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Forum » SpaceEngine » Feedback and Suggestions » General suggestions (Post your suggestions here.)
General suggestions
ZefnolyDate: Friday, 20.11.2015, 22:24 | Message # 661
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What about a system generator where you can like choose a place in a galaxy you find. then open it up to generate a system at a choosen spot. maybe with help of cordinates or location of camera. Then you can insert parameters for the system. What kind of star. how many planets? what kind of moons/planets they will have and the base color and if they will have life or not etc...

EDIT: I'm not talking about the star browser. I'm talking about a tool to generate a system with help of parameters if you don't find what you want





A creature from a planet found far on the other side of Milkyway, found on a planet orbiting a gas giant.


Edited by Zefnoly - Friday, 20.11.2015, 23:00
 
GlenStevensTDDate: Sunday, 29.11.2015, 19:48 | Message # 662
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What about subdwarfs and subgiants will be procedurally generated. Subgiants and subdwarfs will less common than main sequence

Irrregular and Lenticular galaxies:
Blue-White and Yellow subdwarfs
Blue-White subgiants

Sprial galaxies:
White-Yellow-Orange-Red subdwarfs
Blue-White-Yellow-Orange-Red subgiants

Elliptical galaxies:
Red-Yellow-Orange subdwarfs
Red-Orange subgiants


Edited by GlenStevensTD - Sunday, 29.11.2015, 19:48
 
SpaceEngineerDate: Monday, 30.11.2015, 15:18 | Message # 663
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Quote GlenStevensTD ()
What about subdwarfs and subgiants will be procedurally generated. Subgiants and subdwarfs will less common than main sequence

I am work on upgraded stellar classificatoin right now.





 
DeathStarDate: Monday, 30.11.2015, 19:47 | Message # 664
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Quote SpaceEngineer ()
I am work on upgraded stellar classificatoin right now.


That's fantastic! Right now, SE doesn't seem to be generating many types of stars that otherwise exist as catalog objects(subgiants,subdwarfs, WR stars, white-blue hypergiants, etc.) - hopefully the upgraded classification for procedural objects will also include these.
 
GlenStevensTDDate: Tuesday, 01.12.2015, 17:07 | Message # 665
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Quote
That's fantastic! Right now, SE doesn't seem to be generating many types of stars that otherwise exist as catalog objects(subgiants,subdwarfs, WR stars, white-blue hypergiants, etc.) - hopefully the upgraded classification for procedural objects will also include these.


Wolf rayet stars should be more rare than red hypergiants and blue-white hypergiants also blue-white supergiants will be only on younger galaxies


Edited by GlenStevensTD - Tuesday, 01.12.2015, 17:08
 
PlutonianEmpireDate: Tuesday, 08.12.2015, 05:06 | Message # 666
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Would it be possible to have SE randomly or procedurally have some (not all) terras and/or titans to use the bottom-most cloud layer as a very thin "fog" layer, a meter or two above the sea level?

An example cloud script on one of my custom worlds:

Code

    Clouds {
  Height 0.001
  BumpHeight 1.0
  Coverage        0.1664405
    }




Basically, a bump height no greater than 1.0 for the "fog" layer.

Would this be feasible at all?

Attachments: 0330047.jpg(177Kb)





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accursedCursiveDate: Thursday, 10.12.2015, 02:05 | Message # 667
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I think it would be worth looking into whether many of Space Engine's problems could be solved by distributing matter in the universe with some kind of 4-dimesnional hybrid fractal, and time will be the parameter for looking at 3D slices of the fractal.
The biggest question though is whether it's possible to have gravity-like behaviour between slices of a fractal.
The Newton Fractal, if proximity to the centre is considered as the time dimension, could be likened to an orbital system of cantor dust where the orbits decay presumably to all the dust in space, so I guess that's something.
 
SpaceEngineerDate: Thursday, 10.12.2015, 09:40 | Message # 668
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Quote DeathStar ()
hopefully the upgraded classification for procedural objects will also include these.

No, classification is one system, generator is another.

Quote PlutonianEmpire ()
bottom-most cloud layer as a very thin "fog" layer, a meter or two above the sea level?

It will clip with terrain, and z-fight everywhere. Also, 2D sheet is not look like a fog. Wait for volumetric clouds smile





 
HarbingerDawnDate: Thursday, 10.12.2015, 16:32 | Message # 669
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Quote SpaceEngineer ()
Also, 2D sheet is not look like a fog.

Something like the current water fog could work smile





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
 
PlutonianEmpireDate: Thursday, 10.12.2015, 23:39 | Message # 670
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Quote SpaceEngineer ()
It will clip with terrain, and z-fight everywhere. Also, 2D sheet is not look like a fog. Wait for volumetric clouds :)

Yeah, it was meant as a temporary work around to give an illusion of fog until the volumetric clouds could be implemented, but I do see what you mean. smile Would the new reversed-z buffer feature have reduced the z-fighting at all?

Quote HarbingerDawn ()
Something like the current water fog could work :)

I like that idea. Perhaps attaching it to the bump map and/or the alpha of the clouds might work? So one doesn't get a white screen when approaching a clear spot, or when entering the eye of a cyclone, for example. Granted, it might be subject to the same bug where the water fog begins above the 2D water surface. :/





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Edited by PlutonianEmpire - Thursday, 10.12.2015, 23:41
 
SpaceEngineerDate: Saturday, 12.12.2015, 22:53 | Message # 671
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Quote PlutonianEmpire ()
I like that idea. Perhaps attaching it to the bump map and/or the alpha of the clouds might work?

This required ray-tracing steps. Otherwise fog edges will depend on view angle and position. Or fog simply will be uniform across entire planet. I planned to implement uniform high-altitude fog layers to model Venus and Titan clouds though. Not sure when I can do that smile





 
PlutonianEmpireDate: Tuesday, 22.12.2015, 01:25 | Message # 672
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Quote SpaceEngineer ()
This required ray-tracing steps. Otherwise fog edges will depend on view angle and position. Or fog simply will be uniform across entire planet. I planned to implement uniform high-altitude fog layers to model Venus and Titan clouds though. Not sure when I can do that smile

That does make sense, yeah. smile





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RigelDate: Friday, 01.01.2016, 19:24 | Message # 673
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Quote SpaceEngineer ()


SpaceEngineer, This is just my ideas.

There are times when I want to reduce only nebulas magnitude limit, cause image beauty and computer performance.
(I let it be what galaxies magnitude limit.)

If you can do it, how about separating galaxies and nebulas magnitude limit settings?

Thanks always! smile


Edited by Rigel - Friday, 01.01.2016, 19:26
 
quarior14Date: Sunday, 24.01.2016, 19:19 | Message # 674
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With this thread Systems & Discoveries Database I got an idea, is in fact putting a database connected to a server directly (as in game servers) so that it can update the database of the discoveries, for this, the user name entered must match the SpaceEngine (spaceengine.org) and/or Steam account so he could save his discoveries in synchronization and the shared.

Speaking of Steam, also put a Workshop to share its mods such as shaders or catalogs.

Of course I believe that everyone has the idea that when there is a larger game mode, we'll see the vessels of other players if it is connected to their current position and there is also an offline mode.





Quarior
 
Oatmeal_SpigeonDate: Wednesday, 27.01.2016, 23:38 | Message # 675
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The one thing I would like to see most in the next version of Space Engine would be a better ctrl + f3 menu. For example, being able to search for planets based on their rotation period, gravity, orbit eccentricity, and axial tilt.




"I am neither Oatmeal Spigeon Nor Oatmeal Spigeon Nor."
 
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