Zebra Zed wrote:I do use another astronomy software. That is Universe Sandbox.
How is the latest version of that for updating real exoplanets (how many does it have) and how do planetary surfaces and atmospheres look using it?
Happy_10 wrote:SpaceEngine (stylized as "Space Engine") is a 3D astronomy program and game engine developed by Russian astronomer and programmer Vladimir Romanyuk. It creates a three-dimensional planetarium representing the entire universe from a combination of real astronomical data and scientifically-accurate procedural generation algorithms. Users can travel through space in any direction or speed, and forwards or backward in time SpaceEngine is in beta status and is currently freeware for Microsoft Windows. SpaceEngine's latest release, version 0.990 beta, is the first paid edition (released on Steam).
Impression of Planet Proxima Centauri with New the stars, Centauri a and Centauri B - Information about Proxima Centauri .
Explorer wrote:Field of View
In Space Engine's planetarium viewport, does "field of view" refer to the horizontal, vertical, or some other field of view measured in degrees?
A-L-E-X wrote:Thats why I love the 4:3 aspect ratio both for monitors and camera sensors, it's easy to calculate all FOV because all you need to know is that it's a 3-4-5 right triangle so VFOV=3, HFOV=4, DFOV=5
Mr. Abner wrote:A-L-E-X wrote:Thats why I love the 4:3 aspect ratio both for monitors and camera sensors, it's easy to calculate all FOV because all you need to know is that it's a 3-4-5 right triangle so VFOV=3, HFOV=4, DFOV=5
Sure, if you need that information. But that still doesn't answer Explorer's question, now, does it?
Mr. Abner wrote:Perhaps that's a good idea for another setting in Space Engine — ability to display/adjust FoV as a vertical or horizontal measurement.
Explorer wrote:Thanks Mr.Abner, helps to have another point of view. I did a similar test by comparing a planet's "apparent size" to the viewport FOV measurement. A planet's apparent size of 20° matches the view top to bottom when the FOV is set to 20°. So, the viewport is showing vertical field of view. The horizontal FOV can be calculated as a ratio of the display resolution, for anyone interested. In my case, 20°x3840/2054 = 37.39°
A-L-E-X wrote:Source of the post... we should ALWAYS use vertical FOV since that represents the sharpest cut off...