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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
n0b0dyDate: Thursday, 19.11.2015, 07:47 | Message # 811
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OMG blink , now if we could only have huge tidal waves and functional wormholes rolleyes
 
SalvoDate: Thursday, 19.11.2015, 11:06 | Message # 812
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Quote SpaceEngineer ()
OMG view from the Miller's planet






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

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)
 
gazelleDate: Thursday, 19.11.2015, 11:15 | Message # 813
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OMG SO COOL This is the best accretion disk I've ever seen......SO BEAUTIFUL
 
admas17Date: Thursday, 19.11.2015, 17:47 | Message # 814
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Well, I've been using this fantastic programm since 2 years now, and I guess it's time to thank you !!

Your tool make me dream and learn about space, the hours I spent in space thanks to you are countless, and all of that for free !

I wanted let you know how appreciative am I, and that I wish that space engine will always be enormously successfull !

Let me thank you again, best regards !
A young space addict.
 
Spock1108Date: Thursday, 19.11.2015, 19:59 | Message # 815
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Beautiful! biggrin I'm touched ... cry cry cry




Sorry for my English! ;)
 
n0b0dyDate: Saturday, 21.11.2015, 06:35 | Message # 816
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There is a bug when controlling a spacecraft in patch 7:

When you cross a point in space where gravitational influence of two bodies is equal (I think is called the lagrance point), the ship is instantly teleported to a point below the surface of the larger body. I discovered this while controlling endurance and approaching the saturn wormhole. At around 400-500 km from the wormhole the spacecraft was teleported inside saturn. I dont know if it can be reproduced while not controlling spacecraft.

PS: I tried to reproduce the bug while not controlling the spacecraft: I set endurance on collision course with the saturn wormhole from a distance of around 2000-2500 km from it. I then set camera mode to free flight and selected saturn to follow with free camera. I tried to manually follow endurance as it coasted towards the wormhole while maintaining camera selection to saturn. Although it missed ''colliding'' with it, it did pass very close and I am quite confident it had crossed its gravitational influence limit. However it was not teleported to saturn but also its orbit was not affected by the gravity of the wormhole - I checked its orbit shape and parameters.


Edited by n0b0dy - Saturday, 21.11.2015, 07:01
 
parameciumkidDate: Saturday, 21.11.2015, 20:15 | Message # 817
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So does the new black hole have the same problem that the old ones did where, when viewing it up close, multiple duplicate repeating images of stars would appear?
I understand that real black holes can sometimes produce a double image, but the infinite repeating images I've seen in SE occur in regions that have sharp borders in a flower-petal pattern, which based on my own experiments is determined by the shape of the screen. In real life there is no "screen" (presumably), so this shouldn't happen.

Note: Please forgive any instances of the term "black hold" in this post. See, my D key is right next to my E key and has an enormous gravitational pull (perhaps a black hold?) that sucks in my finger and forces it to hit "D" when I mean to hit "E" xP





Intel HD Graphics 4000 ;P
 
SpaceEngineerDate: Saturday, 21.11.2015, 21:24 | Message # 818
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Discussion about the Interstellar movie was moved here




 
SpaceEngineerDate: Saturday, 21.11.2015, 21:41 | Message # 819
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Quote parameciumkid ()
So does the new black hole have the same problem that the old ones did where, when viewing it up close, multiple duplicate repeating images of stars would appear?

No, and it is the main advantage of new rendering method.





 
SpaceEngineerDate: Saturday, 21.11.2015, 21:54 | Message # 820
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Warp field bubble. "Gravity" in front of the ship and "antigravity" in back of it. The ship itself is in the non-curved space-time. Ship is rendered after the warp effect, so didn't look distorted (I don't know how to implement accurate rendering of models in curved space).
Note what in reality such view is impossible: observer can't move together with ship while staying outside the bubble, because his speed will be superluminal.







Universe image is got blueshifted if the camers is in the "gravity" region and redshifted if in the "antigravity" area.





From the center of the bubble, Universe looked undistorted.

Warp field visualization is fake. Equations for light path in the Alcubierre metric are way to complex to be implemented in the code, at least for now. Maybe few SE versions later, when I implement the Kerr metric for rotating black holes, I'll implement accurate rendering of the Alcubierre warp bubble also.

Attachments: 9912821.jpg(156.6 Kb) · 6958710.jpg(361.3 Kb) · 5673730.jpg(181.8 Kb) · 9046773.jpg(267.8 Kb) · 2100805.jpg(249.0 Kb)





 
Spock1108Date: Saturday, 21.11.2015, 22:13 | Message # 821
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I downloaded and installed the new version, but the sun and the solar system have disappeared XD I think the problem is the sun ... how do I fix it?




Sorry for my English! ;)
 
SpaceEngineerDate: Saturday, 21.11.2015, 22:22 | Message # 822
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Quote Spock1108 ()
I downloaded and installed the new version, but the sun and the solar system have disappeared XD I think the problem is the sun ... how do I fix it?

0.974 is the patch, you should install it over 0.973. And 0.973 is also a patch for 0.972 smile





 
DeathStarDate: Saturday, 21.11.2015, 22:23 | Message # 823
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That blueshift effect looks so cool. I'm not too knowledgeable about the Alcuberrie drive or it's physical effects on light, but I assume that at high enough strengths, the light coming to the front of the ship would shift to the microwave/radio spectrum, while light coming to behind would shift to the x-ray/ultraviolet spectrum.

If so is true, I have an idea on how to represent the Cosmic microwave background, but I don't know how feasible it would be.

Make the entire scene (the universe) have a generated-noise background texture that is normally totally invisible(let's say it's transparency is set to maximum or it is completely darkened). Then, when the Alcuberrie drive is on a strong enough level, start making the background visible(by increasing opacity or brightening it).

Again, not sure how feasible it is, but it would be very cool if it would be possible.
 
WatsisnameDate: Saturday, 21.11.2015, 23:02 | Message # 824
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Quote SpaceEngineer ()
Maybe few SE versions later, when I implement the Kerr metric for rotating black holes


blink





 
FastFourierTransformDate: Saturday, 21.11.2015, 23:13 | Message # 825
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Quote SpaceEngineer ()
Maybe few SE versions later, when I implement the Kerr metric for rotating black holes


Yes. I'm also amazed of this!!! cry

I like so much this once in a week diary entries of the work in progress. Keep going Vlad!!
 
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