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The weather works (sandstorms = MUCHO power!) and the vistas look spectacular.
If I find Cobalt or a Mod conflict I'll update.
Setting = 120km, paste, and well, I can't explain how incredibly awesome it was to enter the atmosphere and fly on the planet Mars. I landed on the bottom of Valles Marineris and on the top of Olympus Mons. Zoom past Elysium Mons and cruise the "harbor" Isidis Planitia and Kasei Valles. Everywhere.
It was literally one of the funnest experiences ever. I don't want to sound like a goofball, but hopefully you understand. I felt like an 8 year old kid on Christmas morning. I just felt like I had to post a comment about how absolutely cool this planet is and how much fun I've had zooming around. Genuinely, truly, awesome.
Now ... to teach myself how to build a mega Mars base!
Thanks so much.
Ah, good point, thanks for reminding me.
You don't need to change anything yourself, after thinking about it for a while,
I think this should be in the base mod.
Vanilla mars has wind too, and this version of the real mars mod is more about cosmetics than changed gameplay.
The IRL grav + atmo version will not have wind,
since substantial wind power with such a low atmospheric density feels unrealistic,
but I have added stock wind speed to this cosmetic version.
It should take effect once you have updated the mod.
Hey... Would you mind explaining to me how I can "activate" the wind on the planet? I have a Dedicated Server, and, the players are questioning if there was that possibility (so they could use the wind turbines).
Ty :D
ive spawned it in and it comes up with normal textures of mars, any ideas?
also know that they have laserblasters.
so dont try anything funny.
Subterranean ore distribution is almost identical to stock mars, but to make things a bit more challenging, I didn't add surface patch markers (except for ice, so you don't suffocate during early game near the equator).
So the ore should be there, it just isn't hinted at visually.
But I'll upload a new version with new, unique identifiers, so you just need to subscribe to the new mod, and place that like any other planet.
If you want to edit existing mods in the future, the <ID>.sbm files in %AppData%/SpaceEngineers/Mods are just archives containing the loose files of the mod. You can copy them, rename them to .zip, extract them somewhere, and edit and test them as if they were your own mod. To find the ID, you can look at the page URL of the mod page in the workshop.
The atmo density and 0.9G really bug me (I know, I know, looking for realism in Space Engineers). Could you do one of two things for me?
1. Upload another version with the realistic settings (0.01 atmo density and 0.38G, I believe), or
2. Tell me how to make those changes happen when I spawn in a new copy of the planet? You mentioned tweaking the sbc in an earlier comment, but I can't seem to make my changes stick.
In theory, I could spawn the planet, voxel edit the placed planet, and then upload the save, but even then you'd not be able to make out much.
Ingame planets are about 50 times smaller than IRL mars even at max diameter. I just checked the area ingame to see if I can do anything, but the hills there are absolutely tiny. There might actually be some hint of the pyramid left though, but maybe it was just my imagination playing tricks on me.
Are there any errors in the log file? It should be in:
C:\Users\{Your Username}\AppData\Roaming\SpaceEngineers\SpaceEngineers.log