Space Engineers

Space Engineers

Real Solar Systems
1.058 kommentarer
GigaCars For 9 timer siden 
pressing F7 while your character is in a orbit zone will confuse the mod and place your camera lightseconds away
Orion 28. nov. kl. 17:38 
Thanks a ton!
Echthros  [ophavsmand] 28. nov. kl. 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 28. nov. kl. 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 28. nov. kl. 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 28. nov. kl. 9:18 
Does this mod work with the water mod?
TheMightyMcGrew 28. nov. kl. 7:52 
Does this mod affect the way asteroids spawn?
Orion 28. nov. kl. 0:42 
I see. I will give it a try.
Echthros  [ophavsmand] 27. nov. kl. 13:55 
@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 27. nov. kl. 10:05 
sadly not

SE is extremely limited due to it's engine(VRage 2, it's a decade old)
Orion 27. nov. kl. 4:52 
Is it possible to trigger a weather/season effect depending on the orbital position of "things"?
GigaCars 25. nov. kl. 13:23 
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 25. nov. kl. 13:22 
How to off real orbits, and spawn only static planets?
proxykamikaze 19. nov. kl. 17:12 
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  [ophavsmand] 18. nov. kl. 21:32 
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 18. nov. kl. 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 18. nov. kl. 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 17. nov. kl. 18:31 
.
GigaCars 17. nov. kl. 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 17. nov. kl. 7:14 
Is there a mod for a map of the solar system?
Herboren 16. nov. kl. 15:32 
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 15. nov. kl. 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 13. nov. kl. 18:16 
hm
Admiral Cheeseburger 13. nov. kl. 17:35 
If you'd like I can tell you how to reproduce the issue but it's not exactly high priority id imagind
Admiral Cheeseburger 13. nov. kl. 17:34 
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  [ophavsmand] 13. nov. kl. 16:14 
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 13. nov. kl. 13:45 
And also, why specifically when saving?
Admiral Cheeseburger 13. nov. kl. 13:43 
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 7. nov. kl. 14:08 
the mod is designed around orbiting a physical star, it isn't exactly possible
munted 7. nov. kl. 12:55 
is there a way i can use the default sun and not the modded ones
GigaCars 6. nov. kl. 12:32 
rotational speed seems to be the only setting that can be changed in MP strangely
Kilin 6. nov. kl. 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 5. nov. kl. 17:18 
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 5. nov. kl. 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  [ophavsmand] 4. nov. kl. 18:59 
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 4. nov. kl. 18:29 
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 4. nov. kl. 18:24 
oof
Kilin 4. nov. kl. 18:22 
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 4. nov. kl. 17:36 
wahoo!
Echthros  [ophavsmand] 4. nov. kl. 17:30 
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 31. okt. kl. 16:14 
rip
V0idwalker 31. okt. kl. 14:44 
I see. Shame they quit, as it would have been such a boon to create different encounter zones. Especially if you were to create a RP narrative where one system is relatively safe while a different star system is just jam-packed with hostiles seeking your destruction unless the story progresses. (Which when it does, an admin just goes into the editor and makes the necessary edits to say... well, a lot of combat encounters between two factions plus higher weight for debris to be spawned to highlight that there is a battle going on for the system.)
GigaCars 31. okt. kl. 14:12 
there would need to be a check for MES in RSS, aswell as a update to MES itself to respond to that check most likely, which won't happen unfortunately due to the original dev quiting SE modding

without the second update, it'd be extremely difficult
V0idwalker 31. okt. kl. 13:33 
First up, I absolutely *love* this mod! It just brings up a new level of System customization to the mix and so easy to use that you can set up a multi-system world easily! I was wondering if perhaps there are plans on somehow introducing a feature with Modular Encounter Systems where you can create zones inside of which certain encounters can spawn? Aka somehow let the RSS editor call upon the MES api and allows you to place encounter zones within the system.

As an example, you would want an Earth-like and its orbit to be free of pirates and have civilian traffic, so you create an Encounter Zone where only the system patrols and neutral civilian traffic spawn. Meanwhile in more dangerous parts of the systems, you can scale the difficulty by adding pirates, skirmish encounters, a boss encounter here and there and ect.
luciantownsend11 22. okt. kl. 18:57 
If I could have only three mods this would be one
luciantownsend11 22. okt. kl. 18:57 
Also I like this mod
luciantownsend11 22. okt. kl. 18:56 
Ok thanks
Echthros  [ophavsmand] 22. okt. kl. 18:02 
@luciiantownsend11 I can't do a proper distortion postprocessing effect, but if you add a "Sun" particle to the black hole, make the particle color (1, 0, 2) and set ColorMult to 0, you can make a void effect that blots out everything behind it. Just adjust the scale to be as big as you want.
GigaCars 22. okt. kl. 17:34 
you can't, engine limitations

..then again, we have this mod
Ech can PROBABLY take it on but don't expect snazzy effects
luciantownsend11 22. okt. kl. 15:18 
How can you get a black hole that actually sucks in light