Space Engineers

Space Engineers

The Solar System
30 条留言
Sound_and_Fury 10 月 18 日 上午 11:16 
is this mod broken for everyone or just me?
GigaCars 10 月 17 日 下午 3:35 
it was last updated today, it's a you issue most likely
Eman_Iron_Sentinel 10 月 17 日 下午 3:23 
@GigaCars The Solar System mod save World's broke with the new SE update
making it impossible to play.
GigaCars 10 月 17 日 下午 2:51 
what even is broken about it though?

just saying it's broken wastes both your own and the uploaders time
Eman_Iron_Sentinel 10 月 17 日 上午 4:11 
hay love the Solar System World but when are you going to fix it??. ps if you cant that's fine
Blu 10 月 4 日 上午 8:46 
Does this work with economy (stations)?
What happens to stationary GPS when planets orbit?
Sonic54590 10 月 3 日 下午 9:50 
Broken mod(s), can't spawn anywhere except deep space
SrikerAired 10 月 1 日 上午 12:26 
Is it possible to use a mod like scarce ores or manually edit the ore map so certain ores only on certain planets?
Dr.Thrax 9 月 25 日 上午 6:41 
Would I have any problems using AnimatedRealisticSkybox with Realistic Milky Way Skybox & Darker Environment?
fractaloop 9 月 15 日 上午 9:52 
A warning to others: The scenario has Autosaves disabled by default, which we did not realize when we copied the local save to our dedicated server and lost our zero-day work. We had to change this in the `Sandbox_config.sbc` so we didn't lose our progress.
fractaloop 9 月 15 日 上午 9:50 
We're on a dedicated server and also seem to be getting the same shadow issues at sunrise/sunset as Deide mentioned.
Deide 9 月 11 日 下午 4:50 
> The shadows and solar tracking don't quite line up (from earth at least). Is there any way to fix it?

Actually, it works great in a local save, but it seems to get confused on a (Torch API) Dedicated Server - even though it's the same world I moved over. Anyone else experience this or know of a step I might have missed?
AirForceOne 9 月 10 日 下午 4:17 
Add: If you use "Elite Dangerous: FSD Supercruise", it is pretty easy to handle.
AirForceOne 9 月 10 日 下午 4:01 
Maybe some tips for others, struggling with Jump Drives.
I had problems jumping to "Luna" (Moon) from out of a "Zone", so basically outside of the planet or moon areas. Because of the small "Orbit Zone Radius" of Luna and the large absolute speed, it was impossible to jump there because the 10 second wait time for the jump results in jumping outside of the "Orbit Zone".

You have to jump to a larger Zone before that moves in the same direction (like Earth moves absolute a similar direction as Luna).
Second you have to create a new coordinate (Copy the Luna Coordinates) and move one axis out of the gravity (in this case around 100km / 100.000 coordinate unites). Otherwise you cannot jump into it.
When you have a high speed limit (1000ms+) you maybe need to increase the Orbit Zone, because you need to "brake" after the jump.

Maybe others had better approaches, but this seems to be at least a way to deal with it.
Deide 9 月 10 日 下午 2:00 
The shadows and solar tracking don't quite line up (from earth at least). Is there any way to fix it?
Infinite  [作者] 9 月 8 日 下午 1:41 
@3xplosive
You need to add them seperately. They are not included in the world by default.

@jbudaz
With the 1.207 update, you can now change the asteroid density in the world settings.
3xplosivei 9 月 8 日 上午 6:02 
jump drive mods not working FSD too
Mad_Max_TEC 9 月 7 日 下午 4:30 
OMG, OMG, it's possible to create a server with this mod ?
WARPIG 9 月 7 日 上午 11:15 
Such a great MOD, adds much needed slightly more realistic dynamic to game. Much needed. Thanks again!

A request to include a bit of directions for the less code knowing like myself. :steamhappy:
Infinite  [作者] 9 月 6 日 下午 7:45 
@jbudaz
Go into the Sandbox_config.sbc and the Sandbox.sbc file in the save's folder and edit the <ProceduralDensity> to have a lower number. 0.35 is medium, 0.25 is low, and 0.1 is the lowest.
WARPIG 9 月 6 日 下午 7:30 
Great MOD! Thank You.
How do I make way less asteroids?
cptnoname 9 月 4 日 上午 11:23 
They can set <EnableGridRotationOnZoneTransition> to false, or use the /tse menu to change the setting there, to fix the subgrid transition explosions. It happens when RSS tries to make the zone transitions visually seamless by forcing grid rotation.
kirb 9 月 3 日 下午 2:04 
I see. I spent like an hour flying around saturn's zone and found absolutely nothing.
Infinite  [作者] 9 月 3 日 上午 6:11 
@kirb
Asteroids were previously only present near planets. I’ve now changed them to spawn anywhere within the system.
kirb 9 月 2 日 下午 9:38 
so, uh, where are all the asteroids at...?
GigaCars 9 月 2 日 上午 11:00 
you subscribe
you go to new world thing
you go to community
you select this
you click play

this is a world file
george_beurling 9 月 2 日 上午 10:06 
there is any guide on how to install it?
cptnoname 9 月 1 日 下午 7:54 
I'd suggest making your orbit and surface zones on Phobos and Deimos both about 50x, that way they don't *pop* as you approach them, and they'll keep their shape at a distance. That's what I did with them on mine and it turned out really well. You have about 4x as much space to work with at your scale, so much the better. (2x, really, since yours are twice as big, but it shouldn't make much of a difference)
xXShadowNinjaXx 9 月 1 日 下午 6:50 
YESSSS!!!!! FINALLYYY!!!!
GigaCars 9 月 1 日 下午 2:24 
missed chance to make Sol 1000 km frankly but ok

was wondering when you'd make a RSS system with your planets XD