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Salvo
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20 Apr 2017 00:56

[email protected] wrote:
Great, always wondered why solar elipses didn't match real time. Is that already added in internal beta or is it in the things to do list?

Have been answered in the previous posts.
Right now planets positions are not perfectly accurate, when VSOP87 will be implemented solar eclipses time (and much more) will be much more accurate.
The universe is not required to be in perfect harmony with human ambition.

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SpaceEngineer
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20 Apr 2017 08:29

Added ability to reduce illumination color saturation. It is a kinda fake white balance adaptation. Real white balance adaptation as a post-process will make all planets looks like Earth, with distorted colors of the star sky, This is not what I want from SpaceEngine. But reducing incoming sunlight saturation by just 30% makes very large difference! Compare these screenshots of TRAPPIST-1 d before and after:

scr00567.jpg

scr00568.jpg


TRAPPIST-1 star has a surface temperature of 2560K - just like a filament of a light bulb. So illumination on a planet must remind illumination under light bulb, perceived colors must not be so yellow as in SE before.

Maybe the Moon is a better example:

scr00572.jpg

scr00573.jpg


Next, added ability to choose the color system used to generate the Planck (thermal) spectra colors. It is kinda a white point/white balance settings, used to convert computed Planck spectrum into RGB values. There was a multiple systems available in all versions of SE, but no ability to switch between them. I choose the SMPTE system ages ago, but now you can choose the one you like better. This settings affects appearance of hot surfaces such as sun photosphere and lava, also affects color of sunlight illumination (but not so much as simple desaturation). Comparison of SMPTE and CIE systems are below.

scr00569.jpg

scr00570.jpg


I also made a small trick to reduce aliasing of a star surface textures (suppressing the granulation on the upper LOD levels). Screenshots shows TRAPPIST-1 before and after.

scr00564.jpg

scr00566.jpg
 
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DoctorOfSpace
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20 Apr 2017 08:37

SpaceEngineer wrote:
Source of the post Added ability to reduce illumination color saturation. It is a kinda fake white balance adaptation. Real white balance adaptation as a post-process will make all planets looks like Earth, with distorted colors of the star sky, This is not what I want from SpaceEngine. But reducing incoming sunlight saturation by just 30% makes very large difference! Compare these screenshots of TRAPPIST-1 d before and after:

Awesome, another aspect of reshade made obsolete.
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ShadowRaikou
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20 Apr 2017 08:53

Awesome work! I'm so excited for this update.
 
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Voubi
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20 Apr 2017 09:58

Oh nooo, another progress update !
Must. Not. Reeeeaaad... No... Stahp...
...
...
That's it, hype levels increased over safety levels...
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PlutonianEmpire
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20 Apr 2017 14:09

Very nice! Looking forward to it! :D
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20 Apr 2017 14:43

Nice.
Question for modding for the future : The logo support animated gif and we can change the position of elements on menu ?
 
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SpaceEngineer
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20 Apr 2017 15:07

Quarior wrote:
Source of the post Question for modding for the future : The logo support animated gif and we can change the position of elements on menu ?

No, customizeable menus is very hard to implement. Animated logo - probably, but certainly not gif, it is a old and low quality format :)
Anyway, there are thousands of more important features than these two. With GUI I have time to make only easy things, like merging settings into a single menu, new skins or this effect (thanks to new post-processing system, it was quite easy to add):
scr00575.jpg
 
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Mosfet
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20 Apr 2017 15:57

SpaceEngineer wrote:
Source of the post new skins or this effect

ow, that's way better, window transparency was too high for me.
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PlutonianEmpire
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20 Apr 2017 16:16

Nice! Will that effect be configurable and/or slider-able? I like the window tranparency :)
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SpaceEngineer
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20 Apr 2017 17:31

PlutonianEmpire wrote:
Source of the post Will that effect be configurable and/or slider-able?

Don't you think SE already has too many sliders? Effect will be configurable in the skin script, this is enough IMO.
 
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PlutonianEmpire
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20 Apr 2017 21:11

Lol, good point. :lol:
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Quarior
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21 Apr 2017 00:30

SpaceEngineer wrote:
Quarior wrote:
Source of the post Question for modding for the future : The logo support animated gif and we can change the position of elements on menu ?

No, customizeable menus is very hard to implement. Animated logo - probably, but certainly not gif, it is a old and low quality format :)
Anyway, there are thousands of more important features than these two. With GUI I have time to make only easy things, like merging settings into a single menu, new skins or this effect (thanks to new post-processing system, it was quite easy to add):
scr00575.jpg

OK, no problem but what is a animated logo without use gif ? A video or like resource pack in Minecraft with a image vertical ?

Otherwise, I like the new windows for information.

And last question : What is the difference between RS and RSC ?
 
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Salvo
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21 Apr 2017 01:04

SpaceEngineer wrote:
 ...or this effect (thanks to new post-processing system, it was quite easy to add)

This will look very good with the retro skin, but also with other ones, can't wait to try it!
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