Space Engineers

Space Engineers

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Real Orbits
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Type: Mod
Mod category: Script, Character, Planet
Tags: hud
File Size
Posted
Updated
698.931 KB
22 Sep, 2021 @ 9:26pm
22 Nov, 2024 @ 2:35pm
46 Change Notes ( view )

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Real Orbits

Description
Ever wanted to put a relay satellite in orbit? Rendezvous with a moving space station? Drop from an orbiting flagship in a lander? Well now you can!

With this mod you will have the tools to set your grids up in stable orbits around planetary bodies while visualizing the orbit and its relevant info.

What This Mod Does
1. Override gravitation falloff for all newly created planets to 2 (inverse square falloff with distance) so that orbits are possible. This will not affect planets that were created before the mod was added. (Now affects all planets.)
2. Override your global maximum speed to whatever you want to allow you to to move fast enough to achieve stable orbits.
3. Circumvent grid stopping mechanism that normally prevents unmanned ships from attaining stable orbits (normally grids will get stopped by the engine after 15 mins and then plummet to the surface).
4. Display orbit info to players' screens to allow them to effectively set up their orbits.
5. Display apoapsis (highest point in orbit) and periapsis (lowest point in orbit) in world as GPS markers.
6. Display orbit paths in world (drawn ellipse).
7. Display orbiting grid positions as GPS markers to mark where the grids currently are in their path to allow for rendezvous.

* All of these mechanics are fully customizable and togglable in the associated config file.

Displayed Info
Orbital info drawn to the screen is presented as follows:

<orbit_state>
Periapsis: <periapsis_height> <time_to_periapsis>
Apoapsis: <apoapsis_height> <time_to_apoapsis>
e: <eccentricity> i: <inclination> T: <orbital_period>

<orbit_state>: Indicates the state of the orbit (decaying, escaping, or stable).

<periapsis_height>: The lowest point in the orbit (relative to the planet's core).

<time_to_periapsis>: How long it will take to reach the periapsis.

<apoapsis_height>: The highest point in the orbit (relative to the planet's core).

<time_to_apoapsis>: How long it will take to reach the apoapsis.

<eccentricity>: How circular/oval the orbit is. Values close to 0 are more circular. Values close to 1 are more oval. Values above 1 will escape the gravity well entirely.

<inclination>: The angle of the orbital plane relative to the planet's poles (will be near zero when orbiting the equator).

<orbital_period>: The total time it will take the grid to orbit once.

Controls
Ctrl+O: Toggle Orbit Info Display
Shift+O: Toggle Orbit Path

Config Setup
This mod can be customized by making use of the Config.xml file that generates once the mod is loaded. Loading a file with this mod active creates a Config.xml file inside of the save folder (...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\2609118808.sbm_RealisticGravity). You can edit the values in this file to change those values in game after loading back into the save.

Setup Steps:
1. Subscribe to the mod
2. Add mod to world
3. Load into world once to generate the Config.xml file
4. Exit world
5. Make changes to the Config.xml file at above location
6. Load back into world to see changes

Config Values
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2609118808/3112542578505238970/

Other Notes/Recommendations
1. Once a grid's orbit is set up, it should be reasonably stable, but you may still crash into an asteroid depending on its path. You may want to play with lower asteroid density or with no asteroids to avoid this. However, it is possible to orbit even with the highest asteroid density; just more dangerous.

2. You will almost certainly need to play with a higher max speed to achieve stable orbits. A max speed to 1000 m/s should allow for most orbits around vanilla planets.

3. This mod does not cover proper predictive pathing for a grid under the influence of multiple gravitational fields or transitions between different bodies (like you have in KSP).

4. Only planets with a gravity falloff of 2 will be considered valid targets to orbit as no other value will allow for stable orbits.

5. Grids not under the influence of any gravity well or on the surface of a planet cannot be considered in orbit, and will not be tracked or have any info displayed.

6. I'm not planning on adding any new major features at this time, but I will fix any bugs/crashes that people find. So make sure to let me know in the comments if anything seems buggy.



Try with Preset Star System
Vanilla Planets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2724315617
Vanilla Planets (x2 size): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2724371901

Try with "Kinetic Devastation" Mod!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2649159807

Other Mods:
https://steamhost.cn/steamcommunity_com/id/adrsquared/myworkshopfiles/?appid=244850

Join My Discord for Mod Discussion and Bug Reports
Mods by Echthros[discord.gg]

Support Future Mods/Updates
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Popular Discussions View All (11)
4
17 Jun, 2024 @ 6:09am
Possible to change gravity radius?
ФBOMBREDEEMERФ
9
16 Jan @ 6:26pm
Orbital paths not shown on screen
BoB
10
15 Oct, 2021 @ 10:02pm
Possible bug
Wolfeman
671 Comments
arasmus2 6 Jul @ 11:51am 
is there an AI mod compatible with this mod? I would like to fight against AI in orbits
Echthros  [author] 22 Jun @ 1:40pm 
The falloff starts at R * (1 + HillParams.Max). It's called MaxRadius in code, but I'm not sure if that's exposed in PB. HillParams is defined in the planet definition sbc.
Scopsins 21 Jun @ 3:18pm 
Hey Echthros. I'm working on a ballistic missile script and I'm having trouble calculating the gravitational parameter (g * r ^2) . It appears that the gravitational falloff doesn't start at the surface of the planet but some altitude above it and that throws off my calculations. (e.g. for an earthlike with a radius of 60,000 m gravitational falloff begins at 67,200 m and below that the gravity is constant.) In the mods' code you get this value from the API but the programmable block API doesn't have this value. Is this intended behavior?
Echthros  [author] 16 Jun @ 3:14pm 
The speed required to achieve a stable orbit scales based on gravity strength, planet radius, and distance. You may want to try lowering the gravity strength of the bodies that you are having trouble orbiting (with the RSS Editor). I'm not aware of anything that would have changed in the last few weeks to affect that, but each body will have a different required speed to achieve orbit.
Hyperion 15 Jun @ 5:40am 
@Echthros Been having a lot of fun with this mod in combination with RSS (preset 'real' solar system 1:40). However, I encountered a problem. I used to be able to get into stable orbit with 700-800 m/s. Since a few weeks, this is not possible anymore. I can't seem to get my eccentricity down far enough, without having to speed up well past 1000 m/s. I tried another preset RSS solar system, but I run into the same problem. Any idea what could be causing this?
Wish Dragon 11 Jun @ 8:18pm 
Last update, it only started working on the third restart, no idea why, but ti seems to function now
Wish Dragon 11 Jun @ 7:54pm 
Just tested, can confirm with a ship >15 blocks, travelling over 700 m/s, after using the command, still no dice
Wish Dragon 11 Jun @ 7:49pm 
I am using real solar systems, and I went through the sandbox file and manually changed all orbits already. It is possible I was using too small of a grid but I enabled character orbits and they didn't show up then either
Echthros  [author] 11 Jun @ 3:37pm 
If you are also using Real Solar Systems, you will need to make sure that the planets have their gravity falloff set to 2 in the RSS Editor (or type "/SetupRealOrbits" to change all planets). That's the main conflict I'm aware of.

Also, if I recall correctly, you need at least 15 blocks on a grid and be travelling at least 25 m/s for the orbit info to appear.
Wish Dragon 10 Jun @ 11:52pm 
What non-ui type mods can cause the orbit paths and gps markers to not appear? I've already removed every single UI affecting mod and still they do not show, even when cycling between the modes to try and refresh it.