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Forum » SpaceEngine » Feedback and Suggestions » General suggestions (Post your suggestions here.)
General suggestions
HarbingerDawnDate: Wednesday, 03.12.2014, 07:51 | Message # 421
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Quote PlutonianEmpire ()
would it be possible to compile a list of requests and suggestions users have made, in this thread and/or elsewhere, to minimize repeats of these requests?

It has been my observation that even when such lists are compiled, almost nobody reads them, though if you want to compile a list I'll add it to the OP.





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Edited by HarbingerDawn - Wednesday, 03.12.2014, 07:52
 
MrSteveDate: Wednesday, 03.12.2014, 08:05 | Message # 422
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I love this program, but one thing I miss from some other simulators I've liked is orbital depth-cuing. This is traditionally done with subtle changes in intensity of colors or brightness (which SE has already adopted for locating bodies on their orbital ellipses even from great distances - this is a good use too I think). Orthogonal to intensity though, is another subtle cue painters learn to use to indicate depth by adding a weak color tinting (gradient) to slightly shift an object's hue where warmer color tinting indicates closer objects (tint yellows and reds) vs cooler colors indicate greater distance (blues and purples as in distant mountains) - known in painting as part of aerial or atmospheric perspective, humans are highly evolved to look for this effect even if there is no atmosphere to cause it (eg. one of the reasons its hard to judge distances and mountain scale on the moon). Often simply just using a neutral to blue tinting with increasing depth can accomplish much of the effect. I've attached a photoshopped simulation of the potential effect in A/B comparison by gradient tinting the green orbit lines around Sol looking past the earth - slightly off the ecliptic. Its hard to tell which orbit might be Mars and which are much much farther away without any cuing. And even with stereographic 3D coming in the next version of SE, aerial perspective shading would add another layer of perceptual realism - giving the eye just a little more spatial information on a separate visual channel. It's a useful SFX "sweatener" in a lot of deep spatial visualization - especially when simply adding diffusing haze or reducing contrast to indicate great distances isn't physically reasonable.


Attachments: 8823119.jpg(373Kb)
 
SpaceEngineerDate: Wednesday, 03.12.2014, 10:34 | Message # 423
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This makes planets orbits look like drawf planets orbits, so they may be easily confused:



Also, color tint doesn't have sense for stationary picture (or when you move near the planet). Eye can't detect the depth based on color tint. At least my eye. The depth becomes visible only when you move at orbit-size distances, but then the color tint have no sense anyway.

Attachments: 4557604.jpg(179Kb)





 
MrSteveDate: Thursday, 04.12.2014, 08:38 | Message # 424
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Thanks for responding, I don't want to waste much more of your time on this - Color shift is indeed subtle and hard to control even for us painters to get right and it is most effective in landscapes, etc where there is subject continuity. Seeing your counter example though, gave me another idea - which is to just use intensity changes for BOTH the orbital position AND depth cuing. I think the orbital position "trick" works well because of the discontinuity of intensity on the ellipse - this abrupt discontinuity is what catches the eye, not any particular absolute intensity values, so in the following example I left the orbital position intensity values as originally screen-captured, but then added another intensity shift (Photoshop neutral gradient - maybe a bit overdone :-) on top of the simulated angled ellipses to indicate the planar depth cuing - this seems to work pretty well - preserving your original position information AND creating the distance (and inclination) hinting information I was looking for. See what you think. If you are sick of this conversation, I'll understand :-) But cheers, and thank you for all your good work!
Attachments: 2949293.jpg(200Kb)
 
DanLegereDate: Wednesday, 10.12.2014, 11:03 | Message # 425
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When you hover your mouse over one of the HUD icons, it shows the name of it. It would be great it if also showed the hotkey associated with it. I want learn them and it would be easier than going into the menu every time.
 
pfjarschelDate: Thursday, 11.12.2014, 17:28 | Message # 426
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Small suggestion (sorry if it has already been suggested): When orbits are visible, clicking on a line selects the corresponding body (higher priority than background stars).




"Rush, Where the hell are we?"
"Several billion light years from home."
 
second-ichDate: Monday, 15.12.2014, 19:33 | Message # 427
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I would also like such an option. I have many times thought how nice it would be if you could just hover over the icon it shows the hotkey.
 
FireintheholeDate: Friday, 26.12.2014, 15:35 | Message # 428
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I'd like to see a marker at each orbit's perihelion. The image below is from Starry Night, and show such a feature (just to the left of Earth):






Love SpaceEngine!

Edited by Fireinthehole - Friday, 26.12.2014, 15:35
 
HarbingerDawnDate: Friday, 26.12.2014, 15:53 | Message # 429
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Yes, I suggested the same thing a long time ago, to have markers at orbit nodes and apsides




All forum users, please read this!
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n0b0dyDate: Sunday, 28.12.2014, 06:27 | Message # 430
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Hi.

What is your opinion about the new auto exposure normal mode?

Personally, I like it but maybe it needs to be slightly toned down a bit. Right now the earth (or any planet with atmosphere and a relatively high albedo) looks too bright when looking at the horizon - especially when at dawn / dask.

Which I like it actually but maybe it is not too accurate?
However, real pictures/videos of earth sometimes look like this so maybe it is more accurate after all.

I don't know.. I am confused wacko

If it is too much trouble to tweak, leave it as it is - it looks Holywood like so its cool!
 
apenpaapDate: Sunday, 28.12.2014, 10:58 | Message # 431
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I love the ability to set what units the game uses, but one option that I think is missing is millions of km for the middle distances. I've always heard solar system distances expressed in millions of kms rather than AU, and don't find AUs nearly as intuitive.




I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
 
HarbingerDawnDate: Sunday, 28.12.2014, 14:04 | Message # 432
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Quote apenpaap ()
I've always heard solar system distances expressed in millions of kms rather than AU, and don't find AUs nearly as intuitive.

I've always felt the opposite, that AU was most intuitive, but I agree that more options are always nice.

n0b0dy, "normal" mode is unfinished, you should ignore any issues that it has.





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


Edited by HarbingerDawn - Sunday, 28.12.2014, 14:05
 
DeathStarDate: Sunday, 28.12.2014, 18:25 | Message # 433
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I am sure that this will be implemented eventually, but I can't help but mention - it would be fantastic if the context.cfg file had more 'options' for context. For example:

Interstellar space, intergalactic space, space inside globular clusters, surface of a desert, beneath a hydrocarbon ocean, etc.

It would also be nice to have more specific parameters for current context options, e.g. Elliptical galaxy instead of just galaxy
 
IdgeliosDate: Monday, 29.12.2014, 06:10 | Message # 434
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Currently with the life section of the planet editor there's only one option for life.

Here's what I mean:



Today I was trying to add life to Europa. While on default it obviously won't be there because no one knows for sure it is there I decided to put some life on Europa using the planet editor.

However the life always generates as multicellular and terrestrial, with the origin of life being panspermia despite me wanting the life to be native and to be sub-glacial.

I believe that the life slider could be used to select the life type, be it exotic, terrestrial, aquatic or sub-glacial along with maybe another slider for life complexity, being able to pick between cellular, multi-cellular and complex and a slider for picking the life origin, be it panspermia or abiogenises. [not sure if there's a third type since those two origins of life are the only I know of scientifically]


Edited by Idgelios - Monday, 29.12.2014, 06:19
 
spacerDate: Monday, 29.12.2014, 10:05 | Message # 435
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i think that terras also can have exotic life. like lifeforms made of silicon




"we began as wanderers, and we are wanderers still"
-carl sagan

-space engine photographer
 
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