Space Engineers

Space Engineers

Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)
Showing 1-10 of 31 entries
< 1  2  3  4 >
Update: 11 Jun @ 9:22am

Replaced the voxel models for Phobos, Deimos and Vesta. See the pinned discussions for instructions if you would like to use these in an existing save. They will be automatically included in any newly created saves.

Update: 10 Jun @ 5:26pm

Update: 2 Jun @ 7:56am

Refreshed the vx2 file for Earth. Apparently, it had accumulated some damage at some point along the way and had been saved into one/some of the various edits.

Update: 1 Jun @ 4:03am

Added Spawn Pod Fix for Proper Solar System.

This mod does the following:

  • Fixes a number of spawning issues that occur with the PSS map because of some unknown issue with the SSP planets:
    • Spawning on Titan would result in your drop pod's parachute disappearing.
    • Removes Venus spawn.
    • Ganymede, Io and Mars weren't showing up in the spawn list at all.
    • This mod will intentionally limits Mars rover spawns to the southern hemisphere of the planet in order to limit immersion breaking caused by the stationary voxel Earth being too close to voxel Mars.
  • Adds four asteroid belt spawns to Proper Solar System. They are named Capricorn, Aries, Cancer and Libra (named for the zodiacal cardinal signs, although I do not know if they are set "properly"). They are 90 degrees apart from one another, aligned with the X or Z axes, at a distance of 48,000 km from Sol. Players will spawn in a regular space respawn pod classified as a Rockhopper (as a nod to The Expanse), at a random location 10-100 km from the actual, unmarked points.
  • Adds Rockhopper spawns to the Greek and Trojan camps of the asteroid clusters at Jupiter's L4 and L5 points. Players will spawn anywhere from 50-400 km from the bodies that represent Hektor or Patroclus, the largest objects in either cluster. Because these spawn zones are so large, there may be a pause while the game attempts to find a valid location. It will only try 100 times, so just be patient. It won't take long.
  • Adds Rockhopper spawns to the Jupiter, Saturn, Uranus and Neptune Areas of Operation (AO). These ships will still be moving at over 1 km/s upon spawn, but will begin slowing down immediately on their own. Your supplies are limited, however
  • Every respawn pod will have food and drink onboard from the Eat, Drink, Sleep, Repeat! or EDSR Advanced! mods (as I personally use the latter on every save). I'm not listing them as a dependency as they are not strictly required to use the mod. If you do not have the mods installed you will not see any food or water, but you may see the vanilla Clang Kola or Cosmic Coffee.
  • Every respawn pod will come with GPS data pads for PSS. If you use this mod in vanilla they will still show up in the cockpit inventory, but will not be of much help.
  • Converts all PSS planetside respawn pods to rovers, except for those on Earth. In vanilla the Earthlike, Alien, Pertam and Triton planets will use drop pods, while Mars, Titan, Europa and Moon will use rovers.

Update: 26 May @ 6:48am

- Corrected an issue with the placement of the voxel planet (faux asteroid) at the center of the Greek and Trojan Clusters. The Greek core was inadvertently placed very close to the origin, causing its 10000 km wide orbital zone to encompass Earth and the entire vanilla space pod respawn area.

- Realigned Earth and Mars in order to minimize floating point errors and their appearance within one anothers' skies while in voxel space.

- Moved Titan in order to try to minimize its appearance in the skies of the other planets.

- Moved Vesta and Pallas closer to the world origin to minimize floating point errors... they were inadvertently each placed over 70000 km from 0,0,0.

- Used a new RSS function to ensure that space pod respawns will occur in the Main Asteroid Belt. [Edit: This didn't work properly, and it was later reverted]

Update: 26 May @ 5:10am

Update: 26 May @ 5:03am

Update: 24 Mar @ 9:03am

Reverted changes from 16 March. The workaround attempt was not worth the new issues it caused.

Update: 16 Mar @ 5:21am

ALL OF THESE CHANGES WERE LATER REVERSED AND FIXED BY OTHER MEANS.

- Moved Earth and Mars voxel planets as close as possible to the map origin without causing gravity issues from phantom proxies at load time. Any closer and unparked grids could be destroyed each time a saved game is resumed. The reason behind this is to reduce hit box displacement from spawned static grids on the planets. At the new range of about 6060 km from the origin this should be undetectable. Previously someone complained that they couldnt access MES spawned locker cabinets without grinding them down completely.

- Reduced Sol gravity well to 14 G, rather than 28 G to allow for above changes to take place. Without the change, unparked grids on Earth and Mars could be destroyed each time a saved game is resumed due to phantom gravitational forces caused by every proxy momentarily loading at the origin.

- Added two small "black holes" with zero gravity and no accretion disk in highly eccentric, extremely long period orbits (3 trillion years) around Earth and Mars. The purpose of these objects is to block the view between the two worlds while players are physically near the planets. Sadly the black holes are visible from the surface of each world as black spheres, but that is easier to ignore than the alternative.

Update: 16 Mar @ 4:36am