Ultimate space simulation software

 
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General suggestions for SpaceEngine

13 Apr 2017 09:30

Might be my modified accretion disk in that case, I shrunk down the radius but I don't think I adjusted the rotation rate for the current released mod so you have FTL disks.
I have the interstellar system mod, not the accretion disk mod.
EDIT: I had one installed, not yours though, but it doesn't change how fast the accretion disk was.
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13 Apr 2017 09:44

Got a link?

Other than that I don't know, maybe the disks in SE do spin FTL.
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General suggestions for SpaceEngine

13 Apr 2017 09:55

Got a link?

Other than that I don't know, maybe the disks in SE do spin FTL.
The shader was just called "BlackHole.glsl" so I don't know who or what.
Also, this is the Jupiter cloud animation by Julian: http://forum.spaceengine.org/viewtopic. ... 1523#p1523
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13 Apr 2017 10:18

The shader was just called "BlackHole.glsl" so I don't know who or what.
Accretion disk information is stored in that shader.
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General suggestions for SpaceEngine

14 Apr 2017 09:44

Would SLI be a great benefit in SE, Doc?
For SE I don't know.  I think it works but I don't personally run SLI so SpaceEngineer would have to answer that.
possibly forego SLI and just run everything in "surround mode" with one screen hooked up to the 4 GB card and the other one hooked up to the 2 GB card, no? And then run SE on the screen hooked up to the 4GB card?
That is also something I don't know.
Thanks, one final question on computer aspects that I have (at least for now) is regarding an uninterruptible power supply.  I get somewhat frequent power dips here, is a power supply with "Active PFC" supposed to protect against sags and surges or should I get a UPS?  I have a UPS but its battery no longer works and I haven't gotten around to replace the lead-acid battery, it still works but if there is a power outage the computer powers down immediately.  Without a new battery is the surge-sag aspect of the UPS still working?  I assume that it is since the power supply with "Active PFC" which also provides protection against sags and surges does not need a battery.
 
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General suggestions for SpaceEngine

14 Apr 2017 11:31

I always recommend a UPS.
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Work progress - 0.9.8.1

14 Apr 2017 15:12

i dont know how hard it is to implement but,
how about adding diffraction spikes for stars that can be toggled on and off? I think it would make the visual using the telescope mode much better also screenshots would look more amazing for deep sky objects.
some examples: (screenshots from spaceengine with diffraction spikes)
Old versions of SE had this. But the new star rendering uses some analytic formula to derive shape/brightness, not a texture. I could try to add spikes there though.
 
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Work progress - 0.9.8.1

14 Apr 2017 15:15

Oh I never saw those options anywhere, especially the one for movies.   Can you set the bit rate and use a compression codec for movies?  I guess you can't set the frame rate.   I remember the screenshot keystroke but I wanted an option to save it as a particular extension (.DNG, TIF, BMP, JPG, etc.) and compression ratio.
SE had a built-in screenshot saver and video capture tool for an ages. Press F9 to launch it, there you can choose and configure codec (one of those installed in your system), or choose to record as a set of screenshots in a desired format, for future use in some video processing app.
Format for regular screenshots (saved by F11) can be chosen in the player settings menu.
 
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General suggestions for SpaceEngine

14 Apr 2017 16:43

Would SLI be a great benefit in SE, Doc?
SE has partially implemented SLI supports. It works, but sometimes falling back to non-SLI mode. Unfortunately, one on my GPUs are broken, so I can't finish SLI support until I repair it.
Also, this thread is going offtopic.
 
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14 Apr 2017 21:28

Oh I never saw those options anywhere, especially the one for movies.   Can you set the bit rate and use a compression codec for movies?  I guess you can't set the frame rate.   I remember the screenshot keystroke but I wanted an option to save it as a particular extension (.DNG, TIF, BMP, JPG, etc.) and compression ratio.
SE had a built-in screenshot saver and video capture tool for an ages. Press F9 to launch it, there you can choose and configure codec (one of those installed in your system), or choose to record as a set of screenshots in a desired format, for future use in some video processing app.
Format for regular screenshots (saved by F11) can be chosen in the player settings menu.
Thanks- I just found it and it's very useful!
 
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General suggestions for SpaceEngine

14 Apr 2017 21:30

I always recommend a UPS.
I love it, but it seems to be working fine even without the battery backup- do you keep a freshly charged battery in yours?
I like them because they seem to keep the power conditioned even without the battery, also it's nice to see how much power is being used.
 
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General suggestions for SpaceEngine

18 Apr 2017 10:21

Hello all!

I'm new to this forum. First of all, let me congratulate the author and contributors for this wonderful simulator. I believe it is the best I worked with, and I did work with a few.

As for my suggestion. I feel this might be quite heavy, but, as a personal curiosity, I always wanted to see the relativistic effect of light speed in such a simulator. That is, when aiming for a region in deep space and travelling at speeds >c, you could actually see the galaxies shifting to new positions, closer and closer to their real position, until near them. Of course, that would work also for the galaxies left behind as you would start seeing them shift as well based on the light at current position.

As said, I believe this to be heavy as nearly every object would need to implement a path and also, such an implementation would open a door to organic formations, such as the birth of a star or the end of it.

It would be nice to travel at high speed from a recently collapsed star and see it's destruction in reverse.

However, as I don't expect to be a realistic feature to implement, at least, what do you think about it?
 
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General suggestions for SpaceEngine

18 Apr 2017 10:44

Hello all!

I'm new to this forum. First of all, let me congratulate the author and contributors for this wonderful simulator. I believe it is the best I worked with, and I did work with a few.

As for my suggestion. I feel this might be quite heavy, but, as a personal curiosity, I always wanted to see the relativistic effect of light speed in such a simulator. That is, when aiming for a region in deep space and travelling at speeds >c, you could actually see the galaxies shifting to new positions, closer and closer to their real position, until near them. Of course, that would work also for the galaxies left behind as you would start seeing them shift as well based on the light at current position.

As said, I believe this to be heavy as nearly every object would need to implement a path and also, such an implementation would open a door to organic formations, such as the birth of a star or the end of it.

It would be nice to travel at high speed from a recently collapsed star and see it's destruction in reverse.

However, as I don't expect to be a realistic feature to implement, at least, what do you think about it?
There's already software with relativistic beaming.
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General suggestions for SpaceEngine

21 Apr 2017 18:35

Supposedly, black holes without event horizons might exist. If they get proven or confirmed in some way, is it possible that, when added to SE, they can also involve Very Beautiful Women by any chance? :D :lol:
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General suggestions for SpaceEngine

22 Apr 2017 20:06

Suggestion to solve the "Not Enough Knobs" / "Too Many Knobs" debate:
Have a flickswitch that allows seeing of loads more settings, one in each of the settings pages.


Also, with above, afaik, anything with gravity has a Schwarzchild Radius. When the Scwarzchild radius is greater than the radius of the object, the object has an Event Horizon, at the Scwarzchild Radius. A singularity is a single point. It has massive gravity and hence large Scwarzchild radius hence greater than singularity radius hence event horizon. 
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