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Forum » SpaceEngine » Archive » Work progress and public beta test - 0.9.7.4
Work progress and public beta test - 0.9.7.4
SpaceEngineerDate: Wednesday, 29.07.2015, 13:00 | Message # 286
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Quote Destructor1701 ()
Does this solve the issue where the ship displaces itself by thousands of km when you switch orbit modes?

Exactly. Orbit modes will switch automatically now.

Quote Destructor1701 ()
As of the last public beta patch, 04, I've been having trouble with thrusters. As soon as I fire them, a continuous massive acceleration takes hold, shooting my ship off relative to anything nearby. Have you tackled that issue?

No.





 
Destructor1701Date: Wednesday, 29.07.2015, 14:40 | Message # 287
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Ok. The patch is available again (thank you?) - I'll see if I can characterise the thruster acceleration glitch. Were you already aware of it?






Edited by Destructor1701 - Wednesday, 29.07.2015, 14:41
 
OBV10U3_NINJADate: Wednesday, 29.07.2015, 15:18 | Message # 288
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I am unable to make a .gif of it for the time being, but I may have discovered a bit of an annoying flaw.

If you slowly approach a galaxy, the flare shrinks and disappears on it rather... oddly. I get the feeling that either the flare is too bright, or the galaxy is too dim.

The effect is even more weird for highly luminous galaxies that one would see as a red dot in the distance - Once you are near it, if you are not close enough to see the shape but almost so, the flare is giant and very hard to miss. This poses a massive problem in my opinion. (pun intended)

Also, SpaceEngineer, I'm planning on making a track (or two) for the engine. I don't have anything fitting yet but I can give you an awesome example of what I am capable of biggrin

https://soundcloud.com/ob103ninja/luminous-draft-3


Edited by OBV10U3_NINJA - Wednesday, 29.07.2015, 15:45
 
pennymobbDate: Wednesday, 29.07.2015, 21:31 | Message # 289
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Quote OBV10U3_NINJA ()
I am unable to make a .gif of it for the time being, but I may have discovered a bit of an annoying flaw.

If you slowly approach a galaxy, the flare shrinks and disappears on it rather... oddly. I get the feeling that either the flare is too bright, or the galaxy is too dim.

The effect is even more weird for highly luminous galaxies that one would see as a red dot in the distance - Once you are near it, if you are not close enough to see the shape but almost so, the flare is giant and very hard to miss. This poses a massive problem in my opinion. (pun intended)

Also, SpaceEngineer, I'm planning on making a track (or two) for the engine. I don't have anything fitting yet but I can give you an awesome example of what I am capable of

https://soundcloud.com/ob103ninja/luminous-draft-3


no offence but that track is more "ratchet techno rave music" than it is "flying through the universe going 5 million times the speed of light"

my 2cents
 
OBV10U3_NINJADate: Wednesday, 29.07.2015, 21:54 | Message # 290
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Quote pennymobb ()
no offence but that track is more "ratchet techno rave music" than it is "flying through the universe going 5 million times the speed of light"


I said it wasn't fitting LOL

Also here's that .gif

 
parameciumkidDate: Thursday, 30.07.2015, 01:08 | Message # 291
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I like the song! Indeed it is unfitting, but it does show your capabilities as you said ^^ The beginning sounds like the kind of thing that could fit.
Aaaaand if maybe someday space combat becomes a thing stuff like this will be needed wink

I also concur on the galaxy flare thingy. Presumably SpaceEngineer already has it on the to-do list.





Intel HD Graphics 4000 ;P
 
yaqdarkDate: Thursday, 30.07.2015, 01:12 | Message # 292
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Can you create a hotkey to set velocity directly to 0
And/or can you create deadzones for xbox controller axes?

I often find myself flying away because the controller is leaning slightly. I have to reduce my speed to 0 to fix that.

Thanks buddy
 
ScruffygamerDate: Thursday, 30.07.2015, 05:23 | Message # 293
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Quote SpaceEngineer ()
Why just don't go to black holes?


Well It's possible I can accidently run into one and yea.

Is it fixed yet?
 
GP300Date: Thursday, 30.07.2015, 06:03 | Message # 294
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@yaqdark

One of the sticks on my Xbox-controller also have a slight tilt which is very annoying.
I found a nice gamepad mapping program called Antimicro for my Xbox-controller which I've been using for some time now and it works perfectly with SpaceEngine (and other games). Deadzones and all sorts of things can be adjusted in it.
 
SpaceEngineerDate: Thursday, 30.07.2015, 16:07 | Message # 295
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Quote OBV10U3_NINJA ()
https://soundcloud.com/ob103ninja/luminous-draft-3

Yes it's nice, but don't fit for SE:)

Quote yaqdark ()
Can you create a hotkey to set velocity directly to 0

Z ?

Quote yaqdark ()
And/or can you create deadzones for xbox controller axes?

They are exist. Press "Calibrate" button on the controls settings window.





 
HarbingerDawnDate: Thursday, 30.07.2015, 21:16 | Message # 296
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Quote SpaceEngineer ()
Press "Calibrate" button on the controls settings window.

Calibrate resets the 0 point, but there appears to be no "deadzone" (a range of values near 0 ignored by the program). This means that even the smallest of inputs is used by the engine, which is not desirable for many controllers.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
SpaceEngineerDate: Thursday, 30.07.2015, 21:32 | Message # 297
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Quote HarbingerDawn ()
Calibrate resets the 0 point, but there appears to be no "deadzone" (a range of values near 0 ignored by the program). This means that even the smallest of inputs is used by the engine, which is not desirable for many controllers.

It have a dead zone, 1000/32768. I can make it as configurable parameter, if you don't what think SE interface is already too complex smile





 
SpaceEngineerDate: Thursday, 30.07.2015, 21:33 | Message # 298
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Ok, patch 05 and I going to vacations smile

Download (11 Mb)

Delete cache folder!

Never use your old config files (from previous version/patch) by copying them into SE folder after extracting the patch! Upgraded configs have new parameters, which will be lost; SE can't detect hardware change so will not clear the cache. You may have a lot of glitches!

Changelog is huuuge... Major updates are render in a rectangular panorama, banding artefact eliminating, updates the appearance of the planets, upgraded Ships Manager, upgrades in ships physics and controls. Now orbital maneuvers much easier and clearer, sync velocity command works for ane target object - planet or other ship. If ship being on a stable orbit, it will revolves in it forever, as planets do in SE, regardless of the speed of time. When ship crashed into ground, it remains fixed on it - you can press the "Horizon" button to align it, and then use the takeoff engines to fly again.

To use new Ships manager filtering, add two new parameters to the .sss files of your ship mods:

Pack "StarWars" // mod name or sci-fi universe name
Faction "Empire" // faction or race

Localizations needed update, I hope translators will make them soon. I will come back in the end of August.

Enjoy!




Changes:
- Label rendering for selected object is independent of distance and bright
- Separate buffers for left and right pass in stereo modes
- Rendering in the equirectangular spherical projection
- Added quintuple star system 1SWASP J093010.78+533859.5
- Ship HUD is hiding in interstellar mode
- Planet SurfStyle can be updated in the Planet editor
- Updated palettes for titans and iceworlds
- Alien vegetation on titans with terrestrial life
- Reduced too often impact basins on titans and iceworlds
- Random global tint of a planets into shades of brown
- Polar caps on cold selenas and iceworlds (Ganymede-like and Pluto-like thin frost deposit)
- Changed format of locations script
- Dithering to fix banding artefacts
- Improved quality of elliptical galaxies rendering
- Added Astroniki Orion nebulae complex
- Improved ship manager
- "Pack" and "Faction" filters for ships, ships configs must be updated
- All shaders are moved to OpenGL 3.3 core profile
- Separate files for saving default and user locations
- Internal time representation is changed to 64.64 fixed point type
- Restored possibility of selection of the reference body for ship
- Sync velocity command works with target ships
- Upgraded ship controls and HUD
- Hints allows to view the table cell content, if the cell is too small
- After collision with a planet, ship become fixed on the surface
- Retro and hover engine effects added to the "Skylone" ship

Bugfixes:
- Fixed render of orbits in the Map mode
- Fixed bug with infinite radius of black holes, neutron stars and white dwarves
- Fixed wrong camera positioning at program startup
- Fixed artefacts with black hole and ship warp effect in stereo modes
- Fixed wrong calculation of orbital period of catalog binary stars
- Fixed interstellar ships magnitude calculation
- Fixed crash on building a ship in interstellar space
- Fixed sprites rendering order in nebulae
- Fixed pushing camera up while loading location on a planet by disabling collision detection for some amount of time
- Fixed crash on rebuilding the pak files data cache
- Fixed ship hyperjump to galaxy, star cluster or nebula
- Fixed extreme apparent magnitude of a comet nucleus if camera or ship is close to it
- Fixed joystick throttle and correction engines control
- Fixed switching ship's behind camera when planet is selected
- Fixed smooth fade in of the selection pointer
- Fixed orientation of the ship's orbit relative to moons
- Fixed ship's orbital position calculation
- Fixed selected object's info table in Oculus Rift
- Fixed ship's "Horizon" orientation command
- Fixed bug with phase calculation for planets and ships





 
ScruffygamerDate: Thursday, 30.07.2015, 21:59 | Message # 299
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Why are the planet's textures glitched... ;-;

Come on I just want to explore Space Engine.
sad surprised cry angry
 
FaceDeerDate: Thursday, 30.07.2015, 22:23 | Message # 300
Space Pilot
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Quote Scruffygamer ()
Why are the planet's textures glitched... ;-;


Because this is a beta release specifically intended to find bugs like this. That means we won! smile

I got some weird planet texturing issues too when I added this patch, but just to be on the safe side I'm going to reinstall cleanly and see if it still happens. I've got an NVIDIA GeForce GTX 970 on this computer, what have you got?
 
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