Space Engineers

Space Engineers

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Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)
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Type: World
Mod category: Experimental
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2024 年 12 月 22 日 上午 7:41
10 月 15 日 上午 7:58
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Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)

描述
1.207 has a bug

The fix: Immediately after creating the new world, while still in the respawn screen, save and exit. Then rename the save in the Load screen.
As of this writing, this affects EVERY workshop world that has preconfigured mod settings included within it. It is NOT unique to this world. It wrecks saves like PSS. It happens because Space Engineers itself is saving newly created saves to a folder that does not match the <SessionName> that it is writing in Config.sbc and Config_settings.sbc, causing mods to look in the wrong place for the files they need.

Echthros has added functions to many of his mods that correct for this behavior, but for now this step is still necessary (Real Orbits still needs this workaround to function as I had it set up. otherwise you will be limited to 100 m/s).




Using the newly updated respawn pod mod, six new asteroid belt and Trojan/Greek cluster starts have been added! The same mod adds planetary GPS data pads to each cockpit! Updated to use the 1.207 rover.

Earth has been updated to include 1.207 plants for foraging.

What is this?

This Solar System replicates our home system as closely as possible, but retains short travel times and avoids issues in vanilla SE and some mods. Real Solar Systems allows planets to rotate and orbit.

Physical Scale

Rocky worlds/moons are 1:50 scale. Proxy scales make terrestrial worlds/moons appear 10x further away. Consequently, entering their "orbital zone" increases displayed distance by ~3.16x (speed limit permitting), and leaving reduces speed by the same factor.

Gas giants are ~1:158 scale to visually match. Their proxy spaces are unaltered to avoid speed issues. Sol is scaled to "look right" from Earth.

Distance Scale

Interplanetary distances are 1:10000 scale to reduce travel time, minimize floating point errors, and ensure encounters work (they fail at high coordinates). Luna's orbit is 1:1000; Gas Giant moon orbits are 1:200.

Planetary & Satellite orbits

All planetary orbits use proper alignments, inclinations, and eccentricity (per J2000). Only the largest satellites are represented. Satellite orbits have proper inclination/eccentricity, but no further alignment data was available.

Titania's orbital inclination is properly represented, and is nearly aligned with Uranus' ring, but I cannot change the axial tilt of any world.

Pluto and Charon's extreme distance and unique nature meant I omitted their proper orbital inclination. They are tidally locked, orbiting each other as siblings with proper eccentricity and mass ratios.

Time and Velocity

All orbit and rotation times are scaled to match the 2 hour vanilla Earth day length.

Default max velocity (via Real Orbits) is 9900 m/s (large grid) / 10000 m/s (small grid). LEO requires >1500 m/s. At this scale, 10000 m/s is ~1/3c. Please check change log, as I am running out of space for the steam description.

Character gravity is 1.001 (not 2) for more realistic orbital movement, preventing you from being stranded in large rooms if you run out of hydrogen.

Please be aware: it's possible to phase through voxels at speeds >1000 m/s, and on-foot movement on fast grids becomes difficult. Higher orbits are slower; consider building orbital stations (as ships) at higher altitudes if you want them to orbit freely.

Asteroid Belt and Dwarfs

The Main Belt (static vanilla asteroids) starts ~32000 km from Sol (Y=0), thickening until 64000 km (up to 24000 km thick). Density is initially sparse, rapidly increases to max default SE density, then thins at the outer edge.

Ceres, Vesta, and Pallas (1:50 scale) move with proper orbital values, which do not coincide with the Main Belt (due to high inclination/eccentricity). They have small groups of procedural asteroids moving with them.

The Greeks & Trojans

These are asteroid clusters at Jupiter's L4/L5 Lagrange points, anchored by tiny faux planets. They appear 60 degrees prograde/retrograde of Jupiter, extending 10000 km in all directions. (IRL, they are millions of asteroids in oblong fields >1 AU long).

Q: Why not use Asteroid Filter: Clusters, instead? Because they would be static and could not move along with the planet.

Mod Credits

This world uses all of Infinite's Solar System Packs and an unlisted, modified version of Duke of Lorraine's awesome Terra Remake.

Infinite's Earth is awesome, but it is just too flat for my taste, the biomes aren't as diverse as Terra Remake, and the clouds didn't work properly for RSS when I started this project. I've used every other rocky planet in the Solar System Packs for this world. He did a fantastic job!

Like all vanilla planets, the original Terra Remake was designed so that the north pole of the planet is facing in the Y- direction. Ordinarily this strange setup is not an issue, but by convention the north pole of a star is determined by the hemisphere that is rotating counterclockwise, and all planets in our system orbit in that same direction of movement. RSS uses the traditional right-handed coordinate system, so Terra Redistributed primarily fixes this issue. In addition, it randomly places all of the ores, reduces the extreme heights and depths of the original, reduces the number of cloud layers and lowers the height of the cloud shell to combat the planet-in-a-bubble feeling.

World Notes

All NPC spawning is turned off by default, as are build limits, so that you can choose your own playstyle and get everything set up before anything starts spawning, and without you inheriting anything that may have spawned in during the time while I was setting up the map. Be sure to turn them back on if you want them.

This world requires Real Solar Systems, Real Orbits and Water Mod (already configured). HUD compass - RSS version is needed in order to align the compass directions in all properly RSS aligned planets, but it is not strictly required to use this world. You may also want Sleep Mod - RSS version as well, if you want the day-night cycle to skip properly while you sleep.
热门讨论 查看全部(6)
10
7 月 13 日 上午 3:40
置顶: Bug Reporting & Suggestions:
cptnoname
5
2 月 17 日 下午 3:59
Subgrids and wheeled things getting thrown when loading in save
davidsdragonscale
4
3 月 31 日 下午 9:33
置顶: GPS Coordinates
cptnoname
89 条留言
Rob Ironballs 10 月 26 日 上午 6:12 
understandable, it is what it is, seems im going nuclear then
cptnoname  [作者] 10 月 26 日 上午 5:58 
No, sadly all of the procedural asteroids are static voxels. Vesta, Pallas, Phobos & Deimos are all modeled as planets, so they will have a day/night cycle (or at least a "monthly" cycle for the Martian moons). The centers of the Greek & Trojan clusters are also modeled as planets.

I've been wanting to do the same for Eros (because Expanse...) but with an actual asteroid and using the new zone options but I haven't confirmed that it works the way I hope it will
Rob Ironballs 10 月 26 日 上午 5:28 
sorry one more questions, do the smaller asteroids in the asteroid belt also move around the solar system? if i build on the dark side of an asteroid will i never get sunshine?
cptnoname  [作者] 10 月 25 日 下午 3:45 
No, it's fine just as it is. Making new saves will be a little easier, that's all. Still not back to "normal" but no added asteroid belt work is needed to get it to work properly. The workaround described at the top of the description is still necessary in order to get Real Orbits working as intended (with the built-in speed increases), but Echthros may be fixing that as well.
Barrett 10 月 25 日 下午 3:18 
So do i remove the new stuff I put in the config file or is it ok
cptnoname  [作者] 10 月 25 日 下午 2:17 
Echthros (who made Real Solar Systems and the Asteroid Filter mods) has just added functionality to both mods that will add their settings to the sandbox file directly, which fixes this asteroid belt problem.
Rob Ironballs 10 月 25 日 上午 6:54 
understandable, thank you again
cptnoname  [作者] 10 月 25 日 上午 6:43 
@Rob Ironballs
Yes, that's exactly the fix for now. Just copy that code block and paste it to completely overwrite the contents of that file. I wish there was a way to make it easier, but as I've said Keen is ignoring the issue.

There are no physical asteroids in the rings, no. Asteroids are all made of voxels, which are always locked to the coordinate grid. It would be next to impossible to rendezvous with any of them within the gravity well of one of the gas giants. There was a Dynamic Asteroids mod or something to that effect that turned asteroids into dynamic grids somehow, but it was broken for a long time even before I discovered it. It would likely not work well for a map such as this that already needs so many system resources anyway. Lag city, I would assume.
Rob Ironballs 10 月 25 日 上午 6:38 
it worked btw!
Rob Ironballs 10 月 25 日 上午 6:34 
whilst here, this might seem a dumb question but ill ask it nonetheless, do you reckon there are asteroids in the rings around the gas giants? id love to make a asteroid base around jupiter or saturn