ENG New site

Advanced search
[ New messages · Forum rules · Members ]
General suggestions
ProteusDate: Tuesday, 30.08.2016, 10:13 | Message # 946
Explorer
Group: Users
United States
Messages: 173
Status: Offline
Three modes of ship travel:
- Interstellar FTL Travel (with the Alcarberry drive)
- Interplanetary Travel (I actually really like how Elite: Dangerous has done theirs for example with intelligent phases of deceleration depending on the distance of the body)
- Short Impulse Travel (used for docking, landing, etc)







Edited by Proteus - Tuesday, 30.08.2016, 10:15
 
hunterbickel2003Date: Wednesday, 31.08.2016, 03:17 | Message # 947
Astronaut
Group: Users
Pirate
Messages: 43
Status: Offline
galactic superclusters (RGS 0-3) and galactic clusters (RGC 0-3-2817) is a good idea. the galaxies in clusters could be like RCG 0-3-2817-3926

Edited by hunterbickel2003 - Friday, 02.09.2016, 13:24
 
n0b0dyDate: Wednesday, 31.08.2016, 20:50 | Message # 948
Explorer
Group: Users
Pirate
Messages: 297
Status: Offline
Quote Proteus ()
(I actually really like how Elite: Dangerous has done theirs for example with intelligent phases of deceleration depending on the distance of the body)


I have suggested this a while ago but I think it is not going to happen for SE because it si not scientifically accurate. It could be done as a separate mode though. It is very practical and can be extrapolated for interstellar and intergalactic travel as well - here is how I think of it:
Phase A (Warp 0): Newtonian travel for low planetary orbit from surface of planet or transfer to close moon. Speeds from zero up to 300 km/sec.
Phase B (Warp 1): Subluminal warp-cruise mode: Speeds from 300Km/sec up to 1c. For planet to moon or for exploring jovian-type moons around gas giants.
Phase C (Warp 2): Superluminal warp-cruise mode: Speeds from 1c up to 1000c. For interplanetary travel.
Phase D (Warp 3): Hyperluminal warp-cruise: Speeds from 1000c up to 1000000 (1 million) c. For interstellar travel
Phase F (Warp 4): Ultraluminal warp: Speeds from 1 million c to 1 billion c. For galactic crossing and intergalactic travels.

All phases engage seamlessly as your speed increases and are affected by gravity source strength per ship distance just like Elite: Dangerous does.

Each phase is a multiple of 1000 factor of the previous one.
.
.
.

Anyway I wanted to suggest something else: When we select to display star labels from the F4 menu, it would be nice if we could define a certain distance range so that the sky doesn't become cluttered and cause fps drop (especially in multi-monitor setups which I use wink ) so that star labels only display within that range. The range could be two sub-menu boxes where we can enter min distance and max distance by keying the values and/or slider option.


Edited by n0b0dy - Thursday, 01.09.2016, 06:31
 
NjortukDate: Wednesday, 31.08.2016, 22:45 | Message # 949
Observer
Group: Newbies
France
Messages: 2
Status: Offline
Is anyone ever thought (or it might exist already) to make a mod which can display the rock composition of a planet, the tectonical plates, make a half cut of the planet so we can see all underground composition of it ? (would be GREAT cool )
 
n0b0dyDate: Thursday, 01.09.2016, 06:25 | Message # 950
Explorer
Group: Users
Pirate
Messages: 297
Status: Offline
Quote Njortuk ()
Is anyone ever thought (or it might exist already) to make a mod which can display the rock composition of a planet, the tectonical plates, make a half cut of the planet so we can see all underground composition of it ? (would be GREAT cool )


Jackdole did something interesting a while ago. Material composition in the wiki info page (accessed with the <I> key in-game)) will be added eventually.


Edited by n0b0dy - Thursday, 01.09.2016, 06:26
 
PlutonianEmpireDate: Friday, 02.09.2016, 06:11 | Message # 951
Pioneer
Group: Users
United States
Messages: 475
Status: Offline
One idea I just had just now about planet palettes in palette.cfg; currently, there's just a sharp boundary between one palette to the next. Would it be possible to make them slowly blend or transition to one another, especially with random or procedural variations in the colors chosen? It might make some for some truly unique planet colors, rather than predictable colors easily accessible with the planet editor's surf and ocean style sliders.

One way for the procedural variety in the transition, for example, when a planet is generated or given a surf style of 0.3295, where two palettes in palette.cfg cover style ranges 0.31 to 0.33 for palette 1 and 0.33 to 0.35 for palette 2, with an example transition range covering 15% of each StyleRange; the colorLowLand colors of this example planet could be slightly more like the colors of palette 2 while colorUpland might be closer to the colors defined for it in palette 1.

Might this or something similar to this be possible?





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 :( )
 
TerranDate: Sunday, 04.09.2016, 00:56 | Message # 952
Observer
Group: Users
United States
Messages: 12
Status: Offline
I don't know if this has been exactly suggested but Ill ask anyways. Space Engine has been ,so far, a game with a goal of accuracy. What I am going to ask may detriment that slightly or perhaps enhance it. Procedural anomalies, or more accurately, rare extreme values. I feel that after exploring Space Engine for a long enough time, the universe has become very homogeneous in nature. There is one aspect in the real world that is lacking in Space Engine, anomalies. Lets face it, we don't know everything yet, and to only allow what what we already know takes a major part out of exploration. I am however not saying add impossible things, I am saying add rare extreme values. For example, you find a desert world... And it has a giant volcano sticking out of the atmosphere. Its not impossible, just unlikely (like really unlikely)... By adding the capacity for the unknown... It adds a whole new level of exploration! Like giant rings, Massive planets, odd atmospheres, weird density, unusual orbits. I also realize that there are already anomalies in Space Engine (gas giant moons, elliptic orbits, and more) but they are preset types. I suggest making almost all values have a rare option to be extreme... And maybe some more options to pull from. Because so far, every object in our own solar system has had unexpected attributes, maybe such things should be allowed in space engine smile




"To comprehend all that can be... but to not even grasp that which is..."
Processor: Intel i7 , 4 GHz | RAM: 16 GB | OS: Windows 8.1 , 64 bit | Graphics: NVIDIA GeForce GTX 960 , 2048 D.V.M. | DirectX: 11.0
 
sclarinvalDate: Sunday, 04.09.2016, 01:22 | Message # 953
Astronaut
Group: Users
Pirate
Messages: 41
Status: Offline
Terran, awesome idea! Because it really is true that after a while of exploring the universe, things start to look all the same, and often a bit boring. This would be a great addition that I think would increase the amount of time that you could use SpaceEngine without getting bored.
 
WatsisnameDate: Sunday, 04.09.2016, 02:32 | Message # 954
Galaxy Architect
Group: Global Moderators
United States
Messages: 2613
Status: Offline
It sounds good, but I think most things, if given a slider with the capacity to sometimes produce extreme values, will end up being physically impossible. It's certainly not perfect, but the current generation system has the limits that it does because that's what the real universe does.

Taking the super-tall mountains as an example, there is a physical limit to how tall a mountain on a terrestrial planet can be. We can make a rough calculation (within a factor of 2 or so) for the maximum height, by constraining its weight per unit area to be less than the compressive strength of the rock it is built from. On Earth, this gives us a max height of about 8km for mountains of granite. On Mars, it's 24km. Both of these values are pretty close to what we observe as the tallest mountains on both planets.

Mars' Olympus Mons actually does reach pretty far up into its atmosphere. SE generates similar kinds of volcanoes. But to make something that blatantly goes way out into space would be unrealistic. It would take implausibly low surface gravity with an implausibly strong base.





 
steeljaw354Date: Sunday, 04.09.2016, 02:35 | Message # 955
World Builder
Group: Users
Pirate
Messages: 862
Status: Offline
I think Jackdole's planet 9 indicators, ETNOS and Retrograde Tno's should be added (If one of these has the same objects, ignore)
 
richardreis111Date: Sunday, 04.09.2016, 18:27 | Message # 956
Observer
Group: Users
Pirate
Messages: 15
Status: Offline
Wheres the 3d cloud

Exist 3d water but don't exist 3d cloud

Like this

i found this on gas giant its super rarely bug in the game

Added (04.09.2016, 18:27)
---------------------------------------------

Attachments: 2110642.jpg (59.0 Kb)
 
richardreis111Date: Sunday, 04.09.2016, 18:32 | Message # 957
Observer
Group: Users
Pirate
Messages: 15
Status: Offline
´Second image

Added (04.09.2016, 18:32)
---------------------------------------------

Attachments: 3220606.jpg (67.6 Kb)
 
arturuniverseDate: Sunday, 04.09.2016, 22:17 | Message # 958
Astronaut
Group: Users
Pirate
Messages: 60
Status: Offline
As I said before, add procedural text, improve the UI, but now, I would really like if the star surfaces were animated. I know how it's really complex to do that, but, if just animated textures on the surfaces, changing brightness and whatever, be added, would be a really good start.




We all have an end, but we choose and create that end by ourselves.
 
steeljaw354Date: Sunday, 04.09.2016, 22:23 | Message # 959
World Builder
Group: Users
Pirate
Messages: 862
Status: Offline
Procedural textures already exist.
 
tarikjaDate: Tuesday, 06.09.2016, 09:41 | Message # 960
Observer
Group: Newbies
Pirate
Messages: 4
Status: Offline
Would it be possible to select an object by clicking on its orbit?
I sometimes try to select certain comets by hand but it gets very confusing when you can't find the object itself but only its orbit. A click on the orbit would facilitate the search very much.

e.g.:
 
Search: