Space Engineers

Space Engineers

Real Solar Systems (OLD)
51 Comments
Darian Stephens 18 Oct, 2024 @ 10:05pm 
Hey, that means it's released. Congratulations!
It would be nice if this would stay unlisted forever, if only for the original comments and stuff, plus the changelogs. I like to see the history.
Echthros  [author] 18 Oct, 2024 @ 9:29pm 
Migrating this mod to a new link. Pre-releasing borked the whole Steam recommendation algorithm, so I just republished to reset it. I'll leave this link up as unlisted for now, but the new public one is linked in the description. Sorry for the inconvenience!
GigaCars 17 Oct, 2024 @ 3:00pm 
i forgot to read your comment

anyway, alright, focus on the final changes for release then do the little stuff
GigaCars 17 Oct, 2024 @ 2:57pm 
i just had a random idea

Real Planet Rings

basically just rip Real Gas Giants rings and do some compatibility stuff to have them get the rings with same customization
it would be cool to view green rings from Alien tbh
Darian Stephens 17 Oct, 2024 @ 2:20pm 
Ooo, does that mean it's coming out soon?
I can't wait for the comments to be flooded with hundreds, eventually thousands, of people complaining about dependencies, or forgetting to add it to their world after subscribing, or any number of other pebkac issues!
Echthros  [author] 17 Oct, 2024 @ 1:49pm 
Having a "Null Body" option that isn't a real planet and other things can orbit isn't a bad idea, but I'm not making more major changes right now. At least let me get the thing out first =P
GigaCars 17 Oct, 2024 @ 1:41pm 
or just make a thing called "multi-star root" in the planets section, it will basically be a "planet" that overrides what you scale it to and makes it the size of a asteroid, shaped like one too, then you can add child stars and make them have a sibling

but i don't think you want to do that lol
Echthros  [author] 17 Oct, 2024 @ 1:36pm 
There isn't really a way to add more siblings without it making things insanely complicated, but you fake something close. Just have 2 stars as siblings to start and then give them 2 more child stars and set their orbit radius and orbit period to line up with the first 2. You should be able to get all 4 lined up with the right values.
GigaCars 17 Oct, 2024 @ 1:20pm 
the planets are comically close to the star in the thumbnail XD

also, why can't we make multiple star siblings?
i want to make a quadrinary
GigaCars 17 Oct, 2024 @ 1:14pm 
ahh, i forgot that darian, whoops
Echthros  [author] 17 Oct, 2024 @ 9:39am 
Teleporting should not be causing that issue. Did you teleport with a grid, or just as a character? Was this on single player?
Lord of wishes 16 Oct, 2024 @ 9:56pm 
Recommendations, don't teleport between planets. You keep inertia.
Have you seen those videos where they say something like, if you teleported somewhere the discrepancy in velocity between you and the destination would either fling you into the void or cause a thermonuclear explosion, welp, they were right. Exelent mod :steamthumbsup:
Darian Stephens 16 Oct, 2024 @ 9:24pm 
@GigaCars
The mod doesn't work how you seem to think it works.
What moves aren't planets, you just get teleported to real planets when you get close, and it all looks very convincing.
GigaCars 16 Oct, 2024 @ 6:21pm 
when you do the modded planet compatibility, make sure you have Water Mod stuff move with the planet, it would be weird to randomly come across a ocean in the middle of space
Echthros  [author] 15 Oct, 2024 @ 11:59am 
@Darian The gravity will show up in the readout.
GigaCars 15 Oct, 2024 @ 11:27am 
man just slow down your planets, they shouldn't even be moving at NaN m/s in the first place(good note, do NOT set planet speed to 0 while in it's zone, i haven't tried it but i predict: crash, or otherwise infinite engine freeze causing you to Alt+Tab your way out and pull up your Task Manager to close SE, i recommend to move it to 1 second if they try to put it at 0 seconds in orbit time to 1 year)
Darian Stephens 15 Oct, 2024 @ 11:11am 
So you're affected by all applicable bodies when in proxy space?
Does that show up in the gravity readout, or is it an invisible force?
Echthros  [author] 15 Oct, 2024 @ 10:29am 
Gravity wells are replicated in the proxy space, so you don't need to be within a planet/star's zone to feel its gravity. Once you are within a body's zone, though, you will only feel its gravity and not be affected by any others.
Darian Stephens 15 Oct, 2024 @ 10:08am 
I wonder, could there be an option to make the star's gravity behave like this by default?
Or at least, an option for planet orbits to have them placed at a distance from the star to where the gravity at that position makes sense for their orbital period?
So that gravity behaves consistently without having to calculate it all yourself for your placements and orbit speeds.

So, depending on the orbital period you want, the mod will adjust the orbit radius of a body so that it makes sense for the gravity it should be experiencing from the star in order to make that orbit at that speed happen.
Darian Stephens 15 Oct, 2024 @ 3:27am 
My speed limit is set to 140,000, to stay comfortably within the 150,000 limit.
The planets aren't going anywhere near that fast with how I've set up the solar system.
It's just that all the power is needing to come from the ship itself, rather than letting gravity take me along in a solar orbit and doing adjustments to intercept.

I'll have to try the gravity falloff thing. My concern is that the star won't have any gravity influence if you're not within its zone, unless star zones by default cover their entire hierarchy, or there's special handling for them?
Echthros  [author] 15 Oct, 2024 @ 2:36am 
If you want to orbit the star, all you really need to do is make it's gravity falloff = 2 and its strength high enough to cover the area you want. The star gravity won't affect you while you are within a planet's zone, so you don't have to worry about the planet gravity being all sideways.
Echthros  [author] 15 Oct, 2024 @ 2:34am 
Another option you may want to consider is using the Scale value for the planetary bodies to make them smaller (i.e. Scale = 0.1 or something) and place them closer together. This will make the entire proxy space essentially scaled down so that there is less distance to cover between planets and less speed required. When you enter the planet zones, they will still be full sized (i.e. 120 km radius planet with Scale 0.1 will only be 12 km radius in proxy space). This does create a discontinuity of scale between real and proxy space, but it will make interplanetary travel faster and easier.
Echthros  [author] 15 Oct, 2024 @ 2:34am 
Your grids are still limited by whatever the global speed limit is, so if the speed limit is 10,000 m/s and the planet is going 100,000 m/s, you won't be going 100,000 m/s after the transition because your speed will cap out. But in general, if the planets are moving so fast that you can't catch them or decelerate fast enough after entering their area, you might want to slow them down a bit. You can see the planet speed info in the editor when inspecting the planet, so you can get a general idea of what it will take to rendezvous.
Darian Stephens 15 Oct, 2024 @ 1:54am 
@Echthros
Wouldn't that just cause you to slam in to a planet?
My understanding was that it controlled your speed so that, once in the zone, you'd be moving towards the planet at the same speed it was moving towards you.
Without the thrust to compensate within that time, it would either pass you by again, or you'd hit it.
You need that orbit around the sun for it to make sense and work, otherwise it's about brute force or specific, unrealistic intersections of speed.
GigaCars 14 Oct, 2024 @ 2:13pm 
or if your in survival and you manage to find one, Prototech Jumpdrive
Echthros  [author] 14 Oct, 2024 @ 12:39pm 
I would recommend trying a mod to increase jump drive range in order to get in front of the planet you are trying to rendezvous with, or playing with a speed mod to allow you to catch up. In the orbit info for a planet, you can see the speed data to give you an idea of how fast the planets will move.

You can also try making a solar system with the proxy scale of planets set to < 1.0. This will make the planets in proxy space smaller so you can place them closer together and make it easier to catch up to things in proxy space.
GigaCars 14 Oct, 2024 @ 12:15pm 
i often just slow my planets down to <10 m/s and be done with it

then use orbital period to move them
Darian Stephens 14 Oct, 2024 @ 6:26am 
Is there a way to have proper star gravity? Currently, I'm not entirely sure how you're meant to do proper interplanetary travel, since you need to catch up, and would have to use your thrusters to try and force yourself in to an orbit-like trajectory, but vanilla options just don't feel powerful enough compared to the gravity of a star that you should be experiencing in order to stay on an orbital path like a planet.
You could MAYBE try to calculate exactly when a planet will be in your path, back up massively, and attempt to get the right amount of speed to intercept at the right time, but that sounds really clunky.
Even just taking off from a planet, if you stay in interplanetary space for too long, it will speed off without you, since you would be going on a straight trajectory instead of orbiting the star.
GigaCars 11 Oct, 2024 @ 11:19am 
alright here is my graph for my one 95km sun star system(that i will release once this is fully released as a example star system for the mod cause why not? it has 3 planets retaining Earthlike(Ares), Europa(Caelus) and a Gas Giant(Nouda) that i uploaded a pic of, it also has 3 moons, Moon orbiting Ares, Titan and Triton orbiting Nouda)

Performance: Smooth 60 FPS all the way
Ease of use: Small learning curve, still need to get used to lol, but after that quite easy
Customization ability: Amazing, i never seen myself be able to see the gas giant change color instantly
Bugs: Minor like the real star can occasionally remain visual for quite a bit unless you restart after being removed, and the gas giant color bug thing

idk how i got along without this mod it's amazing
GigaCars 11 Oct, 2024 @ 11:19am 
character limit

as for the 5 km thing, it was kinda funny as the first time it was literally inside the star before i moved it out to 100 km, i also found something very laughable, although i didn't freeze or anything, when i set the speed to 0, the planet disappeared and the orbit speed went NaN% and Infinite%

does echthros even read these?
GigaCars 11 Oct, 2024 @ 10:48am 
question

has any of y'all took titan, made it 5km and put it 10 km from a 90 km star?

cause i'm about to do that
GigaCars 10 Oct, 2024 @ 1:23pm 
wow pertam's brightness is insane, atmosphere covers the entire dayside XD

maybe dial that brightness down a bit for Real Stars
GigaCars 10 Oct, 2024 @ 12:55pm 
good to know darian, i'll remember that
GigaCars 10 Oct, 2024 @ 12:54pm 
so far, one bug report, more to come, also i found out it does so

if i set a gas giant color(ex green 4), it takes me back to the option menu for the gas giant(hierarchy, edit gas giant info, edit orbit info)
Darian Stephens 10 Oct, 2024 @ 12:29pm 
You need to make your star system with the editor. There is no single star, it's however many you place.
There's the real space, and fake space. Fake space is where all the moving objects are to give the illusion of movement, real space is where the surfaces of planets are, which I think is around 1-2 AU away from the center of the world.
GigaCars 10 Oct, 2024 @ 12:24pm 
ok i got a question before i try it out

does the real star spawn at coords 0,0,0? even if it's not i'm gonna tp 900(?) km from the center just in case
GigaCars 10 Oct, 2024 @ 11:21am 
leaked on Real Gas Giants

i will try this out and give you my opinion for lag levels n other stuff with a i7-3770K paired with a GTX 1660 Ti

maybe see if there is a frame skip in the orbit XD
Thedarkpickle 10 Oct, 2024 @ 6:12am 
THANK YOU SO MUCH!
Darian Stephens 10 Oct, 2024 @ 4:21am 
OOOOOOOO
Echthros  [author] 10 Oct, 2024 @ 1:35am 
MAJOR UPDATE!
-Multiplayer support
-GPS management
-Velocity conversion between zones
-Better grid transfer between zones
-Added planet scale support
-Editor improvements
-Improved integration with Real Stars and Real Gas Giants
-...and more!

The proper release will be in a week or two after I fix a couple more things and write some guides.
Thedarkpickle 9 Oct, 2024 @ 11:36am 
I just figured out how it works and now I feel kind of stupid :steamfacepalm:
Thedarkpickle 9 Oct, 2024 @ 11:32am 
any ideas on when or if GPS will work?
Echthros  [author] 8 Oct, 2024 @ 11:08pm 
I'm absolutely still working on it. This was posted unlisted so that a few people could try it out, but I'm not going to make it public until it's finished. Will probably be within a week or so.
Darian Stephens 8 Oct, 2024 @ 10:28pm 
I'm just looking forward to multiplayer compatibility. Me and my friends are super eager to give this a try.
I do wonder if development is still ongoing privately, since this hasn't been updated in over a month.
Echthros  [author] 8 Oct, 2024 @ 3:28pm 
It will. I just haven't published the planet texture exporter yet.
Thedarkpickle 8 Oct, 2024 @ 11:13am 
this is the single sickest mod in all of history, just wish it had modded planet support
Echthros  [author] 20 Sep, 2024 @ 10:30am 
No, but it will be compatible with it.
-Data- 18 Sep, 2024 @ 9:03pm 
does this have real orbits built in?
_WAR_LOCK_ 18 Sep, 2024 @ 8:35am 
GL, really waiting for this mod!:steamthis: