Space Engineers

Space Engineers

Real Solar Systems
1,067 条留言
Number9Volcanos 4 小时以前 
@Vas yeah plus its hard to figure out why some are censored even when i have it turned off lol, ah ok
Vas 4 小时以前 
Ah, cause steam sensors everything. :P But it looks like this was my mistake. I manually edited the SBC files to make sure the load order was correct and somehow it left out the mod.
Number9Volcanos 4 小时以前 
why is g o d d a n m censored?
Number9Volcanos 4 小时以前 
@Vas i said ♥♥♥♥♥♥♥♥ but it got censored for soem reason
Vas 4 小时以前 
I think I found the error. Somehow the mods got removed from the mod list when I was adjusting things. I don't know how or why though. Sorry. Lemme try putting everything back in and seeing if that fixes.
Number9Volcanos 4 小时以前 
@Vas ♥♥♥♥♥♥♥♥
Vas 4 小时以前 
I didn't use vanilla system. I set everything up in single player first so I could see if it looked correct. I then put my save file in the Custom World's folder of the dedicated server and had it initiate that custom world. When I last saved, I could see the star from the planet I was on and it was day time.

I loaded the game, it was night, and the star was gone. I went into spectator F8, and everything was just gone, but then I went into entity list to find them, and the star was 6.3ls away and no planets were visible anywhere.

This is how it looked during setup in single player.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3623419780
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3623420782
Darian Stephens 5 小时以前 
@Vas
This is normal for the mod.
The real planets are placed SUPER far away, while the proxy planets, the fake ones that move, are where you put them in the editor.
If you're trying to place planets with the vanilla system, you're probably gonna have problems, though.
Vas 5 小时以前 
A major massive super error happened that caused all planets to be light seconds away instead of where I placed them. During placement of the solar system I kept getting bizarre issues with waypoints (red ones) showing up super far away and thought it was just a waypoint glitch. My hours of work on a map is now destroyed.

Moved it to a dedicated server and that error happened.
GigaCars 12 月 12 日 下午 7:23 
pressing F7 while your character is in a orbit zone will confuse the mod and place your camera lightseconds away
Orion 11 月 28 日 下午 5:38 
Thanks a ton!
Echthros  [作者] 11 月 28 日 下午 12:32 
@TheMightyMcGrew Yes. By default it removes asteroids from the empty space between planets, but allows them near planets. You can adjust these settings with the RSS Editor.

@WinterBestMonkeSniper Yes.

@Orion Not on an individual basis, unfortunately. The global sunlight can only rotate around a single plane, so tilting planets would result in the light direction looking wrong. You can change the sunlight plane for the entire world by editing the Sandbox.sbc and SANDBOX_0_0_0_.sbs files for the world. If you change the sunlight plane for the whole world and then tilt every orbit to match it, you can get something like seasons. The Real Stars mod page explains how to change the sunlight plane.
GigaCars 11 月 28 日 上午 11:39 
you cannot rotate the planets unless you modify the planet files themselves due to the way planets were made

it's annoying, i agree
Orion 11 月 28 日 上午 11:05 
Hi again. Is it possible to change the rotational axis angles of the bodies? Axial precision.
Like earth's rotational axis has a tilt of 23.5 degree. Reason for the seasons.
WinterMonkeSniper 11 月 28 日 上午 9:18 
Does this mod work with the water mod?
TheMightyMcGrew 11 月 28 日 上午 7:52 
Does this mod affect the way asteroids spawn?
Orion 11 月 28 日 上午 12:42 
I see. I will give it a try.
Echthros  [作者] 11 月 27 日 下午 1:55 
@Orion You can have weather effects attached to functional zones and schedule those zones to activate at regular intervals. It would take a little testing, but you could absolutely configure some kind of zone to match a particular orbit. It would be just based on timing rather than proximity, though.
GigaCars 11 月 27 日 上午 10:05 
sadly not

SE is extremely limited due to it's engine(VRage 2, it's a decade old)
Orion 11 月 27 日 上午 4:52 
Is it possible to trigger a weather/season effect depending on the orbital position of "things"?
GigaCars 11 月 25 日 下午 1:23 
the point of the mod is to have planets orbit around a physical star

your asking for this core feature to be disabled

if you really want that, use the Real Stars mod and etc separately
SanReborn 11 月 25 日 下午 1:22 
How to off real orbits, and spawn only static planets?
proxykamikaze 11 月 19 日 下午 5:12 
ahhhh that makes perfect sense! i remember one of the guides you created talked about that with the planet motion speeds, i just forgot that speed in proxy space is different from speed in planet orbit zones. also yeah i might keep the orbit zone closer to but slightly further extended from the gravity zone, so that i can enter proxy space sooner, also i plan on keeping things relatively close to planets when i send them into orbit. thank you guys much appreciated!!!!
Echthros  [作者] 11 月 18 日 下午 9:32 
If you are using Real Orbits, you will may want to make sure the ORBIT zone covers the entire gravity well, but it isn't necessary. You can only have a stable orbit while within the planet's zone, though, so a larger area means more room to orbit.

For the speed change, that happens because of the change of frame of reference when you enter/exit a planet's zone. If you planet is moving fast, you will inherit its speed when you leave the zone. You can increase the orbital period of the planets to make them slower if the speed change is too much.
GigaCars 11 月 18 日 下午 12:59 
you can set the orbit zone to be the same size as gravity if you want

also, the speed thing is because ship dampeners adjust to a planets rotational and orbit speed, it is kinda annoying for me too imo

would disable if i could
proxykamikaze 11 月 18 日 上午 7:38 
should i set the ORBIT zone to be equal to the size of the GRAVITY zone of the proxies? or should i leave it at the default 5x and the bigger orbit zone just makes setting up real orbits objects easier? i mean realistically once you leave the gravity of the planet you should be free of its grasp. also how come after entering the proxy space, im assuming thats what it is, my speed jumps up a huge amount? if im playing with the lightspeed mod which removes the speed limit, leaving earth to get to the moon at 1000 m/s will all of a sudden jump me to 3k m/s! i don't wanna fly by trade stations and unknown signals too fast!
Number9Volcanos 11 月 17 日 下午 6:31 
.
GigaCars 11 月 17 日 上午 11:18 
not yet but one could be created

i can't though because
1. i dunno how to mod
2. hard drive nuked itself in the computer that can actually run the game

Echthros could though
ApexDragon48 11 月 17 日 上午 7:14 
Is there a mod for a map of the solar system?
Herboren 11 月 16 日 下午 3:32 
I'd be absolutely cool if you just made presets of planetary systems, unrelated to the ones mentioned above. Something along the lines of realism and subtle Sci-Fi. Subtle in terms if not feeling like I am playing midnight bowling in a bowling alley.
SilverFoxSpectre 11 月 15 日 上午 7:54 
I doubt I'm the first person to ask this, but there's 104 pages of comments and no good way to search that I'm aware of. The artificial horizon applet for LCDs is bugged, as far as I can treating the south pole of a planet as "down" instead of towards the planet center.

I don't care that much about the applet honestly, but I'm using the EliDang HUD mod which uses the same "down" as the applet. Any idea why this is happening and/or a solution?
Number9Volcanos 11 月 13 日 下午 6:16 
hm
Admiral Cheeseburger 11 月 13 日 下午 5:35 
If you'd like I can tell you how to reproduce the issue but it's not exactly high priority id imagind
Admiral Cheeseburger 11 月 13 日 下午 5:34 
I did a full test and removed every mod except for these two, then removed RSS and the issue was fixed with real orbits by itself. Is it possible that RSS trying to set gravity falloff to 2 is also conflicting with real orbits setting the falloff or something like that?
Echthros  [作者] 11 月 13 日 下午 4:14 
RSS doesn't touch anything related to player gravity. There may be an issue with Real Orbits, or a conflict with something else, but I don't think RSS would be involved.
Admiral Cheeseburger 11 月 13 日 下午 1:45 
And also, why specifically when saving?
Admiral Cheeseburger 11 月 13 日 下午 1:43 
There's an issue with this and real orbits. Real orbits in it's config file lets you set player gravity equal to grid gravity to simulate weightlessness when orbiting. When i first make a planet, this config is fine and I don't move relative to my grids when I turn my jetpack off in orbit. But if I save and reload, and try again, I start to fall. Why does real solar systems mess with player gravity at all?
GigaCars 11 月 7 日 下午 2:08 
the mod is designed around orbiting a physical star, it isn't exactly possible
munted 11 月 7 日 下午 12:55 
is there a way i can use the default sun and not the modded ones
GigaCars 11 月 6 日 下午 12:32 
rotational speed seems to be the only setting that can be changed in MP strangely
Kilin 11 月 6 日 上午 9:02 
I don't even have to restart the server. I did build the entire system before I even let a single other person step on the server specifically because the mod description says that's what you need to do but I've been able to at least change the rotational period of the planet we were on and have it take effect and I've never tried any change other than that.
Star_Kindler 11 月 5 日 下午 5:18 
Weird, it's always worked in MP for me. I just had to restart the server for changes to apply correctly for other players.
Kilin 11 月 5 日 上午 3:39 
that's what I'm saying though I'm in multiplayer right now and the editor works. I built the world first and then tried to use it in DS but then those glitches happened
Echthros  [作者] 11 月 4 日 下午 6:59 
The Editor will only work correctly in single player, period. If you want to build a world to use in multiplayer or DS, then you need to build it and then transfer the save over to the DS afterwards. You can make tweaks to the world on the DS when it's offline by editing the Config.xml. If you're having issues transferring the world over to the DS, you may want to ask around on the KSH Discord.
GigaCars 11 月 4 日 下午 6:29 
you can use it in dedicated or multiplayer IF nobody is in it(maybe), else it will break without a full server restart(closing the server instance, not game from host and opening it again)

but yeah idk why it won't work
Number9Volcanos 11 月 4 日 下午 6:24 
oof
Kilin 11 月 4 日 下午 6:22 
So I can't seem to start a dedicated server with real solar system. This mod description says that you can't use the editor when in multiplayer or dedicated server but I could definitely use the editor when I was playing multiplayer. Trying to transfer the world file to a dedicated server caused some of the most insane bugs I've ever seen which eventually ended up (after multiple hours of trying to make it work) with me having to delete every single file related to the dedicated server off my computer because of how corrupted the files for it got. The dedicated server tool wouldn't even start anymore at a certain point. I'm wondering if anyone else is having anything close to this experience or if maybe I can get some help in getting one set up. Really annoying that for my friend to play when I'm not playing I need to have my the game running all the time.
Number9Volcanos 11 月 4 日 下午 5:36 
wahoo!
Echthros  [作者] 11 月 4 日 下午 5:30 
New RSS tutorial video has been linked at the top next to the trailer. It covers how to build a complex solar system with rings, particles, functional zones, and much more. Check it out if you have any interest in building your own systems!
Number9Volcanos 10 月 31 日 下午 4:14 
rip