You mean are "not". You've answered our question - they are not using physics.They are. You can have any unrealistic orbit you want, like I have done in my Star Trek systems addon
You mean are "not". You've answered our question - they are not using physics.They are. You can have any unrealistic orbit you want, like I have done in my Star Trek systems addon
No I mean they are "circular" as you put it. The parameters can be set to match physics, which you should do if you want realism and how the engine sets them procedurally, but in custom catalogs they can be anything you want.
Thanks for implementing this! Like, really, thanks! The ability to "walk", even simple, would be a great thing to do next - so we can walk in our bases0.98 have a fixed/static orbit syntax: it attaches the object to the parent planet.
FixedPosXYZ (x, y, z)
FixedPosPolar (longitude, latitude, radius)
With a static (uncontrollable) ships in 0.981, it is possible to put a model on the planet surface. We need just more convenient way to do this, some tool in the ship editor.
UPD: http://forum.spaceengine.org/viewtopic.php?t=31&start=450#p7691
I think the three top things that should be added game-play wise are base/colony/city building, simple terraforming mechanics, and simple cosmic events. As you said it would have to start out small and simple and be built up over time, like the rest of the game was.I think the very best thing that can be added to Space Engine that can start very simple and shouldn't (in theory) be a huge project, would be simple base building. Something that can be expanded on and even handed largely over to a modding community. It would give us something to do with all the planets and stars! Other things involve so many intermingling concepts and projects and so much time, whereas a simple base/colony building and sharing mechanic would provide immediate stuff to do, immediate fun and would fit right in with the whole idea of Space Engine.
Don't get me wrong, I have a HUGE wish list and this isn't even at the top of my wish list, but when thinking what this one-man project could do to add some gameplay quickly, this is the first thing that comes to mind.
I have to most certainly agree... I would like to even see base classes with their own menus for building, modding, and docking cargo to prepare for launch to space stations or transport to colonies. Along with this would be nice for certain ship mods to have limited fuel option and ways to keep track of or use ideas from the thread find your way back to Earth to convert fuel on long trips... Base classes with sub menus and upgrades and components necessary to successfully get into space, build stations, hubs from there to prepare long voyages. In the mean time could not bump and texture maps be created to give the 3d illusion of ground bases? Say if its created as a section of tile on a cube map planet.?I think the three top things that should be added game-play wise are base/colony/city building, simple terraforming mechanics, and simple cosmic events. As you said it would have to start out small and simple and be built up over time, like the rest of the game was.I think the very best thing that can be added to Space Engine that can start very simple and shouldn't (in theory) be a huge project, would be simple base building. Something that can be expanded on and even handed largely over to a modding community. It would give us something to do with all the planets and stars! Other things involve so many intermingling concepts and projects and so much time, whereas a simple base/colony building and sharing mechanic would provide immediate stuff to do, immediate fun and would fit right in with the whole idea of Space Engine.
Don't get me wrong, I have a HUGE wish list and this isn't even at the top of my wish list, but when thinking what this one-man project could do to add some gameplay quickly, this is the first thing that comes to mind.
Like for barebones mechanics you could have things like colony upgrades, terriforming, object collisions and star expansion/novas happening instantaneously when they're triggered and then come back later on to add the graphic effects and extra mechanics.