Ultimate space simulation software

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JackDole
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Work progress - 0.9.8.1

10 Feb 2017 04:48

Well, first of all you could of course have different object commands. For example:
SelectRandomObject(n)
SelectRandomGalaxy(n)
SelectRandomStar(n)
SelectRandomPlanet(n
(n) would be the distance radius in Parsec, (0) the distance would not matter.

Of course, I do not know how difficult it is, but SelectRandomPlanet(0) would obviously have to supply a planet that exists.

A few additional commands could not hurt either.
For example
SelectRandomPlanet(0)
Goto (Time 10)
Wait 10
Rotate (10,360)
Wait 10
'Rotate(10,360)' rotates the planet 360 degrees within 10 seconds.

But I do not insist! :)
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Fireinthehole
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Work progress - 0.9.8.1

10 Feb 2017 12:47

Nice to see great progress! I see you work a lot on rings. Will you implement ringshine for this next version? :)
 
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The_Blazer
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Work progress - 0.9.8.1

10 Feb 2017 18:18

You can run *.se file from SpaceEngine by opening console ([~] key by default) and typing this command:
Wouldn't it be better to have some GUI buttons for this?
Also, it would be pretty cool if you could just click on a .se file and it would automatically start Space Engine and load itself in.
Born too early to explore space... but just in time for Space Engine!
 
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XBrain130
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Work progress - 0.9.8.1

10 Feb 2017 18:37

Another way to run *.se files is passing them to SpaceEngine’s executable through command line argument. The best way to do that is associate *.se extension with SpaceEngine.exe in your system. In that case double-clicking on the file will launch SpaceEngine and order it to execute the scenario script. If SpaceEngine is already running, this running instance will execute the script.
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phiseb5
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Work progress - 0.9.8.1

17 Feb 2017 03:55

Just a short post, congratulations on the work so far on SE.
Looking forward to the next release (VR could be fantastic)
 
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Quarior
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Work progress - 0.9.8.1

17 Feb 2017 05:15

With the new script (.se), we could make a scenario or isn't possible for this moment (for 0.9.8.1) ?
Because I see trigger, waypoint, variables,...
ABBC3_SPOILER_SHOW2Information
 
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ettore_bilbo
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Work progress - 0.9.8.1

17 Feb 2017 17:38

I am working on am uncontrollable ships. Some of you can remember them in some very old version. This feature makes possible making of a real spacecraft such as ISS and Hubble, which will always stay on a pre-defined orbit. This is needed for splitting SE in two modes: planetarium and single player. For single player mode (where user can control ships), this can be useful to create some NPC ships or space stations. Player will have ability to dock with a NPC ship/station.
This is something I've been waiting for a long time!!! wonderfull :-D
do you think to implement it in 0.981 or later?
 
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SpaceEngineer
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Work progress - 0.9.8.1

18 Feb 2017 04:11

With the new script (.se), we could make a scenario or isn't possible for this moment (for 0.9.8.1) ?
Because I see trigger, waypoint, variables,...
It is in 0.981
do you think to implement it in 0.981 or later?
And this is too in 0.981
 
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N0B0DY
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Work progress - 0.9.8.1

18 Feb 2017 10:33

I am working on am uncontrollable ships. Some of you can remember them in some very old version. This feature makes possible making of a real spacecraft such as ISS and Hubble, which will always stay on a pre-defined orbit. This is needed for splitting SE in two modes: planetarium and single player. For single player mode (where user can control ships), this can be useful to create some NPC ships or space stations. Player will have ability to dock with a NPC ship/station.
Huh. You make it sound hard to implement.
Aren't orbits predefined right now for space ships?
Right now if you put a ship in orbit around a planet and accelerate time, this ship will either fall on planet or eject into infinity especially under very high time factors and especially if you select to control another ship or focus on another stellar object.
This is great feature Space Engineer and much anticipated, Thank You!
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ettore_bilbo
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Work progress - 0.9.8.1

18 Feb 2017 14:40

And this is too in 0.981
great!!!
if I may ask, how will it works? with some kind of scripted catalogs to write manually or with an in-game system?
 
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SpaceEngineer
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20 Feb 2017 07:45

if I may ask, how will it works? with some kind of scripted catalogs to write manually or with an in-game system?
Catalogs, like all static objects (planets, moons etc).
A small improvement - ability to change length of the orbit trails:
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StefanPWinc
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Work progress - 0.9.8.1

20 Feb 2017 11:07

A small improvement - ability to change length of the orbit trails:
Small maybe, but potentially very helpful! This can make it easier to see where the objects are, and make the orbits less cluttered, nice work! :)
 
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Xoran
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Work progress - 0.9.8.1

20 Feb 2017 11:30

Very nice idea, SpaceEngineer. Thanks for implementing it :)
Space is too big to understand, so do not try to understand.
 
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NathanKerbonaut
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Work progress - 0.9.8.1

20 Feb 2017 12:11

It's little things like these that have me so excited for the next release. :D
I like cute pokemon and space games.
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SpaceEngineer
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Work progress - 0.9.8.1

22 Feb 2017 11:51

Added a displaying of an orbital resonance with neighbouring planets/moons:
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