.. _properties-file: The configuration file ********************** There is a configuration file which stores most of the configration settings of Gaia Sky. This section is devoted to these seetings that are not represented in the GUI but are still configurable. The configuration file is located in ``$GS_CONFIG/global.properties`` (see :ref:`folders `). The file is annotated with comments specifying the function of most properties. However, here is an explanation of some of the properties found in this file that are not represented in the GUI. - **scene.octree.maxstars** -- the maximum number of stars loaded at a time from LOD (octree-backed) catalogs. Increase this to allow for more stars to be loaded. When this number is hit, the application unloads old, unobserved octants. - **controls.blacklist** -- list of game controllers to ignore. - **data.limit.mag** -- this contains the limiting magnitude above which stars shall not be loaded. Not all data loaders implement this. It is now deprecated. Below is the default ``global.properties`` file for Gaia Sky 3.0.0. .. code:: jproperties # GAIA SKY CONFIGURATION FILE # Configuration version properties.version=30000 # Multithreading enabled? global.conf.multithreading=true # In case multithreading is on, this sets the number of threads to create. # If zero or negative, it uses the default value, which is the number of cores. # You should not set this much higher than the actual number of physical cores in your computer. global.conf.numthreads=0 # SCREEN CONFIGURATION # This activates output to the default monitor. Deactivate only to enable headless mode. graphics.screen.screenoutput=true # Fullscreen mode width graphics.screen.fullscreen.width=1920 # Fullscreen mode height graphics.screen.fullscreen.height=1080 # Windowed mode width graphics.screen.width= # Windowed mode height graphics.screen.height= # Is fullscreen activated? graphics.screen.fullscreen=false # Resizable enabled in windowed mode graphics.screen.resizable=true # Enable or disable vsync to prevent screen tearing. FPS will be limited to monitor refresh frequency. graphics.screen.vsync=true # Limiting FPS - caps the frame rate to the given value. Set to zero to uncap graphics.limit.fps=0 # IMAGE RENDERING SYSTEM CONFIGURATION # The frame output mode: [simple|redraw] # simple - the current openGL buffer is written to a file. Screenshot will look exactly like the screen # redraw - the image is redrawn with optionally different effects and resolution, and then it is written to a file. graphics.render.mode=simple graphics.render.width=1280 graphics.render.height=720 # Target FPS for the rendered images graphics.render.targetfps=60 # Target FPS for the camera recording graphics.camera.recording.targetfps=60 # Path type of camera position in keyframe mode: SPLINE | LINEAR graphics.camera.keyframe.path.position=SPLINE # Path type of camera orientation in keyframe mode: SPLINE | LINEAR graphics.camera.keyframe.path.orientation=SPLINE # Automcatically activate frame output system when camera file is playing graphics.camera.recording.frameoutputauto=false # Path and image name graphics.render.folder= graphics.render.filename=gaiasky # Write time in frame output mode and in screenshots graphics.render.time=false # Format, wither png or jpg graphics.render.format=jpg # Quality, only relevant if format is jpg, in [0..1] graphics.render.quality=0.93 # Lazy initialization of textures scene.lazy.texture=true # Lazy initalization of meshes scene.lazy.mesh=true # SCREENSHOT # The screenshot mode: [simple|redraw] # simple - the current openGL buffer is written to a file. Screenshot will look exactly like the screen # redraw - the image is redrawn with optionally different effects and resolution, and then it is written to a file. screenshot.mode=simple screenshot.folder= screenshot.width=1920 screenshot.height=1080 # Format, wither png or jpg screenshot.format=jpg # Quality, only relevant if format is jpg, in [0..1] screenshot.quality=0.93 # DATA # Location of the data folder. # Windows and macOS: in your user directory: $HOME/.gaiasky/data # Linux: ~/.local/share/gaiasky/data data.location= # Selected catalogs to load at startup, separated by ':' (linux, macOS), or ';' (windows) data.json.catalog= # Comma-separated list of files within the data folder with the non-particle objects to load (planets, constellations, etc) # Additionally to the files defined here, any file in the data folder with the format "autoload-*.json" will also be # load using the JsonLoader data.json.objects=data/data-main.json # Use all terms in position algorithms (VSOP87 and moon coordinates). Taxes the CPU data.highaccuracy.positions=false data.limit.mag=20.0 # Location of the skybox within the data folder (data/tex/skybox/[...]/) data.skybox.location=data/tex/skybox/gaiasky/ # SCENE PROPERTIES # Name of the startup object scene.object.startup=Earth # Graphics quality setting: low, normal, high, ultra scene.graphics.quality=normal # Camera speed limit # 0 - 100 km/h # 1 - 0.5c # 2 - 0.8c # 3 - 0.9c # 4 - 0.99c # 5 - 0.99999c # 6 - c (3e8 m/s) # 7 - 2*c # 8 - 10*c # 9 - 1000*c # 10 - 1 AU/s # 11 - 10 AU/s # 12 - 1000 AU/s # 13 - 10000 AU/s # 14 - 1 pc/s # 15 - 2 pc/s # 16 - 10 pc/s # 17 - 1000 pc/s # 18 - No limit scene.camera.speedlimit=18 # Camera velocity multiplier when in focus mode scene.camera.focus.vel=2.5 # Camera turn velocity scene.camera.turn.vel=2062.0 # Camera rotation scene.camera.rotate.vel=3776.0 # Initial field of view of the camera, in degrees scene.camera.fov=45.0 # Whether cinematic camera is active scene.camera.cinematic=false # Target on in free mode. This scales the velocity of the camera according to the distance to the closest object scene.camera.free.targetmode=true # Object fade time in ms scene.object.fadems=2500 # Star brightness factor scene.star.brightness=2.3 # Modulate the brightness of stars with this power scene.star.brightness.pow=0.75 # Size scaling of stars scene.star.point.size=9.5 # Texture index, see $GS_DATA/tex/base/star-tex-xx-low.png # 1 - horizontal spike # 2 - god rays # 3 - horizontal and vertical spikes # 4 - simple radial profile scene.star.tex.index=4 # Number of nearest stars to process in star groups # This determines the maximum number of billboards, labels, velocity arrows, etc. scene.star.group.nearest=500 # Flag to enable or disable the star billboards when stars are close scene.star.group.billboard.flag=true # Ambient light level, between 0 and 1. scene.ambient=0.0 # Lock focus to object scene.focuslock=true # Lock also the orientation of the focus to the camera scene.focuslock.orientation=false # Label size factor. Controls label size scene.label.size=1.2 # Label number factor. Controls how many stars have labels scene.label.number=1.3 # Line width factor to multiply line width with scene.line.width=1.0 # Threshold radius/distance for stars. This controls the threshold to render stars as points or as quads # radius/distance limit for rendering as quad. If angle is any bigger, we render as a model. scene.star.threshold.quad=0.0 # radius/distance limit for rendering as point. If angle is any bigger, we render as quad. scene.star.threshold.point=1.7E-8 # radius/distance limit for rendering at all. If angle is smaller than this quantity, no rendering happens. scene.star.threshold.none=0.0 # radius/distance above which we start painting stars in octant with fade in. Angle in radians. scene.octant.threshold.0=1.477 # radius/distance below which we paint stars in octant with fade out. Above this angle, inner stars are painted with full brightness. Angle in radians. scene.octant.threshold.1=1.877 # In the case of multifile LOD datasets (such as DR2+), this setting contains # the maximum number of stars loaded at a time. If the number of loaded stars # exceeds this setting, the system will start looking for the best candidates # to be unloaded and start unloading data. Should not be set too low, and this should # be balanced with the dataset and the draw distance. # 6.0 M is calibrated to use 4Gb heap space with the default dataset scene.octree.maxstars=6000000 # The minimum alpha (opacity) of stars scene.point.alpha.min=0.1 # The maximum alpha (opacity) of stars scene.point.alpha.max=1.0 # Line renderer type: 0 - performance (GL LINES), 1 - polyline quadstrips (quality) scene.renderer.line=1 # Orbit renderer # 0 - use the line renderer setting (see below) - slower, looks better # 1 - use GPU VBOs - faster, looks worse scene.renderer.orbit=0 # If on, particles fade in and out between levels of detail scene.octree.particle.fade=true # Length factor of proper motion vectors [1 - 50] scene.propermotion.lenfactor=8.35 # Scale factor of proper motion vectors [1 - 30] scene.propermotion.numfactor=5.35 # Color mode for velocity vectors # 0 - direction # 1 - length (speed) # 2 - has radial velocity # 3 - redshift # 4 - single color scene.propermotion.colormode=0 # Whether to show arrowheads or not scene.propermotion.arrowheads=true # Maximum number of proper motion vectors per star group. Overrides default quality-dependent # setting. Negative to use default scene.propermotion.maxnumber=-1 # Shadows enabled or disabled scene.shadowmapping=true # Resolution of the shadow map scene.shadowmapping.resolution=1024 # Number of shadows scene.shadowmapping.nshadows=3 # Elevation type [tessellation|parallax_mapping|none] scene.elevation.type=tessellation # Elevation multiplier, in [0.0, 10.0] scene.elevation.multiplier=2.5 # Tessellation quality, in [1.0, 7.0] scene.tessellation.quality=4.0 # Show crosshair on focus object scene.crosshair.focus=true # Show crosshair on closest object scene.crosshair.closest=true # Show crosshair on home object scene.crosshair.home=false # Visibility of components scene.visibility.Atmospheres=true scene.visibility.Planets=true scene.visibility.Labels=true scene.visibility.Boundaries=false scene.visibility.Moons=true scene.visibility.Equatorial=false scene.visibility.Orbits=true scene.visibility.Constellations=false scene.visibility.Galactic=false scene.visibility.Ecliptic=false scene.visibility.RecursiveGrid=false scene.visibility.Satellites=true scene.visibility.Stars=true scene.visibility.MilkyWay=true scene.visibility.Asteroids=false scene.visibility.Clusters=false scene.visibility.Locations=false scene.visibility.Countries=false scene.visibility.Galaxies=true scene.visibility.Nebulae=true scene.visibility.Meshes=false scene.visibility.Titles=false scene.visibility.Effects=false scene.visibility.Clouds=true scene.visibility.Ruler=true scene.visibility.VelocityVectors=false scene.visibility.Axes=true scene.visibility.Others=true # POSTPROCESSING # Antialiasing mode. None, NFAA or FXAA. # 0 - No antialiasing # -1 - FXAA # -2 - NFAA postprocess.antialiasing=-1 # Intensity of the bloom effect, between 0 and 10 postprocess.bloom.intensity=0.1 # Activate/deactivate motion blur, 0 or 1 postprocess.motionblur=0.0 # Activate/deactivate lens flare, true|false postprocess.lensflare=true # Activate/deactivate light glow, true|false postprocess.lightscattering=true # Activate/deactivate fisheye transformation, true|false postprocess.fisheye=false # Brightness level in [-1..1], defaults to 0 postprocess.brightness=0.0 # Contrast level in [0..2], defaults to 1 postprocess.contrast=1.0 # Hue level in [0..2], defaults to 1 postprocess.hue=1.0 # Saturation level in [0..2], defaults to 1 postprocess.saturation=1.0 # Gamma correction value in [0..3], defaults to 1 postprocess.gamma=1.0 # Tone mapping type, string in [auto|exposure|aces|uncharted|filmic|none] postprocess.tonemapping.type=none # Exposure tone mapping in [0..n]. Set 0 to disable postprocess.exposure=0.0 # PROGRAM OPTIONS # Show debug info, true|false program.debuginfo=false # Whether to display the hud or not, true|false program.display.hud=false # Display coordiantes of pointer (RA/DEC or Lat/Lon), true|false program.pointer.coords.display=true # Pointer guides program.pointer.guides.display=false # Pointer guides color (RGBA array) program.pointer.guides.color=[1.0, 1.0, 1.0, 0.3] # Pointer guides width in pixels program.pointer.guides.width=1.5 # Recursive grid origin: focus | refsys program.recursivegrid.origin=refsys # Projection lines to recursive grid origin program.recursivegrid.origin.lines=true # Display minimap program.display.minimap=false # Minimap size in [150, 350] program.minimap.size=200 # Whether to start in stereoscopic mode or not, true|false program.stereoscopic=false # Whehter to enable cubemap mode [true|false] # Used for panaroama and planetarium mode. See key 'program.cubemap.projection' program.cubemap=false # Projection to use for the cubemap mode [equirectangular|cylindrical|hammer|fisheye] # Set to 'fisheye' for planetarium mode program.cubemap.projection=equirectangular # Resolution of each face of the cubemap (square frame buffer with a fov=90 in each direction X+ X- Y+ Y- Z+ Z-) program.cubemap.face.resolution=1500 # The aperture angle [deg] of planetarium mode program.planetarium.aperture=180.0 # The focus angle [deg] of planetarium mode from the zenith program.planetarium.angle=50.0 # In a client-server configuration, this makes this instance act as a master # which sends input events over the network # Incompatible with program.net.slave program.net.master=false # The following properties define the slaves # Each slave listens to a port defined in its program.restport property #program.net.master.slaves.0=http://localhost\:13900/api/ #program.net.master.slaves.1=http://localhost\:13901/api/ # In a client-server configuration, this makes this instance act as a slave # which receives input events over the network # Incompatible with program.net.master program.net.slave=false # Location of the .mpcdi configuration file for this instance # Only needed if program.net.slave is true program.net.slave.config= # If you don't have an mpcdi file, use these next properties to # configure the orientation. In order for this to work, you also # need to set fullscreen=true, the right fullscreen resolution # and the right field of view angle. # Yaw angle (turn head right) program.net.slave.yaw= # Pitch angle (turn head up) program.net.slave.pitch= # Roll angle (rotate head cw) program.net.slave.roll= # Warp pfm file program.net.slave.warp= # Blend png file program.net.slave.blend= # The stereoscopic profile. # 0 - VR headsets # 1 - 3DTV (left-right) # 2 - 3DTV (top-bottom) # 3 - Cross-eye # 4 - Parallel view # 5 - Anaglyph red-cyan program.stereoscopic.profile=2 # The default location of scripts program.scriptlocation= # The GUI theme - dark-green | dark-green-x2 | dark-blue | dark-blue-x2 | dark-orange | dark-orange-x2 | night-red | night-red-x2 program.ui.theme=dark-green # Ask for exit confirmation program.exit.confirmation=true # Enable REST API on this TCP port (negative: disabled) program.restport=-1 # Set to 'default' to use the system default locale, set to language tag (see java.util.Locale#forLanguageTag(), java 7+) to change the locale (en_GB, en_US, es_ES, de_DE, fr, etc.) # Leave empty to use default locale program.locale= # Last time checked for new version program.lastchecked= # Last version checked program.lastversion= # URL to check the version - GitHub API call that returns a JSON list program.url.versioncheck=https\://gitlab.com/api/v4/projects/langurmonkey%2Fgaiasky/repository/tags # Data mirror program.url.data.mirror=https\://gaia.ari.uni-heidelberg.de/gaiasky/files/autodownload/ # URL of data descriptor file program.url.data.descriptor=https\://gaia.ari.uni-heidelberg.de/gaiasky/files/autodownload/gaiasky-data-030000.json # CONTROLS OPTIONS # Controller mappings file controls.gamepad.mappings.file=mappings/SDL_Controller.controller # Invert look x axis controls.invert.x=false # Invert look y axis controls.invert.y=true # Controller debug mode; prints key codes and values # DEPRECATED, use --debug flag instead! #controls.debugmode=false # Blacklist of controller names. All controllers here will not be # processed by Gaia Sky. Find the connected controller names in the Preferences # window, Controls tab. # Double quote controller names and separate them with whitespace characters. # Example: controls.blacklist="Microsoft Xbox 360 pad" "Playstation 4 dualshock" controls.blacklist= # SPACECRAFT OPTIONS # Responsiveness, from 0 to 1 spacecraft.responsiveness=0.4 # Velocity vector always aligned with spacecraft direction vector spacecraft.velocity.direction=false # Handling friction in 0..1 spacecraft.handling.friction=0.37 # Whether to show the direction and up axes of the spacecraft spacecraft.show.axes=false # DATA SOURCE OPTIONS # Real attitude or NSL attitude? data.attitude.real=false