer, This is just my ideas.

There are times when I want to reduce only nebulas magnitude limit, cause image beauty and computer performance.
(I let it be what galaxies magnitude limit.)

If you can do it, how about separating galaxies and nebulas magnitude limit settings?

Thanks always! smile


Edited by Rigel - Friday, 01.01.2016, 19:26
 
Oatmeal_SpigeonDate: Wednesday, 27.01.2016, 23:38 | Message # 666
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The one thing I would like to see most in the next version of Space Engine would be a better ctrl + f3 menu. For example, being able to search for planets based on their rotation period, gravity, orbit eccentricity, and axial tilt.




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KermitDate: Thursday, 28.01.2016, 18:37 | Message # 667
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Hello there, apologies if I misplaced this post.
1) Thank you for this excellent space toy.
2) Query as to why most dwarf moons that are procedurally generated have densities between 0.3-0.5g/ cm whereas known real-life ones tend to be 1-3g/cm
3) Why is Proxima Centauri treated as a separate system, when the general trend has it as part of Alpha Centauri?
Not gripes, just puzzled
 
HarbingerDawnDate: Friday, 29.01.2016, 01:04 | Message # 668
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Quote Kermit ()
apologies if I misplaced this post.

This should have been posted in the FAQ thread, as these are questions, not suggestions.

Quote Kermit ()
Query as to why most dwarf moons that are procedurally generated have densities between 0.3-0.5g/ cm whereas known real-life ones tend to be 1-3g/cm

Most of the ones I've checked tend to have densities >1, so I don't know. Maybe some of them are supposed to be captured comets, while others are supposed to have formed alongside the planet. Have you compared the densities of inner and outer dwarf moons?

Quote Kermit ()
Why is Proxima Centauri treated as a separate system, when the general trend has it as part of Alpha Centauri?

Because its orbit with respect to Alf Cen AB is unknown. Without orbital elements, it cannot be placed in the same system.





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nicolasblavetDate: Friday, 29.01.2016, 06:16 | Message # 669
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Hello
First of all I want to say that SE is really great!
I was wondering if it would make sense to add an other layer of hierarchy in the description of barycenter, cluster and nebulae.
The idea would be to state that those elements belong to a galaxy and have coordinate compare to the galaxy center.
This would allow to "easily" place such elements in a custom galaxy and could also help to make everything in the galaxy rotate around its center.
So basically the idea is to have a similar hierarchical system as between barycenter/star but between galaxy and barycenter/cluster/nebulae
 
nmoavinisDate: Sunday, 31.01.2016, 12:48 | Message # 670
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I suggest one small thing.I would love to see meteors in planets with atmosheres.This event would happen every now and then.
 
FireintheholeDate: Sunday, 31.01.2016, 13:25 | Message # 671
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Quote nmoavinis ()
I suggest one small thing.I would love to see meteors in planets with atmosheres.This event would happen every now and then.

SpaceEngineer has this on his TODO-list.





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OMGspace_engineDate: Sunday, 31.01.2016, 15:44 | Message # 672
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I have an suggestion that I think is very useful, I dont have any idea of the difficulty to implement this, but i think it is not too hard cause the most important part is already done(the image generation) :)
Whatever, my ideia is, when you enter the atmosphere of a planet, the HUD open a new box to show the map of the planet and the camera's position on it, I create an image for example of how the HUD could look like: http://imgur.com/dQQtl3y
How you can see, the map have an small red arrow that show where the camera is and to where it is pointing
In a test I made, an 500px250p map is enough to an good looking map in a Full HD screen


Edited by OMGspace_engine - Sunday, 31.01.2016, 21:29
 
DoctorOfSpaceDate: Sunday, 31.01.2016, 16:47 | Message # 673
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OMGspace_engine, that is actually a pretty neat idea. smile




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quarior14Date: Sunday, 31.01.2016, 19:21 | Message # 674
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OMGspace_engine
Cool as idea and also, it could be already used for positioning objects with the new fixed (orbit) method and if one manages to make such structures the cities for example, it could serve as good will have to be patient.





Quarior
 
JackDoleDate: Sunday, 31.01.2016, 19:37 | Message # 675
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Quote OMGspace_engine ()
the HUD open a new box to show the map of the planet and the camera's position on it

But I think it should not be fixed but movable.
So I think, all HUD elements should be movable.
And the console should be resizable, so that, for example, only the input line and an output window will remain, that is one or two lines in size.




Mainly it bothers me that the left sidebar covers part of the info text. It could also the text be moved when the bar is visible.




But I know that's probably just me - with my small screen and with my habit to have open all HUD elements - who has this problem. wacko sad

Attachments: 6598552.jpg (109.9 Kb) · 7296369.jpg (110.3 Kb)





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