Screenshots
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- Smivs
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Re: Screenshots
There is a HUD page on the wiki here which shows most of them - good for comparing them and seeing what features they have.
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- CaptSolo
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Re: Screenshots
Damn nice ship and very nice screenies! Thanks for sharing.
- Zbond-Zbond
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Re: Screenshots
Thanks for the comments. I'll put some screenshots later. There had never been any problem placing remote objects had there? I'd experimented with objects several light hours away (where the sun is invisible due to distance) and there were no problems at all. But there's not much point doing that of course; in a ship travelling at 0.333c it would take 6 hours of real time to cover 2 light hours of distance. Nevertheless, once there a planet with small moons all adjusted for similar axes of rotation (so you could find them without beacons) came out just fine.
Re: Screenshots
Placing, no. Visiting, yes. In 1.77 and earlier the coordinate system used single-precision floating point, which have an error of at best 1 part in 10^9 and under some conditions as low as 10^6, which means that once you got to about 10^7 from the witchpoint, odd things started to happen, and by 10^8 things were seriously breaking down (planets and moons would still be fine as they really don't need precision - but if there'd been a ship out there you would really have noticed odd things happening).Zbond-Zbond wrote:There had never been any problem placing remote objects had there?
1.80 has double-precision floating point coordinates, which have precision at the 1 part in 10^15 to 10^17 level. You can get out to 10^14 from the witchpoint without any noticeable side-effects (enough to represent a 700AU sphere at 1:1 scale, though the rest of the game engine isn't really up to representing objects large enough to make use of that space; this is being improved on slightly for 1.82)
- Norby
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Re: Screenshots
This is why Sedna is placed without problems to 10^15m in FarPlanets, where the visiting is solved in acceptable time.cim wrote:have precision at the 1 part in 10^15 to 10^17 level.
I prepared more than 500 planet textures to make more far planets, most of them 4k*2k with this level of details (click for the full image):
Maybe once I will finish the scripting work also to add these.
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- Cody
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Re: Screenshots
Nice planet texture, Norby - and a very nice pic, Admiral.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Screenshots
How do you manage to have a look at your ship from outside? Or.. in the look from outside, how can you zoom out / rotate that view? I know this feature from flight simulators and I really miss it in Oolite. Looking at the pictures.. Well, it seems to exist... But how?
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Re: Screenshots
One way is to use Camera Drones - very handy.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Smivs
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Re: Screenshots
Also, your ship will have pre-set external views - press 'v' to scroll through them and F1 to return to the main view. You can also pause and 'o' to remove the HUD for screenshots.
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Re: Screenshots
You can easily customise an external view too, and add it to the others - I have one called Cinematic View.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Screenshots
nice pic another commander!
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Re: Screenshots
Use TrackerCam: buy and drop a camera like a mine, then activate (n), switch your view (v) and fly near. This is similar with zooming to the ship and all controls are in your hand.ralph_hh wrote:in the look from outside, how can you zoom out