Free planetarium

 
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Dr. Kaii
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19 Aug 2017 13:37

Azirphaeli wrote:
Was gonna say, SteamVR should natively support the rift so if SE is using that then aside from needing to maybe hold the touch controllers at a goofy angle it should work well enough to get the job.

Incorrect, if you want a game to run optimised on Oculus, you have to do some extra work than port it through SteamVR. I know this is the case in Space Engine too, I get 30% less performance when running through SteamVR compared to native Oculus. 
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ARBB
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19 Aug 2017 15:19

Dr. Kaii wrote:
Source of the post Incorrect, if you want a game to run optimised on Oculus, you have to do some extra work than port it through SteamVR. I know this is the case in Space Engine too, I get 30% less performance when running through SteamVR compared to native Oculus

Wasn't Oculus used eons ago? https://www.youtube.com/watch?v=smyMRzS9QQM
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Dr. Kaii
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19 Aug 2017 18:42

ARBB wrote:
Source of the post Wasn't Oculus used eons ago? https://www.youtube.com/watch?v=smyMRzS9QQM

That was DK2, then when the CV1 came out, ditching "extended mode" completely, this broke. It's still broke, but Vladimir is working on it for 0.981
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PlutonianEmpire
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19 Aug 2017 19:25

The IAU rotation models, do they include the gradual slowdown of Earth's rotation? Meaning, if I set the date to 1 Million AD, would the Rotation Period and Solar Day stats show a slightly longer day than today?
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Teterrimo
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20 Aug 2017 02:40

Fantastic new update ! Thanks a lot !
 
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SpaceEngineer
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20 Aug 2017 02:46

No, rotational model for Earth is a simple uniform rotation, as I wrote in the blog. It needs some other custom theory.
 
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Quarior
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20 Aug 2017 06:56

SpaceEngineer wrote:
I made a patch for 0.980, which adds ephemerides to it, so you can watch real solar eclipses:
http://spaceengine.org/news/patch0980e/

Thanks :).
 
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FastFourierTransform
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20 Aug 2017 12:32

Since no one seems to want to say it, I will:

Vladimir Romanyuk,
Thanks. This is trully a masterpiece. I've seen how SE has developed for more than 4 years now. There have been moments that I thought you would encounter such big difficoulties to continue (coding challenges or life challenges since you were working on this and in you job at the same time when I arrived to this community) that I really believed the project would stagnate and never continue. I really though many times you would reach conformity with your work even if it wasn't perfect in some visual aspect.

But you have beaten all expectations. You are a coding master. I'm glad this exists because it has made me wonder about the universe in a new way and with new tools. No planetarium software, no space-sim has reached this heights (maybe there are unfrequent single features that can be better ilustrated on other programs), and all of this you have made it yourself, and olny yourself, from scrath, for free, for all of us. I have no words for this, is a great life goal that you are accomplishing without any doubt.

What I apreciate the most of SE is the inmense accuracy and realism behind every idea. Just an astrophysicist like you could have done that, just a scientific mind could have had the care to show the real universe, not the one we see in the documentaries and not the one we see in videogames.

Now I'm sure this project will go on for many more years, and you are going to create something that is going to change many people lifes as it has done with me. Thank you one more time.

___________________________________________________________________________________________

And now some other things:
  • First of all thanks for the perfect explanation, there is no better synthesis of what are current orbital theories in the vast expanse of internet :D and also congratulations for been able to include this amazing feature in SE without any FPS drop. You beast!
  • In the post you said that there is no perturbation model for the asteroids for example. We can't make an orbital integrator for the game that could operate in real time for sure but could we try to integrate in a separate program the orbits for all asteroids and then generate a file that we could download for SE so we could see the changes over millenia? I understand that this would require a lot of time, a lot of memory and doing a work that is more profitable from a scientific viewpoint than a plantarium software aproach but maybe... I'm just asking.
  • What are going to be your plans for rotational models of planets? I mean, for example, are we going to see Milankovich Cycles? true polar wander? precession of the equinoxes? nutation? Could those new degrees of freedom be implemented procedurally for other planetary systems?
  • Could we have tumbling asteroids? Or to say; non-principal axis rotators and erratic rotators? For example like the smaller moons of Pluto or some asteroids that have experienced recent collisions? Could that be implemented procedurally?

  • Can we have an oficial addon in the future with the most accurate ephemerids? If I understood correctly, you took several terms of a fourier series that has been calculated from orbital integrators for many objects but you didn't included all the smaller terms that would make the addition quite huge in terms of memory. I really want to see how the solar system changes in periods over 10.000 years or further knowing it's accurate.
  • Could we have in the near future included in SE the actual orbits of some space missions? For example I would love to see Cassini's intricate orbital path and see the historic flybys. With the accuracy that SE has archived for the different moons righ now that would be a really awesome experience. It would be great also to see the trajectory for New Horizons for example and get to see in advance the next flyby target.
  • Finally, even If I know this is probably imposible, could there be some sort of orbital integrator in-game that with the accuracy that a real-time calculation allows could make perturbation models for procedural systems also? It would be great to see precession of the orbits of procedural exomoons or changes in accentricity in the orbits of some planets due to resonant features (but I know this would get SE in the realms of the Universe Sandbox capabilities, something you aren't currently engaging on)
 
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Phantom Z
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21 Aug 2017 13:06

Can you please fix the water in these places?

Image

It looks like we are drinking the great lakes of america
 
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Quarior
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21 Aug 2017 13:13

Phantom Z wrote:
Can you please fix the water in these places?

Image

It looks like we are drinking the great lakes of america

Space Engine for now use a "water sphere" for ocean and the Great Lakes haven't the same level so if you increase the height of ocean, there are more area flooded.
So maybe you can just edit the surface texture and paint blue area flooded.
 
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Mosfet
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21 Aug 2017 13:39

Unfortunately the problem with the painting is that there will be a curved blue surface, without simulated waves. Same thing for ocean shores...
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Starshines
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21 Aug 2017 13:47

Hey everyone, This is the Nerevarine from the old forums. Once again a fantastic update! Got a really good view of the Eclipse here in Denver, it was beautiful.
 
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The Potato
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26 Aug 2017 07:30

Does the engine currently have a FPS limiter? Because it is currently running at 300 fps and destroying my Video Card.
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DoctorOfSpace
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26 Aug 2017 07:34

The Potato, turn on vsync
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Yuno
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27 Aug 2017 13:53

DoctorOfSpace wrote:
The Potato, turn on vsync

thats vsync, not a frame limiter. vsync off i get max load on the gtx 1070 creating lots of heat, vsync on makes it stuttery & poor to use. vsync is just a poor "feature" in any game, its one any only purpose is for those who have a tearing problem or cant stand it.
solution? frame limiter...

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