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Forum » SpaceEngine » Feedback and Suggestions » General suggestions (Post your suggestions here.)
General suggestions
smjjamesDate: Saturday, 04.05.2013, 15:33 | Message # 61
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Quote (Red_River)
there needs to be some sort of on screen feedback when capturing a movie. I accidently pressed F9 and filled up my hard drive because there was no way to tell what was going on exactly while in game.


Agreed, although I am able to tell that I accidentially pushed it when it starts lagging badly. That doesn't always work as an indicator and is a poor indicator anyways.





 
HarbingerDawnDate: Saturday, 04.05.2013, 15:40 | Message # 62
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Quote (Red_River)
I accidently pressed F9 and filled up my hard drive because there was no way to tell what was going on exactly while in game.

The sudden horrible lag might have been a clue. Also, if you're running in windowed mode then it tells you in the title bar of the window. But yeah a pop-up notification like when taking a screenshot would be a good idea.





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PCDurumDate: Saturday, 11.05.2013, 20:19 | Message # 63
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Hi Folks, found my way to this incredible software searching for info on comet Ison. Gobsmacked at what it offers and so excited as to what it may become! wink
 
TenebristhedarkenedDate: Monday, 13.05.2013, 00:33 | Message # 64
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Rogue planets should be added. Planets that are not in orbit around any star.

http://en.wikipedia.org/wiki/Rogue_planet
 
HarbingerDawnDate: Monday, 13.05.2013, 00:45 | Message # 65
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Welcome to the forum, Tenebristhedarkened. Please be sure to read the forum rules. Your comment could have been posted here.

I would like to direct your attention to the To-Do list, which mentions rouge planets in it. There is also another quote worth citing from there:

Quote (SpaceEngineer)
as long as SE is a scientifically accurate Universe simulator, then one day it will implement ALL space objects and phenomenon that are known to modern astronomy. So you may not bother yourself with questions like "will SE one day have meteor rain implemented". I guarantee that it WILL.





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TenebristhedarkenedDate: Monday, 13.05.2013, 01:00 | Message # 66
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Will septuple star systems be added, or even bigger ones? They DO exist.
 
HarbingerDawnDate: Monday, 13.05.2013, 01:12 | Message # 67
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Quote (Tenebristhedarkened)
Will septuple star systems be added, or even bigger ones?

They already exist in SE; even if they didn't, see my previous post.





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alfskiDate: Thursday, 23.05.2013, 08:54 | Message # 68
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Suggestion: Automatically hide the cross-hair mouse cursor/pointer after a few seconds of the mouse not moving.

Or is there a keystroke that does this? I couldn't find it in keys.cfg.

Suggestion: Support for multi-axis joystick controllers, in particular the 3D Connexion Space Navigator. The SpaceNav is a great controller for navigating 3D environments, and works very well inconjunction with keyboard & mouse for 2D selection.

If it would help, I can probably supply one to SE developers :)

Cheers, Andrew | eResearch | University of Western Sydney


Edited by alfski - Thursday, 23.05.2013, 08:55
 
SpaceEngineerDate: Thursday, 23.05.2013, 20:38 | Message # 69
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Joystick are in plans (I have one). But these 3D Connexion Space Navigator is a cool device smile




 
Shane98cDate: Friday, 24.05.2013, 01:04 | Message # 70
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I've been using a joystick by using a utility that maps the joystick as a mouse. Works pretty well. It'll be great when full support is added though.
 
neutronium76Date: Monday, 03.06.2013, 07:20 | Message # 71
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cont'd from here

Quote (HarbingerDawn)
Quote (neutronium76)
But wouldn't it look more correct application-wise if stars are ocluded by galactic/nebula dust? Of course it won't look realistic in accordance with real life but technically it would be more correct don't you agree?

Would it look more correct for Deneb to be invisible from Sol? No.


dry ...

Quote (HarbingerDawn)
This would lead to massive inconsistencies in the appearance of the sky. Some stars would appear out of the dust, and some would be always visible


Bright stars whould appear even if they are behind the dust while dimmer would not. I don't understand your reasoning.. huh

Quote (HarbingerDawn)
Also, unless you intend for that system to apply to catalog stars only


No, not only for catalog. For all stars.

Quote (HarbingerDawn)
You'd be ruining the appearance of every galaxy in the universe just to make the Milky Way look slightly better.


Quite the opposite actually. Also this feature could be an option in the graphics menu. smile





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Edited by neutronium76 - Monday, 03.06.2013, 07:22
 
HarbingerDawnDate: Monday, 03.06.2013, 08:01 | Message # 72
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Quote (neutronium76)
Bright stars whould appear even if they are behind the dust while dimmer would not. I don't understand your reasoning..

No, both would be dimmed by the same amount. In your system, some would be blocked while some would not be. Anyway, the dimming of Deneb and a few other stars caused by dust is already accounted for in the catalog, that's why they have such low luminosities.

Quote (neutronium76)
...

I saw that, and I was addressing the point that what looks most realistic is the only thing that's relevant.

Quote (neutronium76)
No, not only for catalog. For all stars.

Which would cause problems, as I explained.
Quote (HarbingerDawn)
This would lead to massive inconsistencies in the appearance of the sky.

Why should some stars be affected by dust, while others are not affected at all? In a dense nebula this would cause some bright nearby stars to disappear entirely while equally bright (app. mag.) distant stars would shine brightly through the dust. I don't know how this can be seen as anything other than a bad thing. Currently in procedural galaxies all stars are affected by dust, as they should be. Why would you change that?

Quote (neutronium76)
Quite the opposite actually.

How so?





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neutronium76Date: Monday, 03.06.2013, 10:21 | Message # 73
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Ok maybe I am wrong because I don't entirely understand the way and the order in which SE renders objects. From what I currently understand SE renders 1st procedural stars, 2nd galaxy and nebula sprites, 3rd catallog stars. So the objects have the following priority when they are displayed on the screen: 1st Catalog, 2nd galaxy+nebula sprites, 3rd proc.stars. This ocludes all proc. stars in front and behind the dust sprites but displays all catalog stars in front and behind the dust sprites.

What I propose would be like:
1st procedural & catalog stars below certain luminosity < 2nd galaxy and nebula sprites < 3rd proc&catalog above certain luminosity. This would still have the drawback of occluding certain (dim) catalog and procedural stars that are in front and behind the dust sprites but stars above that luminosity limit whould be allowed to shine through. That is why apparent magnitude should be used for the cut-off so that distant luminous stars behind the nebula are occluded.
As I said above this could be an option in the graphics menu. The option could include two cut-off sliders one for apparent magnitude and the other for absolute so that user can experiment with different combinations smile





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Edited by neutronium76 - Monday, 03.06.2013, 10:43
 
HarbingerDawnDate: Monday, 03.06.2013, 10:54 | Message # 74
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Quote (neutronium76)
That is why apparent magnitude should be used for the cut-off so that distant luminous stars behind the nebula are occluded.

If it was based on apparent magnitude there would be two problems: 1) the engine would have to recalculate the render order for objects constantly, at least when moving through interstellar space. I doubt this would be a good thing. 2) As you moved towards/though a nebula, stars would suddenly appear out of nowhere, or suddenly disappear as you moved away. This would be very jarring.

I don't know for sure, but I suspect that what you're thinking of would be very difficult or impossible to implement in the engine. SpaceEngineer, if he reads this, can confirm or deny this.





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neutronium76Date: Monday, 03.06.2013, 11:21 | Message # 75
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Well then another idea came in my tiny neutron-sized brain biggrin : It could be based on absolute magnitude and trigered only when camera position is at a certain distance from nebula. That's the simplest solution I can think off

Or an even simpler solution would be: An option in the graphics menu to change rendering priority (a restart of SE may be required or a reload of shaders unsure ). When you are close to a nebula and want to take screenshot or make video you open graphics menu (ctrl+F4) and tick/untick an option to change rendering priority: insteed of 1st procedural stars < 2nd galaxy/nebulas < 3rd catalog stars choose 1st procedural stars < 2nd catalog stars < 3rd galaxy/nebulas sprites. Or you can have a 3rd option if you want all stars to be visible in front and back of the nebula: 1st Galaxy/nebulas < 2nd Procedural stars < 3rd Catalog Stars. Obviously you can choose only one option at a time wink . No messing with magnitudes. I have faith in Space Engineer that he can do that smile .





PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1
PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2


Edited by neutronium76 - Monday, 03.06.2013, 16:35
 
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