General suggestions
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PlutonianEmpire | Date: Friday, 02.09.2016, 06:11 | Message # 961 |
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 :( )
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Terran | Date: Sunday, 04.09.2016, 00:56 | Message # 962 |
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
"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
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sclarinval | Date: Sunday, 04.09.2016, 01:22 | Message # 963 |
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.
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Watsisname | Date: Sunday, 04.09.2016, 02:32 | Message # 964 |
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.
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steeljaw354 | Date: Sunday, 04.09.2016, 02:35 | Message # 965 |
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)
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richardreis111 | Date: Sunday, 04.09.2016, 18:27 | Message # 966 |
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 gameAdded (04.09.2016, 18:27) ---------------------------------------------
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richardreis111 | Date: Sunday, 04.09.2016, 18:32 | Message # 967 |
Observer
Group: Users
Pirate
Messages: 15
Status: Offline
| ´Second image Added (04.09.2016, 18:32) ---------------------------------------------
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arturuniverse | Date: Sunday, 04.09.2016, 22:17 | Message # 968 |
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.
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arturuniverse | Date: Sunday, 04.09.2016, 22:20 | Message # 969 |
Astronaut
Group: Users
Pirate
Messages: 60
Status: Offline
| Also, would be neat if the game had procedural textures, and procedursl rocks. This could help: https://github.com/midgen/cashgenUE
We all have an end, but we choose and create that end by ourselves.
Edited by arturuniverse - Sunday, 04.09.2016, 22:22 |
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steeljaw354 | Date: Sunday, 04.09.2016, 22:23 | Message # 970 |
World Builder
Group: Users
Pirate
Messages: 862
Status: Offline
| Procedural textures already exist.
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tarikja | Date: Tuesday, 06.09.2016, 09:41 | Message # 971 |
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.:
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arturuniverse | Date: Thursday, 08.09.2016, 01:07 | Message # 972 |
Astronaut
Group: Users
Pirate
Messages: 60
Status: Offline
| Quote steeljaw354 ( ) Procedural textures already exist. Like this real-time procedural rendering of diverse materials in different scales form NVidia?: https://www.youtube.com/watch?v=LWFLg49cw-A&spfreload=10 I DON'T THINK SO.
We all have an end, but we choose and create that end by ourselves.
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Proteus | Date: Thursday, 08.09.2016, 01:19 | Message # 973 |
Explorer
Group: Users
United States
Messages: 173
Status: Offline
| Quote arturuniverse ( )
Uh... yes? (Unless I'm missing something?)
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Mosfet | Date: Thursday, 08.09.2016, 10:52 | Message # 974 |
World Builder
Group: Users
Italy
Messages: 754
Status: Offline
| Quote arturuniverse ( )
You're clearly referencing to more sophisticated methods of rendering. Let's move on.
"Time is illusion. Lunchtime doubly so." Douglas N. Adams My mods Asus x555ub: cpu i5-6200u - ram 4gb - gpu nvidia geforce 940m 2gb vram
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Bells_Theorem | Date: Thursday, 08.09.2016, 20:28 | Message # 975 |
Explorer
Group: Users
United States
Messages: 188
Status: Offline
| I would like to see an option to hide the cursor after a few seconds of inactivity, especially for VR mode since there doesn't appear to be an option other than to shove it in a corner where you can still partially see it floating in space. If it would vanish after a few seconds of no movement and reappear when moved again would be perfect.
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