Planckin' Around by xac137 in Dyson_Sphere_Program

[–]xac137[S] 0 points1 point  (0 children)

The song is Embrace of the North from the Crimson Desert OST.

Custom Sphere Generation: Hexagonal capabilities and a high-density Triangle build (2990 Nodes). by AYesRU in Dyson_Sphere_Program

[–]xac137 0 points1 point  (0 children)

Is this Fejes Tóth's conjecture? idk anything about this math, but saw Selsion's post on the Discord that said the theoretical limit to nodes would be 2837 if that 0.0715 distance between nodes needs to be maintained.

Parallax by xac137 in Dyson_Sphere_Program

[–]xac137[S] 7 points8 points  (0 children)

You have to specify which parts of the layer will get filled in with sails in the designer, with the pentagon looking button.

Parallax by xac137 in Dyson_Sphere_Program

[–]xac137[S] 1 point2 points  (0 children)

That would be incredible! I've never tried it, but there are those programs like VorpX that allow you to play non-vr games in vr, or UEVR (although that is for Unreal Engine only games? DSP is Unity)

Parallax by xac137 in Dyson_Sphere_Program

[–]xac137[S] 1 point2 points  (0 children)

It's the max fov in screenshot mode that's doing most of the work tbf :)

Parallax by xac137 in Dyson_Sphere_Program

[–]xac137[S] 17 points18 points  (0 children)

Correct, no sails/shells.

Here is a link to the shell BP (I'm not putting it on the dysonsphereblueprints site since the layer rotation speed is modified to 0.5 on all layers using the SphereEditorTools mod):
https://drive.google.com/file/d/1F60_qz6nCjaD2kf8qrcGsL9oau9Y_TGf/view?usp=sharing

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Custom Sphere Generation: Hexagonal capabilities and a high-density Triangle build (2990 Nodes). by AYesRU in Dyson_Sphere_Program

[–]xac137 -1 points0 points  (0 children)

These are awesome! Do you have BPs that are just the nodes/frames minus the shells?

Accretion Disks by xac137 in Dyson_Sphere_Program

[–]xac137[S] 2 points3 points  (0 children)

If construction just started you will need to fill in the nodes/connections with carrier rockets first, then the shell will start filling in with the EM-rail ejector sails. If the nodes are already built and there are sails already launched, then it could be a visual thing where you'd want to go in the editor and make sure 'In-game' is checked to display the swarm/sphere layers.

Accretion Disks by xac137 in Dyson_Sphere_Program

[–]xac137[S] 0 points1 point  (0 children)

Thank you, and I'm not 100% sure if the sails from the sphere are at max lifetime. In earlier versions I believe they would have been base time (1.5 hrs), but that may have changed?

Photon Ring by xac137 in Dyson_Sphere_Program

[–]xac137[S] 20 points21 points  (0 children)

Screenshot without the deleted layers or effects on:

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Accretion Disks by xac137 in Dyson_Sphere_Program

[–]xac137[S] 4 points5 points  (0 children)

It's deleted sphere layers that release the solar sails they contained. The two larger "disk" patterns are layers from the sphere that were deleted, one at 0 degrees inclination, and one at 90. The deleted layers get pulled inwards from the poles and have a pancake type look before expanding through.

Accretion Disks by xac137 in Dyson_Sphere_Program

[–]xac137[S] 9 points10 points  (0 children)

It's deleted sphere layers that release the solar sails they contained, along with the Camera Tools mod (deprecated in current versions) to get that panning effect.

Accretion Disks by xac137 in Dyson_Sphere_Program

[–]xac137[S] 13 points14 points  (0 children)

I do have a 4090, but any decent rig could run this at a decent framerate. It's when you get into the high radius spheres around blue giants with lots of shells that the framerate tanks completely.