Planets in EE
Some screenshots of planets I added to EmptyEpsilon. It's a work-in-progress. I used the VisualAsteroid code and tweaked it a bit.
It needs a new texture, and probably a new model. It was just something I whipped up real quick in MisfitModel3D.
The planets will show up below the ship and it needs some more adjustments to keep from clipping it with bigger ships and stations. It shows up on the radar along with science & relay. At the moment it can not be targeted or named.

It needs a new texture, and probably a new model. It was just something I whipped up real quick in MisfitModel3D.
The planets will show up below the ship and it needs some more adjustments to keep from clipping it with bigger ships and stations. It shows up on the radar along with science & relay. At the moment it can not be targeted or named.


Comments
Do the textures in this engine need normal/specular maps? I can throw together a few planet textures, this is exactly what I was hoping for.
I'm happy to have a space station nearby in order to interact with the planet in the mean time. I am definitely looking forwards to the next release...
https://github.com/smcameron/space-nerds-in-space-assets
(or make your own new ones with gaseous-giganticus or earthlike from SNIS.)
@Feralmouse, I doubt it will be in the next release, unless I get things working how I want, upload it to GitHub and do a pull request. (Or Daid implements something similar himself
@smcameron, Thanks, will have to figure out how to get the textures onto a sphere properly. Spaceships are much easier for me to texture than planets.
Mid Game: Suddenly a wild planet appears
Fight Item
PkMn Run
A planet (or moon) could be implemented at first simply as a big station, equivalent in functionality (except maybe they could be invincible).
Adding stars and planet will definitely enhance the immersion !
I found those that are not expensive for a first try.
http://www.turbosquid.com/3d-models/24-alien-planets-3d-model/457728
http://www.texturesforplanets.com/
The problem here is, I play way too much Kerbal Space Program. Even the smallest moon in KSP is 13km in radius. Which makes it twice as big as our short range radar.
As for stars (sun), the smallest known star has about a radius of 100.000km. So relay might just see the curvature.
http://what-if.xkcd.com/148/
So the real question is, how big do we want planets to look? And how close should we be allowed to get?
Moons?
Stars (sun)?
Rendering of callsigns is a bit of a mess right now.
So to summarize, I'd see static, very big planets, placed below the ship's height.
I also think it's fine if it's impossible to interact with them; if a mission wants you to go to a planet and dock there, you would dock with an "orbiting" space station that sits above the planet.
I'll push it up tonight to my repo. Going to hold off on the pull request until I can get it looking & working a little better.
Actually, I think they are a little off scale now with the other ships.
As we speak of size, I'll take this opportunity to talk about the distances in EE.
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"Kilometers" - The actual increment in the game.
We can make "jumps" up to 50 km.
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As we all know, a kilometre is incredibly small in space. Of course the game has to serve the gameplay experience more than the scientific reality... but I guess we can get a compromise that would feel more right for the experience.
Just a few references to start with :
The size of stations :
- ISS (nasa) : 109m
- Trade federation (Starwars) : 3km diametre
- Borgh Cube : 3km
- Citadel (mass effect) : 45km
- mass relay (mass effect) : 15km
The size of ships :
- Space shuttle (nasa) : 60m
- Normandy s02 : 250m
- USS Entreprise : 725m
- Battlestar Galactica : 1.2 km
- USS Entreprise dreadnought class : up to 1.5 km
Speed :
G (gravitation - earth) = 127 137 km/h
C (light speed) = 1.079e+9 km/h
Supersonic Jet : 1235 km/h
ISS in orbit : 27 600 km/sec
Apollo 11 : 3.3G
Viper (BSG) : 1 144 238 km/h (or 9G)
Tie Fighters : 4 100 G
USS Enterprise : 512C to 1 649C
Distance :
1 Astronomical Unit (AU) = the distance between earth and the sun = 150 million kilometers
(For exemple, a nebulae range from 1 to 10 AU. Pluto is 40 A.U from the sun)
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I would suggest to change the distance increments in EE to something that would suit more the space ambiance (Since most of the ships in the game should fill completely the 1km radius).
A few options to help the discussion :
A.Change the “km” to something that would reflect a larger range :
(Megametre) Mm = 1 000 000 km
(Astronomical Unit) Au = 150 000 000 km
B. Invent a new distance increment that would fit the lore and purpose of EE.
(Cardinal) 1Ca = 10 000 km [Cardinal means Ten thousand]
1Xm = 10 000 km [X (with a bar over it) is the roman symbol for 10k]
Myriameter 1Myr = 10 000 km [ Myria- is the greek prefix for 10 000 ]
B. Simply add a “0” to the km numbers
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It may then help deciding the size of the planets accordingly.
We could rename "km" to anything else to fix this.
Not a fan of Au. As realism wise, you get near light speeds, which in real life adds a whole extra range of physical oddities.
We could just pick a "size neutral" name. Something like "ticks"/"units". Then you no longer have real scaling problems as you cannot relate to the distance name. However, it does take away some immersion I think.
and for smaller distans "clicks"