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Also, if I recall correctly, you need at least 15 blocks on a grid and be travelling at least 25 m/s for the orbit info to appear.
The other orbital mechanics mod uses its own code to apply forces instead of relying on vanilla gravity; have you considered this approach? Alternatively I wonder if it would be possible for a plugin to change the minimum gravity value.
var PlanetMaxRadius = (PlanetRadius * (1 + HillParams.Max);
var Gravity = SurfaceGravityStrength * ( (DistFromPlanetCenter / PlanetMaxRadius) ^ -GravityFalloff);
The gravity falloff starts at the planet's "MaxRadius" which includes the HillParams adjustment. You can find the HillParams value in the planet definition.
Thank you so much Echthros for this mod that brings back a bit of realism into Space Engineers !
I've developed for myself yet another landing script with a few extra features, one of them is computing an estimate of a planet surface gravity while still far away, by sampling the gravity field while descending and solving for the inverse square law. The very first public version is here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3388634309
While I find that it mostly works, it doesn't quite get the value right. I assume that it's because even with this mod the inverse square law only kicks in at some distance from the surface, with constant gravity below that. I'm trying to figure out where that threshold is exactly. Is it a constant distance, does it depend on the surface gravity value, planet diameter, or other ? Any help would be appreciated.
When it's enabled, the apo/peri heights shift pretty quickly when the grid is unpiloted.
With it disabled they don't shift at all and stay in a completely stable orbit.
This was tested using only perfectly circular orbits though, unsure about elliptical orbits