Ultimate space simulation software

 
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SpaceEngineer
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13 Jan 2018 06:12

I have DK2, didn't yet implement native support of Touch.
 
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Captain Crowbar
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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]
 
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Captain Crowbar
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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
 
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Mosfet
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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
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SpaceEngineer
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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.
 
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Himself
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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.
 
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tornadotodd
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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.
 
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Mosfet
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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
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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.
 
Greenblueclouds
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15 Jan 2018 21:03

Hi I was just in the SE Discord asking about experiences with Windows MixedReality headsets, Since WMR has SteamVR support I feel like its safe to assume that there is some level of support with SE?

I have a WMR headset, I was wondering if I can help test VR for you guys?
 
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18 Jan 2018 14:59

 
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Quarior
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19 Jan 2018 14:21

SpaceEngineer wrote:

Oh nice work. But Space Engine are rename to Overview or is just a temporary name or is another project (because a see a documentary of 30 minutes with you post in blog forum) ?

PS : If you most 5 seconds more, it is for me a message at 00:00:00 in GMT+1 :).
Last edited by Quarior on 19 Jan 2018 14:26, edited 1 time in total.
 
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BambusDude
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19 Jan 2018 14:25

Quarior wrote:
Source of the post Oh nice work. But Space Engine are rename to Overview or is just a temporary name ?

SpaceEngine and Overview are seperate games.
 
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Quarior
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19 Jan 2018 14:27

Bambusman wrote:
Quarior wrote:
Source of the post Oh nice work. But Space Engine are rename to Overview or is just a temporary name ?

SpaceEngine and Overview are seperate games.

Ah OK because they are very much alike especially with the latest version of Space Engine.
 
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BambusDude
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19 Jan 2018 14:40

Quarior,you and anyone else who wants to know more about the overview should read this blog post:
http://spaceengine.org/news/blog171225/
:)

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