Space Engineers

Space Engineers

894 个评价
Real Orbits
25
9
13
8
12
3
5
5
2
2
2
   
奖励
收藏
已收藏
取消收藏
Type: Mod
Mod category: Script, Character, Planet
标签: hud
文件大小
发表于
更新日期
451.003 KB
2021 年 9 月 22 日 下午 9:26
9 月 9 日 下午 12:51
47 项改动说明 ( 查看 )

订阅以下载
Real Orbits

描述
Ever wanted to put a relay satellite in orbit? Rendezvous with a moving space station? Drop from an orbiting flagship in a lander? Well now you can!

With this mod you will have the tools to set your grids up in stable orbits around planetary bodies while visualizing the orbit and its relevant info.

What This Mod Does
1. Override gravitation falloff for all newly created planets to 2 (inverse square falloff with distance) so that orbits are possible. This will not affect planets that were created before the mod was added. (Now affects all planets.)
2. Override your global maximum speed to whatever you want to allow you to to move fast enough to achieve stable orbits.
3. Circumvent grid stopping mechanism that normally prevents unmanned ships from attaining stable orbits (normally grids will get stopped by the engine after 15 mins and then plummet to the surface).
4. Display orbit info to players' screens to allow them to effectively set up their orbits.
5. Display apoapsis (highest point in orbit) and periapsis (lowest point in orbit) in world as GPS markers.
6. Display orbit paths in world (drawn ellipse).
7. Display orbiting grid positions as GPS markers to mark where the grids currently are in their path to allow for rendezvous.

* All of these mechanics are fully customizable and togglable in the associated config file.

Displayed Info
Orbital info drawn to the screen is presented as follows:

<orbit_state>
Periapsis: <periapsis_height> <time_to_periapsis>
Apoapsis: <apoapsis_height> <time_to_apoapsis>
e: <eccentricity> i: <inclination> T: <orbital_period>

<orbit_state>: Indicates the state of the orbit (decaying, escaping, or stable).

<periapsis_height>: The lowest point in the orbit (relative to the planet's core).

<time_to_periapsis>: How long it will take to reach the periapsis.

<apoapsis_height>: The highest point in the orbit (relative to the planet's core).

<time_to_apoapsis>: How long it will take to reach the apoapsis.

<eccentricity>: How circular/oval the orbit is. Values close to 0 are more circular. Values close to 1 are more oval. Values above 1 will escape the gravity well entirely.

<inclination>: The angle of the orbital plane relative to the planet's poles (will be near zero when orbiting the equator).

<orbital_period>: The total time it will take the grid to orbit once.

Controls
Ctrl+O: Toggle Orbit Info Display
Shift+O: Toggle Orbit Path

Config Setup
This mod can be customized by making use of the Config.xml file that generates once the mod is loaded. Loading a file with this mod active creates a Config.xml file inside of the save folder (...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\2609118808.sbm_RealisticGravity). You can edit the values in this file to change those values in game after loading back into the save.

Setup Steps:
1. Subscribe to the mod
2. Add mod to world
3. Load into world once to generate the Config.xml file
4. Exit world
5. Make changes to the Config.xml file at above location
6. Load back into world to see changes

Config Values
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2609118808/3112542578505238970/

Other Notes/Recommendations
1. Once a grid's orbit is set up, it should be reasonably stable, but you may still crash into an asteroid depending on its path. You may want to play with lower asteroid density or with no asteroids to avoid this. However, it is possible to orbit even with the highest asteroid density; just more dangerous.

2. You will almost certainly need to play with a higher max speed to achieve stable orbits. A max speed to 1000 m/s should allow for most orbits around vanilla planets.

3. This mod does not cover proper predictive pathing for a grid under the influence of multiple gravitational fields or transitions between different bodies (like you have in KSP).

4. Only planets with a gravity falloff of 2 will be considered valid targets to orbit as no other value will allow for stable orbits.

5. Grids not under the influence of any gravity well or on the surface of a planet cannot be considered in orbit, and will not be tracked or have any info displayed.

6. I'm not planning on adding any new major features at this time, but I will fix any bugs/crashes that people find. So make sure to let me know in the comments if anything seems buggy.



Try with Preset Star System
Vanilla Planets: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2724315617
Vanilla Planets (x2 size): https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2724371901

Try with "Kinetic Devastation" Mod!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2649159807

Other Mods:
https://psteamcommunity.yuanyoumao.com/id/adrsquared/myworkshopfiles/?appid=244850

Join My Discord for Mod Discussion and Bug Reports
Mods by Echthros[discord.gg]

Support Future Mods/Updates
[ko-fi.com]
[www.paypal.com]
热门讨论 查看全部(11)
4
2024 年 6 月 17 日 上午 6:09
Possible to change gravity radius?
ФBOMBREDEEMERФ
9
1 月 16 日 下午 6:26
Orbital paths not shown on screen
BoB
10
2021 年 10 月 15 日 下午 10:02
Possible bug
Wolfeman
684 条留言
m0shmall0w 20 小时以前 
i got myself into a decent orbit, how would i go about making it autonomous orbit? would i need to set up an ai or something to maintain the trajectory?
PeterRabbit 22 小时以前 
@Oddbase: Yes. Having a stable orbit requires that gravity follow the inverse square law, which results in that larger sphere of influence compared to default space engineers.
0ddbase 10 月 11 日 下午 10:31 
are the increased sphere of influences really neccasary for orbits? is there way to turn it off and still have it work as usual?
hamster godoy 9 月 26 日 下午 5:48 
i press crtl o and shift o but i don't get any of the orbit info appearing on my screen at all
PanicOregon281 9 月 13 日 下午 1:50 
sorry was wondering there my comment had gone, ment to post it on real solar systems
Echthros  [作者] 9 月 13 日 下午 1:23 
Shouldn't make a difference for this mod either way. If you're using RealStars or RealSolarSystems, then "Enable Sun Rotation" must be on.
PanicOregon281 9 月 13 日 上午 10:10 
Should I leave Sun rotation enabled? haven't noticed if the light is moving. currently using an env mod to disable the vanilla sun in preference of the sun the planets are orbiting.
NoxiAthene 9 月 11 日 上午 4:55 
Final Edit: this mod is NOT the cause of whatever bug I'm experiencing. After removing every mod (including this one, except for the Speed of Light mod), then flying the station in a straight line at ~750 m/s, after a few minutes I noticed the whole build begin pitching and yawing slightly. I began moving around in one of the empty rooms, and my character seemed to be able to push the entire build with the jetpack alone, collisions were kinda messed up, the character got stuck on invisible geometry, even clipped through the entire build a few times before the physics returned to normal. I noted that the final speed was ~125 m/s after the weirdness.
NoxiAthene 9 月 11 日 上午 3:44 
Edit: perhaps it doesn't have to do with the cleanup- I noticed that AFTER the station was mysteriously stopped, the station (which is a couple hundred LG blocks) would begin rotating easily when I flew into blocks at reasonable speeds. It's almost as if the station weighed almost nothing. I wonder if there's a mod incompatibility with my realistic atmospheres mod. I will continue to test.
NoxiAthene 9 月 11 日 上午 12:50 
It appears the 'grid cleanup' fix has been broken. A few times in my world (singleplayer) I've had a large grid orbital station instantly stop (from around 700m/s between 75-80km over the Earthlike in a vanilla system). My Trash Removal Menu shows 'Stop Grids' is 0, so something else may be going on here. I also have the 'no asteroids in gravity' mod so the station definitely did NOT hit anything (plus there's no damage on it after the stop). Would really love to have this mod be a staple of my survival games but if my stations can't reliably orbit, I can't risk losing hours of material grinding to a post-lithobrake-maneuver orbital platform.