Space Engineers

Space Engineers

Real Solar Systems
853 Comments
Swingg 5 Jul @ 1:47pm 
this is absolutely incredible I haven't played this game in a few years and this blows my mind, great work
Quarior 4 Jul @ 11:20am 
@Echtros I am curious. Do you planned to do a procedural solar system? Ie in game, all the universe is procedural, and can be configurate eventually in a file. They was a old mod Procedural World some years ago, but broken.
GigaCars 24 Jun @ 2:59pm 
not without editing the planet in question
lAimBotl 24 Jun @ 2:55pm 
Is it possible to change the axial tilt of a planet?
GigaCars 24 Jun @ 9:33am 
nono, the skybox mod is just like, a decorative thing, they don't do anything if you remove them unless they are more then just a skybox
LayZey 24 Jun @ 4:55am 
@GigaCars

Not even the skybox mod? I replaced it, does this mean I destroyed my world?
Echthros  [author] 23 Jun @ 3:05am 
@JustDragoon112 You need RealSolarSystems loaded on the world for it work correctly. It isn't just for building the system.
GigaCars 21 Jun @ 5:14pm 
do not remove mods included pre-installed in empty world(besides spectator turbo)

you just destroyed your entire world till you readd the core mod(this one)
or you removed a planet you spawned with the mod
JustDragoon112 21 Jun @ 5:12pm 
Yeah it was the admins stuff XD. Another problem, I made a solar system using the Empty Space world that was made for this mod but every time I try to load it up after removing the initial mods I used to build it. It just auto exits once reaching 100% and says there might be corruption in the files.
GigaCars 17 Jun @ 7:16pm 
manual till someone makes a lua generator or whatever code works to automatically generate it
Haven 17 Jun @ 6:03pm 
Is it possible to random generate a system or do you have to do it manually
GigaCars 17 Jun @ 10:53am 
double check you don't have any creative settings on or are in creative mode

sounds like you have Invulnerability on
JustDragoon112 16 Jun @ 7:54pm 
Question..
Can these systems that are made with it be used in normal gameplay? I loaded up a system I made in survival and I'm not taking any damage or suffocating in space.
Space Ace 14 Jun @ 6:00pm 
Will the spawned planets still be able to generate economy stations and encounters and such?
Orion Starhunter 11 Jun @ 3:52pm 
Ah, found it under community content. Thanks so much for your help, greatly appreciate it.
GigaCars 11 Jun @ 2:15pm 
they aren't mods, they are worlds found in the custom world section of the world creation menu

i can't boot SE to show a picture myself because the computer that can actually run SE had HDD failure and SE likes to gobble a lot of RAM(which is also used as VRAM on the computer i had to revert to), risking BSoD
Orion Starhunter 11 Jun @ 2:09pm 
Also I already have the empty world and solar system you did but they don't show up on mod option
Orion Starhunter 11 Jun @ 2:08pm 
With solar system how do I delete the default star?
GigaCars 11 Jun @ 2:00pm 
since you used the vanilla star system, it likely means that the empty world you used was the Keen one, don't use that one, it has it's light angle slanted and will make things look weird

that was your problem, use either Solar System or the Empty World linked here
Orion Starhunter 11 Jun @ 1:58pm 
@GigaCars already tried this, even went as far as a complete wipe, folders included, and reinstall.
Orion Starhunter 11 Jun @ 1:57pm 
Oddly enough if you use the solar system, the star appears. Something to do with the empty universe that seems to be the issue.
GigaCars 10 Jun @ 8:00pm 
try manually adding Real Stars(parent mod to Real Stars) to the modlist
Orion Starhunter 10 Jun @ 7:59pm 
When using the empty world, it creates stars that show only black.
I've done a complete uninstall and reinstall of SE and still get the same issue.
All drivers up to date, no other mods other than required are running.

Please advise.
George_chor 10 Jun @ 4:30pm 
There will be errors in the jump coordinates, but this is not the biggest problem. The most difficult thing is to enter the orbit of revolution or rotation. The speed will increase suddenly and the connected spacecraft will explode, no matter how they are fixed.
Hyperion 8 Jun @ 2:14am 
@Reigdaer Can you explain in more detail what you did? I am facing the same issue.
Reigdaer 31 May @ 8:29pm 
i solved the issue, its related with the world time scale...dont know why it was set as 2, but i change it on the files and now is loading without all the debris and frame drop
Reigdaer 31 May @ 8:22pm 
im having an issue where every time i load the game the game runs like 1 frame per 2 seconds, and i see debris flying, like if im moving fast or drilling the ground, but all the horizon is like it
GigaCars 29 May @ 10:53am 
if you have a extreme orbit in terms of roll, the light will come from a weird angle

if you started with a empty world included by keen, your sun rotation is offsetted and needs to be fixed
if you mean you can still see some of the star but the lights gone, that's because even with keens sun the light is a pointlight
SvilenArt 29 May @ 8:32am 
The idea is great! I really like this and you can arrange the planets and the sun. I really like it and you can adjust the size of the planets and even the atmosphere and fog. It gives a sense of realism. The adjustment for how the planets rotate is great! There is only one thing I don't like and that is that the light from the sun is not actually from it. The sun has set and it is still day. Then I noticed that the light is not exactly coming from the sun. The shadows show that the light source is a little to the side and it looks strange. If this can be fixed somehow, it would be the perfect mod! I have been wanting to bring a little realism to this game for a long time. If this is done, the character being affected by solar and cosmic radiation will gain even greater realism.
GigaCars 25 May @ 12:55pm 
Was andere Mods betrifft, müsst ihr selbst herausfinden.

Google-Übersetzung, wie beim letzten Mal.
GigaCars 25 May @ 12:54pm 
Schau mal in Echs Workshop nach, dort gibt es den Reupload von PAM mit Kompatibilität, es ist laut einigen Leuten auch zuverlässiger, ich habe es aber selbst noch nicht ausprobiert
I0_Reaper_0I 25 May @ 11:51am 
echt okay und welches ist damit Kompatible ?
GigaCars 25 May @ 11:17am 
@I0_Reaper_0I Ja, die Art und Weise, wie die Mods entworfen wurden, kann Dinge wie Autopilot-Skripte verwirren. Ech hat jedoch unter anderem ein modifiziertes PAM veröffentlicht, das damit kompatibel ist

Google Translate kann einige Ungenauigkeiten aufweisen
I0_Reaper_0I 25 May @ 11:12am 
@Echthros ist das normal das Skripte wie PAM nicht mehr funktionieren ?
Mai Cutie 25 May @ 12:18am 
Thank you very much. If there is a easy solution i would be more than happy to know. If it needs changes or something from your or the other mod creator i will wait :VGIRL:
Echthros  [author] 24 May @ 8:49pm 
@Mai Cutie You are correct about how the RSS mod works with the proxies and real planets. I'm not familiar with the Transporter mod, but I'll look into it when I have time.
Echthros  [author] 24 May @ 8:47pm 
There are also some premade worlds listed in the description if you don't want to build your own.
Echthros  [author] 24 May @ 8:46pm 
@lobbyweltwelt There is an option to change the key bindings in the ConfigSettings.xml.
GigaCars 24 May @ 12:03pm 
i'd just keep your asteroid bases away from the planet orbits in general, try offsetting the orbit of the planet to make the asteroid base not be in the proxy zone
Mai Cutie 24 May @ 6:10am 
I tried Teleporting to a Astroid base with the 'Transporter' mod. I increased the distance but i get send 3.93ls away from my destination. when i look down however i see my planet i teleportet from but no other planets. when i fly back to the planet and touch the ground i see the other planets, the sun and notice all my GPS points are there. So idk what happened but i think 'Real Solar Systems' might put the 'Real' Planets lightyears away from where they actually are and the ones that are there when you fly into space are 'not real' and you just get transfered to the 'Real' Planet when i enter it's range.

I need a fix for that since i can't teleport from my Planet base to my Asteroid Base like this :(
GigaCars 22 May @ 4:07pm 
this mod doesn't modify speed limit for grids or players

you have a mod conflict
DraRex368 21 May @ 4:42am 
Well @Echthros Your mod is overlaping with speed mods, like no speed limit
Echthros  [author] 19 May @ 3:43pm 
@natjam2000 Some people have stability issues with subgrids when transitioning zones. You can try setting <EnableGridRotationOnZoneTransition> to false in the ConfigSettings.xml to see if that helps. That will disable the grid rotation that happens when entering/leaving a planet's SURFACE zone.
Echthros  [author] 19 May @ 3:39pm 
There are instructions for how to set up a world for DS in the mod description.

@DraRex368 It shouldn't.
Jonislavas 19 May @ 11:22am 
i try host server but when i want start making solar system i use /TSE but its say you need be host to use it:/
DraRex368 19 May @ 8:54am 
Its possible your mod affects speed mods?
Echthros  [author] 19 May @ 12:19am 
UPDATE:
-Attempted fix for conflict with "GPS Distance Helper" mod. May also fix the severe performance bug some people were seeing where huge numbers of duplicate GPSs were slowing down the game.
natjam2000 15 May @ 12:38pm 
I'm having a bug where subgrids detach from the large grid when I jump over 200km. This doesn't happen when I copy the ship into an empty world. Is there a solution to this?
GigaCars 15 May @ 12:02pm 
likely a bug with the gas giant mod loosing precision due to distances, which MES also suffers from

make a upload of the world for testing purposes and include reproduction steps to having it appear in the description of it(as a reminder)
doesn't need to be public, set it to unlisted if you wish
SilverFoxSpectre 15 May @ 9:52am 
One more note: I realize it might not be behaving like the ring, but the gas giant's atmosphere. Doubt this is particularly helpful to clarify but just in case.