Space Engineers

Space Engineers

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Proper Solar System (RSS) [Deprecated version]
   
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Type: World
Mod category: Exploration, Experimental
Tags: survival
File Size
Posted
Updated
3.451 MB
16 Dec, 2024 @ 8:20am
18 Dec, 2024 @ 1:20am
4 Change Notes ( view )

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Proper Solar System (RSS) [Deprecated version]

Description
Asteroid belt and Jovian trojan clusters added in new version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3389510302
The changes required me to start over from the beginning, and copying them into this world could break any existing saves. This version is considered Deprecated, although I will attempt to fix any problems that players might find for those who still use it.

This Solar System version is set to replicate our home system as closely as possible but still retain short-ish travel times and avoid several problems in Space Engineers and several mods.

Interplanetary distances are all 1:10000 scale. This is intended to reduce travel times and also to allow vanilla and modded encounters to work properly, as they tend to fail when coordinate values are too high. All planetary orbits are arranged with proper alignments, inclinations and eccentricity. Only the largest satellites are represented, and orbits have proper inclination, but I have no data with which to accurately align them any further. Titania's orbital inclination is properly represented, and is nearly aligned with Uranus' ring, but I cannot change the axial tilt of either world. All orbit and rotation times are scaled to match the 2 hour vanilla Earth day length.

The default maximum velocity is set to 3000 m/s for large grids and 3100 m/s for small grids, using Real Orbits. Low earth orbit requires speeds in excess of 1000 m/s to maintain. Character gravity is set to 1.01, rather than the default 2, so that orbital speeds will allow your movement to be mostly realistic without completely stranding you inside large rooms of an orbital ship or base if you run out of hydrogen.

Please be aware that it is possible to phase through voxel surfaces when traveling at speeds in excess of 1000 m/s or so, and it becomes difficult to move on foot inside grids traveling at those speeds. Higher orbits move more slowly, so you may want to consider building stations higher if you want to have them orbit freely {and build them as ships instead of stations).

Terrestrial planets are all set at 1:50 scale. Satellite worlds are all set at 1:50 scale as well, but distances are 1:1000 scale.

Proxy scales for all terrestrial worlds and moons are set to appear ten times further away than they actually are. As a consequence, when you enter the "orbital zone" of these worlds the distance shown will increase by a factor of about 3.16x, and when leaving the space your speed will be reduced by the same factor. These changes are intended to reduce the "kid's bedroom space wallpaper" effect that ruins immersion in Space Engineers.

The gas giants are set to ~1:158 scale, to visually match the scale of the terrestrial worlds. Their proxy spaces are not altered, so that entering and leaving their orbital zones will not cause speed issues. Sol itself is set to "look right" from Earth's surface.


Uses Infinite's Solar System Pack and an unlisted, modified version of Duke of Lorraine's awesome Terra Remake.
(Infinite's Earth is just too flat for my taste, the biomes aren't as diverse and the clouds don't work properly for RSS).

All NPC spawning is turned off by default, as are build limits, so that you can choose your own playstyle. This is meant as a playfield that you tune for yourself, not as a challenge or a game map. Be sure to turn them back on if you want them.

Requires Real Solar Systems, Real Orbits and Water Mod (already configured).

Future changes planned:
- Fix San Francisco Bay and other problem areas on Earth, or create a new planet from scratch
- Swap stand-in versions of Vesta, Pallas, Pluto, Charon and outer planet moons. Currently they are all vanilla moons, and suffer from hyperbolic cone crater disease, due to being built at small scale.
- Add Phobos & Deimos
- Add asteroid belt (see below)
- possibly add Jovian Greek & Trojan clusters (see below)

Asteroid belt and Jovian clusters added in new version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3389510302
The changes needed required me to start over from the beginning, and copying them into this world could break any existing saves.
5 Comments
cptnoname  [author] 25 Dec, 2024 @ 4:45am 
If there is, I'd love to add it, but sadly I am not aware of any
greenbone 24 Dec, 2024 @ 3:08pm 
Hello, Love your world! Is there a way to force spawn over land when choosing Earth?
cptnoname  [author] 22 Dec, 2024 @ 9:34am 
I made a new version of this world that includes the main asteroid belt and the Greek & Trojan clusters that follow Jupiter's orbit.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3389510302 .

I would have altered this one, but I think my changes to TerraRedistributed were already too much to spring on unsuspecting players.
cptnoname  [author] 21 Dec, 2024 @ 10:58pm 
@Mostek When you start a new game, go up to the "Community Content" option on the top row, then use the ">" to find the world. If you want to add any mods, save and exit as soon as you load in, then open the world again to add the mods you want.
Mostek 21 Dec, 2024 @ 5:04pm 
omg im so noob in this game, how to instal that? any tutorials? google isnt helping at all