Ultimate space simulation software

  • 1
  • 2
  • 3
  • 4
  • 5
  • 97
 
User avatar
JCandeias
Astronaut
Astronaut
Posts: 71
Joined: 14 Nov 2016
Location: Portugal

Work progress - 0.9.8.1

03 Dec 2016 07:09

SpaceEngineer wrote:
I also added a "2D system map" mode, similar to those in ED. It is great to learn architecture of the system. Additional work is needed to make it look nice (better selection of distance between stars, planets and moons).


Awesome! I've been waiting for this since... well, since Celestia, really.

SpaceEngineer wrote:
What else could be useful here?
1) Not-to-scale mode? (like in solar system browser)


Yes. Especially if the visualization includes smaller bodies. Maybe make it automatic once a radius difference threshold is reached?

SpaceEngineer wrote:
2) Default ambient lighting?


Hm... dunno. I'd have to see how the two options compare to decide.

SpaceEngineer wrote:
3) Locked camera? (allowing only scrolling and zooming)


Yes! One of the things that is more frustrating in the current chart mode is the difficulty in maintaining a constant distance from the bodies as you pan around. That option should also be implemented there, imho.

SpaceEngineer wrote:
4) Some static background?


I don't see the advantage.

SpaceEngineer wrote:
5) Maybe this thing could replace the solar system browser?


I don't think so, no. The browser is fine as it is now and allows you to do some things I don't see how you could do with this system. To compare the planet you're at with some distant world (via infobox), for instance.
My addons are to be found at JCandeias' Ships

Current count: 2
 
Fuguto
Observer
Observer
Posts: 1
Joined: 01 Dec 2016

Work progress - 0.9.8.1

03 Dec 2016 07:44

Just Amazing ! :o
 
User avatar
Quarior
Pioneer
Pioneer
Posts: 391
Joined: 11 Oct 2016
Location: Local Universe/Laniakea/Virgo SC/Local Group/Via Lactea/Orion–Cygnus Arm/Sol System/Gaia
Contact:

Work progress - 0.9.8.1

03 Dec 2016 10:46

Beautiful work for the map and chars :) !

SpaceEngineer wrote:
Source of the post BTW check out that planet - RS 8474-2690-8-9131880-116 AB5 - it is a tidally locked titan

I don't find the planet RS 8474-2690-8-9131880-116 AB5 and the system RS 8474-2690-8-9131880-116. However, I use the default procedural generation, or you change config ?

It's just that it's not the same version ? Yet you said a planet and I found it in the old forum (HIP 32742 3).
► Information
 
User avatar
werdnaforever
Space Tourist
Space Tourist
Posts: 31
Joined: 01 Dec 2016
Location: Stanford Torus, L5 Lagrange point

Work progress - 0.9.8.1

04 Dec 2016 07:22

Duke wrote:
Source of the post Still need a lot of work to optimize and improve this method, as well as the addition of new types of space objects.

These are fantastic; they look like finished works of art.

SpaceEngineer wrote:
Source of the post Another upgrade is related to the map mode. It is now adaptively changes the amount of objects displayed (better to see this on video). The amount of objects can be controlled by the new slider. Now it's easy to find nebulae and clusters (their brightness is adjusted by the map independently off stars and galaxies).

This is desperately needed at larger scales
Sager NP9758-G; RAM: 64GB; 3.47GHz i7-6700; 970M (6GB)
MacBook Pro; RAM: 8GB; 2.7GHz i5-5257U; Iris 6100 (1.5GB)
Macintosh Plus: RAM 4MB; 68000 8 MHz; 512x342 1-bit (0GB)
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1079
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress - 0.9.8.1

04 Dec 2016 10:00

JCandeias wrote:
Source of the post Yes! One of the things that is more frustrating in the current chart mode is the difficulty in maintaining a constant distance from the bodies as you pan around. That option should also be implemented there, imho.

I can add an eastern egg like hidden button or console command which unlocks the camera.
JCandeias wrote:
Source of the post I don't see the advantage.

sometimes bright part of the milky way is in the background, which interferes with planets and their labels.
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1415
Joined: 24 Oct 2016
Location: Italy
Contact:

Work progress - 0.9.8.1

04 Dec 2016 12:50

SpaceEngineer wrote:
Source of the post  bright part of the milky way is in the background

Maybe an image of the background but dimmed by 50%?
"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
JCandeias
Astronaut
Astronaut
Posts: 71
Joined: 14 Nov 2016
Location: Portugal

Work progress - 0.9.8.1

05 Dec 2016 09:10

SpaceEngineer wrote:
JCandeias:Source of the post I don't see the advantage.
sometimes bright part of the milky way is in the background, which interferes with planets and their labels.

Ah. I see. This problem may be solved with shading, right? Either shading in the lettering itself or a global shade, as Mosfet suggests.
My addons are to be found at JCandeias' Ships

Current count: 2
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1079
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress - 0.9.8.1

29 Dec 2016 12:33

Added some parameter of the star rendering shader to the graphics settings menu and config. So we are no more needed a star shader mods:
scr00008.jpg

scr00009.jpg

scr00010.jpg

scr00011.jpg
 
User avatar
Salvo
Pioneer
Pioneer
Posts: 363
Joined: 03 Nov 2016
Location: Veneto, Italy
Contact:

Work progress - 0.9.8.1

30 Dec 2016 02:07

SpaceEngineer wrote:
Added some parameter of the star rendering shader to the graphics settings menu and config. So we are no more needed a star shader mods:
scr00008.jpg
scr00009.jpg
scr00010.jpg
scr00011.jpg

Nice! Now everyone can find its own preferred settings without modifying the config files and restarting everytime.
The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: Sapphire Radeon RX 570 RAM: 8 GBs
 
User avatar
Teterrimo
Observer
Observer
Posts: 16
Joined: 03 Dec 2016

Work progress - 0.9.8.1

30 Dec 2016 05:52

Nice progress! Thank you as always of your work!
 
User avatar
curl
Observer
Observer
Posts: 4
Joined: 11 Dec 2016
Location: United States

Work progress - 0.9.8.1

30 Dec 2016 11:28

Nice! I've been having a star shader issue for a while now. Didn't know how to edit the configs.
 
User avatar
Tallest Skil
Observer
Observer
Posts: 1
Joined: 28 Jan 2017

Work progress - 0.9.8.1

28 Jan 2017 23:39

SpaceEngineer wrote:
I also added a "2D system map" mode, similar to those in ED. It is great to learn architecture of the system. Additional work is needed to make it look nice (better selection of distance between stars, planets and moons).

That’s so great. I’m going to love searching for things in this format.
In questions of science, the authority of a thousand is not worth the humble reasoning of a single individual.
– Galileo Galilei
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1079
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress - 0.9.8.1

02 Feb 2017 12:57

It's long time since last update, because simply nothing to show. I am working mainly on internal engine systems, including the scripting system and various UI improvements.

► changelog


The most interesting feature is a spline path recording tool (it is called 'editor', but editing options are not implemented yet). Spline is mathematical thing that allows you to calculate a smooth curve based on a few 'knot points'. In SE it is used to record camera path and then replay it. The spline path editor saves the recorded points to a script file, which could be loaded back, or called from a .se scenario script. It is also linked to a video capture system - by pressing a single button you can simultaneously start replaying of a camera path and capturing a video in frame time mode. In future this system also could be used to show a scripted paths of a spacecraft such as Cassini or New Horizons.



Today updates are mostly related to Saturn (started from "Updated close-up noise effect of rings"):

New close-up noise effect, tried to make is similar to recent Cassini images:
scr00233.jpg

scr00234.jpg

scr00228.jpg


Now Saturn has all its 62 moons:
scr00230.jpg


And a cool egg-shaped moon Methone (note that rings are invisible from its orbit):
scr00232.jpg
 
User avatar
DoctorOfSpace
Star Engineer
Star Engineer
Posts: 1266
Joined: 22 Aug 2016
Location: SpaceX Mars Colony
Contact:

Work progress - 0.9.8.1

02 Feb 2017 15:36

The updated rings look pretty neat.
CPU: Intel Core i7-5820K 4.2GHz 6-Core Processor - RAM: G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 - GPU: EVGA GeForce GTX 1080 Ti SC Black Edition
Quando omni flunkus, moritati
 
Vinny002
Observer
Observer
Posts: 7
Joined: 15 Dec 2016

Work progress - 0.9.8.1

02 Feb 2017 15:50

Hi, guys!

The SE is really shaping up!! Please keep up the excellent work!!

                Cheers,
          Vincent
  • 1
  • 2
  • 3
  • 4
  • 5
  • 97

Who is online

Users browsing this forum: No registered users and 1 guest