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JackDole
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Work progress 0.990

09 Nov 2018 16:32

Silicon wrote:
Source of the post What changes will need to be made to mods from 0.980 to make them compatible with 0.990?

For normal planetary systems probably few to none.
For some of my addons, it's probably impossible.
But it will not be known precisely until SE 0.990 is officially released.
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BananaMapper
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General 0.990 Discussion

11 Nov 2018 14:39

Will there be procedural generation of wormholes in 990?
 
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Hornblower
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11 Nov 2018 14:43

BananaMapper, since wormholes are not known to exist in nature, they will not be added procedurally to Space Engine. Space Engine tries to be as close-to-nature as possible.
"Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." - Douglas Adams
 
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PlutonianEmpire
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12 Nov 2018 15:13

JackDole wrote:
Silicon wrote:
Source of the post What changes will need to be made to mods from 0.980 to make them compatible with 0.990?

For normal planetary systems probably few to none.
For some of my addons, it's probably impossible.
But it will not be known precisely until SE 0.990 is officially released.

What about spaceships? Will 0.980 spaceships still work (as in, safely loaded and flown without crashing the game) in 0.990?
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Mosfet
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General 0.990 Discussion

13 Nov 2018 06:21

Spaceships I used in 0.980 work also in 0.990, both imported from obj and created with the online/offline ship editor.
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ettore_bilbo
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13 Nov 2018 13:44

PlutonianEmpire wrote:
Source of the post What about spaceships? Will 0.980 spaceships still work (as in, safely loaded and flown without crashing the game) in 0.990?

from what I understood by reading spaceengineer's posts there should be no problem for spaceships... although it will probably be worthwhile to work a bit on textures and materials to exploit the new potential...
 
A-L-E-X
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General 0.990 Discussion

13 Nov 2018 14:17

Hornblower wrote:
BananaMapper, since wormholes are not known to exist in nature, they will not be added procedurally to Space Engine. Space Engine tries to be as close-to-nature as possible.

They are in SE 0980.  I did a journey through Cygnus X-1 and I followed a very narrow path near the center and I found a tunnel and opening and when I reached it, I emerged into a completely different part of the galaxy.
 
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13 Nov 2018 14:20

Are these somewhere in SE or will they be in the next version?  I am especially interested in them since this huge ancient black holes may be evidence of a big bounce cyclic universe since they are too large too early to be explained any other way.

https://en.wikipedia.org/wiki/ULAS_J1120%2B0641https://en.wikipedia.org/wiki/ULAS_J1120%2B0641

ULAS J1120+0641 is the second most distant known quasar as of 6 December 2017, after ULAS J1342+0928.[4][5][6] ULAS J1120+0641 (at a comoving distance of 28.85 billion light-years[note 1]) was the first quasar discovered beyond a redshift of 7.[7] Its discovery was reported in June 2011.[1] [note 2]

https://en.wikipedia.org/wiki/ULAS_J1342%2B0928

ULAS J1342+0928 is the most distant known quasar detected and contains the most distant and oldest known supermassive black hole,[1][5][6][7] at a reported redshift of z = 7.54, surpassing the redshift of 7 for the previously known most distant quasar ULAS J1120+0641.[1] The ULAS J1342+0928 quasar is located in the Boötes constellation.[3] The related supermassive black hole is reported to be "800 million times the mass of the sun".[5]

I'd also like to see something on other possible universes.

https://en.wikipedia.org/wiki/Laura_Mersini-Houghton

Laura Mersini-Houghton (née Mersini) is an Albanian-American cosmologist and theoretical physicist, and professor at the University of North Carolina at Chapel Hill. She is a proponent of the multiverse hypothesis and the author of the theory for the origin of the universe, which holds that our universe is one of many selected by quantum gravitational dynamics of matter and energy. Predictions of her theory have been successfully tested by astrophysical data.[1][2][3][4][5][6][7][8] She argues that anomalies in the current structure of the universe are best explained as the gravitational tug exerted by other universes.[9][10]
 
enioguedes
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21 Nov 2018 04:45

There's one thing that could be added before it's release... custom terrain. I mean, the terrain in earth-like planets appear very generic. The program could have more codes for landscape, related to the shape of land or continents. Look at Earth, Mars, Venus and Titan. Such worlds have very unique forms of lands or seas. On the other hand, the continents on planets generated appear very similar each other. Spaceengine could have a type of generation code to allow the presence, in the same planet, of retangular, triangular, curved or even continents of irregular shape.

I mean, more variety of kinds of continents on the same planet.

Example: A random planet with a continent similar to South America and another similar to Australia. It don't have to be equal to those continents, but more like a default setup. It could also allow you to draw custom surfaces, not just texture, but the relief itself, let you draw the continents themselves. It will be very useful to make a science fiction history.

I will give another example... mainfreq, marefreq and maredensity. Instead of marefreq and maredensity generate more cratered-like terrain (the program already has crater settings) mainfreq could be used to give more detail to the continents and relief themselves. Marefreq could be used to determine the amount of continents or plate tectonics. Maredensity could be used to increase the distance between lands, without lowering the terrain height, so that continents appear more genuine, like those on Earth. More codes would be necessary to add more variety of shapes to islands and continents.
 
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ettore_bilbo
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21 Nov 2018 05:18

enioguedes wrote:
Source of the post There's one thing that could be added before it's release... custom terrain. I mean, the terrain in earth-like planets appear very generic. The program could have more codes for landscape, related to the shape of land or continents. Look at Earth, Mars, Venus and Titan. Such worlds have very unique forms of lands or seas. On the other hand, the continents on planets generated appear very similar each other. Spaceengine could have a type of generation code to allow the presence, in the same planet, of retangular, triangular, curved or even continents of irregular shape.

I mean, more variety of kinds of continents on the same planet.

Example: A random planet with a continent similar to South America and another similar to Australia. It don't have to be equal to those continents, but more like a default setup. It could also allow you to draw custom surfaces, not just texture, but the relief itself, let you draw the continents themselves. It will be very useful to make a science fiction history.

I will give another example... mainfreq, marefreq and maredensity. Instead of marefreq and maredensity generate more cratered-like terrain (the program already has crater settings) mainfreq could be used to give more detail to the continents and relief themselves. Marefreq could be used to determine the amount of continents or plate tectonics. Maredensity could be used to increase the distance between lands, without lowering the terrain height, so that continents appear more genuine, like those on Earth. More codes would be necessary to add more variety of shapes to islands and continents.



Procedural generation has limits. SE is one of the best software for this, but obviously it is not perfect...
There are still many things to do, but some of the things you ask look more like "magic" than "programming" and spaceengineer is a developer not a wizard :-D
 
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Salvo
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21 Nov 2018 05:36

enioguedes wrote:
There's one thing that could be added before it's release... custom terrain. I mean, the terrain in earth-like planets appear very generic. The program could have more codes for landscape, related to the shape of land or continents. Look at Earth, Mars, Venus and Titan. Such worlds have very unique forms of lands or seas. On the other hand, the continents on planets generated appear very similar each other. Spaceengine could have a type of generation code to allow the presence, in the same planet, of retangular, triangular, curved or even continents of irregular shape.

I mean, more variety of kinds of continents on the same planet.

Example: A random planet with a continent similar to South America and another similar to Australia. It don't have to be equal to those continents, but more like a default setup. It could also allow you to draw custom surfaces, not just texture, but the relief itself, let you draw the continents themselves. It will be very useful to make a science fiction history.

I will give another example... mainfreq, marefreq and maredensity. Instead of marefreq and maredensity generate more cratered-like terrain (the program already has crater settings) mainfreq could be used to give more detail to the continents and relief themselves. Marefreq could be used to determine the amount of continents or plate tectonics. Maredensity could be used to increase the distance between lands, without lowering the terrain height, so that continents appear more genuine, like those on Earth. More codes would be necessary to add more variety of shapes to islands and continents.

Actually modeling of continents is actually in plan in the to-do list.
So we will indeed see more unique shapes of continents as soon as this feature will be implemented.  :)

P.S.: This is off topic...
The universe is not required to be in perfect harmony with human ambition.

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A-L-E-X
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Work progress 0.990

21 Nov 2018 19:00

ettore_bilbo wrote:
enioguedes wrote:
Source of the post There's one thing that could be added before it's release... custom terrain. I mean, the terrain in earth-like planets appear very generic. The program could have more codes for landscape, related to the shape of land or continents. Look at Earth, Mars, Venus and Titan. Such worlds have very unique forms of lands or seas. On the other hand, the continents on planets generated appear very similar each other. Spaceengine could have a type of generation code to allow the presence, in the same planet, of retangular, triangular, curved or even continents of irregular shape.

I mean, more variety of kinds of continents on the same planet.

Example: A random planet with a continent similar to South America and another similar to Australia. It don't have to be equal to those continents, but more like a default setup. It could also allow you to draw custom surfaces, not just texture, but the relief itself, let you draw the continents themselves. It will be very useful to make a science fiction history.

I will give another example... mainfreq, marefreq and maredensity. Instead of marefreq and maredensity generate more cratered-like terrain (the program already has crater settings) mainfreq could be used to give more detail to the continents and relief themselves. Marefreq could be used to determine the amount of continents or plate tectonics. Maredensity could be used to increase the distance between lands, without lowering the terrain height, so that continents appear more genuine, like those on Earth. More codes would be necessary to add more variety of shapes to islands and continents.



Procedural generation has limits. SE is one of the best software for this, but obviously it is not perfect...
There are still many things to do, but some of the things you ask look more like "magic" than "programming" and spaceengineer is a developer not a wizard :-D

I would like automatic updates of real exoplanets monthly before any of this lol.  The terrain of the exoplanet can be autogenerated based on what type it is.
 
SalazarHink
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General 0.990 Discussion

22 Nov 2018 03:38

I recently found out that in this new version Single Player and Planetarium are separated.

So I have a question: 
[size=100]Are FPS walking ([i]by "FPS walking" I mean "locked movement speed and ability to look around without the need to hold down the RMB"[/i]) and driving mechanics gonna be implemented as additional options of Single Player planet exploration in the next versions of Space Engine? [/size]
[size=100]Or Single Player will be the same as it is now (atmospheric and interstellar flights, docking and orbiting) for the next couple of years after Steam release?[/size]
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SalazarHink
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General 0.990 Discussion

22 Nov 2018 03:41

Well, it seems that "Full Editor & Preview" button is not working properly.
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HarbingerDawn
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General 0.990 Discussion

23 Nov 2018 10:12

SalazarHink, formatting is disabled until you reach 10 posts.

As for your question, the "Single Player" mode (now labeled Flight Simulator, not Single Player) is just a mode where you can control spacecraft and where some abilities/settings are adjusted to fit that (cannot load saved locations to prevent spacecraft orbits/positions from being disrupted, limited time acceleration). It's the very beginning of the process of separating gameplay features from the Planetarium, which will be necessary for an eventual game version of SE. Ultimately the Planetarium and Game modes will have entirely different universes (different seeds), among other things.
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