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	<title>Comments for Solar-Sim Devlog</title>
	<atom:link href="http://solar-sim.net/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://solar-sim.net/blog</link>
	<description>Solar-Sim Developer commentary</description>
	<lastBuildDate>Mon, 31 May 2010 23:46:27 -0500</lastBuildDate>
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		<title>Comment on All planetary systems are now complete by Dave Shay</title>
		<link>http://solar-sim.net/blog/2010/05/all-planetary-systems-are-now-complete/comment-page-1/#comment-309</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Mon, 31 May 2010 23:46:27 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=137#comment-309</guid>
		<description>Just to clarify - Only moons with stable orbits are part of Solar-Sim.  Moons recently discovered, but with no stable orbits observed or calculated as of yet, are not included in Solar-Sim.</description>
		<content:encoded><![CDATA[<p>Just to clarify &#8211; Only moons with stable orbits are part of Solar-Sim.  Moons recently discovered, but with no stable orbits observed or calculated as of yet, are not included in Solar-Sim.</p>
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		<title>Comment on Network upgrade broke my access to this site! by Dave Shay</title>
		<link>http://solar-sim.net/blog/2010/05/network-upgrade-broke-my-access-to-this-site/comment-page-1/#comment-307</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Wed, 26 May 2010 03:35:13 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=124#comment-307</guid>
		<description>Things should be stable again within the next few days.  The port-forwarding issues have been resolved, but now we&#039;re experiencing some intermittent network outages.

AT&amp;T has been on-site 3 times already to investigate.  I&#039;m hopeful that the 3rd time fixed everything, but the next 24-48 hours should tell for sure!</description>
		<content:encoded><![CDATA[<p>Things should be stable again within the next few days.  The port-forwarding issues have been resolved, but now we&#8217;re experiencing some intermittent network outages.</p>
<p>AT&#038;T has been on-site 3 times already to investigate.  I&#8217;m hopeful that the 3rd time fixed everything, but the next 24-48 hours should tell for sure!</p>
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		<title>Comment on Extended downtime &#8211; Sept 26-27, 2009 by Dave Shay</title>
		<link>http://solar-sim.net/blog/2009/09/extended-downtime-sept-26-27-2009/comment-page-1/#comment-39</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Sat, 17 Oct 2009 14:22:10 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=121#comment-39</guid>
		<description>I&#039;ve been getting rave reviews about this post from comment/link spammers:

&quot;Very interesting and amusing subject. I read with great pleasure.&quot;

And....

&quot;Interesting and informative. But will you write about this one more?&quot;

OK, gents!  If you insist!  Sorry about deleting your spam links. :)</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been getting rave reviews about this post from comment/link spammers:</p>
<p>&#8220;Very interesting and amusing subject. I read with great pleasure.&#8221;</p>
<p>And&#8230;.</p>
<p>&#8220;Interesting and informative. But will you write about this one more?&#8221;</p>
<p>OK, gents!  If you insist!  Sorry about deleting your spam links. <img src='http://solar-sim.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Extended downtime &#8211; Sept 26-27, 2009 by Dave Shay</title>
		<link>http://solar-sim.net/blog/2009/09/extended-downtime-sept-26-27-2009/comment-page-1/#comment-31</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Sun, 27 Sep 2009 22:08:35 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=121#comment-31</guid>
		<description>Solar-Sim is back up!  The background starfield, all major planets, and all moons in the inner Solar System have been adjusted to the new frame of reference.  Jupiter&#039;s moons have been adjusted as well, and Saturn&#039;s moons are being worked on now.

The new frame of reference makes things look a LOT better now.  To see what I mean, login to the demo (http://solar-sim.net/blog/solar-sim-demo/) and type:
/warp earth

The Sun, the Earth, Earth&#039;s moon, and your ship are all approximately on the same plane now.  Prior to this change, everything was a bit weird because the Solar System&#039;s plane was tilted 23 degrees to be aligned with Earth&#039;s equator.</description>
		<content:encoded><![CDATA[<p>Solar-Sim is back up!  The background starfield, all major planets, and all moons in the inner Solar System have been adjusted to the new frame of reference.  Jupiter&#8217;s moons have been adjusted as well, and Saturn&#8217;s moons are being worked on now.</p>
<p>The new frame of reference makes things look a LOT better now.  To see what I mean, login to the demo (<a href="http://solar-sim.net/blog/solar-sim-demo/" rel="nofollow">http://solar-sim.net/blog/solar-sim-demo/</a>) and type:<br />
/warp earth</p>
<p>The Sun, the Earth, Earth&#8217;s moon, and your ship are all approximately on the same plane now.  Prior to this change, everything was a bit weird because the Solar System&#8217;s plane was tilted 23 degrees to be aligned with Earth&#8217;s equator.</p>
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		<title>Comment on Server Maintenance &#8211; June 27, 2009 by Dave Shay</title>
		<link>http://solar-sim.net/blog/2009/06/server-maintenance-june-27-2009/comment-page-1/#comment-27</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Sat, 27 Jun 2009 14:38:04 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=117#comment-27</guid>
		<description>All patching has been completed and everything is back online now.</description>
		<content:encoded><![CDATA[<p>All patching has been completed and everything is back online now.</p>
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		<title>Comment on Server Maintenance &#8211; May 24, 2009 by Dave Shay</title>
		<link>http://solar-sim.net/blog/2009/05/server-maintenance-24/comment-page-1/#comment-20</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Sun, 24 May 2009 14:02:59 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=100#comment-20</guid>
		<description>Today&#039;s maintenance has completed and both servers are back up.</description>
		<content:encoded><![CDATA[<p>Today&#8217;s maintenance has completed and both servers are back up.</p>
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		<title>Comment on Patch Notes: May 16, 2009 by Dave Shay</title>
		<link>http://solar-sim.net/blog/2009/05/patch-notes-may-16-2009/comment-page-1/#comment-18</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Mon, 18 May 2009 04:16:55 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=97#comment-18</guid>
		<description>&lt;a href=&quot;#comment-17&quot; rel=&quot;nofollow&quot;&gt;@John&lt;/a&gt; 
Hi John,

Thanks for posting your comment.  This is exactly the kind of feedback I was hoping to get from this Demo!  (If any school teachers or homeschooling parents are reading, please chime in with your comments as well!)

With regards to the ship skins, this sounds like an issue with your graphics card.  While new models have been added, skins weren&#039;t changed for the pre-existing ones.  (In fact, the newest ships use the same texture files as the pre-existing ships).  Please send me a screenshot when you get a chance.

If you&#039;re concerned about any files being corrupted on your end, you can rename or delete your asset repository folder.  If you have a default installation, this folder is:

[My Documents]\Multiverse World Browser\Worlds\solarsim

If you delete or rename the above directory, you will automatically re-download everything the next time you login to Solar-Sim.

Regarding the motion of solar objects, everything in Solar-Sim moves in real-time.  There&#039;s a &quot;checkpoint&quot; every 10 minutes to ensure everything has reached its proper place.  Due to a limitation in the current version of Multiverse, fractional movement speeds aren&#039;t possible.  The minimum movement speed for any planet, moon, etc., is therefore rounded up to 1.  (Try typing &quot;/speed 100&quot; and then moving around... now imagine going 100 times slower than that!)

Even at that slow speed, at extreme distances from the Sun that is still faster than what some planets actually travel.  This means planets like Jupiter reach their 10 minute &quot;checkpoint&quot; earlier than they should.  If you have patience, /warp to Jupiter and sit there for 10 minutes.  You&#039;ll notice when the checkpoint happens and the planet and all of its moons resume moving.

The last thing I&#039;ll comment on before heading to bed is about planet textures.  I&#039;m using cylindrical planetary maps obtained from NASA/JPL, as well as a few other sources.  For any given solar object, there aren&#039;t very many options to pick from at this time.  When Solar-Sim exits Demo and marches toward Alpha and Beta, I will want to dump a few of the planet&#039;s models and replace them with more sophisticated ones (especially for planets that have atmospheres).  This may involve hiring someone who owns a license for Autodesk 3D Studio.

And yes, the end goal is to have all planets and moons rotate in real-time.  We&#039;ll see if that goal can be achieved or not!  :)</description>
		<content:encoded><![CDATA[<p><a href="#comment-17" rel="nofollow">@John</a><br />
Hi John,</p>
<p>Thanks for posting your comment.  This is exactly the kind of feedback I was hoping to get from this Demo!  (If any school teachers or homeschooling parents are reading, please chime in with your comments as well!)</p>
<p>With regards to the ship skins, this sounds like an issue with your graphics card.  While new models have been added, skins weren&#8217;t changed for the pre-existing ones.  (In fact, the newest ships use the same texture files as the pre-existing ships).  Please send me a screenshot when you get a chance.</p>
<p>If you&#8217;re concerned about any files being corrupted on your end, you can rename or delete your asset repository folder.  If you have a default installation, this folder is:</p>
<p>[My Documents]\Multiverse World Browser\Worlds\solarsim</p>
<p>If you delete or rename the above directory, you will automatically re-download everything the next time you login to Solar-Sim.</p>
<p>Regarding the motion of solar objects, everything in Solar-Sim moves in real-time.  There&#8217;s a &#8220;checkpoint&#8221; every 10 minutes to ensure everything has reached its proper place.  Due to a limitation in the current version of Multiverse, fractional movement speeds aren&#8217;t possible.  The minimum movement speed for any planet, moon, etc., is therefore rounded up to 1.  (Try typing &#8220;/speed 100&#8243; and then moving around&#8230; now imagine going 100 times slower than that!)</p>
<p>Even at that slow speed, at extreme distances from the Sun that is still faster than what some planets actually travel.  This means planets like Jupiter reach their 10 minute &#8220;checkpoint&#8221; earlier than they should.  If you have patience, /warp to Jupiter and sit there for 10 minutes.  You&#8217;ll notice when the checkpoint happens and the planet and all of its moons resume moving.</p>
<p>The last thing I&#8217;ll comment on before heading to bed is about planet textures.  I&#8217;m using cylindrical planetary maps obtained from NASA/JPL, as well as a few other sources.  For any given solar object, there aren&#8217;t very many options to pick from at this time.  When Solar-Sim exits Demo and marches toward Alpha and Beta, I will want to dump a few of the planet&#8217;s models and replace them with more sophisticated ones (especially for planets that have atmospheres).  This may involve hiring someone who owns a license for Autodesk 3D Studio.</p>
<p>And yes, the end goal is to have all planets and moons rotate in real-time.  We&#8217;ll see if that goal can be achieved or not!  <img src='http://solar-sim.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Patch Notes: May 16, 2009 by John</title>
		<link>http://solar-sim.net/blog/2009/05/patch-notes-may-16-2009/comment-page-1/#comment-17</link>
		<dc:creator>John</dc:creator>
		<pubDate>Sun, 17 May 2009 16:28:56 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=97#comment-17</guid>
		<description>I took a look at the new ship models and colors. when shifting ship types it seems that models 3,4,5/8,9,10/13,14,15 and so forth for the male and female are the same color/type. Not sure if this is a graphic issue on my end or not. Graphically they all look pink with black and light blue highlights. (i can take a screen shot and show you if its on my end only)

Also, my original toon has its &quot;skin&quot; turned to black i think you did some changes to the ship skins and that change didn&#039;t revert back to the ships that were made before the patch. not sure, but when I create a new one i can&#039;t get the ship to have the same skin as my older ship (current model for my old ship was 12 male) 

I like the planetary movements you added and the MAP works great. thanks for explaining the MAP is only limited to 10 years of time so the tracks are not complete. Whats the planetary movement speed? is this real time, or also an increased time?

I noticed you used current &quot;real&quot; visual photo&#039;s for all the planets, was there a reason why you used a topographical map for earth? No clouds you can see the undersea mountains/trenches? I think it would be neat to see this on all the planets (as far as we know) but to match them all visual would be best for starts.

I&#039;m sure your planning to add the moon rotations to this as well, maybe add the space prob&#039;s tracks, and comets as well with that 10 year limitation. 

yes, I&#039;m a picky guy. Looking cool so far, I like what you have done.</description>
		<content:encoded><![CDATA[<p>I took a look at the new ship models and colors. when shifting ship types it seems that models 3,4,5/8,9,10/13,14,15 and so forth for the male and female are the same color/type. Not sure if this is a graphic issue on my end or not. Graphically they all look pink with black and light blue highlights. (i can take a screen shot and show you if its on my end only)</p>
<p>Also, my original toon has its &#8220;skin&#8221; turned to black i think you did some changes to the ship skins and that change didn&#8217;t revert back to the ships that were made before the patch. not sure, but when I create a new one i can&#8217;t get the ship to have the same skin as my older ship (current model for my old ship was 12 male) </p>
<p>I like the planetary movements you added and the MAP works great. thanks for explaining the MAP is only limited to 10 years of time so the tracks are not complete. Whats the planetary movement speed? is this real time, or also an increased time?</p>
<p>I noticed you used current &#8220;real&#8221; visual photo&#8217;s for all the planets, was there a reason why you used a topographical map for earth? No clouds you can see the undersea mountains/trenches? I think it would be neat to see this on all the planets (as far as we know) but to match them all visual would be best for starts.</p>
<p>I&#8217;m sure your planning to add the moon rotations to this as well, maybe add the space prob&#8217;s tracks, and comets as well with that 10 year limitation. </p>
<p>yes, I&#8217;m a picky guy. Looking cool so far, I like what you have done.</p>
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		<title>Comment on Patch Notes: May 16, 2009 by Dave Shay</title>
		<link>http://solar-sim.net/blog/2009/05/patch-notes-may-16-2009/comment-page-1/#comment-16</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Sun, 17 May 2009 13:35:35 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?p=97#comment-16</guid>
		<description>The planets look distorted in the above screenshots due to WordPress in Firefox resizing the screenshots incorrectly.  So if you&#039;re using Firefox, right-click on each image and pick &quot;View Image&quot; to view it in its correct size and aspect ratio.  This doesn&#039;t seem to be an issue in Internet Explorer.</description>
		<content:encoded><![CDATA[<p>The planets look distorted in the above screenshots due to WordPress in Firefox resizing the screenshots incorrectly.  So if you&#8217;re using Firefox, right-click on each image and pick &#8220;View Image&#8221; to view it in its correct size and aspect ratio.  This doesn&#8217;t seem to be an issue in Internet Explorer.</p>
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		<title>Comment on Solar-Sim Demo by Dave Shay</title>
		<link>http://solar-sim.net/blog/solar-sim-demo/comment-page-1/#comment-14</link>
		<dc:creator>Dave Shay</dc:creator>
		<pubDate>Fri, 08 May 2009 04:09:36 +0000</pubDate>
		<guid isPermaLink="false">http://solar-sim.net/blog/?page_id=29#comment-14</guid>
		<description>Hey John,

Thanks for your feedback!  Some responses to your suggestions follow below:

&lt;blockquote cite=&quot;#commentbody-12&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-12&quot; rel=&quot;nofollow&quot;&gt;John&lt;/a&gt; :&lt;/strong&gt;
&lt;p&gt;when warping to a location/object, it would be nice to have your “ship” pointing at the planet/moon. or some sort of target/pointer to show you were it was at. I was able to warp to the planets, and moons but sometimes when i warped back to one i had already seen it wasn’t there. &lt;/p&gt;
&lt;/blockquote&gt;
I&#039;m not satisfied with how /warp works yet, so I&#039;ll keep tweaking that.  It is &quot;supposed&quot; to point your ship at the object, but I&#039;ve noticed post-warp ship re-orientation works inconsistently.

&lt;blockquote cite=&quot;#commentbody-12&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-12&quot; rel=&quot;nofollow&quot;&gt;John&lt;/a&gt; :&lt;/strong&gt;
&lt;p&gt;is there a list of objects we can warp too? how about a faster ship speed, with a target ability (so you can fly too an object) &lt;/p&gt;
&lt;/blockquote&gt;
I can whip together a command that allows you to see a list of objects you can /warp to.  I will probably list them somewhere on this website as well.

Adjustable ship speed is coming soon!!!!  :)

&lt;blockquote cite=&quot;#commentbody-12&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-12&quot; rel=&quot;nofollow&quot;&gt;John&lt;/a&gt; :&lt;/strong&gt;
&lt;p&gt;Suggestions, might be hard, with scaling issues, but known satilites (Gallilao, Voyager 1,2) would be neet to see. and a command to see listed objects. &lt;/p&gt;
&lt;/blockquote&gt;

I should be able to add active spacecraft.  I&#039;ll need to find models for them that aren&#039;t too detailed;  3000 polygons or less would be ideal.  Speaking specifically regarding interstellar missions such as Voyager I and II, I&#039;m not sure if I&#039;m going to add those.  If I did, I fear the expectation would exist that we could see the Oort Cloud and Termination Shock within Solar-Sim (at Solar-Sim&#039;s current scale I don&#039;t believe I&#039;ll be able to add either of those).</description>
		<content:encoded><![CDATA[<p>Hey John,</p>
<p>Thanks for your feedback!  Some responses to your suggestions follow below:</p>
<blockquote cite="#commentbody-12"><p>
<strong><a href="#comment-12" rel="nofollow">John</a> :</strong></p>
<p>when warping to a location/object, it would be nice to have your “ship” pointing at the planet/moon. or some sort of target/pointer to show you were it was at. I was able to warp to the planets, and moons but sometimes when i warped back to one i had already seen it wasn’t there. </p>
</blockquote>
<p>I&#8217;m not satisfied with how /warp works yet, so I&#8217;ll keep tweaking that.  It is &#8220;supposed&#8221; to point your ship at the object, but I&#8217;ve noticed post-warp ship re-orientation works inconsistently.</p>
<blockquote cite="#commentbody-12"><p>
<strong><a href="#comment-12" rel="nofollow">John</a> :</strong></p>
<p>is there a list of objects we can warp too? how about a faster ship speed, with a target ability (so you can fly too an object) </p>
</blockquote>
<p>I can whip together a command that allows you to see a list of objects you can /warp to.  I will probably list them somewhere on this website as well.</p>
<p>Adjustable ship speed is coming soon!!!!  <img src='http://solar-sim.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<blockquote cite="#commentbody-12"><p>
<strong><a href="#comment-12" rel="nofollow">John</a> :</strong></p>
<p>Suggestions, might be hard, with scaling issues, but known satilites (Gallilao, Voyager 1,2) would be neet to see. and a command to see listed objects. </p>
</blockquote>
<p>I should be able to add active spacecraft.  I&#8217;ll need to find models for them that aren&#8217;t too detailed;  3000 polygons or less would be ideal.  Speaking specifically regarding interstellar missions such as Voyager I and II, I&#8217;m not sure if I&#8217;m going to add those.  If I did, I fear the expectation would exist that we could see the Oort Cloud and Termination Shock within Solar-Sim (at Solar-Sim&#8217;s current scale I don&#8217;t believe I&#8217;ll be able to add either of those).</p>
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