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Forum » SpaceEngine » Development Status » Work progress - 0.9.8.1
Work progress - 0.9.8.1
quarior14Date: Monday, 22.08.2016, 14:04 | Message # 61
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Quote SpaceEngineer ()
Other suggestions?

This is a suggestion but not in connection with the VR but in general case :
I suggest putting to the user's position (which is in config UserRelPosition) to add to the Sun, RA, Dec and Dist to better placed custom systems (with the greatest possible precision, for example 14 decimal). It can also be displayed in the edit mode if possible.

I say this because it will be the only possible option because you said it would be too complicated added a repository for each system (conversation here).





Quarior
 
SpaceEngineerDate: Monday, 22.08.2016, 17:51 | Message # 62
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Quote Canleskis ()
So nothing about ships this version?

I can't do everything simultaneously. I am not a superman :)

Quote Proteus ()
Related to ships: Motion lines (or other equivalent effect) during interplanetary travel.

Do you mean a "space dust effect" like in many space games? Then my answer is: NNNOOOOOOOOOOOOO!!!!!!!!!!!11111oneoneone
Despite the fact what it is very unrealistic and thus does not belong here, it simply incompatible with SE physics (real physics!). Ships in SE does not move like aircraft, ie nose toward direction of movement. So these particles will fly from any direction, depending on your course. Also, their size and velocity? Any attempt to use real relative velocity will fail, or you have to make them asteroid-sized to be noticeable.





 
CanleskisDate: Monday, 22.08.2016, 18:09 | Message # 63
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Quote SpaceEngineer ()
I can't do everything simultaneously. I am not a superman :)


Ahaha I know, but I expected more features about ships because 0.9.8 added a lot but there's still a lot missing. Anyway I think VR is also very important if not even more so this is a good idea to focus on this for 0.9.8.1 smile


Edited by Canleskis - Monday, 22.08.2016, 18:10
 
yaqdarkDate: Monday, 22.08.2016, 18:24 | Message # 64
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Quote SpaceEngineer ()
Other suggestions?


I can think of 100 things but for now just make sure that in 3D, the mouse cursor is set to infinite distance so that it can still be used to select stars, if you haven't already. It can come to the same distance as the interface when the mouse moves to the sides of the HUD box.

I'll add more suggestions over time so as not to overwhelm you, superman


Edited by yaqdark - Monday, 22.08.2016, 18:25
 
tRetro-VisorDate: Monday, 22.08.2016, 20:34 | Message # 65
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Quote
Ahaha I know, but I expected more features about ships because 0.9.8 added a lot but there's still a lot missing


Keep in mind that the VR support milestone was reached. That needs to be a big priority, I asume





http://tretro-visor.blogspot.cl/
 
CanleskisDate: Monday, 22.08.2016, 21:08 | Message # 66
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Quote tRetro-Visor ()
Keep in mind that the VR support milestone was reached. That needs to be a big priority, I asume


I know and said it in the following part of my message. My opinion about ships is just my own opinion so I know people could not agree but I think gameplay elements in SpaceEngine could make more people interesting, as well as VR so this is still a great update! (and reaching this milestone is also a very good thing)
 
SpaceEngineerDate: Monday, 22.08.2016, 22:41 | Message # 67
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Quote yaqdark ()
I can think of 100 things but for now just make sure that in 3D, the mouse cursor is set to infinite distance so that it can still be used to select stars, if you haven't already. It can come to the same distance as the interface when the mouse moves to the sides of the HUD box.

It's very hard, if not impossible, to reverse lens distortion. It is needed to convert GUI coordinates (where mouse cursor is living) to screen coordinates (with which select functionality works). I failed to do this with DK1 and DK2, modern Oculus library doesn't provide functions to do this "unwarp", and even doesn't provide parameters used in warp formula.
Better way would be using some sort of "3D" mouse pointer. First I'll implement selecting with Vive's "laser ray", and then will look how to adapt this for mouse and xbox controller.





 
AzirphaeliDate: Monday, 22.08.2016, 22:53 | Message # 68
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Quote SpaceEngineer ()
I am working on better VR support. What I planning to do:

...

Other suggestions?


If you could be so kind, leave keyboard/mouse controls for us rift users. After Elite: Dangerous I kinda got used to navigating space with the old KB/Mouse :)

I'd say touch support, but you know, not a whole lot of devs have a touch kit yet so I suppose that will need to wait. Something for future patches perhaps.





~
 
yaqdarkDate: Tuesday, 23.08.2016, 08:49 | Message # 69
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Quote SpaceEngineer ()
It's very hard, if not impossible, to reverse lens distortion. It is needed to convert GUI coordinates (where mouse cursor is living) to screen coordinates (with which select functionality works). I failed to do this with DK1 and DK2, modern Oculus library doesn't provide functions to do this "unwarp", and even doesn't provide parameters used in warp formula.
Better way would be using some sort of "3D" mouse pointer. First I'll implement selecting with Vive's "laser ray", and then will look how to adapt this for mouse and xbox controller.


Ok great. Shame I don't have a Vive, I hope the Oculus Touch has a laser ray too.

p.s. your "select by joystick" method works perfect at infinite depth. Not sure if you can adapt the technology. At the very least, make the target reticule smaller and more accurate so it can select tiny stars


Edited by yaqdark - Tuesday, 23.08.2016, 10:32
 
CanapinDate: Tuesday, 23.08.2016, 17:13 | Message # 70
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Quote SpaceEngineer ()
find a black hole […], make it 1-2 meters across and walk inside...

I'm pretty sure this very sentence would scare most people here.
 
Bender_RodriguezDate: Wednesday, 24.08.2016, 23:03 | Message # 71
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I'm assuming this update will also add all the new exoplanets and recently discovered Kuiper belt objects discovered since 0.9.8.0, correct?
 
PlutonianEmpireDate: Wednesday, 24.08.2016, 23:08 | Message # 72
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Quote SpaceEngineer ()
find a black hole without accretion disk, make it 1-2 meters across and walk inside...

Won't that cause a divide by zero error though? tongue


Attachments: 0775078.jpg(60Kb)





Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )

Edited by PlutonianEmpire - Wednesday, 24.08.2016, 23:15
 
MixaDate: Thursday, 25.08.2016, 15:58 | Message # 73
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Claustophobic black hole... I just tried that.

I thought that if I was careful, it would act just like any other black hole in SE. I was wrong. It scared me for real.
The thing is that if you try to enter it with careful speeds, it wont alow you, and as soon as you reach the speed over 100, it just sucks you in.
 
NahorDate: Tuesday, 30.08.2016, 16:23 | Message # 74
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Quote SpaceEngineer ()
- Decouple move direction from view direction


It would be cool to have the option to keep it coupled, or more exactly, to have the move direction slowly align with the view direction, so one could lazily navigate space while laying down on the couch. cool

Quote SpaceEngineer ()
- Motion direction in Vive is pointed by "laser". Controller's touchpad to adjust speed


I'd like to see an auto-speed based on how near the near an object is. The pad would still be needed to adjust the how quickly one arrives/leaves a planet/star system/galaxy. But the game would automatically adjust the speed to surface speed to system speed to intergalactic speed.

Especially useful with the lazy navigation I mentioned above, to minimize the amount of work and stay lazy.

Quote SpaceEngineer ()
- Don't turn view to the target when using "goto" function to avoid sickness, instant turn when using "center" function.


Or add a mask around the view (tunnel effect). I've read somewhere that this also reduces sickness. Teleport effect can be a bit disorienting ("where is that thing now?...").

- Scaled objects in star systems.
Make the planets/start bigger, or reduce the size of the orbits. It's probably not something you want to do if you really want to keep the app as a real simulation but it goes well with a lazy nagiation, to more easily jump from one planet to another. Today, one has to either use the maps or show the orbits to find the next planet. This breaks the mood cool

Or maybe make the maps more realistic so one could actually navigate them directly like he would the universe, i.e the map is a mini-navigable-universe so the "real" universe can stay real biggrin
 
steeljaw354Date: Tuesday, 30.08.2016, 20:31 | Message # 75
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Can you add your own music? Does it have to be a specific file type?
 
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