RUS New site

Advanced search

[ New messages · Forum rules · Members ]
Page 4 of 19«1234561819»
Forum » SpaceEngine » Development Status » Work progress - 0.9.8.1
Work progress - 0.9.8.1
yaqdarkDate: Sunday, 21.08.2016, 12:54 | Message # 46
Astronaut
Group: Users
Pirate
Messages: 53
Status: Offline
Quote SpaceEngineer ()
Yes I also using triggers for forward/backward, but for controlling ship engines (main/reverse in Skylon - very easy to fly on a planet).
I using shoulders as left and right mouse buttons to select an object and orbit it. Do you have bindings for that actions in your setup? They are bound on the the first tab in controls settings dialog, so are not very noticeable.
Reserve two keys for changing the stereobase :)


I use the Xbox Elite controller so I have RS click bound to the top right rear-paddle, and D-pad Up the top left rear-paddle, and D-pad left and right the bottom left/right rear paddles.

So:

Top left rear-paddle (D-pad Up): Orbit by joystick
Top right rear-paddle (RS Click): Select object by joystick
Bottom rear-paddles (D-pad L/R): Left and right lateral movement
A is Orbit lines
B is Land on object
Y is Go to object
LS Click is Center object
Select is "Show Labels"
Start is Selected System Browser
D-pad down is slow time AND normal time
Strangely, I don't have anything bound to X lol

If you don't have the Xbox Elite controller then yeah, the shoulder buttons should be Orbit by joystick and Select object by joystick, and maybe set the D-pad to change velocity.

I only use the Free Camera mode when I play btw (so far, going to explore ships when VR is out!)

Quote SpaceEngineer ()
I may output image from one eye, undistorted and cropped to fit screen aspect ratio. Like that doing in Vive games. Rendering a THIRD image just for mirroring is overhead, it will reduce performance by 30%. This is not what you want in VR.


True, although if it is an optional thing then it should be fine no? My PC could handle it and I could make some great videos to sell your game :D

p.s do you want me to test the build on a CV1 (I have a 1080 and an i5 3750K)?


Edited by yaqdark - Sunday, 21.08.2016, 13:14
 
yaqdarkDate: Sunday, 21.08.2016, 12:59 | Message # 47
Astronaut
Group: Users
Pirate
Messages: 53
Status: Offline
Quote SpaceEngineer ()
Vagdark, sounds like we have nearly the same bindings. I have Up/Down movements bound to clicking the sticks. I wish there was one more analogue axis on the controller for that!


Get the Xbox Elite controller - that's EXACTLY why I got it. Those rear-paddles save the day for flight/space sims.

Vladimir, I am Dr. Kaii from Elite: Dangerous - do you play? Did you come on my Distant Worlds Expedition? biggrin biggrin biggrin
 
AzirphaeliDate: Sunday, 21.08.2016, 14:23 | Message # 48
Space Tourist
Group: Users
United States
Messages: 32
Status: Offline
Space Engineer:

For VR support for rift devices, can you make sure that the direction you move is not tied to the direction your head is looking but instead control move direction with mouse/gamepad as normal? This is much more preferable for a control scheme (watching planets zip by) and also for comfort (people get ill if they change direction everytime they move their head slightly).





~
 
SpaceEngineerDate: Sunday, 21.08.2016, 14:38 | Message # 49
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4799
Status: Offline
No, I have no time to play games :(
VR version is still WIP, so be patient.





 
FastFourierTransformDate: Sunday, 21.08.2016, 14:57 | Message # 50
Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
Quote SpaceEngineer ()
Now at transition from particle to model, the particle is rendered on top of the planet's crescent rather than in disk center.

Very well done Vladimir!

I'm excited to know more about the new features you are planing to work on these months
 
yaqdarkDate: Sunday, 21.08.2016, 14:58 | Message # 51
Astronaut
Group: Users
Pirate
Messages: 53
Status: Offline
ok good luck! thanks for spending your time on this happy
 
spacerDate: Sunday, 21.08.2016, 14:59 | Message # 52
Star Engineer
Group: Users
Israel
Messages: 1258
Status: Offline
yaqdark, I play elite dangerous. i will send you friend request biggrin smile




"we began as wanderers, and we are wanderers still"
-carl sagan

-space engine photographer
 
yaqdarkDate: Sunday, 21.08.2016, 15:13 | Message # 53
Astronaut
Group: Users
Pirate
Messages: 53
Status: Offline
מדהים , אני אהיה מאושר. מהו שם
CMDR שלך ?
 
spacerDate: Sunday, 21.08.2016, 15:15 | Message # 54
Star Engineer
Group: Users
Israel
Messages: 1258
Status: Offline
yaqdark, CMDR Ori Shabtay (my real name) smile




"we began as wanderers, and we are wanderers still"
-carl sagan

-space engine photographer
 
CanleskisDate: Sunday, 21.08.2016, 16:17 | Message # 55
Space Pilot
Group: Users
Pirate
Messages: 117
Status: Offline
Do you have any plans about tools or/and physics of ships in near next versions of SE?

Edited by Canleskis - Sunday, 21.08.2016, 18:25
 
SpaceEngineerDate: Sunday, 21.08.2016, 21:36 | Message # 56
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4799
Status: Offline
I am working on better VR support. What I planning to do:

- Vive controllers support (WIP), interface toolbars appeared as "holograms" near them in VR. If some window is opened, it became fixed in space in front of user, "laser ray" emitted by controller is used to simulate mouse cursor (as it done in every game for Vive). For Oculus, look directly at the interface element (crosshair point will be rendered in center of view to help this) and press A controller button.
- Decouple move direction from view direction, as has been discussed here.
- Motion direction in Vive is pointed by "laser". Controller's touchpad to adjust speed, second touchpad to change stereobase.
- Restrict planet LOD at large stereobase (let's call it "God eye mode"). It will help to reduce load on processor and GPU. Only coarse LOD levels are needed if planet have a size of apple.
- Disable collision detection with planets in the "God eye mode". It really disturbing. [done]
- Render something inside planets. It's possible to enter inside planets in "God eye mode", so some red glow could be better than nothing.
- Make a near clipping plane changed together with stereobase. It will help to get rid of stars flying directly into eyes.
- Fade out star lens flare from larger distance in God mode. So sun will not blind when you approach it to observe.
- Orbit points must have constant size in space (don't change size when you approach them, as regular billboards). [done]
- Text labels near stars and planets must be fixed in 3D, and also have constant size.
- Don't turn view to the target when using "goto" function to avoid sickness, instant turn when using "center" function.
- Reduce distance unit in SE. Now it is 1 parsec, so smallest possible move is 1 pc / 2^64 = 3 mm - too much for VR. You can notice this if trying to explore small space ship (with time paused, to disable more large wobbling due to floating point precision issues).
- The chart mode interface should be moved to controller's "holograthic toolbars". It also should have a mode where planets are placed next to each other in order of their orbit size, ie Mercury-Venus-Earth an so on (like in the "Titans of Space").
- Solar system browser should be a variation of the chart mode. Maybe something similar to a system map in Elite Dangerous. Could be useful in non-VR mode also.
- The map mode will be wonderful in a room-scale VR. Imagine looking into a holographic sphere in center of your room, which represents a spherical slice of the Universe. Change scale with controller to zoom from a planet to a galaxy. Draw planned path for a ship using controller as 3D paint brush. Indeed, maybe some futuristic room model must be used in this mode.

Other suggestions?





 
CanleskisDate: Sunday, 21.08.2016, 23:23 | Message # 57
Space Pilot
Group: Users
Pirate
Messages: 117
Status: Offline
So nothing about ships this version? I should really get a VR headset to admire even more the beauty of SpaceEngine I think smile

Edited by Canleskis - Sunday, 21.08.2016, 23:39
 
ProteusDate: Monday, 22.08.2016, 02:49 | Message # 58
Explorer
Group: Users
United States
Messages: 172
Status: Offline
Quote SpaceEngineer ()
Other suggestions?


Related to ships: Motion lines (or other equivalent effect) during interplanetary travel. It seems so simple but has a huge effect on the experience of using them, being able to actually notice just how fast you're going even though the bodies around you are moving very slow. The faster you know you're going, while bodies pass slow, the larger everything around you feels, and the more you can come to appreciate the experience!

This is what has been on my mind for a very long time. I don't know about anyone else. smile







Edited by Proteus - Monday, 22.08.2016, 02:52
 
FastFourierTransformDate: Monday, 22.08.2016, 08:22 | Message # 59
Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
Quote SpaceEngineer ()
I am working on better VR support. What I planning to do


Thanks for taking your time for the response smile

Quote SpaceEngineer ()
Render something inside planets. It's possible to enter inside planets in "God eye mode", so some red glow could be better than nothing.


oooh this is going to be the beggining of planet interior structure!!!

Quote SpaceEngineer ()
The map mode will be wonderful in a room-scale VR. Imagine looking into a holographic sphere in center of your room, which represents a spherical slice of the Universe


That would be beautifull (I need a vive now sad ). I think the map mode has to become more minimalistic in the future. I would love to explore the Gaia data in the map viewing the stars around the solar system.
 
soyrodDate: Monday, 22.08.2016, 11:29 | Message # 60
Observer
Group: Newbies
Spain
Messages: 3
Status: Offline
I donated some time ago but never signed in. smile Now is the time to say... I need this update for my Vive!

Thank you for your hard work.
 
Forum » SpaceEngine » Development Status » Work progress - 0.9.8.1
Page 4 of 19«1234561819»
Search: