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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
Donatelo200Date: Monday, 01.08.2016, 11:38 | Message # 3256
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Well yes. There isn't a star nearby to really light them. (normally that is) However, if you find a hot moon (~over 1200k) the planet and nearby moons will be lit up.

Here is an example:

Attachments: 9479376.jpg(66Kb)





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Edited by Donatelo200 - Monday, 01.08.2016, 11:41
 
FireintheholeDate: Monday, 01.08.2016, 13:43 | Message # 3257
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Quote isdebesl ()
About this update, do planemoes are supposed to be dark and completely black?

As of the engine of today, yes. Future versions will have ambient illumination, which will make stray planets lit by globulal clusters, far distant stars and galaxy cores.





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yaqdarkDate: Tuesday, 02.08.2016, 17:53 | Message # 3258
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So excited that it's out! Just another request to add Oculus Rift/Vive support now that you've done it :)

I miss GOING into space!
 
SpaceHopperDate: Wednesday, 03.08.2016, 02:43 | Message # 3259
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About planemos...I wish there were an ingame Flashlight (with an adjustable radius) that you could turn on to illuminate the planet.




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SalvoDate: Wednesday, 03.08.2016, 11:34 | Message # 3260
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Quote SpaceHopper ()
with an adjustable radius

It's too much no-sense and unrealistic biggrin

To noticeably illuminate a planet you would require an exaggerated amount of energy.





The universe is not required to be in perfect harmony with human ambition.

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Edited by Salvo - Wednesday, 03.08.2016, 11:35
 
FastFourierTransformDate: Wednesday, 03.08.2016, 12:44 | Message # 3261
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Quote SpaceHopper ()
I wish there were an ingame Flashlight (with an adjustable radius) that you could turn on to illuminate the planet.


Here you have an explanation for something similar. Imagine the crazy ship that would be needed to carry a flashlight for something like illuminating a Jupiter-size body. Totally away from reality.
 
SpaceHopperDate: Wednesday, 03.08.2016, 22:33 | Message # 3262
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It would be a virtual flashlight, not a real one, and (for me) it doesn't have to have a radius bigger than 5 Earth radii. It would be useful when lighting up the scenery of a rocky planemo, because I tried using spaceship lights to do this, and they didn't light up the planemo ground at all.

And here are some more suggestions: the Witch Head Nebula is a supernova remnant, not a diffuse nebula, despite its odd shape. The Veil Nebula (in SE) is part of the supernova remnant called the Cygnus Loop (not in SE). And I didn't find the Tarantula Nebula in SE 0.98 despite it being one of Voekoevaka's nebulae, like Barnard 68 is. Speaking of nebulae, I would really love to see the return of procedural degenerate and neutron stars to planetary nebulae and supernova remnants. I liked looking for terras with life in the planetary nebulae.





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Edited by SpaceHopper - Wednesday, 03.08.2016, 22:34
 
AngelicaPicklesDate: Thursday, 04.08.2016, 18:21 | Message # 3263
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Installed: 0.9.7.4 RC3.

The docking issue still persists where ships are not docked after reloading?

For example the Harmony IIb has 20 odd docking stations and they all but useless because when ever I reload the simulation the ships are no longer docked and and are all over the place?

So will this ever be fixed.... or can it be fixed?

Or in the meantime is there a workaround, maybe to do with v/sync or load options or something?

I did mention this bug before but no one replied.

It's a shame because the shuttles, star ships, docking and planet landings almost turn this into more of a 'game' and it takes a bit of practice docking, landing on planets and putting ships into orbit etc and thus adds more immersion to the whole 'exploration' theme of this game, would be great to have a fleet of shuttles that actually REMAINED docked when the game reloaded.

Any suggestions or info on the problem would be much much much appreciated wink
 
steeljaw354Date: Thursday, 04.08.2016, 18:37 | Message # 3264
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A flashlight option would be a button that you would press or check off on the side of the screen, it would light up an object so you can see what it looks like, the flashlight option would allow the user to see it. Realism aside. Who wouldn't want to see what they look like?

Edited by steeljaw354 - Thursday, 04.08.2016, 18:37
 
simonecinque1992Date: Thursday, 04.08.2016, 18:42 | Message # 3265
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steeljaw354,
Code

A flashlight option would be a button that you would press or check off on the side of the screen

Nice idea :)
and the light color customization would be cool too: Red, Blue, Purple, Green, Brown, Yellow and White colors





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Edited by simonecinque1992 - Thursday, 04.08.2016, 18:44
 
SpaceEngineerDate: Thursday, 04.08.2016, 19:12 | Message # 3266
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Changes between 0.974 RC3 and 0.980:

- Fixed glitchy invisible moons around binary planets
- Updated catalog of binary asteroids
- Increased distance between planet/star and label for better readability
- Some fixes in catalogs
- Some fixes in Russian local database
- Fixed change of localization of some GUI elements
- Fixed bugs with ship autopilot then ship was spawned in interstellar space
- Fixed ship flight mode stuck in "interstellar" until it exits the warp
- Fixed change of localization of some GUI elements
- Fixed galaxy rendering in Wiki
- Many fixes in catalogs
- Fixed terra moons of planemo
- Fixed modules list in the Ship editor
- Fixed ship's smooth behind camera and cockpit camera
- Fixed Pluto atmosphere
- Camera speed is set to zero after using the "Go to" function
- Installer does not delete addons and other user files during installation/uninstallation
- Added warning to the log if csv catalog is going to patch some sc catalog
- Fixed issue with clouds in standard depth buffer mode
- Fixed script exporting of gas giants, stars and black holes
- Fixed too hot planets in T and Y brown dwarf systems
----- Steam update -----
- Fixed loading of ship engines effect
- Added support of custom subfolders for addons (nested set of any depth is possible)
- Changed config files structure and behaviour, user configs does not got overwritten by the patch
- Fixed star spectral class initialization in the Planet editor
- Fixed crash on entering Planetarium if no catalogs was loaded
- Fixed object filters checkboxes if no catalogs was loaded (fully procedural Universe is possible)
- Fixed precision issues with eclipse shadows
----- Steam update -----
- Fixed vanishing of a ship when entering a planetary system in a warp
- Fixed too high mass of procedural brown dwarves and supergiant stars
- Fixed colliding binary stars
- Added procedural Wolf-Rayet, Carbon and Circonium stars
- Fixed camera collision detection with moons in the Chart mode
- Fixed a bug with not showing of a planets if system's center wasn't in the field of view at least once
- Fixed a bug with shimmering of comet tail sprites
- Star browser shows only systems with 100% match with the filter
- Added Norwegian localization (by username6)
----- Steam update -----
- Fixed a bug with filesystem data update then some pak file renamed or deleted/added
- Fixed swapped palettes of cool/cold/frozen gas giants
- Added ship destruction at high speed reentry, collision, and high tidal force
- Fixed planets/moons counter in object's info table
- Restored automatic updating of the clipRadius and sumColor parameters on the nebula model script
- Some fixes in catalogs
- Updated exoplanets catalog (27-07-2016)
- Integrated new nebulae models by Bambusman and Voekoevaka
----- Steam update -----
- Fixed a bug with config update after patch
- Fixed a bug with cache clearing after patch
- New realistic map of Titan





 
BambusmanDate: Thursday, 04.08.2016, 19:44 | Message # 3267
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Quote SpaceHopper ()
the Witch Head Nebula is a supernova remnant, not a diffuse nebula,

the witch head nebula is a reflection nebula, since reflection nebulae are not added in SE it's used as a diffuse nebula.
Quote SpaceHopper ()
The Veil Nebula (in SE) is part of the supernova remnant called the Cygnus Loop (not in SE)

the veil nebula does not exist in SpaceEngine.
Quote SpaceHopper ()
And I didn't find the Tarantula Nebula in SE 0.98

i think SpaceEngineer didnt add it because it's located in the LMC.
Quote SpaceHopper ()
I liked looking for terras with life in the planetary nebulae.

it was unrealistic to find planets with life in them, since the star inside a planetary nebula is dying.


Edited by Bambusman - Thursday, 04.08.2016, 19:44
 
SpaceHopperDate: Thursday, 04.08.2016, 22:18 | Message # 3268
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Quote Bambusman ()
it was unrealistic to find planets with life in them, since the star inside a planetary nebula is dying.

Well, you can find planets with life orbiting white dwarves that are not in planetary nebulae. Those stars, by the way, take a few billion years to die, enough for life to form.
Quote Bambusman ()
the veil nebula does not exist in SpaceEngine.

Oh, I thought you had added it once to your nebula mod during RC2 or RC3. Maybe I mixed up the Witch Head Nebula and the different Witch's Broom Nebula, which is part of the Veil Nebula. But the Cygnus Loop would be a good thing to add, don't you think?

And here's something else I found...R136a1 (which is supposed to be a single star) is bifurcated in 0.980. I hope this gets fixed in the next version. And I wonder if anyone else has seen bifurcated catalog single stars in 0.980.





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abrasaxDate: Friday, 05.08.2016, 09:26 | Message # 3269
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Quote SpaceHopper ()
Well, you can find planets with life orbiting white dwarves that are not in planetary nebulae. Those stars, by the way, take a few billion years to die, enough for life to form.


I thought white dwarfs are relatively stable with lifespans longer than the age of the universe.
 
SpaceHopperDate: Friday, 05.08.2016, 17:12 | Message # 3270
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Quote abrasax ()
I thought white dwarfs are relatively stable with lifespans longer than the age of the universe.

They exist as white dwarfs for at least a few billion years, that's what I meant.





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