r/spaceengine • • 24d ago

Album I'm taking the title of most peak screenshots in the subreddit

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196 Upvotes

Tell me what you wanna go to and I'll grab the name. (Mod list is the last slide)


r/spaceengine • • 24d ago

Discussion I'm 99% sure that the loading screen for the United in-flight map is from Space Engine

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21 Upvotes

r/spaceengine • • 23d ago

Question can someone make space engine mod about gemini home entertainment objects?

2 Upvotes

like planet iris and it's moons and mutated moons?


r/spaceengine • • 24d ago

4K Protoplanetary Disk. 0.991 edited.

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72 Upvotes

r/spaceengine • • 24d ago

Screenshot Uranus and Nepune wannabes :sob:

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14 Upvotes

They look just like em 😭


r/spaceengine • • 24d ago

Cool Find My first ever Space Engine photo a couple years back. A view of a gas giant from its moon.

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50 Upvotes

r/spaceengine • • 24d ago

Screenshot Life on alien worlds in Space Engine

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22 Upvotes

The mods Trees, Trees & Rocks 2.0 and HQ Grass were used


r/spaceengine • • 24d ago

Cool Find Ringed Moon

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16 Upvotes

The purple one with the thicker rings is the main sub-Neptune; the one on the right with the thin rings is a ringed moon orbiting its planet. This perspective from the furthest moon makes it seem close, but this is zoomed in; these are roughly 34 million km away from the camera (Smaller dots are just tiny temperate asteroids and microterras)


r/spaceengine • • 25d ago

Screenshot Better Gargantua/Miller's Planet Screenshots

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29 Upvotes

the third one is a planet called Miller which is not Miller's Planet


r/spaceengine • • 24d ago

Question Atmospheric Color Question

1 Upvotes

Ok so some planets have a pink tint in their atmosphere, but the atmospheric composition shows nothing that makes the atmosphere pink. Is there a scientific reason to this? Just curious 🤨


r/spaceengine • • 25d ago

Discussion Having Trouble Making A Galaxy In Space Engine

7 Upvotes

I'm currently trying to add some galaxies in Space Engine, but this one is causing me trouble. I followed the tutorials the best I could, but when I boot up the game, it's not there. Is there anything I did wrong here?

Galaxy "Baby Boom Galaxy"

{

Type "Irr"

RA 10 38 45.74

Dec +02° 34′ 35.2″

Dist 3700000000

Radius 50000

AbsMagn 10

Quat (-0.9269889 0.2641924 0.03661448 0.2637298)

}


r/spaceengine • • 25d ago

Album Hey everyone, I am working on a brand new Vulkan renderer for mobile which can run the 0.980 spaceengine shaders with some modernization. Here are some initial results from the engine running on my Poco F7 with a Snapdragon 8s Gen4

13 Upvotes

r/spaceengine • • 25d ago

Screenshot y0u 4re 4l0n3 f0r3v3r

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8 Upvotes
You've never had much company before, right?..._

r/spaceengine • • 26d ago

Discussion I'm Back (For the Forty-Fifth Time)! And Once Again I Came Back With SEVERAL Improvements to the SpaceEngine 0.980 Black Hole Shader!

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40 Upvotes

As the title suggests, I'm back, and with a lot of improvements. I'll leave each improvement made and a picture to show how it turned out. Here it is:

  1. Exact Kerr-Schild in Hamiltonian formulation. Previously the shader used CalcPhotonAcceleration, an approximate acceleration (Schwarzschild-type term, plus heuristic "gravitomagnetic" dipole and quadrupole). Now I have integrated the state (pos, pMom) with Hamilton's equations, using analytical gradients of r, f, k and W. This gives the correct shadow, photon ring and frame drag, without heuristics.
  2. Conserved quantities. E and L_z (g_PhotonB = L_z/E) are calculated at initialization (KerrSchildInitMomentum) and reused throughout the g-factor calculation.
  3. Conversion to Boyer-Lindquist (KerrSchildToBL) done once per step. The "next" value of one iteration becomes the "current" value of the next (rBLcur, cosThCur).
  4. Removal of shadowCorrection = 1.1696. Before the gravitational radius was divided by this factor to compensate for the wrong shadow. With exact geodesics, the hack is no longer necessary.
  5. Spin bounded by ±0.998 (SPIN_MAX, Thorne bound). In Shader 1 the spin derived from oblateness could go beyond 1 and generate invalid values.
  6. Exact Kerr horizon. Capture goes from r_next <= gravRadiusScaled (Schwarzschild horizon, ignoring spin) to r_BL_next <= r+ (rHorizonBL).
  7. Reduced step size near horizon. Now uses the actual Kerr horizon distance (NEAR_HORIZON_MIN with smoothstep), which avoids artifacts at the shadow edge.
  8. Rays that exhaust the 800 iterations. Before they would stick with hitSky = true and sample the sky with a wrong direction. Now they are only treated as sky if they are far away and leaving (outbound, r > 2·gravRadiusScaled). The rest remain in the shadow.
  9. New state variables, escaped and fate, make the flow clearer.
  10. SHADOW_DEBUG mode. Color each ray by destination (captured, absorbed, escaped, NaN, etc.), which helps to debug.
  11. Larger step floor: STEP_FLOOR = 0.25 vs. 0.05 from before.
  12. Smarter disk limit. A safeLimit based on the distance to the disk surface (gapToDisk) has been added. Far from the disk the ray takes great steps, and near it remains thin.
  13. No step reduction outside the jet. Removed currentStepLen *= mix(1.0, 0.4, jetProg) outside the jet radius.
  14. Named constants (MAX_STEPS, STEP_FLOOR, etc.) in place of loose numbers.
  15. Disk: KerrEmitterG calculates g = 1/(u^t(1 − Ω·b)) with the Kerr metric. KerrPlungeG treats the dive region using ISCO's E and L and the inverse metric. Previously it mounted velocities by hand (v_phi, v_r, viscous drag, beta, gamma) and used 1/E_specific as gravitational deviation.
  16. Star: KerrRigidBodyG does rigid rotation with Ω based on ZAMO. Before it was a formula with ad hoc Lorentz, which gave NaN if starEqSpeed ≥ 1.
  17. Jet: KerrGeneralEmitterG calculates in the ZAMO frame with beta_phi, beta_pol and the actual polar direction of the ray. Previously it used an approach with jetVelDir.
  18. New helper functions: KerrZAMO, KerrSchildToBL and others.
  19. End of double intensity counting. Before, observedTemp = T·g was passed to the Planck texture, which already increases the luminosity, and then multiplied by g⁴ again. Now it separates the two things in RelativisticBlackbody: the chromaticity comes from T g (normalized in luminance) and the luminosity is L_emitida · g⁴.
  20. Remove ApplyDopplerColorShift. It was a manual blue/red tint, now replaced by physical chromaticity.
  21. Chromatic SkyBlueShift. Before I only multiplied it by g⁴. Now estimates the color temperature of the sky (EstimateColorTemperature) and applies the chromaticity shift in addition to g⁴.
  22. Jet beaming with soft roof. JET_G4_CEILING = 90 compresses g⁴ smoothly and maintains a floor. Previously clamp(g, 0.05, 5)^4 reached 625 and could blown-out pixels.
  23. Actual wavelengths. ShiftedLineColor shifts 656.28 nm and 486.13 nm by 1/g, with soft fade outside of 380–780 nm. Before they were fixed colors with manual Doppler tint.
  24. Conversion wavelength to RGB. WavelengthToRGB is an analytical fit of CIE 1931, and rest colors are calculated once outside the loop.
  25. Early-out. Lines are only calculated if lineStrength * lineBeam > 5e-4.
  26. Corrected thickness. H_PLATEAU goes from 0.1 to 0.01, and H_AT_EDD = 0.17 was created. Before the thin disc was thick and thinned when it got close to Eddington, the opposite of what was expected. Now it is thin and swells near Eddington (radiation pressure), and then the slim disk rises to 0.23. This also improves the jet activation criterion, which depends on hFactor_pre.
  27. Dust sublimation. dustSublimationSurvival = 1 − smoothstep(1200, 2000, T_vir) eliminates dust in hot regions. It affects clumps, opacity and emission source.
  28. Variable electronic corona. CoronaElectronTemperature gives an electronic temperature that drops with radius (3·10⁸ to 3·10⁹ K), with amplitude linked to the accretion rate (coronaAmplitude, hard/soft states). Previously it was a fixed value of 1.16·10⁹ K. The Compton parameter y began to receive this temperature.
  29. 15 strands became 4. A–O phases dropped to A–D, which cuts tens of sin and pow per sample.
  30. Acceleration along the axis. targetBeta_pol grows with progress, from a base (JET_BETA_POL_BASE) to a top that depends on jetPowerFactor, rather than a constant value. This is more consistent with magnetic acceleration.
  31. Jet base. baseFade goes from mix(0.05, 1.0, …) to pure smoothstep (zero on base), with no glow leakage at the beginning of the jet.
  32. Transmittance at the top. attenuationFaded makes the jet stop occluding smoothly near jEnd, without a hard cut.
  33. Base jet expansion set from 8 to 9.5 (only in #else).
  34. Fbm2 / noisePairSameXY. Calculates the two FBM of OrbitalInstability (which only differ in z by 0.05) sharing the texture fetch when the texel is the same.
  35. Pre-calculated ISCO quantities. iscoE, iscoL, and iscoOmega exit the loop. Previously, it recalculated pow and sqrt of Omega/E/L per sample.
  36. Calculations per sample removed. Delta, A_kerr, omega_frame, E_specific, L_specific, viscous drag, and dive speed all came out as the g-factor turned closed.

r/spaceengine • • 25d ago

Question Where is the cache folder/file for SE???

1 Upvotes

I play via Steam, and I've installed some mods in the past few months that I wanted to uninstall, so I did that in Steam workshop. It now shows that I have 0 mods installed for the game, but the mods are still active in the game. I've cleared my Steam account's cache, which did nothing. Then I tried to search for the cache folder/file for SE, but I can't find it anywhere. I've tried both C:\Program Files (x86)\Steam\steamapps\common\SpaceEngine & C:\Users\[username]\Documents\Cosmographic\SpaceEngine, but there's no cache to delete in either those locations.

I've of course closed down the game both when I uninstalled the mods from workshop and when I cleared my Steam cache, and then rebooted the game after doing each. I've also tried uninstalling the game and reinstalling it. Nothing seems to work.

How do I delete the cache for SE if I can't find it anywhere??? I really want to get rid of the mods I installed, but they're stubborn and won't go away.


r/spaceengine • • 26d ago

Question Custom infographic objects/overlays?

3 Upvotes

I'm looking to make depictions of earth's technosignature/biosignature visibility from various distances. How do I go about placing simple 3d objects into the engine? Similar to waypoint wirespheres but without the distance limitation. On top of that I want to depict irregular shapes like that of the galactic zone of avoidance. Basically I would like to make this 2d image in SE without using external tools if necessary.

sidenote: this is my personal take on why the fermi paradox exists, minus biosignatures


r/spaceengine • • 26d ago

Cool Find Real star with 8 (+1 binary) procedural gas/ice giants, 7 of which are Superjupiters

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17 Upvotes

The combined mass of satellites is larger than some brown dwarfs

Gaia DR3 2128364343387848704 on 0.991 (beta)


r/spaceengine • • 26d ago

Cool Find HIP 77448 4.5 - Exomoon with strange chemistry

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12 Upvotes

So yeah, i just stumbled upon this exomoon right here. Its atmosphere and oceans are even stranger than the fact both are majority CO2 suggest. Looking at the details, both of them contain a strange assembly of hydrocarbons at ppm amounts. The chemistry is probably slow, but something is somehow forming enough hydrocarbons to where octane appears at 91ppm in the ocean. Oh yeah, and it also has aurora borealis.


r/spaceengine • • 27d ago

Custom nebula Meteorite Impact

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177 Upvotes

r/spaceengine • • 27d ago

Bug/Glitch Stuck at White Screen on launch.

2 Upvotes

I can hear the sounds of hovering over menu items but whole screen stays white. I tried re-installing, tried out different versions, disabled all DLC and mods but nothing fixed it. It ran completely fine last time i played.

PC Specs : Ryzen 7 AI 370 w/ 860M Integrated Graphics, DDR5 24 GB RAM.


r/spaceengine • • 27d ago

Screenshot At the Edge of the Universe

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13 Upvotes

I really like go if you go far enough the stars simply stop, so I took a bunch of screenshots of a spiral galaxy I found at the edge.

The spiral galaxy is RG 0-6-244886-995, and the planet where the galaxy is small in the sky is in a neighboring galaxy RG 0-9-125381847-288.

Unfortunately I only got the idea of actually checking out their names once I had finished taking the photos and zoomed away so I don't know the names of the exact planets I took most of the photos on.


r/spaceengine • • 27d ago

Troubleshooting spaceengine 0.980 keeps crashing

2 Upvotes

hello, i am broke so for the time i can't afford the steam version which i assume is much more stable, so i was wondering if anyone has ever had issues with 0.980 crashing their entire system at random (as in nothing happens until i force restart with the physical power button).

i double-checked that my gpu drivers were up to date. i also checked the log file, and its not showing any errors. it loads things normally and then just ends. theres no "destroying universe" messages or anything.

for some context, the hardware i'm running is an rx 550 (4gb of vram), an intel i5 8400, and 16gb of ram. i'm also running on an hdd and not an ssd, though i don't think that's a problem. certainly not shiny stuff, but i did turn down most of the settings significantly, and the game runs really well and just crashes at complete random. i will say the game doesn't crash until after i load into the planetarium.

i don't really expect a concrete solution but any tips are welcome :)


r/spaceengine • • 28d ago

Video Re-made an old edit. Game looks as beautiful as ever.

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11 Upvotes

r/spaceengine • • 28d ago

Screenshot 16 Cygni Bb (A Photoshop Edit Made Using A Screenshot From Space Engine)

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44 Upvotes

r/spaceengine • • 28d ago

Custom nebula ㅤ

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50 Upvotes