Stellaris

Stellaris

Out There
30 Comments
Lulu 13 Nov, 2024 @ 7:29am 
coming 6 years later yo say that no, you are very wrong. There is a reason we build our rocket stations near the equator, if earth atmosphere was a bit bigger we might actually be completely stuck here. Getting out the planet and fighting air is a massive issue, you would correct the problem you mention much easier.
Catnapping Princess 28 Jun, 2018 @ 11:36am 
wouldn't a thin atmosphere be harder to transport stuff down thru than a thick one? because with a thick atmosphere you have more drag and therefore more time to slow down, but with a thin one, you gotta spend fuel to slow down enough??? Yeah the getting up part makes sense, but the going down is a bit backwards imo?????????
2B 9 Jun, 2018 @ 9:21pm 
pls update
csrr  [author] 9 Mar, 2018 @ 5:00pm 
@st030- I've been thinking about it, and I have decided I will be continuing to work on and update this mod.
st030 26 Feb, 2018 @ 1:43am 
do you still working on this mod?
H4shX 12 Nov, 2017 @ 9:16am 
Thank you :)
csrr  [author] 12 Nov, 2017 @ 5:36am 
@H4shX- sure!
H4shX 11 Nov, 2017 @ 7:22pm 
@csrr hey dude, is it possible for us at SRT to include (or use) aspects of your Mod in our Union Project. ?
csrr  [author] 25 Jun, 2017 @ 9:29am 
@Annatar- I think I see what you're getting at with the star scaling. I'll make an update to both my mods to make sure they aren't messing up when used in conjunction with Real Space.

Also, you inadvertently gave me a really cool idea for a system where a smaler star has captured a sub-brown-dwarf, causing all it's planets to be ejected and act as seprate systems. :)
Annatar 25 Jun, 2017 @ 8:29am 
Now I launched this mod with Real Space, AlphaMod and Planetary Diversity + patch, it works. Of course, for full compatibility, you need a patch to fix the scale, etc. But the game does not crash anymore.
Annatar 25 Jun, 2017 @ 7:03am 
And one more thing. I plan to allocate new stars from 00_planet_classes.txt to a separate file and do the same with _star_entities.asset. 00_planet_classes.Thit will still be fixed, but it will affect only the scaling. I hope to some extent this will improve compatibility.
Annatar 25 Jun, 2017 @ 7:00am 
As for the arguments about the size of the stars in principle, then, as in the original in my fashion, the dimensions are arbitrary. It is impossible to display dimensions literally or even close to this in the game. Can I show the difference between the Sun and some kind of even an average hypergiant. You said that you are well versed in astronomy, so you must understand.
In any case, I always leave room for discussion, so if you think that something needs to be changed, let's discuss in more detail.
Annatar 25 Jun, 2017 @ 6:54am 
In fact, all the more confusing)) In my fashion, the scaling of the stars goes through 3 stages, let's figure it out:
1. File _star_entities.asset - scale directly to the entity (giants, supergiants and hyper-giants do not scale, always 1, this is important).
2. File 00_planet_classes.Tht the scale of the different types is defined by the variables:
@star_dwarf_scale = 15
@star_standard_scale = 20
@star_giant_scale = 80
@star_super_scale = 160
@star_hyper_scale = 220
This is the working quantity, which should be changed if necessary.
3. System initialization files scaling has this format:
Size = {min = @standard_min max = @standard_max}
This scaling is necessary for randomness, so that even stars of the same type have different sizes. This format does not depend on the type and is the same for all, only in some cases of binary systems for companion stars is used this:
Size = {min = @standard_sat_min max = @standard_sat_max}
csrr  [author] 25 Jun, 2017 @ 5:53am 
@Annatar-"Stock" is an english synonym for "standard", usualy used in refering to something that came standard with an item. Just to make it confusing, it can also refer to the wood part of a rifle, or the broth used to make soup. My native language is probably the single most confusing one in existance. :)

And I aparently wasn't looking very carefully, because I found the standard stars inside your config- and I found out what was going on with red dwarves in your mod. Aparently, the pc_m_star has a planet_size = { min = 20 max = 35 } in the standard game, and your config gives it a size of planet_size = { min = 63 max = 91 }. (To be acurate to real life, it should probably be a fixed 20, since red dwarves are 1/2 solar mass at best. Proxma Centuri is 98093 km, Jupiter is 69,911 km).
Ferris 24 Jun, 2017 @ 7:56pm 
V normal regular stars
stuff you see normally
Annatar 24 Jun, 2017 @ 6:34pm 
And yet I do not understand. I'm sorry, I'm a bad translator. Standard types of stars remained, I did not replace them. Added new types of stars. What is stock stars?
csrr  [author] 24 Jun, 2017 @ 1:36pm 
Ok, first off, I have to say just how gosh darn AWESOME your mod is. As an amateur astronomer (and professional physicist/mathematician), I've long noted how unrealistic Stellaris's star systems are, and even thought about making a similar mod myself (although my complete and utter lack of artistic talent has held me back somewhat). Real Space for stock!

The "stock red dwarf becoming red giant" is the bug I met when using Real Space and Ringworld Home. If you left the stock star types in game, it wouldn't be quite as cool-looking, but there'd be less crashes.
Annatar 24 Jun, 2017 @ 11:13am 
"stock red dwarf is converted to their red giant" - this is not true. Red dwarf is red dwarf and red giant is new star type. CTD occurs because of data loss.
Annatar 24 Jun, 2017 @ 10:31am 
Tell me how to help you and I will do it. It is difficult to make the mod as compatible as possible when it turns everything upside down.
sen 24 Jun, 2017 @ 7:57am 
I'll try it with my other mods to check for compatibility (which may be in a while, PC issues right now) but I'm really hoping it works with mine.
csrr  [author] 20 Jun, 2017 @ 1:22pm 
@Kepos and @Renikara - Yea, using those 'Real Space' along with any other mod that isn't really careful to ensure compatability is probably going to cause problems no matter WHAT other mods are enabled. I've actualy been inside the code of 'Real Space' , and it's a mod compatability nightmare. Everything is done by means of overwriting the stock files, to the point that the stock red dwarf is converted to their red giant, and a new red dwarf star type created. :(
Kepos 20 Jun, 2017 @ 5:15am 
@Renikara, beware 'Real Space' is a major CTD reason in combination of other mods.
Renikara 20 Jun, 2017 @ 3:15am 
Yea, seems as every time I try to start the game with this mod enabled with Planetarty Diversity and Real space and their compantability patch it decides to crash the game.
Renikara 20 Jun, 2017 @ 2:32am 
@csrr Thanks! I'll let ya know if anything goes wrong!
csrr  [author] 20 Jun, 2017 @ 2:18am 
@Renikara - I haven't tried it with Planetary Diversity yet, but it and Real Space are perfectly compatable. Also, I've done my best to keep this mod compatable with everything else, so the amount of mods it's incompatable with should be EXTREMELY small.
Renikara 19 Jun, 2017 @ 10:41pm 
Will this work with other large mods like Real Space and Planetary Diversity?
csrr  [author] 19 Jun, 2017 @ 6:39pm 
And there's already an update in the works. For some reason, in spite of surviving under incredibly rough circumstances, no one in the Mars or Moon dome worlds decided to put up a memorial. Also had a briliant idea for how to make one of the new planets more useful.
Saint Curious 19 Jun, 2017 @ 5:30pm 
I'll give this a crack!
csrr  [author] 19 Jun, 2017 @ 4:21pm 
@ Random Encounter - Thanks! I hope you enjoy my mod! (and if you happen to find a Shattered Empire near your starting system, I guarantee you will :) )
Not a Teddy Bear 19 Jun, 2017 @ 4:00pm 
ooh ill definitely check this out. ah where would most games be without mods. you mod authors are beautifal people.