Space Engineers

Space Engineers

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Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)
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Type: World
Mod category: Exploration, Experimental
Tags: survival
File Size
Posted
Updated
3.622 MB
22 Dec, 2024 @ 7:41am
11 Jun @ 9:22am
31 Change Notes ( view )

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Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)

Description
Now includes new bodies for Phobos, Deimos and Vesta! (See the pinned discussions if you would like to use these in your older, existing save. They will be automatically included in any newly created save)

Using the newly added respawn pod med, six new asteroid belt and Trojan/Greek cluster starts have been added! The same mod adds planetary GPS data pads to each cockpit!

What is this?

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 vanilla Space Engineers and some mods. Real Solar Systems allows the planets to rotate on their axes and move along their orbital paths.

Physical Scale

Rocky worlds and most moons are represented in 1:50 physical 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 (subject to the maximum speed limit), and when leaving the space your speed will be reduced by the same factor.

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.

Distance Scale

Interplanetary distances are 1:10000 scale. This is intended to reduce travel times and also to minimize floating point errors and allow vanilla and modded encounters to work properly, as they tend to fail when coordinate values are too high. Luna's orbit is 1:1000, and Gas Giant moon orbits are 1:200 scale.

Planetary & Satellite orbits

All planetary orbits are arranged with proper alignments, inclinations and eccentricity, per J2000. Only the largest satellites are represented, and orbits have proper inclination and eccentricity, 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 any world.

Due to the unique nature of Pluto and Charon, and their extreme distance from the other planets, I have not set them up with the proper orbital inclination. They are tidally locked and orbit one another as siblings with their proper eccentricity and mass ratios.

Time and Velocity

All orbit and rotation times are scaled to match the 2 hour vanilla Earth day length.

The default maximum velocity is set to 9900 m/s for large grids and 10000 m/s for small grids, using Real Orbits. Low earth orbit requires speeds in excess of 1000 m/s to maintain. It should also be noted that, at the scale of this system, 10000 m/s is equivalent to moving at 1/3 of the speed of light. Please check change log, as I am running out of space for the steam description.

Character gravity is set to 1.001, 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).

Asteroid Belt and Dwarfs

The Main Belt asteroids begin around 32000 km from Sol along the plane of the eccliptic (Y=0), becoming thicker as the distance increases until 64000 km, where the belt can be up to 24000 km thick. The belt should initially be somewhat sparse, rapidly increase to maximum default SE density, then gradually thin out as you approach the outer edge. The entire belt is composed of static vanilla asteroids.

Ceres, Vesta and Pallas, the largest asteroids/dwarf planets in the belt, are each represented at 1:50 scale and move with their proper orbital values. These values do not coincide with the Main Belt, as they each have fairly high inclination and none have zero eccentricity. They have small groups of accompanying procedural vanilla asteroids moving with them.

The Greeks & Trojans

These represent the clusters of asteroids that follow Jupiter's orbit, each orbiting the planet's L4 and L5 Lagrange points. They exist as clusters anchored by tiny faux planets, which appear 60 degrees prograde and retrograde of Jupiter and extend 10000 km in every direction. IRL, these clusters are composed of millions of asteroids and extend in oblong fields over an AU in length from the same positions.

Q: Why not use Asteroid Filter: Clusters, instead?
Because they would be static and could not move along with the planet.

Mod Credits

This world uses all of Infinite's Solar System Packs and an unlisted, modified version of Duke of Lorraine's awesome Terra Remake.

Infinite's Earth is awesome, but it is just too flat for my taste, the biomes aren't as diverse as Terra Remake, and the clouds didn't work properly for RSS when I started this project. I've used every other rocky planet in the Solar System Packs for this world. He did a fantastic job!

Like all vanilla planets, the original Terra Remake was designed so that the north pole of the planet is facing in the Y- direction. Ordinarily this strange setup is not an issue, but by convention the north pole of a star is determined by the hemisphere that is rotating counterclockwise, and all planets in our system orbit in that same direction of movement. RSS uses the traditional right-handed coordinate system, so Terra Redistributed primarily fixes this issue. In addition, it randomly places all of the ores, reduces the extreme heights and depths of the original, reduces the number of cloud layers and lowers the height of the cloud shell to combat the planet-in-a-bubble feeling.

World Notes

All NPC spawning is turned off by default, as are build limits, so that you can choose your own playstyle and get everything set up before anything starts spawning, and without you inheriting anything that may have spawned in during the time while I was setting up the map. Be sure to turn them back on if you want them.

This world requires Real Solar Systems, Real Orbits and Water Mod (already configured). HUD compass - RSS version is needed in order to align the compass directions in all properly RSS aligned planets, but it is not strictly required to use this world. You may also want Sleep Mod - RSS version as well, if you want the day-night cycle to skip properly while you sleep.

Previous version, without the Belt or clusters:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3385649139
Popular Discussions View All (5)
10
13 Jul @ 3:40am
PINNED: Bug Reporting & Suggestions:
cptnoname
5
17 Feb @ 3:59pm
Subgrids and wheeled things getting thrown when loading in save
davidsdragonscale
4
31 Mar @ 9:33pm
PINNED: GPS Coordinates
cptnoname
29 Comments
DutchDoggo 18 Jul @ 1:41pm 
@cptnoname thank you!
cptnoname  [author] 16 Jul @ 7:51am 
@DutchDoggo the /TSE command has been disabled in the RSS ConfigSettings.xml file inside the save's storage folders. It's really easy for somebody to screw up the entire system by stumbling around in there, so I put up that barrier to prevent it from happening accidentally. You'll want to change the value on line 4 to read <EditorAllowed>true</EditorAllowed>
DutchDoggo 16 Jul @ 6:56am 
I cannot seem to use the /TSE command
cptnoname  [author] 8 Jul @ 10:36am 
@Sylvarithex thanks!
Respimoji 8 Jul @ 10:12am 
Wow really cool dude :)
cptnoname  [author] 7 Jun @ 4:04pm 
@Alchemist The asteroids can start on the plane of the ecliptic (Y around +/- 0) around 32000km from Sol and extend out to about 64000 km, with fade-in and fade-out zones in each direction. A cross section would look like a pie slice, with the widest point being about 22000km thick at around 63-64000 km. These asteroids are stationary.

For the Greek and Trojan asteroid camps, asteroids will be generated in a sphere around a central body (just tiny stand-in planets). The spheres both have a radius of 10000 km. The zones will orbit Sol 60 degrees on either side of Jupiter, at the L4 and L5 points.

Asteroid spawning is stopped within 50 km of any grid that is traveling 3000 m/s or faster.
Alchemist 7 Jun @ 2:34pm 
How does asteroid spawning work in this exactly?
cptnoname  [author] 2 Jun @ 10:21pm 
@Nirrtix It has all 8 planets, the major moons of each (along with stand-ins for Phobos & Deimos), the dwarf planets Ceres and Pluto (with Charon), and I've also added standins for Pallas & Vesta. The whole list is in the pinned GPS Coordinates discussion
Nirrtix 2 Jun @ 11:11am 
What are all the planets and moons in this system?
cptnoname  [author] 31 May @ 5:50pm 
@Boobies I've not tried it at all on any type of multiplayer server, but Real Solar Systems itself only works "so-so" on a server, from what I've read, but I have no idea as to the how and why that is the case. I would love to see it put to use on a server, though.

I have only gone out to Pluto and Charon. Given the way the asteroid filter mods work, I don't think that the Kuiper Belt and Oort Clouds would be possible at all, but I haven't attempted it.