Ultimate space simulation software

 
User avatar
FastFourierTransform
Explorer
Explorer
Posts: 221
Joined: 17 Nov 2016

Work progress 0.9.8.1 = 0.9.9.0

05 Jan 2018 02:29

SpaceEngineer wrote:
Source of the post Downloaded latest Mattias Malmer's model, it is even bigger: 570 MB! In a short/byte format it is still 218 Mb. Tried to optimize mesh in 3ds max, but it makes normals non-smooth.

Wowowowow!
SpaceEngineer this is awesome. This model should definitely be part of the Solar System HD official addon. Such a beautifull vista!
Only from the screenshots I can see Alexander's gate, Deir el-Medina, Hatmehit (where Philae was supposed to land) or Aswan (a cliff that collapsed during the Rosetta mission). It's amazing. A world to explore in SE for sure.

The only thing that looks unrealistic to me is the self-shadowing issue. I imagine that if this is archived the SE panorama would be similar to that on the ESA's video.



Salvo:
Source of the post It seems quite dark though

The comet is indeed very dark. The majority of pictures taken by Rosetta had longer exposures than one would expect.

Image
 
User avatar
Lujo
Space Tourist
Space Tourist
Posts: 24
Joined: 27 Dec 2017
Contact:

Work progress 0.9.8.1 = 0.9.9.0

06 Jan 2018 10:48

Great work! :) 
 
chboing
Observer
Observer
Posts: 1
Joined: 17 Jun 2017
Location: France

Work progress 0.9.8.1 = 0.9.9.0

07 Jan 2018 04:32

Ooh, those are very nice annoucements, and very very nice Xmas gifts ! 
Thank you SpaceEngine ! I can't wait for the coming releases
 
smodtactical
Observer
Observer
Posts: 2
Joined: 20 Oct 2017

Work progress 0.9.8.1 = 0.9.9.0

13 Jan 2018 00:46

Spaceengineer amazing work! Any progress/update on VR support for space engine?

Thanks!
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 696
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

13 Jan 2018 03:46

A lot of progress/update. As you might know, I am working on Overview, I've implemented a lot of VR-specific stuff for it. Maybe I will write a blog-post about it.
 
User avatar
Captain Crowbar
Observer
Observer
Posts: 5
Joined: 12 Dec 2016
Location: England

Work progress 0.9.8.1 = 0.9.9.0

13 Jan 2018 05:53

[quote="SpaceEngineer"]A lot of progress/update. As you might know, I am working on Overview, I've implemented a lot of VR-specific stuff for it. Maybe I will write a blog-post about it.[/quote]

As someone who has a Oculus Rift, that would be very interesting to read about. Looking forward to finally jumping back into SE in VR, it's been a while since the Oculus DK2 days!
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 696
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

13 Jan 2018 06:12

I have DK2, didn't yet implement native support of Touch.
 
User avatar
Captain Crowbar
Observer
Observer
Posts: 5
Joined: 12 Dec 2016
Location: England

Work progress 0.9.8.1 = 0.9.9.0

14 Jan 2018 07:13

That brings up an interesting, if a bit off topic, question. Would the DK2 work with touch controllers if you had both the new and old cameras plugged in? Not that anyone would want such a setup.

Is native OculusSDK support planned or will SE (and [font=Roboto, sans-serif]Overview) support the Rift CV1/Touch through SteamVR/OpenVR?[/font]
 
User avatar
Captain Crowbar
Observer
Observer
Posts: 5
Joined: 12 Dec 2016
Location: England

Work progress 0.9.8.1 = 0.9.9.0

14 Jan 2018 07:15

Also something odd seems to be happening with my posts, I didn't even chose a font but it's posting font tags and the quote tags weren't working even though I used the quote button
 
User avatar
Mosfet
World Builder
World Builder
Posts: 1043
Joined: 24 Oct 2016
Location: Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

14 Jan 2018 10:11

Captain Crowbar wrote:
Also something odd seems to be happening with my posts, I didn't even chose a font but it's posting font tags and the quote tags weren't working even though I used the quote button

Due to recent spambot attacks newly registered users now have tags disabled in submitted posts. Tags and other forum tools will work once you reach a number of posts, see Forum rules
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
My mods | My specs: Asus x555ub - cpu i5-6200u, ram 4gb, gpu nvidia geforce 940m 2gb vram | IRC freenode.net canale ##SpaceEngineITA
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 696
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

14 Jan 2018 15:11

Captain Crowbar wrote:
Source of the post Is native OculusSDK support planned or will SE (and Overview) support the Rift CV1/Touch through SteamVR/OpenVR?

It is already works through native SDK. I don't implement a native touch support yet because I simply don't have them.
 
User avatar
Himself
Space Tourist
Space Tourist
Posts: 29
Joined: 25 Jan 2017

Work progress 0.9.8.1 = 0.9.9.0

14 Jan 2018 16:26

Will there be any guidelines for "translating" planets from custom planets created in previous versions to fit the appropriate classes in the new version? Like cutoffs between lacustrine, marine, and oceanic worlds or  subterra, terra, and superterra.
 
User avatar
tornadotodd
Space Pilot
Space Pilot
Posts: 120
Joined: 20 Dec 2017
Location: Oklahoma

Work progress 0.9.8.1 = 0.9.9.0

15 Jan 2018 02:10

Ships are separated from Planetarium and moved into Single player game mode??? Why are you doing this? Can there be an option to still do both if we want to.. I like being able to quickly switch in the same sense in planetarium mode??  Cant wait for the new version btw.
 
User avatar
Mosfet
World Builder
World Builder
Posts: 1043
Joined: 24 Oct 2016
Location: Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

15 Jan 2018 03:49

If you watch one of the HarbingerDawn's latest streams viewtopic.php?f=2&t=257 you'll see an example of how this is implemented and that you can actually switch easily between modes.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
My mods | My specs: Asus x555ub - cpu i5-6200u, ram 4gb, gpu nvidia geforce 940m 2gb vram | IRC freenode.net canale ##SpaceEngineITA
 
User avatar
Cosmic_Dreams
Observer
Observer
Posts: 18
Joined: 29 Apr 2017

Work progress 0.9.8.1 = 0.9.9.0

15 Jan 2018 19:05

Is there any way to emulate the native oculus SDK through Vive? Revive allows emulation of the consumer oculus firmware through Vive but I've yet to get Revive to work with Space Engine.

Who is online

Users browsing this forum: No registered users and 1 guest