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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.
anyway, alright, focus on the final changes for release then do the little stuff
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
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!
but i don't think you want to do that lol
also, why can't we make multiple star siblings?
i want to make a quadrinary
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
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.
Does that show up in the gravity readout, or is it an invisible force?
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.
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?
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.
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.
then use orbital period to move them
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.
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
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?
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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3346478285
maybe dial that brightness down a bit for Real Stars
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)
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.
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
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
-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.
I do wonder if development is still ongoing privately, since this hasn't been updated in over a month.