Space Engineers

Space Engineers

Orbiter Space Engineers Simulator
370 Comments
Knsgf  [author] 6 Apr @ 12:08pm 
Multiplayer is not and has never been supported.
Knsgf  [author] 28 Feb @ 7:03am 
If torque controls are not shown, then they have been disabled in the config file. See the 3rd "important" section in the description for its path.
MauseLoch9000 27 Feb @ 12:15pm 
Nevermind it seem to still work but the Thruster Physics and DIfferential Throtteling part seems to be missing now.
MauseLoch9000 27 Feb @ 12:12pm 
Did this mod get deleted or smth? When activated in any save or server it doesnt do anything anymore.
Ben 15 Jan @ 9:14am 
Also tested it with thrusters on, and even on circularize, and both work just fine. So for anyone who runs in the same issue, it is the main cockpit issue. Good luck!
Ben 15 Jan @ 9:11am 
That seemed to have fixed it, both with man cockpit of secondary ship on, and off. So the main ship or station HAS to have main cockpit on at all times. That is good to know!
Ben 15 Jan @ 9:08am 
Telling the capital ship she was the main cockpit seemed to fixed the issue. Once I am in stable orbit again, I will undock, and redock, making sure the smaller ship is not set as main cockpit (though I will try it with main cockpit as well after just to double check*
Ben 15 Jan @ 9:06am 
The ship is big, but compared to the capital, it isn't even the size of its bridge, I also tested maneuverability, and even have a script that keeps it auto level to the planet (as otherwise, it could tip nose down, causing it to fall), which also eliminates side to side movement almost, if not, 100%. I will the the main cockpit one, removing main cockpit for the secondary ship, and see if that works.
Knsgf  [author] 15 Jan @ 9:03am 
If you have torque on, and the whole assembly is poorly balanced, then the system may not be able to fire engines in the required direction for manoeuvre. Configuring thrusters for off-centre operation (thrust trimming on, control reference in cockpit set to "CoT") can help, but is not guaranteed to fully eliminate this problem.

Also have you set the main cockpit on one of the ships, but not on others? If you did, the code will treat others as rotating engine nacelles, which will worsen maneuverability a lot.
Ben 15 Jan @ 9:02am 
Only thing that fixed it was undocking the smaller ship, other than that, nothing seemed to change it, other than going fully out of orbit, and re-entering the orbit again.
Ben 15 Jan @ 8:59am 
Telling the capital ship to go progade or retrogade also doesn't do anything at this point in time
Ben 15 Jan @ 8:57am 
Engines off on the smaller (but still big), dampeners off, even switched from orbit to full stop, nothing happened. I will try to mess with the big capital ship, and see if that can jumpstart its orbit again
Ben 15 Jan @ 8:55am 
The ship fully stopped, going at about 2.07 m/s, while remaining the exact same height, not lowering or raising it. I am not entirely sure why this happens, or what is causing it. I will do some further testing.
Ben 15 Jan @ 8:53am 
A second test told me that it happens the moment you dock the ship. I don't think it happened when I docked a smaller ship on the connector port, though I could be mistaken. The apoapsis remains the same, so I will try to see if the script tries to reverse the orbit.
Ben 15 Jan @ 8:41am 
I tried that, 2 decently large ships connected with a connector, no scripts that could mess with the thrusters, the docked ships thrusters fully off, and the capital ship set on circularize. It still does reverse thrusting, trying to keep the apoapsis the same, but lowering the periapsis
Knsgf  [author] 14 Jan @ 10:06am 
When several ships are docked, all thrusters should be off, except on one ship doing the stationkeeping.
Ben 13 Jan @ 2:54pm 
Tried it with a different ship, same thing happened, no scripts this time around
Ben 13 Jan @ 12:41pm 
I did use a workshop ship with scripts, could be that it was messing with the thrusters?
Ben 13 Jan @ 12:36pm 
Hey, I noticed something. When you dock 2 ships using a connector port, the script doesn't seem to know what to do anymore. Both ships start to decelerate, lowering the periapsis by a lot, even if only 1 ship is set tocircularize. Have you ever encountered that?
Knsgf  [author] 5 Jan @ 12:57am 
Partially. When close to a real planet it works as it should, but moving "impostor" planets are ignored.
AvopeasHUN 5 Jan @ 12:53am 
Is it compatible with real solar systems mod?
Ben 3 Dec, 2024 @ 8:27am 
And you wouldn't orbit above 1000 m/s to begin with, so works more than good enough. Great!
Knsgf  [author] 30 Nov, 2024 @ 9:35am 
I've checked yesterday, and both orbiting and docking below 1000 m/s seem to work fine.
Ben 30 Nov, 2024 @ 9:29am 
Gotcha, that is good to know. In that case, disregard my previous comments! Also, does it still work as well as when it came out? From what I can see, it seems to?
Knsgf  [author] 30 Nov, 2024 @ 9:12am 
Pretty much. One solution is to temporarily attach a tug with powerful engines, which will do most of initial insertion burn.
Ben 30 Nov, 2024 @ 9:04am 
I see. So if one wants to make a station, they have to do it in parts, or else it would be too heavy to put it in orbit then?
Knsgf  [author] 30 Nov, 2024 @ 6:53am 
Non-zero stop speed in this mod is by design, to discourage players from hovering stations and ships. Anything not anchored to an asteroid, which cannot move, is supposed to be in an actual stable orbit.
Ben 30 Nov, 2024 @ 6:34am 
That could work.. although I do personally like this one more. Is this the only solution that you know of? No other script or mod that allows one to force a speed of 0
Knsgf  [author] 30 Nov, 2024 @ 5:43am 
If sideways walking is the only problem, you can try a world adapted for Real Orbits, like this one , where moons have been moved away from their parent planets far enough to prevent overlapping gravity fields.
Ben 29 Nov, 2024 @ 6:45am 
That is true, but the problem with Real Orbits that I had, was that on the moon for example, you walk near sideways when on the side of the planet, because of how they implemented it. That is why I love this mod so much.
Knsgf  [author] 29 Nov, 2024 @ 6:04am 
Use Real Orbits mod if you want a complete stop. Make sure you do not enable this mod and Real orbits in the same world; otherwise fun stuff will begin to happen.
Ben 28 Nov, 2024 @ 1:45pm 
So there is no real way of turning something into a station, if it wasn't a station to begin with then? Do you know if there is a script mod that allows one to force a speed of 0?
Knsgf  [author] 28 Nov, 2024 @ 12:55pm 
"Full stop" means vanilla behaviour. Vanilla ID is not designed to hold a ship stationary if P-gravity on HUD reads zero. Extending vanilla gravity field (in a way Real Orbits mod does) is not an option either as doing this would make jump drives mostly useless. To keep a ship in place, anchor it to an asteroid or a station.
Ben 28 Nov, 2024 @ 12:29pm 
That is fair, as for my other comment, is there a fix to full stop not fully stopping? Makes it impossible to turn ship to station, or to leave a ship in space without it drifting away.
Knsgf  [author] 28 Nov, 2024 @ 10:31am 
This can be caused by several reasons:
* Speed limit is too low. Vanilla planets require 500-800 m/s, depending on an altitude,
* The ship doesn't have enough engine power or altitude to cancel out vertical velocity before attaining needed horizontal speed,
* If you have torque on and thruster positioning is not balanced well enough, the ship may not be able to accelerate in required direction at all.
Ben 28 Nov, 2024 @ 8:03am 
I also tried to enable Circularise, and instead of a stable orbit, the ship kept trying to go closer, and closer, and closer, till it hit the surface.
Ben 21 Nov, 2024 @ 8:31am 
The "full stop" has a drift. As in, it won't be a perfect full stop. This makes asteroid mining a slight hassle, as I have to keep adjusting my ship or risk it eventually flying too far away (if the ship doesn't have landing gears)
Knsgf  [author] 11 Aug, 2024 @ 2:15am 
One can only "fix" it by grabbing the source code [github.com] and modifying it accordingly. Like I've said before, I do not plan on doing it myself as it would require figuring out the source code of RGS.
Wellory 11 Aug, 2024 @ 2:02am 
I mean, the mod doesn't calculate gravity for the RGG's at all... So how to fix it?
Knsgf  [author] 10 Aug, 2024 @ 2:25pm 
Compatibility with other mods, including RGS, is not planned. To set reference to a different planet you need to write a script for programmable block and specify the name of a planet inside that script.
Wellory 10 Aug, 2024 @ 2:12pm 
And also, are there plans to support the Real Gas Giants mod?
Wellory 10 Aug, 2024 @ 11:37am 
Is there any possible way to see multiple planets (and "maybe" the orbit to this) in orbit display?
TwinIndifferent 17 Jun, 2024 @ 5:50am 
True. But I kinda wish the mod had expanded further to compensate vast distances we have to traverse on eucliptical orbits. It's superior comparing to Real Orbits, but RO works on smaller system scale, meanwhile OSES shines on proper scale systems and waiting for moment on high orbit is just killing the mood.

Having to wait 40 minutes, drifting on orbit, to burn prograde is just aeugh. Kinda wish for KSP time warp mod.
robdisco82 16 Jun, 2024 @ 4:50am 
I went through and read every comment from starting from 2020 and @Knsgf read and answered every question and responded to every comment like a G wow I have never seen a creator on this level. If you were a game dev your game would be the number 1 rated game of all time because of your customer service (even though its free) but 4 years 33 pages you game would evolve into something the likes of entertainment couldn't even fathom but i would imagine massive support and a unwavering loyal community willing to move mountains for a perfect game and i bet it would be it if not the closet thing to it man well done man WELL DONE!!!:steamthumbsup:
Knsgf  [author] 8 Jun, 2024 @ 6:44am 
No.
TwinIndifferent 8 Jun, 2024 @ 1:41am 
Greetings! Will be there orbital line visualization like in RealOrbits? So far it's superior to RO in all ways except for orbital line visuals.
LayZey 7 Feb, 2024 @ 11:17am 
Non-player ships still have these physics though, that is very odd
Knsgf  [author] 2 Feb, 2024 @ 9:24am 
There are no special rules for non-player ships.
LayZey 1 Feb, 2024 @ 2:51pm 
Any way to disable this for NPC ships?