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Matt_Explorer_23
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Re: General questions about SpaceEngine

02 Jun 2023 06:51

Hello, I'm new to Space Engine and really like it so far. I have a question about customizing celestial grids.
 
How do I customize the grids to change their (a) color, and (b) transparency please?
 
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Mosfet
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Re: General questions about SpaceEngine

02 Jun 2023 16:29

Hello, I'm new to Space Engine and really like it so far. I have a question about customizing celestial grids.
 
How do I customize the grids to change their (a) color, and (b) transparency please?
You'll have to customize one of the existing configuration files contained in Spaceengine/data/textures/common/skins,pak . Extract one of the skin.cfg files (.pak files are renamed .zip files), then use a text editor to change values like:
// Colors of overlays

CelEquatorGridColor      (0.0 0.6 0.6 1.0)
CelEclipticGridColor     (0.0 0.8 0.0 1.0)
CelGalacticGridColor     (0.8 0.6 0.0 1.0)
GeographicGridColor      (0.6 0.8 0.8 1.0)
ConstelLinesColor        (0.4 0.4 0.4 1.0)
ConstelBoundariesColor   (0.0 0.0 0.5 1.0)
ConstelLabelsColor       (0.5 0.5 0.5 1.0)

colors are defined as (R G B A) with values from 0 to 1. so as an example, the color for constellations labels is gray with no transparency, rgba(127, 127, 127, 255)

Once you have your customization done, rename the file and place it under data/textures/common/ or even better addons/textures/common/ and it will be available as a new skin in program settings.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
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Re: General questions about SpaceEngine

10 Jun 2023 14:07

How do I change the position of the barycenter of two planets?

The Earth-Moon barycenter is still within the Earth, so how do I make it not a binary system while keeping the barycenter's location the same?
Last edited by Jellyman on 09 Jul 2023 14:39, edited 1 time in total.
"We, as planetary scientists and astronomers, do not agree with the IAU's definition of a planet, nor will we use it. A better definition is needed."

—Over 300 planetary scientists, Prague 2006
 
JABKA
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Re: General questions about SpaceEngine

07 Jul 2023 05:59

what happened to the black holes in SE? like I left the simulator for a few months, and the black holes turned from clear objects into some kind of mess with a bunch of dithering and other noises (unchecking the dithering does not help) the only thing that helps a little is raising the settings to ultra, but the right picture with a clear black hole was made at medium settings. At first I thought that this was only due to the fact that the planetarium offers some kind of slag, but sagitarius A also has this quality. I drove around other galaxies and the same situation, everywhere black holes have become like this. Although I changed the settings of my card, if this is related to this, help solve the problem
Image without HUD-what black holes used to look like
Image with HUD-how they look like now
Image
Image
 
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Mosfet
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Re: General questions about SpaceEngine

07 Jul 2023 08:42

what happened to the black holes in SE? like I left the simulator for a few months, and the black holes turned from clear objects into some kind of mess with a bunch of dithering and other noises
On the website, the posts in the News section announced since a year ago the upcoming new way to generate shaders depicting mathematically correct spacetime curvature happening for known types of black hole, in an update dubbed "General Relativity update" released in december 2022, which is what you are seeing now.
Generating a real-time visualization of a black hole at this level on a home computer comes with necessary approximations and optimizations of OpenGL code because of the need to find a balance between the sheer amount of calculations needed to achieve the task and the goal to get a sufficient amount of frames per second for the resulting animation, and that's the reason for the noise you are referring to.
As it's explained in those posts, the work on Kerr black holes and others is not finished, and better results will also be possible with the switch from OpenGL code to Vulkan code which is in the works right now.
If you're going to ask how to return to the old visualization for black holes, it's not possible. Besides the fact that they were worse approximations of what we could see when reaching a black hole, the camera now behaves like an actual observer falling towards the black hole, so its visual experience is different from a static observer like before.
But I refer you to the original posts related to your question:
https://spaceengine.org/news/blog220705/
https://spaceengine.org/news/blog220812/
https://spaceengine.org/news/blog220830/
https://spaceengine.org/news/blog220920/
https://spaceengine.org/news/blog221128/
https://spaceengine.org/news/blog221216/
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
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Re: General questions about SpaceEngine

07 Jul 2023 14:32

what happened to the black holes in SE? like I left the simulator for a few months, and the black holes turned from clear objects into some kind of mess with a bunch of dithering and other noises (unchecking the dithering does not help) the only thing that helps a little is raising the settings to ultra, but the right picture with a clear black hole was made at medium settings. At first I thought that this was only due to the fact that the planetarium offers some kind of slag, but sagitarius A also has this quality. I drove around other galaxies and the same situation, everywhere black holes have become like this. Although I changed the settings of my card, if this is related to this, help solve the problem
Image without HUD-what black holes used to look like
Image with HUD-how they look like now
Image
Image
The "clear" accretion disks you are referring to were just a temporary fix for black holes having no features around them besides their lensing effect. It is just a 2D plane. That mess of dithering and noise you are on about, on the other hand, is a properly simulated accretion disk, one that has volume and can be flown inside and has a bunch of procedural properties that make each unique. 

If you really mind disks looking good for once, you can downgrade, but then you'll lose out on all the benefits these new disks come with. You can also reduce the lensing quality and disk quality, though if the former doesn't work, reducing the latter quality setting will result in a noisier disk.
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Jellyman
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Re: General questions about SpaceEngine

30 Jul 2023 14:36

How do I get Proxima to correctly orbit the Alpha Centauri binary? Does anyone have a script that works?
"We, as planetary scientists and astronomers, do not agree with the IAU's definition of a planet, nor will we use it. A better definition is needed."

—Over 300 planetary scientists, Prague 2006
 
Algebar
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Re: General questions about SpaceEngine

10 Aug 2023 18:08

Hello everyone

Does anyone know if the tarantula nebula will be added any time soon?
 
zayglocc
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Re: General questions about SpaceEngine

13 Aug 2023 21:20

so ik that most of the game is generated but when i go to real planets they arent always what they are in real life even though showing its not procedurally generated, e.g attached kepler-62e irl vs ingame
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Re: General questions about SpaceEngine

14 Aug 2023 05:04

so ik that most of the game is generated but when i go to real planets they arent always what they are in real life even though showing its not procedurally generated, e.g attached kepler-62e irl vs ingame
SpaceEngine is wrong for showing it as a gas giant, but you should not assume that an artist's depiction is definitely how it looks IRL.
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Re: General questions about SpaceEngine

03 Sep 2023 16:37

Will large scale quasar jets (either volumetric or some type of other method) be implemented. For it to be accurate though I would love for the big part of the jet (radio/gamma) to be turned on and off as if there is a filter.

Image Here is an example.
 
hughperkins
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Re: General questions about SpaceEngine

02 Oct 2023 19:13

What OpenGL version is required? (Mac Parallels supports 4.1 now :O )
 
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Mosfet
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Re: General questions about SpaceEngine

03 Oct 2023 04:30

What OpenGL version is required? (Mac Parallels supports 4.1 now :O )
OpenGL requirement for latest SpaceEngine version is version 4.4+
A rework to switch to Vulkan libraries is in the making.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
gubi
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Re: General questions about SpaceEngine

25 Nov 2023 11:01

Hello,

I tried to recreate some of my astro photos with SpaseEngine, and I've found that the rotational phase of Jupiter is just not right. It shows the Great Red Spot facing us when it is not, and not facing us when it is. 
I just landed on earth at the correct location, and centered Jupiter, and set the date and time. The moons of Jupiter were in the correct position, even the shadow of Io is modelled precisely, but the texture, the rotation phase of Jupiter is off.

Is it a known bug? Can I fix it somehow?

Thanks,
Zoltan
 
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Re: General questions about SpaceEngine

26 Nov 2023 06:21

Hello,
I tried to recreate some of my astro photos with SpaseEngine, and I've found that the rotational phase of Jupiter is just not right. It shows the Great Red Spot facing us when it is not, and not facing us when it is. 
I just landed on earth at the correct location, and centered Jupiter, and set the date and time. The moons of Jupiter were in the correct position, even the shadow of Io is modelled precisely, but the texture, the rotation phase of Jupiter is off.
Is it a known bug? Can I fix it somehow?
Thanks,
Zoltan
I'd be interested in seeing a comparison between your photography and your SpaceEngine replicas.
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