Lol why not export to csv format? SE will load 100k stars within 1 second.
http://spaceengine.org/manual/making-addons/creating-a-star/ - scroll to the end.
I'd encourage you to give Universe Sandbox ² a second look. It's a full rewrite of the original that we've been working on over the last 4 years. One reviewer wrote"If Universe Sandbox 1 was fun, this this is ~30,000 times better."
Which does not to take anything away from how awesome Space Engine is...
The clouds look better too. Perhaps the beta version of 0.9.9.0 is already using raymarching technology (the one that'll power those incredible nebulae). As for the terrain, that's probably what the current improvements that are being worked on at the moment look like right now.
0.9.9.0 will be a colossal step forward.
Somebody's been missing information from news posts. http://spaceengine.org/blog181024/
The upcoming SE version now will have number 0.990 instead of 0.9.9.0 (more precisely, 0.990.xx.yyyy, where xx will be the build number, and yyyy the revision number). Each new update on Steam will increase the build number, and each small patch will increase the revision number. Larger updates will increase the minor number (0.990 -> 0.991 -> 0.992 etc).
Quickguide: http://spaceengine.org/manual/
Stuff they don't tell you in manual:
1)The engine supports LandLOD of -2 to 2, but the settings panel only lets you go to 1. To get LOD of 2, you need to go to the console (press "~") and type "set landlod 2". This will allow you to get very high levels of terrain generation, but will probably crash the game/computer if you leave it on all the time. To turn it lower, just change it back to whatever number in the settings panel. This game is usually limited by how much VRAM you have, since generating terrain is very intensive. Usually LandLOD 2 is used for screenshots, so go to the desired location, set landlod to 2, wait a few min, since it takes time to generate the terrain, then screenshot, then set landlod back to lower number..
2) Star Finder is your best friend, by adjusting the parameters, you can find the perfect planet/solar system, like a binary terra orbiting a blackhole of something like that (actually I think that's pretty rare but you get the point). Remember that if you double the search radius, you multiply the volume covered by 9. So if 100 ly is the base, then 200ly is 9x that, 300ly is 81x that, and 600 ly is 729x that! My computer can handle 600 ly ranges without crashing (I think star finder also uses large amounts of RAM) but it takes 2-3 minutes. My computer is mid range, so idk what yours can handle.
3) F6 is used to save celestial bodies for future reference.
4) F11 is used for screenshots.
Playing around with Supermassive Black Holes in Universe Sandbox^2, I threw a 80 kg object towards the super massive black hole of IC 1101 from a distance of 13,496 AU away (or .214 ly). Then I charted its journey and figured I’d sorta make at an infographic and share it.
I used the data from US^2 and superimposed the journey in SpaceEngine and took snap shots at the same intervals. Then I plugged the numbers I observed into WolframAlpha time dilation calculato Which calculates time dilation and shows the time seen by a stationary observer, and Omni's gravitional force calculator for gravitational force calculations, and this is what it came up with. This was just for fun. I don't know how close to reality this is so it's purely an observational report.
Interesting things I found: - It took about 2 years and 314 days to free fall into the event horizon. - The gravitational forces never exceeded 141 g's. Most of the acceleration took place in the final hours. You can see how big it suddenly gets in the snap shots. - At 1 AU away, we're travelling 99% speed of light and our clock is moving 85% slower to an outside observer! - The final few seconds I didn't record because i didn't pause it fast enough to record the data. :/. Anywho, I think I've taken my nerdiness far enough!
The distribution of procedural stars in Space Engine is realistic - which is to say the distance from star to star conforms to our observations of reality. The planetary systems generated are in large part very believable too, and the creator of Space Engine (yes, just one dude) goes to great lengths to employ scientific principles and reasoning in the generation algorithms for planetary systems.
He's improving it all the time, not just in terms of size and distribution of planets in a system, but taking into account the constantly evolving field of star system formation theory (as we find more and more exoplanets, our theoretical models are getting trashed by observation).
The next Space Engine update takes this down to the level of the chemistry and physics on the surfaces of individual planets to create realistic worlds that make some scientific sense.
As to the question of whether the distribution of procedural stars around known stars is realistic...
Space Engine doesn't procedurally generate stars that will appear brighter from Earth than real stars, down to certain sensible limits. So yes, to all intents and purposes, the night sky from Earth in Space Engine is pretty accurate.
However, if there's a star in the neighbourhood of a named star with a procedural designation, it's not a real star, and there's almost certainly no corresponding star there in real life - but there may be one in similar in the general vicinity.
http://spaceengine.org/manual/making-addons/creating-a-star/ It's a tad complicated but everything you need to know is here.
You can replace an already existing star or create a new star by adjusting the angles and distance relative to Earth.
Apparently SO2 would collect in the polar regions of most planets, and wouldn't be present in the atmosphere in such large quantities. The iterative approach coming in the next version should represent this better. Plus we get hydrosphere composition.
Well, i disagree.
Late 2019 version could be 1.0.0, but it will much more probably be 0.9.10 or 0.10.0. Most softwares uses a strict scheme for version numbering, and probably SE is using something like SemVer.
1.0.0 has a particular meaning : the software is (mostly) finished. Next versions will be bugfixes (increase the third number) or slight improvements (middle number), or new major version (first number). When the numbering starts with 0, it means it's alpha/beta.
With that system in mind, and according to the dev goals for SE, I do not expect to see SpaceEngine reach 1.0.0 before two or three decades pass. Unless tons of money is sent to the dev.
http://spaceengine.org/manual/license/
"Copyright on the “SpaceEngine” software belongs to Vladimir Romanyuk “SpaceEngineer” (the Author). The Author reserves all other rights in the Software not expressly granted to you here. Subject to your compliance with these terms and conditions, the Author grants you a royalty-free, non-exclusive license to use, copy and distribute the Software, and any content created with the Software (screenshots, video, textures, scripts), without fee, for personal, educational, charity and other non-commercial use. If you want to use the Software or content created with the Software for commercial purposes, please contact the Author at ."
You can actually.
What you have to do is download the base 0.9.8.0 version and download the 0.9.8.0e patch.
http://spaceengine.org/news/patch0980e/
This patch features accurate orbits of planets in the next thousands of years or more. You can see future eclipses on the earth thanks to this update.
EXAMPLE: Upcoming total solar eclipse in South America, July 2019, as seen from the moon
Your computer does not meet the minimum requirements.
The minimum requirement is an Nvidia or AMD graphics card with 1 GB of VRAM.
If you're lucky, SpaceEngine also works with an Intel graphics card.
But you're not lucky, SpaceEngine does not work with an Intel HD Graphics 3000 !
At this point, I *don't spend much time on forums compared to when I was a teenager and I'm not sure I've actually looked at the Space Engine forums.
After a quick google I ended up wasting way more time than I can justify on https://haveibeenpwned.com/PwnedWebsites and I'm relatively sure I'm remembering vBulletin being hacked, as reported by Softpedia, though I could swear that happened earlier than 2017.
Also, holy shit, Trillion is still a thing?
No worries.
If you're interested in learning more, I'd reccommend some of Scott Manley's videos, as well as the game Kerbal Space Program (/r/kerbalspaceprogram). It's fun stuff. Lots of explosions!
Well obviously just drifting in a completely random part of space you'd never see anyone. But of course with a multiplayer people would gather in a hub such as the solar system. Then go on intergalactic adventures together!
It works with other vast space MMOs. For example Elite: Dangerous, which is "only" the Milky Way galaxy (400 billion star systems).
Remember that the biggest long-term goal presented in the donations page is an ambitious MMORPG sandbox game using SpaceEngine.
It's not a game, more like a planetarium. No quests, objectives, story, anything like that. Just you and a whole universe to see!
An old version is available to download for free on their website if you want to try it out.
I almost exclusively explore using ships, it's slower than the camera and more than a bit rough but perfectly viable if that's the experience you're looking for. You can get ships off the workshop, import your own models, or use the ship editor. Just don't expect any deeper mechanics than orbital maneuvers and rough atmospheric flight.
I know, right? Sometimes I wanna play a space ship like star trek, but sometimes I wanna play a space ship like star wars, you know what I'm saying? Throw some initertial dampeners on those star ships. I THINK the controls are more about emulating space shuttles, the whole interface seems to be dedicated to tweaking orbits. Once I struggled through the orbital mechanics I feel like I had an understanding of 90% of the controls. I still haven't landed on a planet, and I haven't had an interstellar transit that hasn't gone wrong yet. I can pretty much warp and make an orbit. And I docked once. Don't tell my parents.
I am terrible at long documents, and if you were talking about this document, try just making a stable orbit. You'll have to skip around, because for some reason they decided the write document diagetically instead of like... the manual to a video game.🤷🏻♂️ Also the grammar and syntax are pretty bad. In a peculiar way, cause it's either from a native english speaker who didn't proof read at all, or an ESL speaker who is REALLY good at english, but not perfect. So don't feel bad if it's way more frustrating than seems necessary. It is.
If you WEREN'T talking about that document... please link me to the other document you were talking about.
As for turning slow, I think the idea is all orientation is meant to be handled by the autopilot. It's space so, mostly you point in the direction you want to go and gradually increase. Trying to do that manually can result in being off by light years when you hit where you think your target is.
If you already figured all that out... um... sorry. I just hate feeling frustrated, so I try to help others when I think they're frustrated in a way that feels familiar to me. If everything I said sounds new to you, give it a shot, and if you can't figure it out, hit me up and we'll see if we can't get you floating.
http://spaceengine.org/manual/making-addons/creating-a-dso/
Please note: When there are ” , replace them with ". PLEASE REMEMBER THAT
Also 86.67e6 would be easyer to just have somthing like 86000
I don't have time to give a walkthrough right now, maybe u/DocIsIn can help. You just need to use only the bump map and use procedural surface parameters.
You can also read everything there is to know here: http://spaceengine.org/manual/making-addons/creating-a-planet/
Read through http://spaceengine.org/manual/making-addons/creating-a-star/
I think all custom stars have to have their position defined with respect to Sol (angle and distance), but I'm not sure how to precisely get the RA/Dec angles of a targeted object. If you figure that out, let me know! ;)
I think the game Overview on steam should be a Space Engine lite - but there's no free roam yet. I would like to try it but I can't really spend anything for gaming right now. Try checking it out!
For each star or star system, you'll need to create a Star or a StarBarycenter script.
If you want to create a system with only one star, a Star script wants to be enough.
// Example
Star "MyStar" { RA 10 25 12.57 Dec -27 37 12.87 Dist 101.53
Class "G2 V" MassSol 1.0 RasSol 1.0 }
RA is between 0 and 24 hours, Dec is between -180 and 180 degrees. Dist (distance) is in parsec.
Some other values can be inserted in this script. For example AppMagn (apparent magnitude) or AbsMagn (absolute magnitude), Lum (Luminosity) or FeH (metallicity).
The script belongs in addons\catalogs\stars
If you want to create a multiple system, you need a StarBarycenter.
It looks like this:
// Example
StarBarycenter "MyStar" { RA 10 25 12.57 Dec -27 37 12.87 Dist 101.53 }
You can also enter other values, such as MassSol or Class.
This script also belongs in the addons/catalogs/stars folder.
In addition, you need a script for the individual stars of the system where you enter as ParentBody the name of the StarBarycenter. This script belongs in addons\catalogs\planets
More information can be found here: [Creating a star](http://spaceengine.org/manual/making-addons/creating-a-star/] and here: CREATING A PLANET.
Scripted system
So I have code, not coords
Want code? Ok
Just create a star called biosystem and copy paste this in a planet catalog (if you don't know what I'm talking about, try reading the introduction part on how to create a system http://spaceengine.org/manual/making-addons/introduction/ )
Save your image as .png or .jpg file to the 'addons\textures\planets\MyPlanet' folder, for example as 'MyTexture.png' Then you have to create a script for a planet. How to do that, you can read here: CREATING A PLANET
In the 'Surface' section you put:
Surface { DiffMap "MyPlanet/MyTexture.*" ... ... }
But to make it look good, you also need a 'BumpMap'.
Alright, here's what I think you can do without having to spend 3 months studying GR :) If you wanted to be 100% accurate you'd have to take into account both effects of gravitational time dilation and time dilation due to velocity (like in the askcience comment I linked). However, since US^2 doesn't simulate general relativity, the velocity reading is rather useless for this purpose.
What I personally would find the best solution is to just use the gravitational time dilation calculator on Wolfram Alpha. What you get from that is not the time dilation of something falling in when it is at distance r, but just the time dilation at distance r i.e. if an observer was stationary at this distance. In the Wolfram calculator you're gonna want to use the mass of the black hole as an input. The distance you need to enter in the Wolfram calculator is the distance to the center of the black hole. You have already got the values of the distance to the event horizon, so you need to add the Schwarzschild radius to that. For a black hole with a mass of 10^10 solar masses, the Schwarzschild radius is about 200 au (you can use this calculator if you want to check). These are some values I get:
distance from center | time dilation |
---|---|
R + 1000 au | 1.10 |
R + 100 au | 1.72 |
R + 10 au | 4.54 |
R + 1 au | 14 |
where R is the Schwarzschild radius.
What you best use for the gravitational force depends on what exactly it is you want to show with this. If you want the physical force that someone feels when falling in the black hole, then this is always zero because when falling you feel weightless.
Celestia one of the Space exploration app is already available to Google Play and iOS... with tons of Additional future you can add https://play.google.com/store/apps/details?id=space.celestia.mobilecelestia
Try Shadowplay, it has very little performance impact, you need to have GeForce Experience installed though. OBS is free and similarly light on resources, here's how to use it for local recording https://obsproject.com/forum/resources/how-to-make-high-quality-local-recordings.16/ you should be able to get good results using CPU encoding as that's something the multicore FX-8750 is pretty good at.
I suppose that if it exists, It'll eventually get into SE. It's even stated in SE FAQ:
http://spaceengine.org/manual/faq/ Q: Are you going to implement XXX feature in the future? A: If it is something that exists and is known to modern astronomy, then yes it will be added eventually. You can read about implemented and planned features here: https://forum.spaceengine.org/viewtopic.php?f=6&t=72
What kind of BSOD? There's (usually) an error message included under that big :(, things like IRQL_NOT_LESS_OR_EQUAL for example. That can indicate (with a Google search about it) what's wrong.
Also, you can use the (free) program called BlueScreenView, it can tell you which driver(s) are causing the BSOD.
This might be because of for example during the situations you've described, SE needs a lot of CPU and/or GPU power, which could point to for example a fault in the PSU (can't deliver enough power, but not that low that the PC would shut down without a BSOD), but might very well be a GPU driver or chipset driver issue, and such things might even happen because the network driver happens to be out of date and contains an issue (BlueScreenView often can point out which driver).
Only you can see any custom names you give planets (would be cool if it was like No Man's Sky and you could see the names other people gave planets)
If you press Shift-F2, it brings up a planet editor where you can edit the planet's parameters. Check out this page for more info on that
The word "wiki" just refers to the Info box, though there is an official manual online
What's the designation of the star? Keep in mind that according to the FAQ SE's catalogue of real stars is limited to the Hipparcos catalogue, which is a bit over a hundred thousand of the brightest stars. Almost certainly "your" star is not going to be among them.
Spaceengine is a virtual universe that allows you to explore some of the most interesting places you can imagine Download this beautiful software http://spaceengine.org/download/space... I'm not the programmer of Spaceengine, I just created a new trailer 🌌
Max landscape resolution has nothing to do with the terrain level of detail, it's just an LOD limiter if you want to tell the terrain generator to pretend your screen is lower resolution than it really is. All of the settings are described in detail here: http://spaceengine.org/manual/user-manual/
Keep in mind that screenshots you see posted by other people are often of edited planets, and also remember that some planets will be more interesting than others, and some regions of a planet will be more interesting than others, just like in real life. You need to keep looking around.
Dang, 10 years is a long time, I've been using SE for maybe six years I think.
Anyway, here's a walkthrough for model importing, basically, you create a certain folder structure in "addons", put an OBJ file and a config file for it and let SE convert everything. Then you can edit things like rotation, engine exhausts, docking ports and acceleration in the game itself or in further config files that SE created.
Are you gonna make those models yourself or are you downloading them from somewhere?
If you want to make a planet, you have to create one as a catalog script. Detailed documentation is here: http://spaceengine.org/manual/making-addons/creating-a-planet/
Note that the website replaces generic quote marks with open and close quote marks in the code sections (for some dumb reason); if you want to copy any of the code from there, you will need to replace them with generic quotes again (").
Read the manual: http://spaceengine.org/manual/user-manual/ (It's not entirely up-to-date.)
(And if you want to use any script examples from the manual, change the quotes!
These quotation marks are used in the example scripts: ** “ ” **.
But it always has to be: ** " **)
There's an official manual for it, although it isn't as fleshed out as it could be. It does explain many of the options though.
If you need any further help feel free to reply or DM me, I'll be happy to help :)
Do you mean this space engine?
I don't know how it was made, but it's not a random universe.
>The procedural generation is based on real scientific knowledge, so SpaceEngine depicts the universe the way it is thought to be by modern science.
Space Engine tries to depict the universe as we understand it can exist, then procedurally generates the bits we don't know about.
To do the same in blender I'd imagine you just need a script to create random planets and stars with different lighting colors. I'm still learning Blender myself so maybe someone else has a better idea.
Export the texture via the export texture tool as a cylindrical map, then you need to take that texture, run it through CubeMap, and add it to a custom planet via a catalog file.
Full documentation is here (95% of it won't be relevant to what you want to do, so you can just ignore most of it): http://spaceengine.org/manual/making-addons/
With custom planets, you can pretty much make your planet have any properties you want. In this case, I made this planet have multicellular organic lifeforms.
If you want to make your own custom planet, you can check out a guide here. That guide was made before 0.9.9.0 was released, so you won't be using any of the surface color parameters, but overall, it's still a really good guide.
Here's some info from the Space Engine blog:
- Ferria: planet is mainly made of metals and other elements that can combine easily with iron
- Carbonia: planet has a lot of carbon in its composition (primarily, the amount of carbon > amount of oxygen)
"Exotic titan-like" is just a description I use to show that the aquaria Earth is similar to Titan (e.g. has frigid temperatures, liquid methane seas or other lakes not found on Earth).
You can spawn in ships by pressing CTRL-F3 or by pressing the ship icon on the left toolbar, but you need to be in flight simulator mode to do it. You can use http://spaceengine.org/manual/space-flight-school/
It will teach you how to fly ships and do various stuff, such as orbiting and landing.
>Soon
Any source on this?
The official news says:
>It is also the most complex thing being worked on right now, and is still in a very early stage of development.
Remember how long the procedural nebulas took to be released.
I'm a mostly visual learner as well and was frustrated by the lack of video tutorials for most, if not all things related to piloting a spaceship.
However, I found the flight school to be extremely useful despite being in written format and would recommend starting with this.
Ryzen 3700X, 64 GB RAM, GTX 1080 Ti
As for my settings, you can see them here: http://spaceengine.org/manual/user-manual/
As for framerate, it depends on resolution and circumstances, but at 1080p I can get 60 fps or higher at pretty much all times if I want.
No worries, I was going to follow up, if you can't see the menu you can press ~ to open the commandline, and type in DisplayMode “Normal” . That should also set it to Perspective mode.
Where as DisplayMode “Cubemap” would switch it to cubemap, etc
http://spaceengine.org/manual/making-addons/scenario-scripts/
There is no "official" classification scheme. The system in SE was made up according to what makes sense and what is an appropriate amount of information to give in the description on the HUD.
It goes in the format of <temperature class> <surface volatiles class> <size prefix><bulk composition class> <life if present>.
You can read more here: http://spaceengine.org/news/blog170924/
There are variables that set sphere to search earthlikes within, maybe use them to make camera move around in semi-random manner? Or else make really large list of waypoints for camera to move around.
I do not know how to add life and plants on the surface of mars, but I do know how to make it look more detailed. There is a mod that can help with that.
​
http://spaceengine.org/download/official-addons/solar-system-uhd/
The website has this tutorial. It take awhile to learn and practice to get good at flying but really satisfying. Some YouTube vids might help too.
New upcoming version will have Flight Simulator mode where you can select a spaceship or shuttle and fly among stars or in the planets atmospheres. Also you can use modification to add more spaceships to Space Engine default ones.
You can do this in current version too but in the upcoming version flying will be in the separate mode.
Also controlling spaceships may look pretty hard at the beginning, but becomes pretty easy after reading the tutorial on official site, connecting the gamepad (i am using xbox one gamepad) and binding all spaceship controls to gamepad buttons, joysticks and triggers.
If you want this world, you have to but it into SpaceEngine/addons/catalogs/planets But, as Dawn said, it was procedural. All I know now is to simply create a star or take one, and move it somewhere else while making said star as a parent body to the world. Make sure it has correct orbits and such.
Delete the cache folder and relaunch. Also note that HD textures are a minor improvement over default ones and only apply to those you download. Check the difference at the add-on download page.
Both the program and its output are governed by the software's EULA, as with pretty much all games. The license is presented to the user during installation, is available as a text file inside the program's folder, and is available here. In summary, you can use program output (screenshots, videos, etc.) for non-commercial/non-monetized purposes as long as credit is given. Use in a commercial/monetized project requires either a commercial-use license or the expressed written permission of the developer. For either of those things, you would want to contact .
The procedurally generated planets are always going to be higher detail simply for the fact that they are built using an algorithm. The planets using surface maps like Earth or Mars have to use stored data. You can improve them with the Mods provided on the Space Engine website, but procedural generation is a stateless process so it cannot work towards a goal of building a replica of a known planet, and building an Earth with the same level of fidelity would require hundreds of gigabytes of data.
So there is a trade off. Either Mars and Earth actually look like Mars and Earth at a lower resolution or a ton of disk space, or you procedurally generate them with great detail and no disk space and they look nothing like Mars and Earth.
Mods for higher resolution Solar System objects are located here http://spaceengine.org/download/official-addons/solar-system-hd/
You can't watch the eclipse with the default 0.980 SE as it is inaccurate and the eclipse doesn't show up at all. If you want to see the eclipse, you should download the 0.980e patch for viewing the eclipse and upcoming eclipses.
The easiest way to make a planet like this is to find the closest matching procedural planet, export a copy of its code, make it orbit your star and maybe make a little adjustments to it.
There is a tutorial on the Space Engine page
http://spaceengine.org/manual/making-addons/creating-a-planet/
Playing around with Supermassive Black Holes in Universe Sandbox^2, I threw a 80 kg object towards a 10 Billion solar mass black hole with a schwarzchild radius of 512 AU, from a distance of 13,496 AU away (or .214 ly). Then I charted its journey and figured I just as well try to make at an infographic of it and share it.
I used the data from US^2 and superimposed the journey in SpaceEngine and took snap shots at the same intervals. Then I plugged the numbers I observed into (WolframAlpha time dilation calculator)[https://www.wolframalpha.com/input/?i=time+dilation+calculator&assumption=%7B%22FS%22%7D+-%3E+%7B%7B%22TimeDilationRelativistic%22,+%22t%22%7D,+%7B%22TimeDilationRelativistic%22,+%22to%22%7D,+%7B%22TimeDilationRelativistic%22,+%22v%22%7D%7D&am...] Which calculates time dilation and shows the time seen by a stationary observer, and (Omni's gravitional force calculator)[https://www.omnicalculator.com/physics/gravitational-force] for gravitational force calculations. And this is what it came up with. This was just for fun. I don't know how close to reality this is so it's purely an observational report.
Interesting things I found: - It took about 2 years and 314 days to free fall into the event horizon. - The gravitational forces never exceeded 141 g's. Most of the acceleration took place in the final hours. You can see how big it suddenly gets in the snap shots. - At 1 AU away, we're travelling 99% speed of light and our clock is moving 85% slower to an outside observer! - The final few seconds I didn't record because i didn't pause it fast enough to record the data. :/. Anywho, I think I've taken my nerdiness far enough!
As Space Engine does not simulate the movement of galaxies, it is not possible to see Andromeda and the Milky Way collide. However, if you still want to simulate a galaxy collision, you can try <a rel="nofollow" href="http://universesandbox.com/">Universe Sandbox 2</a>.
In code comments are marked with // and aren't executed. Open Universe.cfg and ctrl-f solarsys3000. It should be in a small list of .sc files. Find //"solarsys3000 and remove the //. put a // in front of solarsys.sc then save. A good config editor is Notepad++.
There's likely plenty wrong with it. The scientist behind interstellar explains in depth in his book what they did to create the interstellar version (although even that one was altered for artistic/simplifying reasons.)
The Science of Interstellar https://www.amazon.com/dp/0393351378/ref=cm_sw_r_cp_api_TIqsybQ7WNN1F
If you really want a good deal on a high performance laptop, I would look at Dell's latest Inspiron model that goes for $800 and has a GTX 960M along with a 1080p IPS screen.
https://www.amazon.com/dp/B015PYYDMQ/ref=cm_sw_r_cp_api_JvXwxb1ZKGFP8
I didn't know about Space Engine but it does look very good, probably a nice VR experience. If you just want to test if it plays nice with Trinus VR you can try with the free version (https://play.google.com/store/apps/details?id=com.loxai.trinus.test). If your system is speedy enough you should get good results at 1280x720 (if it has 3D SBS support) or up to 960x1080. Otherwise, stay tuned for future improvements :)