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General suggestions
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| xdark_princex | Date: Tuesday, 09.08.2016, 03:52 | Message # 901 |
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Observer
Group: Users
Pirate
Messages: 14
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| Not sure if its been suggested but when approaching speeds of 95% of C upto 100% of C should the ship itself not stretch and become an energy wave of light instead of staying in its physical form?
Resistance Is Futile, You Will Be Assimilated.
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| PlutonianEmpire | Date: Tuesday, 09.08.2016, 03:58 | Message # 902 |
 Pioneer
Group: Users
United States
Messages: 475
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| One thing I think would be nice, would be to add an option to the main.cfg's that allows us to switch between the current styles of gas giants, and the old styles from 0.973 and before, because I honestly think the old styles seemed quite a bit more realistic than the current new way gas giants look. The new gas giants seem a bit... cartoony, IMO.
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Edited by PlutonianEmpire - Tuesday, 09.08.2016, 04:01 |
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| Watsisname | Date: Tuesday, 09.08.2016, 06:38 | Message # 903 |
 Galaxy Architect
Group: Global Moderators
United States
Messages: 2613
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| Quote xdark_princex (  ) Not sure if its been suggested but when approaching speeds of 95% of C upto 100% of C should the ship itself not stretch and become an energy wave of light instead of staying in its physical form?
It wouldn't work that way. Matter doesn't turn into energy at relativistic speeds. For observers on or moving with the ship, it looks perfectly normal. For observers at rest, the ship looks rotated, and Doppler shifted depending on whether it's moving towards or away from them. But we also have Alcubierre-style warp drives for reaching and passing those speeds, the effect of which is to distort the surrounding space.
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| xdark_princex | Date: Tuesday, 09.08.2016, 10:15 | Message # 904 |
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Observer
Group: Users
Pirate
Messages: 14
Status: Offline
| Quote Watsisname (  ) It wouldn't work that way. Matter doesn't turn into energy at relativistic speeds. For observers on or moving with the ship, it looks perfectly normal. For observers at rest, the ship looks rotated, and Doppler shifted depending on whether it's moving towards or away from them. But we also have Alcubierre-style warp drives for reaching and passing those speeds, the effect of which is to distort the surrounding space.
the phase shift was what I was kind of getting at I know with follow mode you would be moving same relative speed but just for a game effect for the that extra wow factor even though its not a very effective way to travel well unless you like slow v.v
Resistance Is Futile, You Will Be Assimilated.
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| galenmacil | Date: Friday, 12.08.2016, 02:03 | Message # 905 |
 Observer
Group: Newbies
Pirate
Messages: 5
Status: Offline
| Hello everyone. Since I cannot start new topic, I am going to post this suggestion here.
I know this is part of the development plans to have animated star surface and protuberance but I thought I'll share with you some pictures comparing SpaceEngine and Elite Dangerous stars render:
Here is the Imgur post with 4 pictures.
I think that those protuberance simply look awesome in Elite Dangerous and really helps with the WOW! factor when you get near a star. They also help in estimating the star size. Whereas, in SpaceEngine, you do not feel like big stars are actually big. In my opinion, this should be a priority: more important than "Life" and "Grass, rocks and Trees" or "Procedural volumetric clouds" and whatnot.
Thanks for this awesome project!
Edited by galenmacil - Friday, 12.08.2016, 02:06 |
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| FastFourierTransform | Date: Friday, 12.08.2016, 10:07 | Message # 906 |
 Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
| Quote galenmacil (  ) In my opinion, this should be a priority: more important than "Life" and "Grass, rocks and Trees" or "Procedural volumetric clouds" and whatnot.
I totally agree. I think it would be better to wait to SE to partially simulate stellar magnetic fields (this would allow for realistic size, shape and brightness for protuberances).
The fact that 90% of time people are exploring planetary surfaces is something I don't like. SE has to become so spectacular for stars and nebula as to rob the protagonism to planets that are quite realistic by now
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| hunterbickel2003 | Date: Saturday, 13.08.2016, 20:57 | Message # 907 |
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Astronaut
Group: Users
Pirate
Messages: 43
Status: Offline
| I want to see some more stuff in the info tab like wind direction, orbital simulation without moving time, mineral composition, etc.
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| arturuniverse | Date: Monday, 15.08.2016, 00:26 | Message # 908 |
 Astronaut
Group: Users
Pirate
Messages: 60
Status: Offline
| Nebulae had more realistic lightning and more accurate colors. Some reflection and dark nebulae. Also,a little more of noise and variation. Like this stuff: http://www.sea-of-memes.com/LetsCode10/LetsCode10.html
A long time ago, about 2 months from now,there was this thread showing some specs of how making nebulas more BOOTIFUL: http://en.spaceengine.org/forum/17-3451-1
We all have an end, but we choose and create that end by ourselves.
Edited by arturuniverse - Monday, 15.08.2016, 00:41 |
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| Huntingknight | Date: Tuesday, 16.08.2016, 10:55 | Message # 909 |
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Observer
Group: Newbies
United States
Messages: 4
Status: Offline
| Im sure this has been suggested, but thicker nebulae would be awesome. They are beautiful to look at when you're on a planet near one, but they are very thin and wispy when you move through it. I am sure it being thicker would also make it look a lot more like the real thing!
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| Bambusman | Date: Tuesday, 16.08.2016, 11:20 | Message # 910 |
 Pioneer
Group: SE team
Germany
Messages: 408
Status: Offline
| Quote arturuniverse (  ) Nebulae had more realistic lightning and more accurate colors. Some reflection and dark nebulae. what do you mean with more accurate colors? if you have an image of a nebula you cant except something different looking than that in SE. Reflection Nebula would need its own method because they are literally reflecting the light of a star (but i'm working on a few reflection nebula).
Huntingknight, you can make the sprites for nebulae thicker but it would change the way they look. also nebulae look different from the inside than in SpaceEngine but because nebulae are complex objects this is a thing for future updates. and we actually don't really know how a nebula would looks from the inside.
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| Huntingknight | Date: Tuesday, 16.08.2016, 11:33 | Message # 911 |
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Observer
Group: Newbies
United States
Messages: 4
Status: Offline
| Okay, so I really want to be able to show all of my friends Earth as if it were like other planets where it has amazing looking mountains and general terrain. I know it may be hard because the model is based off of an image, BUT I would like something else to be looked into. There is a simulator called Outerra. It is an Earth simulator, and you can literally explore anywhere on Earth, and the terrain looks incredibly similar to the real thing. I believe they have the entire Earth stored into a server, and when you explore, you download pieces of Earth you're exploring as you explore it. Sometimes it takes a minute for it to download, but blocks are usually only 1-4Mb. It would be awesome if this could be implemented into Space Engine, and you could explore Earth with amazing detail. I understand it would take a while to get to this point, since it would take a lot of programming, and would need a server to be running in order to do this. But it may be something to look into in the future. http://www.outerra.com/index.html
Added (16.08.2016, 11:33) ---------------------------------------------
Quote Bambusman (  ) you can make the sprites for nebulae thicker but it would change the way they look
What setting is that? I only see a sprite setting for planets
Edited by Huntingknight - Tuesday, 16.08.2016, 11:34 |
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| Bambusman | Date: Tuesday, 16.08.2016, 11:44 | Message # 912 |
 Pioneer
Group: SE team
Germany
Messages: 408
Status: Offline
| Quote Huntingknight (  ) What setting is that? you need to change that in the models
you can change it with this line (i don't recommend editing this line )
or with this line:
Code emParticleSizeCenter 1.0
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| simonecinque1992 | Date: Tuesday, 16.08.2016, 16:24 | Message # 913 |
 Pioneer
Group: Users
Italy
Messages: 470
Status: Offline
| (sorry to ask it again but just in case you didnt read)
Can you make rings texture be exportable? It would be cool and useful :3
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| sclarinval | Date: Saturday, 20.08.2016, 01:01 | Message # 914 |
 Astronaut
Group: Users
Pirate
Messages: 41
Status: Offline
| SpaceEngineer, I was looking in the FAQ and saw what you said about it not being open source. How come? I think it would be awesome to allow people to play around with it and use it in their own projects. It might also add the opportunity for other people to make awesome additions that they couldn't do currently, maybe it could allow the development to go faster if people from the community were able to help.
I'm sure you have a good reason for it not being open source and I respect that, but I was just putting it out there that it might be a good idea.
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| Hornblower | Date: Saturday, 20.08.2016, 01:29 | Message # 915 |
 World Builder
Group: Users
United States
Messages: 714
Status: Offline
| SpaceEngineer, I am not sure if this has been considered in the past, but this could be a useful method to generating planetary geology better. Hopefully, in the near future, procedural generation could be this complex. This is an example with a map for Pluto. It would be great if you could procedural generate and apply maps like this in Space Engine.
(Right click and open in new tab for greater detail)

Edited by Hornblower - Saturday, 20.08.2016, 01:40 |
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