Ultimate space simulation software

 
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HarbingerDawn
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07 Jun 2017 18:51

When spacecraft are placed into an orbit by a script, will it be possible to pilot the spacecraft out of orbit?
No, spacecraft placed in catalog scripts are like planets, they are static objects that cannot be controlled.
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N0B0DY
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10 Jun 2017 03:45

When spacecraft are placed into an orbit by a script, will it be possible to pilot the spacecraft out of orbit?
No, spacecraft placed in catalog scripts are like planets, they are static objects that cannot be controlled.
So I presume it will also be impossible to place a piloted spacecraft into a static orbit from within the game without the need to open a text editor and type the orbit parameters after closing the application.
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HarbingerDawn
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10 Jun 2017 03:56

So I presume it will also be impossible to place a piloted spacecraft into a static orbit from within the game without the need to open a text editor and type the orbit parameters after closing the application.
Not necessarily. The plan is for spacecraft to stay on their orbits when not maneuvering. But this remains to be perfected.
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Julian
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11 Jun 2017 02:18

 Would it be hard to implement making scripted spacecraft pilotable? It seems like a good feature to have.
 
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ettore_bilbo
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11 Jun 2017 12:24

Would it be hard to implement making scripted spacecraft pilotable? It seems like a good feature to have.
I think scripted object will be almost only stations and buildings on the ground, or satellites. Something you don't need to move, but just keep in the same place or orbit every time. I don't see any reason for making scripted spacecraft and then make them pilotable...
 
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The_Blazer
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13 Jun 2017 09:34

I don't see any reason for making scripted spacecraft and then make them pilotable...
Gameplay? Things like the scenarios in Kerbal Space Program. Stop this ship from crashing into the planet; rendezvous with the Explorer in this shuttle from this planet; reach this station from this moon, etc.
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HarbingerDawn
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13 Jun 2017 13:33

I don't see any reason for making scripted spacecraft and then make them pilotable...
Gameplay? Things like the scenarios in Kerbal Space Program. Stop this ship from crashing into the planet; rendezvous with the Explorer in this shuttle from this planet; reach this station from this moon, etc.
That can be done without making the static spacecraft pilotable. Just spawn a spacecraft at position x, at time y, with velocity vector z, and give the user control of it. There's your scenario. I think there's a misunderstanding here about what exactly the "scripted spacecraft" are. They're spacecraft models, but act like planets and moons. They're on static Keplerian orbits with regular planetary rotation parameters and cannot be controlled. Much like the spacecraft in Celestia.
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ettore_bilbo
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13 Jun 2017 16:10

Gameplay? Things like the scenarios in Kerbal Space Program. Stop this ship from crashing into the planet; rendezvous with the Explorer in this shuttle from this planet; reach this station from this moon, etc.
ahhh, you mean scripting more like a mission creator... this is an advanced gameplay, don't think SpaceEngineer has time to spent on this at this point of development.
anyway, as HarbingerDawn said you can spawn a pilotable ship in place you want and do your mission :-D
 
ephu
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14 Jun 2017 12:08

so I'm watching videos by "HarbingerDawn" about this version, just want to say thanks to developer and Harbinger. This version looks really good. I love the auto exposure with blackholes!        
 
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18 Jun 2017 05:48

Sorry for delaying VR, but I was forced to shift priorities. VR is a tiny part of "SE market", I spent on it too much time and it still require a lot of work. But 0.981 will have almost full VR support (no native Oculus Touch, because I don't have them).
 
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HarbingerDawn
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22 Jun 2017 08:28

I made a note in the OP about what posts are and are not allowed in this thread. I will begin deleting all off-topic posts - retroactively and effective immediately. If things get out of hand, if people ignore the OP, if people start spamming everywhere about why their posts keep disappearing, this thread will be locked and only SE Team members will be able to post here. I really don't want to do that, so everyone please behave.
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Nantes
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22 Jun 2017 23:08

Sorry for delaying VR, but I was forced to shift priorities. VR is a tiny part of "SE market", I spent on it too much time and it still require a lot of work. But 0.981 will have almost full VR support (no native Oculus Touch, because I don't have them).
As an owner of the Rift who was eagerly waiting for this update, I'm sad to read that, but I perfectly understand the reasons.
Lots of games who are not Oculus-native are still able to support them due to SteamVR... What if you launched SE on Steam in order to benefit from that?
 
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DoctorOfSpace
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23 Jun 2017 01:30

Nantes, no native support but Oculus touch will work through SteamVR. When beta testing started I specifically gathered people who have Oculus touch to test it out and so far it seems to work fairly well through SteamVR.
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Nantes
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23 Jun 2017 07:33

Nantes, no native support but Oculus touch will work through SteamVR.  When beta testing started I specifically gathered people who have Oculus touch to test it out and so far it seems to work fairly well through SteamVR.
Yes, but will SteamVR work even with games that are not on Steam? I'll have to launch it as a non-Steam game and it will work? :D
 
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23 Jun 2017 08:26

Yes, but will SteamVR work even with games that are not on Steam? I'll have to launch it as a non-Steam game and it will work?
Yes. SE is a non-Steam game yet.

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