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May 28th, 2002, 11:34 PM
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Brigadier General
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Re: Solar Vicinity beta v0.8
Off topic:
You can change the colours (British spelling) for the links, you know.
Go to Internet options in Tools, then click the colours button bottom left, and change the colours anyway you want.
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May 29th, 2002, 04:43 AM
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Private
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Join Date: Aug 2001
Location: Melbourne, Florida, USA
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Re: Solar Vicinity beta v0.8
For real accurate star maps I use CHView (a 3d star viewer) and I download the Hippacaros satelite files of stars within 250 light years. If you remember Hippacaros was a European space agency satelite for mapping the local space. All this can be found at http://members.fcac.org/~sol/chview/ its freeware if I recall. you can get dead nut starmaps by using the print screen feature porting over to a draw program and using a negative to print it out. But beware my first star map in SEIV I used one too many stars on the map and corrupted it!. No back up of course. I will try the next as soon as I recieve my just ordered copy of SEIV gold.
Larry
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May 29th, 2002, 06:11 AM
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Sergeant
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Re: Solar Vicinity beta v0.8
I use Sky3d. It's a great program and it gives you an interface that simulates flying around the galaxy. It uses 3d graphics and you can set all kinds of options for it. It also has reference views and local space views available that let you view the stars from any angle and within a specific sphere (you can set the radius with zoom in/zoom out), also planets within the system and contains detailed information about every object in the database. I use it in my art to see what the stars look like from other star systems. If you've ever wondered how the constellations might change if you viewed them from Altair or Betelgeuse, Sky3d is a great program.
Unfortunately, to avoid overcrowding the map, I fibbed the scale quite a bit (which I forgot to mention). My map covers a 20 LY radius (more or less), stretched a bit at the corners. I would have done the map to scale, but I knew right away (after learning that one space is equal to 10 LY) that it would be too much work. And besides, you can't have more than one system in a grid space. To make a realistic representation of the universe (where many star systems are often within 1-5 LY of each other in clumps), you simply cannot make a map to scale in this game.
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May 29th, 2002, 07:03 AM
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National Security Advisor
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Re: Solar Vicinity beta v0.8
"And besides, you can't have more than one system in a grid space."
Actually.. you can.
Phoenix-D
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May 29th, 2002, 07:58 AM
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National Security Advisor
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Re: Solar Vicinity beta v0.8
Greetings.
I took a look at your map and must say I'm impressed by the extreme detail right down to the mini moons of Jupiter and Saturn.
However, I thought I might warn you that when you have a planet selected as a start point that has a moon, the game will make one the moon as the start point instead - converting it's atomsphere to the one used by the race and even an blank image when the game converts a small or tiny moon for habitation by a Gas Giant race...
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May 30th, 2002, 07:21 AM
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Sergeant
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Re: Solar Vicinity beta v0.8
I tried to place additional systems in single grid spaces and the editor didn't like it. I think it either did some strange stuff or it crashed (I noticed it likes to crash if you try something too strange).
As for start points, I've tested the Earth start point in several game starts and it seems to work just fine. It doesn't make the moon the homeworld, it uses Earth as it should. I've tried using other races and it converts Earth's atmosphere to that race's atmosphere as I expected. Most of the start points are in empty space (systems that normally have no planets or those that have the starting points as the outermost planet) though a few are on specific planets.
Because I used a numerical planet naming scheme (in order to get proper notation of planet moons and submoons as well as proper notation of binary systems), I had some trouble with the game improperly naming empty-space starting points (for instance, a homeworld in the 2nd orbit would be named as the first planet in a system when there was already one). I'd end up with things like "Tau Ceti 1" for one planet and then another one nearby "Tau Ceti I". I considered using the roman numeral convention that the game uses but it just became too weird when I ended up with things like "Epsilon Eridani IVa" and such. People would be thinking "IVa??"... Whereas "Epsilon Eridani 4a" makes more sense and is proper notation. You can imagine how binary systems would appear: "Sirius BIIIa" is confusing, but "Sirius B3a" makes a bit more sense.
As for incorrect starting planets, I'm not too sure how to go about solving that, aside from making every homeworld in the game an empty-space starting point in the outermost planet of its system (for proper notation), which is horribly unrealistic. I suppose I could put specific starting points for each race in the map, but then you'd have to use a specific order of races and there would be much less variety.
I've noticed, however, that sometimes it gets the atmospheres wrong for starting points on planets. Strange thing is, sometimes it works just fine and it converts whatever the starting planet is into that race's homeworld type, but sometimes it doesnt. If anyone knows more about why it does this and the conditions surrounding it, maybe I can fix the map so that it works properly for all races.
So far, I haven't noticed the game using any moons at starting points as homeworlds. As far as I've tested it, it uses the largest planet at the starting point (which is never a moon). I tried to make all the starting-point planets medium sized, which works for every planet type and is fair. The starting points in empty space are up to the game to generate.
[ May 30, 2002, 06:31: Message edited by: Shadowstar ]
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May 30th, 2002, 07:25 AM
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National Security Advisor
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Re: Solar Vicinity beta v0.8
You can imagine how binary systems would appear: "Sirius BIIIa" is confusing, but "Sirius B3a" makes a bit more sense."
It's not that bad.. the moons do it, and it's not hugely confusing.
Placing multiple systems on a single grid has never caused a crash for me. *shrug*
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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