Ultimate space simulation software

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SpaceEngineer
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New planet classification

09 Sep 2018 09:55

Non-desertic is just a filter for search, means lacustrine OR marine OR oceanic OR superoceanic.
 
Macronicus
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New planet classification

09 Sep 2018 10:57

SpaceEngineer wrote:
Non-desertic is just a filter for search, means lacustrine OR marine OR oceanic OR superoceanic.


Oooohhhhh........
To a Galaxy billion light-years away from a Dark World.
 
Macronicus
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New planet classification

10 Sep 2018 12:23

What do chthonias look like?
To a Galaxy billion light-years away from a Dark World.
 
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donatelo200
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New planet classification

10 Sep 2018 13:26

Cloudless gas giants right now.  I don't think they are complete in the current closed beta.  They would probably just look like a regular lava planet for the most part.
CPU: Intel Core i7-4790K
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SFGameZ64
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New planet classification

20 Mar 2019 21:05

So it has been quite a long time since the new classification system was discussed and last I remember it was still not finalized. With the release of 99 on steam being teased and hopefully coming out soon, I wanted to bring it back up to ask what system was fully implemented and what decisions were made about it. I re-read the “New Planet Classification 2” blog post, but there were a few lines in there that hinted the system could still be changed. Is that the system that was decided on?

I like the system, but I’m wondering how this will affect creating our own worlds. Right now when you create a planet in an sc file, you only need one parameter for class, such as Terra or GasGiant, but will this change with the new classification system? I know that the temperature and mass index can be calculated in the same way that SE 98 calculates temperature now, but volatiles seems much more important. In the new version, will we need to update all of our modded planets to use both bulk composition and volatiles to generate the class?

So for example, if we have Earth-like planets right now that we want to upgrade for 99, will we need to classify them as “Marine Terra”, or is terra enough for the system to generate everything else? Or for oceanias, will we need to use “Oceanic Aquaria”, or is oceanic enough? I think it would be a much more precise system, but I feel like it may have a learning curve for average users, so one variable would be easier to work with.

I apologize if these questions have already been answered before, but I couldn’t find them through any posts or blogs. Maybe I missed it. Either way, I’m sure some others would like to know as well, so we can start re-writing our mods for the next release.
 
Messier
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New planet classification

21 Mar 2019 02:52

SFGameZ64 wrote:
So it has been quite a long time since the new classification system was discussed and last I remember it was still not finalized. With the release of 99 on steam being teased and hopefully coming out soon, I wanted to bring it back up to ask what system was fully implemented and what decisions were made about it. I re-read the “New Planet Classification 2” blog post, but there were a few lines in there that hinted the system could still be changed. Is that the system that was decided on?

I like the system, but I’m wondering how this will affect creating our own worlds. Right now when you create a planet in an sc file, you only need one parameter for class, such as Terra or GasGiant, but will this change with the new classification system? I know that the temperature and mass index can be calculated in the same way that SE 98 calculates temperature now, but volatiles seems much more important. In the new version, will we need to update all of our modded planets to use both bulk composition and volatiles to generate the class?

So for example, if we have Earth-like planets right now that we want to upgrade for 99, will we need to classify them as “Marine Terra”, or is terra enough for the system to generate everything else? Or for oceanias, will we need to use “Oceanic Aquaria”, or is oceanic enough? I think it would be a much more precise system, but I feel like it may have a learning curve for average users, so one variable would be easier to work with.

I apologize if these questions have already been answered before, but I couldn’t find them through any posts or blogs. Maybe I missed it. Either way, I’m sure some others would like to know as well, so we can start re-writing our mods for the next release.


Pardon my ignorance but what is "99"?
The only Astrogriff
 
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donatelo200
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New planet classification

21 Mar 2019 03:35

Messier wrote:
Pardon my ignorance but what is "99"?

SE version 0.990.  It is the one currently in development.
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SpaceEngineer
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New planet classification

21 Mar 2019 04:44

SFGameZ64, yes, the classification described in the second blog post is that is accepted currently, maybe with minor changes (some numerical values and words for subclass names).

To update old mods, you have to change Class to one of the basic classes, and describe atmosphere and hydrosphere. SE will classify volatiles automatically (airless, arid, marine, oceanic etc.) It have hard-coded boundaries between lacustrine, marine, oceanic and superoceanic, based on hydrosphere depth (calculating surface area is not possible, so depth is used for now).

Selena -> Terra without atmosphere
Desert -> Terra with atmosphere, but without hydrosphere
Terra -> Terra with atmosphere and hydrosphere
IceWorld -> Aquaria with or without atmosphere, and without hydrosphere (well, "methanosphere"?)
Titan -> Aquaria with atmosphere and hydrosphere
Carbonia, Ferria - the same as Terra, but with different bulk composition (defining it is not mandatory though)
Neptune and Jupiter are not changed (IceGiant and GasGiant are also accepted).

Old class names Desert, Selena, IceWorld and Titan are also accepted, and converted to corresponding new classes. This is for backward compatibility. However, it doesn't work well in all cases.

Mass prefix (mini-, sub-, super-) is added automatically based on planet mass.
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