Stellaris

Stellaris

Real Space 4.0
Kalmorph 30 Apr, 2023 @ 12:17am
[SUGGESTION] "Real Space - Real Orbits" submod?
If name isn't self explanatory, I'm suggesting a mod that make all orbits actually move (planets, moons, everything inside those orbit lines). Is too much out of hand for modding with Paradox design choice, or it is possible?
Considering this mod and submods ideas, designs and purposes, I can't see anyone else better and more interested than this. Not to mention, all the Scaling submods (System and Ships) would get handy features for that, but I guess the visual aspect of this is the main thing, IMO.

Ships set to orbit a planet could move around the system without using "full maintenance", which could be very useful early in the game (if using the Ships in Scaling - Hard even more so).
But also, these actual features would very quickly be ignored and forgotten in late-game, and maybe only useful for their visual appeal (with better movements, better to just fly over the system instead of sticking in a planet's orbit to get to the other side, not to mention that people can just forget to move their units when in place).

So, what's the points? Would be cool visually? Would be nice with these features? Is it achievable? What is other's people's thoughts?
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Showing 1-8 of 8 comments
Husker 10 May, 2023 @ 9:57am 
As a hard sci-fi fan I would love that! Even just as a visual change, with ships "in orbit" sticking to the rotating planet
Gadg8eer 12 Jul, 2023 @ 11:02pm 
Thirded, but not sure it would be possible under this game's engine?
Kalmorph 13 Jul, 2023 @ 1:32am 
The mod's author replied to me on their Discord about the idea, here's what they said:
Originally posted by Annatar:
This idea came to many almost immediately after the release of the game. It's hard to do this with mods. But most importantly, it is not necessary at all. Otherwise, the developers would have done it themselves. There are two reasons. First, it's just an additional inconvenience to the gameplay. Secondly, this is an additional load on the calculations for the game. Bad move for optimization.
Last edited by Kalmorph; 13 Jul, 2023 @ 1:32am
Alexolas 23 Aug, 2023 @ 2:21pm 
Originally posted by Kalmorph:
The mod's author replied to me on their Discord about the idea, here's what they said:
Originally posted by Annatar:
This idea came to many almost immediately after the release of the game. It's hard to do this with mods. But most importantly, it is not necessary at all. Otherwise, the developers would have done it themselves. There are two reasons. First, it's just an additional inconvenience to the gameplay. Secondly, this is an additional load on the calculations for the game. Bad move for optimization.

Concept: Planets only move in a system when a player is actively looking at it, and are stationary otherwise.

Additional concept for if the human gets privy to this: Planets move only in systems that the player looked at within the last 60 seconds (or another similar, arbitrary time-frame). When looking at a new system that hasn't been looked at for longer than that time-frame, the positions of planets & moons are randomized. If there are ships in orbit of a planet to bombard it or whatever, they are teleported with the planet.
Diettinger 1 Sep, 2023 @ 8:48am 
Ok. I created a mod which did this. The secret was to keep it really light or it very quickly overwhelms the computer.

1. The mod only update the position of planets and other system assets when either the system screen is opened. I have not figured out how to update the position of planets while the system screen is open without a full refresh. Its possible... but heavy as planets and stations do not use the same processes as ships so my script method was less efficient.

2. All planet orbits were pre-calculated and stored in a table. The update algorithm then just uses the orbit number and the date to get the planets position. This caused issues with the binary, trinary, and quadnary systems in the game. Moons where awful.

3. For ship journey's I originally used the estimate of the length of the trip to calculate the planets position.This made for a slightly better calculation for the destination but resulted in the ships failing to enter orbit of the planet as it was off slightly due to the planet location recalcs. In the end I used another calc which reset the planets position when the ship entered the system but there were still issues.

In the end I abandoned the mod for my better star systems mod which made the system scale more accurate and made the second and greater stars either 'very close companions', 'distant companions' or 'very distant companions' where the close companion would be in the same system and the distant companions would spawn as stars virtually on top of the primary star on the galaxy map. Also included tight globular clusters with up to 10 stars practically on top of each other.
I originally did this to try and work around the binary issue with the planetary orbits mod... but eventually just preferred it for game play.
Kalmorph 1 Sep, 2023 @ 11:27pm 
So it is just like Annatar described; too complicated and heavy on performance for almost no impactful gameplays.
Diettinger 10 Sep, 2023 @ 7:12am 
Yes... cute and fun... but not particularly meaningful.
Igrok3534 1 Mar, 2024 @ 5:27am 
What about new machine worlds?
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