Space Engineers

Space Engineers

Real Orbits
 This topic has been pinned, so it's probably important
Echthros  [developer] 14 Oct, 2021 @ 11:51am
Config Values
<GlobalMaxSpeedMultiplier_LargeGrid> Default = -1
Applies a multiplier to the global max speed for the world (i.e. value of 2 means max speed 200m/s, etc.). Negative values means modifier is disabled (if you would prefer to use a different speed mod).

<GlobalMaxSpeedMultiplier_SmallGrid> Default = -1
Same modifier as above, but for small grids.

<CharacterGravityMultiplier> Default = 2
Planetary gravity force multiplier applied to player characters. By default, this value is 2 in-game, meaning the player will fall faster than a grid in freefall. Setting this to 1 will allow you to experience proper microgravity while in orbit (if you jump inside your orbiting ship, you won't fall back down because you are already in freefall).

<OverrideCreatedPlanetGravityFalloff> Default = true
When true, all planets will have gravity fall off with the inverse square of distance. By default in vanilla, gravity falls off much quicker (d^-7), so this will make gravity wells much larger, but it will enable you to properly orbit.

EnforceSingleGravityWell. Default = true
Overrides grid gravity while in orbit to prevent them from being affects by multiple gravity wells. Allows for a cleaner transition between orbits (think Kerbal).

<ShowCharacterOrbitInfo> Default = false
When true, the player character will have orbital info displayed to them while in their suit (not piloting). Off by default.

<ShowCharacterOrbitPath> Default = false
When true, the player character will have their orbital path drawn while in their suit (not piloting). Off by default.

<ShowGridOrbitInfo> Default = true
When true, the currently controlled grid will have its orbital info displayed to the screen.

<ShowGridOrbitPath> Default = true
When true, orbiting grids will have their paths drawn in the world.

<ShowGridOrbitPathEnemy> Default = false
When true, enemy grids in orbit will have their paths drawn in the world. By default, this is off to prevent enemy players from being able to see all of your orbiting grids automatically.

<GridOrbitPathMaxDrawDistance> Default = 500000
Maximum distance from a planet at which its orbital paths will be drawn to the player's screen. Defaults to 500km, but can be lowered to improve performance.

NOTE: If you are using oversized planets (SEWorldGen plugin), you may need to raise this as the distance is measured from the center of the planet. Otherwise, no orbits will render for that planet.

<ShowGridOrbitGps> Default = true
When true, adds GPS markers to each grid in orbit when the player is close enough.

<ShowPeriApoGps> Default = true
When true, adds GPS markers to the periapsis and apoapsis of the currently controlled entity's orbital path.

<OrbitPathLineThickness> Default = 1
Thickness multiplier of the drawn orbital paths. Higher values for thicker lines.

<OrbitRenderDivisions> Default = 60
Number of lines drawn to display orbital paths. Defaults to 60 for a nice, smooth curve, but can be lowered to improve performance.

<OrbitInfoScreenOffset> Default = (-0.7, -0.55)
Screen offset for the orbital info UI element. This is included mostly to allow moving the element around to avoid overlaps with custom UI mods.

<ColorMyOrbitPath> Default = (1.0, 1.0, 0.0)
Color of the path for the currently controlled entity.

<ColorGridOrbitPathFriendly> Default = (0.8, 1.0, 0.8)
Color of orbital paths and marker GPSs for friendly grids.

<ColorGridOrbitPathNeutral> Default = (1.0, 1.0, 1.0)
Color of orbital paths and marker GPSs for neutral grids.

<ColorGridOrbitPathEnemy> Default = (1.0, 0.7, 0.7)
Color of orbital paths and marker GPSs for enemy grids.

<ColorPeriApoGps> Default = (0.8, 0.8, 1.0)
Color of periapsis and apoapsis GPS markers.
Last edited by Echthros; 24 Feb, 2024 @ 12:26am
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Showing 1-6 of 6 comments
cptebi 21 Nov, 2021 @ 5:39am 
orbiting armada of ♥♥♥♥♥ around earth thank you so much :happymeat:
ChemPlay 26 May, 2022 @ 2:39am 
Where the ♥♥♥♥ is the config file?
BlueMoonJune 11 Oct, 2022 @ 3:15pm 
i cant seem to get the mod to work. gravity wells seem normal and orbit info and path wont display
W1nterGh0st 16 Feb, 2023 @ 3:51pm 
the mod doesn't seem to work
Darian Stephens 16 Mar, 2024 @ 2:06am 
How does the speed stuff work? I tried to change it, but the world stopped loading.
It being a per-grid multiplier also makes it hard to work with, since the default max is 110 or something.
Echthros  [developer] 16 Mar, 2024 @ 3:08am 
The default max grid speed is 100 m/s. The max speed for the player character is the max grid speed plus the max run speed (so that players can run around inside a grid that is moving at max speed). If you set the speed multipliers to 10, then the max grid speed will be 1000 m/s and the max player speed will be 1010 m/s. The max player speed is always dependent on the max grid speed and is not set independently.

If you don't want the max speed for large and small grids to be different, then just make sure to set both to the same value.

If the file isn't loading, then it should spit out an error in the game log file. If you can post the log in my Discord after it happens, I can look into the error.
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Showing 1-6 of 6 comments
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