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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
HarbingerDawnDate: Monday, 02.05.2016, 22:08 | Message # 2476
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I think spacecraft physics are n-body, but orbits of other objects are invariable Keplerian orbits.




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: Monday, 02.05.2016, 23:28 | Message # 2477
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Quote HarbingerDawn ()
I think spacecraft physics are n-body, but orbits of other objects are invariable Keplerian orbits.

Correct.





 
AlexisDate: Tuesday, 03.05.2016, 08:31 | Message # 2478
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Nice, thanks for your answers.
One last thing, the program will not create any other files than the ones on the installation folder? It should not take more than 1.5 GB of disk space right?
 
sinsforealDate: Tuesday, 03.05.2016, 10:10 | Message # 2479
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Alexis, Yes as long as you don't have 1000+ screenshots like me :P




"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
 
AlexisDate: Tuesday, 03.05.2016, 11:01 | Message # 2480
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Quote sinsforeal ()
Alexis, Yes as long as you don't have 1000+ screenshots like me :P


Thanks, that's all I needed to know, I just had a little doubt smile
 
steeljaw354Date: Wednesday, 04.05.2016, 09:57 | Message # 2481
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When are solar flares going to be implemented? Is it possible?
 
OMGspace_engineDate: Wednesday, 04.05.2016, 12:40 | Message # 2482
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The spaceships will have an arcade control mode in the future? the actual physics system turn too hard to just explore the planets with the ships
 
DoctorOfSpaceDate: Wednesday, 04.05.2016, 13:10 | Message # 2483
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Quote OMGspace_engine ()
The spaceships will have an arcade control mode in the future? the actual physics system turn too hard to just explore the planets with the ships


There is a hidden feature I use for ships that you may find useful.

Check the User.cfg for the section named Cheat settings

These are my settings

Code
// spacecraft cheat settings
EnableCheats            true  // enable cheats menu
UFO                     true  // enable unlimited thruster acceleration
FTL                     false  // enable unlimited speed
Aero                    false  // enable aerodynamics
Gravity                 false  // enable gravity
Collisions              true  // enable collision detection


If you use the UFO mode, currently, do not use the automatic go to feature as you will break ship orientation until you relaunch the program. I also recommend rebinding stop time to "x" and sync velocity to spacebar.

This is as close to arcade style as you will probably get.





Intel Core i7-5820K 4.2GHz 6-Core Processor
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EVGA GTX 980 Ti SC 6GB
 
Destructor1701Date: Wednesday, 04.05.2016, 13:12 | Message # 2484
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Quote OMGspace_engine ()
The spaceships will have an arcade control mode in the future? the actual physics system turn too hard to just explore the planets with the ships


No, never. Not unless someone uses the engine as a basis for a less-realistic game.

Space Engine aims to simulate reality. The best you might hope for in terms of easier ship controls is the "flight assist" mode that is currently available (though, as with all elements of the Autopilot, it needs further work).





 
HarbingerDawnDate: Wednesday, 04.05.2016, 13:43 | Message # 2485
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Quote steeljaw354 ()
When are solar flares going to be implemented? Is it possible?

This is not the thread to ask things like that. Anyway, regarding such features, read the website FAQ.

Quote OMGspace_engine ()
The spaceships will have an arcade control mode in the future? the actual physics system turn too hard to just explore the planets with the ships

There will be more advanced autopilot features, but there will never be an "arcade mode", (unless it's implemented as a cheat code in the far future). The whole purpose of SpaceEngine is realism. Anyway, flying spacecraft isn't all that hard, you just need to learn the principles of spaceflight.





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
 
Entuzio7498Date: Wednesday, 04.05.2016, 13:56 | Message # 2486
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It work's Great on Windows XP-64 under 'Virtuell Screen' and RAM-disk, biggrin
 
AlexisDate: Thursday, 05.05.2016, 09:39 | Message # 2487
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Atmospheric physics are still WIP, no? I'm not sure if my shuttle is supposed to wiggle around so much when doing a slight reentry... smile
 
SpaceEngineerDate: Thursday, 05.05.2016, 13:59 | Message # 2488
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What is this new feature you may ask?



This is planemo (rogue planet). Just a black ball, nothing to see there, if you don't have bright background or don't use ambient lighting.



The planetary system without a star is classified as "planemo" (oops localizations must be updated once again...). The planet itself and its moons are called as usual, planet/dwarf planet/moon/dwarf moon.
... And no, SpaceEngine does not support lighting from nebula, nearest stars or other interstellar object.



Solar system browser and Wiki renders previews with some ambient lighting, to be able to see at least something. The same is used in a black hole systems with no accretion disk and other light emitting bodies.



The Map mode shows planemo systems as a pink dots (yeah there are a lot of them, planemos are thought to be as much abundant as stars). As long as planemo have zero luminosity, it could be visible only at highest zoom level (like black hole systems).



The star browser is also updated, it now have options to search planemo, or search in normal star system, ignoring planemo while building a star list (otherwise the list will be spammed with planemo). "P" is a new stellar class representing planemo, it is used in SE scripts to add them.



And yes, scripts supports planemo also. Example code:



Now you see what adding some small feature is a huge work. All engine systems affected by that feature must be updated. In this case, they are: Solar system browser, Star browser, Map mode, scripts. And a star classification system. This is not visible to user, but it was a hard task: I completely change the way SE handle star class in the code (the majority of work was done a months ago though, then I added Y brown dwarfs).

Attachments: 0912782.jpg(113Kb) · 1052825.jpg(161Kb) · 5072811.jpg(160Kb) · 1054534.jpg(238Kb) · 9070687.jpg(181Kb) · 6319285.jpg(345Kb)





 
Thomas988Date: Thursday, 05.05.2016, 14:38 | Message # 2489
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Awesome job, SpaceEngineer! This has me very excited for the next update happy




All you need in life are space games and typhlosions.
 
HornblowerDate: Thursday, 05.05.2016, 14:46 | Message # 2490
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How common will these "Planemos" be? Will there be more planemos than stars? Or will they be a rare occurrence?
 
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