Please post here all of your reports about bugs or crashes in SpaceEngine. Before you post any bugs, please follow these steps:
First of all, make sure you updated your video card drivers. This may solve 99% of all isues.
Read the Fixing common issues section below. It is possible that your problem can be solved there.
Read the List of known issues section below and make sure that your bugs are not on in it. You can use your browser's word finder to help search the list.
If the bug is not on the list then please post it in this thread. Attach to your message a screenshot (if possible) and a log file (it's called the se.log and is located in the SpaceEngine/system/ directory). Only the log file will help us to understand your problem and find a solution!
Fixing videocard-specific issues
If you do not know which videocard do you have, open the system/se.log file in the text editor and read the Vendor information in the beginning:
INITIALIZING OPENGL [MT] Vendor: ATI Technologies Inc.
Then look for a solution for you:
Nvidia: Major lag spikes
To prevent major lags with Nvidia, go into Nvidia control panel, and in SpaceEngine's profile set Threaded optimization to off.
Nvidia: Water missing on terras, clouds are below the surface
This is becasue of Nvidia driver update. Revert back to 365.19.
ATI/AMD: Crash on approaching to the black hole, neutron star or white dwarf, on using ship's hyperdrive, or when enabling the Oculus Rift mode or the Fish Eye mode
Open config/user.cfg and change this parameter value to false, so that it looks like this:
EnableMipmapsWarp false // use mipmapping for warp effects rendering
If crashes on enabling the Oculus Rift mode or the Fish Eye mode still remains, change these two parameters to false as well:
EnableMipmapsGUI false // use mipmapping for GUI FBO EnableMipmapsFrame false // use mipmapping for scene FBO
ATI/AMD: Crash on Startup on Windows 10
Open the system folder in your SpaceEngine directory and delete the file atioglxx.dll.
Intel HD: Glitchy landscape and textures on planets
Open config/user.cfg and change this parameter to true:
- "Error loading surface generator shaders. Press YES to run program with procedural planets disabled. Press NO to exit"
To fix that, download and install latest drivers for your video card. If you still get this message, it could be that you have an incompatible video card (see next paragraph).
But you still can try and run SpaceEngine by disabling checking of critical errors at startup. Open main.cfg and change value of this parameter to 'true':
IgnoreCriticalCheck true // ignore checking of OpenGL version and critical extensions supporting
NOTE: I can give no guaranties that SpaceEngine will be stable and work correctly if you do make this change.
If you have an "Error loading surface generator shaders" error and press Yes, SpaceEngine can run, but it will not be able to render procedural planetary landscapes.
After updating or rollback of the drivers, you must delete the cache folder in the SpaceEngine directory.
2) Weak system
SpaceEngine needs a modern "gaming" graphics card to run. Weak cards like Intel Graphics (many laptops have it) or 10 year old devices like GeForce 5700 will not run SpaceEngine. There is no way but to update your hardware. There are no plans to make a second version of the engine for weaker systems with simplified graphics, CPU texture generation, etc. It would be like coding another engine from scratch. Once again, I would remind everyone that the minimum system requirements can be found on the Home page, but I will mention it here as well:
CPU 2.0 GHz RAM 2 GB Video GeForce 8600, Radeon HD 2600 VRAM 512 MB
I stress the special role played by videocard onboard memory (VRAM). 512 MB is the absolute minimum. The engine uses a large amount of data that must be in video memory (textures, meshes etc). The goo performance will be only with a dedicated video card with 1024+ MB of onboard memory. Almost all modern $100+ devices can run SE smoothly. CPU power is not so important for SE, but having many cores could improve performance on fast interstellar and intergalactic flight. CPU does not significantly affect the landscape generation speed because it is done completely on the video card.
3) System with hybrid graphics (NVidia/ATI + Intel HD)
If you're running SE on a laptop with dual graphics, make sure SE runs on NVidia or ATI chip instead of Intel HD. You may see it in the beginning of the "SpaceEngine/system/se.log" file. If it says: Vendor: Intel Renderer: Intel® HD Graphics 4000
then you should open Nvidia Control Panel or ATI Catalyst and force SpaceEngine.exe run on NVidia/ATI graphics card. If you do not find a SpaceEngine profile there, create a new one.
4) Artifacts on procedural planets
If you get missing landscape blocks, blurry or blinking textures, random spikes sticking out of surface, check out these recommendations here:
a) If you have a laptop with hybrid graphics, read item #3.
b) Make sure that you make a "clean" installation of SE (if it is a full version, not a patch!). If you install a new version overwriting the old one, you may get many bugs and glitches.
5) Frequent crashing while generating planetary surface
If you have frequent crashes on planets, or get an "OUT OF MEMORY" message on screen, or "Unexpected deleting of child node" in the log file, try taking these steps first:
- Close any other programs that can consume the video memory (games, video players, graphics editors, etc.). The video memory is the most important resource for SpaceEngine. It may help to disable the Windows Aero theme too, as it consumes a lot of video memory. - Disable "3D water" in Graphics settings (Ctrl-F4) - Reduce "Landscape LOD" to -2 in Graphics settings (Ctrl+F4) - Set up the amount of video memory in the main.cfg file:
VideoMemorySize 2048 // video card onboard memory (VRAM) in megabytes
The value must not be less than 1024, but not more than the total amount of physical video memory plus amount of RAM. For example, if you have a graphics card with 1024 MB of video memory, and more than 2 GB of RAM, you can increase VideoMemorySize to 2048.
6) Spaceship disappears when far from a star
This is not a bug. The current version does not yet have a completed spaceship rendering system - they cannot be rendered if there are no stars or planets in the renderlist. Just imagine that the ship is in hyperspace, so cannot be seen :)
7) Blurry textures on Solar system planets
This is not a bug. Our Solar system planets and its satellites have no procedural textures, they use real ones with limited level-of-detail. You can download addons with high resolution textures to increase the level of detail of real planets. But don't expect 1 cm level of detail; these addons also have limited size, and thus limited resolution (up to 150 meters per pixel for some bodies).
8) Problems with very high resolution displays
If you're using a very high display resolution and have problems selecting things with the cursor, or your screenshots are being output at a lower resolution than you're using, try the following:
1) Open Windows Control Panel, navigate to Display, and set the DPI scaling to "Smaller - 100% (default)" - it should look like this.
2) If you want to adjust the DPI scaling, click on "Set custom text size (DPI)" in the sidebar and change its value to suit your preference.
9) Problems in Windows 10 + AMD/ATI
Delete the file system/atioglxx.dll
List of known issues
Green items have been fixed for the next release
Not real bugs, but effects caused by limitations in the engine:
- Star mode "points" and "sprites" look the same. This is right! This switch changes the rendering technology, not the visual appearance. - Ships do not render in interstellar space - Star catalog has many errors in star classification, so there are many "giant dwarfs" and "dwarf giants" - Many real binary stars rendered as single, and many single rendered as binary - SE simply have incomplete catalog of binary stars - Comet nucleus star-sprite will shine through planets[example]. - Galaxy/nebula sprites will rotate when seen from certain angles - Auroras, comet tails and rings can be rendered in front of ships/moons sometimes - Lens flares are distorted by gravitational lensing (black holes and ship warp drive effect) - Text editor for Wiki descriptions is not working - it is not implemented yet - Solar system moons don't have extremely accurate orbits (requires implementation of custom orbit models, e.g. VSOP-87) - Sunspot distribution is not always realistic - Ocean tag not yet implemented in planet editor - Rounding errors (e.g. 30° in catalog rounds to 29°59'59.99" displayed on HUD) - Bloom effects from the bottom of the screen are replicated at the top of the screen in anaglyph mode - Many HIP and HD stars do not appear in the search menu
Real bugs:
- Cloud cyclones have cut edges sometimes - Lines or junctures are visible on planetary surface - Changing "modes" between simulation and orbital when piloting ships can cause glitches - Few issues with asynchronous loading (stars don't always generate properly, especially when flying to new galaxies) - Flashing landscape LOD on a planet when Wiki for it is displayed - GUI response issues with some users (interface items glitchy or not respond easily) - Flickering flare color in close binary systems [example] - Auto-exposure does not react when a sun is blocked while diffraction spikes are set to normal or super - "Eclipse bug" on distant planets (weird dark shimmering on outer planet caused by inner planet crossing the sun or two suns eclipsing) - Level horizon command (End key) doesn't work properly on oblate objects - Weird behavior of movement keys in tracking mode (T) and after releasing it - If a galaxy model is selected, the camera is not following any object, and the program is in Edit Mode, closing and restarting the program will cause the WASDRF movement keys to behave incorrectly until the camera is set to follow an object - Problems when releasing Left + Right click - Music player will unpause when SE window is minimized and restored, or when entering and exiting the main menu - Switching to fullscreen doesn't work sometimes - Automatic reference object setting with spacecraft doesn't always choose the best object (for example, when near dwarf moons or debris asteroids close to a planet you are trying to orbit) - 3D water fog sometimes starts above the water surface - Visual atmosphere heights are inconsistently and unrealistically generated - Physical atmosphere properties are inconsistently and unrealistically generated, and are not tied to the visual models - Cyclones are not generated in the southern hemispheres of gas giants - Shimmering bloom splotch when very close to the surface of a planet [example] - Lighting errors in system browser when viewing from outside the system - "Sky lighting shadow" in the subsolar region of atmospheres - Problems with the skybox export interface, and with the planetarium after using it, for some users - Camera will be set to 90° FOV when returning from fisheye or cubemap view sometimes - If spacecraft .sss Length is very different from its .cfg length, there may be rendering glitches - VSync doesn't work after usage of Oculus Rift in the Direct mode, sometimes it doesn't work at startup when Oculus Rift is connected.
the_aydan, please read the installation instruction You have to intall SpaceEngine 0972 first then extract the patch files(0973) in your installed SE folder.
This is my very first post here, so let me just say hi to everyone!
Now, on to the point. Version 0.9.7.3 is running much worse than 0.9.7.2 on my PC for some reason. I have them both installed on the same HDD (for comparison purposes), running with the exact same graphics settings. In 0.9.7.3 I get extreme lag spikes, especially when loading procedural planets' terrain. It often crawls to an almost complete stop which becomes really frustrating after a while. 0.9.7.2 on the other hand, is the best running version of SE I've tried since discovering it and I would use it if it didn't crash near black holes in that version.
My specs: AMD FX-8320 OC'd to 4.2GHz AMD R9 270X 2GB 8GB 1866MHz RAM
Atmosphere horizon rendering breaks down on my modified Pluto. I gave it a "terraformed" look and while my computer has always had issues with rendering atmospheres on terrain, in the sense that the atmosphere causes my terrain to become partially transparent, I went down to sea level and this glitch caused the atmosphere-to-terrain rendering to break down, causing an ugly cyan line across the entire horizon.
Tfpluto.sc is a modified SolarSys.sc file so naturally SolarSys.sc will need to be commented out, should you choose to look at it.
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 :( )
I downloaded all the addons and unzipped it at plenets folder but there's no landscape in the solar system(planets were flat). But i can see landscape very well at other solar systems. Can you tell me what's the problem?
But i can see landscape very well at other solar systems.
Sol system planets use real textures with limited resolution, while other systems use textures generated by the program with resolution limited only by what the engine can produce.
This is clearly stated in the description for the planet texture downloads and in the FAQ, please read the description of a download before asking questions about it.
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
I feel so stupid, but I finally found the fix for the severe lag I'd been getting since 0.9.7 came out, and I found it in the sticky post at the top of this page. People, turn off your threaded optimization.
We can't turn it off if we're on Integrated Intel, IIRC.
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 :( )
the_aydan, please read the installation instruction You have to intall SpaceEngine 0972 first then extract the patch files(0973) in your installed SE folder.
That's what I did, and as I said, it ran fine the first time, but every time I have run it since, the GUI is unusable.
hi. I dont know if this is a bug. But i try to set galaxy luminosity for my procedual galaxies using AbsMagn and AppMagn I though that if you increase the numbers the birghter or more luminosity has the galaxy. But then i go to my creations and they all have diferrent numbers + for example if i set AbsMagn -16.5 AppMagn 15.5 it just shows a total diferent number.
Seems i found a way out. Still the AbsMagn or AppMagn dont have the value i give them on sc. Is this because i am not looking from the sun or telescope???
Also i notice that even that for example i give a test galaxy -14 AppMagn HUGE HUGE the stars in that galaxy have all like *9000 luminosity but it really feels like i am traveling the milky way or any other galaxy. Ihave appmagnitud 7,7,7 and the incremental magnitud-size box on. (like delfault i think)
PD* also for the 100 time xd if someone knows a bit of how to set the number of stars in galaxy to a desire number lets say x. And wants to tell me (i know that diferent types of galaxies have diferent amount of stars. I am just really Resultados de i am just curious for the process).
sent808, AbsMagn and AppMagn are mutually exclusive. You can only use one. And the astronomical magnitude scale is inverse logarithmic; smaller numbers are brighter, not larger numbers.
And no, there is no way to force a galaxy to have a specified number of stars.
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
sent808, AbsMagn and AppMagn are mutually exclusive. You can only use one. And the astronomical magnitude scale is inverse logarithmic; smaller numbers are brighter, not larger numbers.
Okey yea i got this thanks. Took me a bit xdd also not helping when you create a 20 AppMagn and you see nothing when you press gg xD.
For some reason the search function is unable to find catalog objects. I have had a similar problem with some of the default locations, though I can find most just fine.
It's listed as having no parent. Something must be wrong with your installation. Did you properly install the 0.9.7.3 patch on top of 0.9.7.2?
I don't know what I might have done wrong. The first time I messed it up somehow since some of the files were missing, so I had to uninstall and reinstall 0.9.7.2.
Quote Travis575757 () I made a post some time ago about not being able to see my cursor and having my gui bugged, I was told to just re-download the game and try changing the gui skin. Re-downloading didn't help and I can't change the gui skin, it just doesn't let me click the option.
I'm having the same issue, I've tried downloading .9.7.3 again and it ran fine the first time, but now I can't see the cursor and the menus are bugged. I also tried deleting the cache folder didn't make any difference.
I'm having the same problem.
I've actually had to build a brand new system from scratch due to a motherboard failure and I'm still having tthe missing cursor and GUI problem when I patch to 0.9.7.3