Space Engineers

Space Engineers

Real Gas Giants
148 Comments
Echthros  [author] 29 Jun @ 2:43pm 
There is an option to change that effect in the RealGasGiants Config.xml. Set <OverrideFromConfig> to true and set <RingParticleLevel> to 1 for reduced particles or 0 for no particles.
GigaCars 29 Jun @ 1:53pm 
that is not changable i think, but Ech can probably make it a new value to set, try increasing ring rotation speed, it might be tied to it

it's set in seconds btw so 7200 means 2 hours
Faded™ 29 Jun @ 1:28pm 
Hi um, sorry if this is a little random but is there a way to slow down or remove the rock effects when in a ring? I ask because I love this mod but if I am in the ring for a certain amount of time I start to get nauseous and dizzy because of how fast everything is moving and spinning.
Deapri 14 Mar @ 8:06pm 
is there a way to adjust ring opacity?
ELLIOTTCABLE on Discord 15 Jan @ 7:08am 
Okay, fantastic, thanks for the advice!

While I've got you, re: the thread on Asteroid Filter: Gravity - any details on how the gas giants' rings interact with the various Asteroid Filters?

1. Do the "Asteroid Filters" plugins have any effect on the Gas Giant rings' asteroids, or are they completely separate?
2. In particular, does Asteroid Filter: Grid Speed affect the rings? Playing with Real Orbits, i'm strongly suspecting asteroidal rings would be a no-go at orbital velocities if not 😅
3. How does the game-global 'asteroid density' setting from vanilla affect both of these together?
4. Does the "no astroids anywhere except the rings" feature of this mod work, or should that be avoided? (just out of curiosity; it feels redundant)
Echthros  [author] 14 Jan @ 9:13pm 
The rings themselves are drawn with an additive shader, so depending on your skybox and distance from the star, they may end up a lot brighter than you'd want. I'd recommend reducing the <RingLightMult> and <RingShadowMult> until their brightness is more appropriate. Reducing <RingLayerSpacingScale> so that the double layer isn't so visible from a distance may also help. If the ring color is too saturated, you can try blending a bit more towards white (it usually looks better if less saturated than the planet itself). Playing with the planet color as well so that they match better may also be a good idea.

You can take a look at the Trithorne Cluster world if you want to see a few gas giants with rings that have been tuned.

Also, the Default3 ring skin looks much better with a much thinner ring (<RingOuterScale> is low).
ELLIOTTCABLE on Discord 14 Jan @ 7:21pm 
Hm. Are there some settings that would end up with the 'ring' layers looking very ... sharp and unattractive? It basically looks like my newly-spawned gas-giant has two bright yellow paper rings cut out and strung around it, <RingLayerSpacingScale> apart. I'm not sure if I've misconfigured something, have stupid settings, or if this is just the best that can be done in the game-engine - but flying into them in search of asteroids wouldn't be much of a fun experience ... )=

(Started with Vanilla Systems , added a single default gas-giant using the editor, then turned on its rings. I've also tried switching to an external mod's ring-skin and/or planet-skin, and it seems to be about the same.)

If it's engine-limitation, any tips for making it look as attractive as possible within the limitations? (=
GigaCars 25 Nov, 2024 @ 3:19pm 
surface zone is technically real solar systems zone, so idk why your reporting this on the gas giants

but send Ech the log so he can try and look into it
BustyCatbot 25 Nov, 2024 @ 3:08pm 
When getting within the surface zone of a custom gas giant it just becomes a moon, any way to fix this or is this intentional behavior?
GigaCars 12 Nov, 2024 @ 11:09am 
currently Real Solar Systems has this, but unless Ech wants to do some porting stuff sadly not
The Doctor 11 Nov, 2024 @ 11:23pm 
can you pls make a way to customize the planet when createing it so i dont have to dig through files i want everything to be accesable via in game tools
Soulless Jelu 9 Nov, 2024 @ 10:12pm 
I didn't pay attention for this option :steamfacepalm:
Soulless Jelu 9 Nov, 2024 @ 10:11pm 
Yeah. Now this work's. THX
Echthros  [author] 9 Nov, 2024 @ 4:14pm 
Make sure to also set <OverrideFromConfig> to true. Sorry for the confusion, I fixed the instructions.
Soulless Jelu 9 Nov, 2024 @ 4:05pm 
Custom World Setup
Don't work for me. It keeps setting by standart no matter what i do =/
Sadnes...
GigaCars 5 Nov, 2024 @ 2:06pm 
go to Gas Giant Info in the editor and check if the rings are toggled true, if there false then press Home on it, if it crashes the game after, give Ech the crash log so he can fix it

also, it would make more sense to post it on the Real Solar Systems mod rather then this since it relates to that mod, but you cannot change what has been done
MrClifford 5 Nov, 2024 @ 1:56pm 
I crashed while using this mod with real solar systems. Now Gas giants don't have their rings, any idea on how to fix this?
GigaCars 4 Nov, 2024 @ 4:03pm 
oh fun

now we can set the gravity to 10,000,000 and watch the magic happen with a lightspeed mod with a large ship with inertial dampeners off
Echthros  [author] 4 Nov, 2024 @ 3:03pm 
UPDATE:
-Added Black Hole skin for planet and rings.
-Added <ShadowOnRingEnabled> option to toggle whether gas giant rings receive planet shadows.
-Fixed math error in ring rotation.
Echthros  [author] 1 Nov, 2024 @ 5:43pm 
UPDATE:
-Gas Giant config info will now be cached in Sandbox.sbc so that it will be possible to restore to a previous Config by simply loading a previous save. This will only affect saves made after this update.
-<OverrideFromConfig> must now be set to true when making changes in the Config.xml to tell the system to take changes from the Config rather than from Sandbox.
GigaCars 1 Nov, 2024 @ 11:58am 
actually it would be a cool config option, it can be spacing, the low limit being the model itself and the high limit, 1 km away
Slabo 1 Nov, 2024 @ 11:33am 
Any way for us to lower the altitude at which the atmospheric cloud effects start spawning? I'd appreciate this as a config option as I'd prefer to have the clouds start at the actual surface of the model, or at least a bit closer to it
GigaCars 31 Oct, 2024 @ 2:35pm 
Real Solar Systems has a ingame tool but it requires you to use a real star too and yada

maybe he can take the gas giant config HUD from it and take it to here, then remove it in RSS and just do some compatibility layers and so on
The Doctor 31 Oct, 2024 @ 12:17pm 
can you add a better and more simplistic way to change a gas giant?
Narlros 26 Oct, 2024 @ 4:30pm 
Was more talking about if anyone has a premade one
GigaCars 26 Oct, 2024 @ 3:54pm 
you can customize them however you want, if you mean skins there is just 1 skin pack

so
Narlros 26 Oct, 2024 @ 3:15pm 
Are there any good gas giants for this rn?
GigaCars 26 Oct, 2024 @ 11:43am 
i am talking about real stars for it btw
GigaCars 26 Oct, 2024 @ 11:43am 
turn down brightness multiplier for a star, probably dims the visuals

also color it in a low hue color
Dragnoxz 25 Oct, 2024 @ 9:26pm 
Any skins for a sort of brown dwarf type gas giant/small star ? I am looking for something that is illuminated but not as illuminated as a star, if you know what I mean. Brown dwarf would be like a gas giant that is almost star level size, and will fit perfect for a scenario I am working on.
GigaCars 24 Oct, 2024 @ 11:12am 
yay
Echthros  [author] 24 Oct, 2024 @ 10:15am 
NOTICE: An update to Aerodynamic Physics went out recently to fix compatibility with Real Gas Giants. So if you were experiencing an issue with your character being blown around in space, that should be fixed.
Echthros  [author] 24 Oct, 2024 @ 10:13am 
I see the issue. I'll add a safety check to catch that error. I'm currently fixing issues is several mods, including Real Gas Giants, so that fix will go out within a couple days.
Martin Rayleigh 24 Oct, 2024 @ 4:50am 
We're running into an issue on our server where we crash every 15-20 or so minutes. I think the crash is related to this mod as a dependency from RealSolarSystems (https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3351055036)
We set it up following the instructions, with the scale 1:40 preset

Something about; Exception occurred: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.

https://pastebin.com/e4iNHKwV

Please let me know if you would like the whole file, i inculded the crash event at the end of the log and our modlist from the log.
GigaCars 20 Oct, 2024 @ 12:33pm 
use Real Star Systems Echthros recently released, then you can have that "sun in the center"
Echthros  [author] 19 Oct, 2024 @ 1:10pm 
Update
-Added new option in Config to reduce or remove the particles that spawn in planet rings.
GigaCars 18 Oct, 2024 @ 12:24pm 
logically zeppelin's only work in a atmosphere

but if you are using a spaceship with the mod, either it's a issue on the mod side or this side
Darian Stephens 17 Oct, 2024 @ 5:11pm 
Gas giants also seem to break the zeppelin mod. The balloons get thrown from it, seemingly the moment they touch gravity, well outside the visual atmosphere of the gas giant.
What sort of patch would be needed to make this work?
Taeleus 13 Oct, 2024 @ 6:17pm 
@Echthros thank you so luch for your time and effort! Especially since your so busy with the other mods C: much appreciated and celebrated!
Echthros  [author] 13 Oct, 2024 @ 11:21am 
I posted a fix.
GigaCars 13 Oct, 2024 @ 10:52am 
that shouldn't be happening

expect Echthros to release a patch for it, but he is working on a larger project rn(Real Solar Systems, there is a link to it if you scroll down)
Taeleus 12 Oct, 2024 @ 11:53pm 
I tested taking your mod, copying it to local mods folder, removing RespawnShips.sbc and loaded a world with just that, didnt fix it. So something else in the mod is messing with space spawns.
Taeleus 12 Oct, 2024 @ 11:39pm 
also for context I set <CanSpawnOnGasGiants> to false. Still spawn in atmo of a normal planet and die.
Taeleus 12 Oct, 2024 @ 11:27pm 
Just to further test, I loaded up solar system, ONLY loaded the Real Gas Giants, select space pod, boom. spawns me in atmo on a planet. Crash and die. So something about this mod is breaking space pod spawns
Taeleus 12 Oct, 2024 @ 11:20pm 
Is there a version of this that doesnt modify the RespawnShips.sbc?

Long story short:
This plus EEM Exploration Enhancement Mod makes the space pod spawn in atmo on a planet, where you crash and die.

Long version:
If I load up a world with no mods in the default solar system map, with just EEM Exploration Enhancement mod, Disable Respawn ships (removes all respawn ships vanilla + EEM, and EEM Respawn ship revival (restores vanilla respawn ships)

If I load up this config world, I can select space pod and it spawns me at an optimal range in space.

The second I add Real Gas Giants (either before, after or during some of these mods) when I select space pod now it spawns me in atmo on a planet and I crash to my death.

Doing some more looking into it but I believe it has something to do with this mod modifying the RespawnShips.sbc in some way. Unless I am totally wrong.
Echthros  [author] 10 Oct, 2024 @ 3:28pm 
Correct. A patch is needed in AP to fix. I did add an option in Real Gas Giants to disable the gas giant atmospheres entirely if you want to avoid the "space wind" (<GasGiantsHaveAtmoGlobal>).
GigaCars 10 Oct, 2024 @ 3:03pm 
it's a issue on there side, Echthros cannot patch it(look at previous comments)
flashfireball 10 Oct, 2024 @ 2:58pm 
So apparently this has some strange interactions with aerodynamic physics mod. Apparently gas giants break the internal logic for atmosphere? Thought it was a sort of solar wind from the star at first until I realized It was blowing the wrong way. Pushes players quite fast I found.
Echthros  [author] 10 Oct, 2024 @ 10:38am 
It's unlisted for now since it isn't finished, but the full release will be within a couple weeks. You can try it early here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3326723404