Space Engineers

Space Engineers

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Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)
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Type: World
Mod category: Experimental
File Size
Posted
Updated
748.542 KB
22 Dec, 2024 @ 7:41am
16 Nov @ 2:13am
42 Change Notes ( view )

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Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)

Description
1.207 has a bug

The fix: Immediately after creating the new world, while still in the respawn screen, save and exit. Then rename the save in the Load screen.
As of this writing, this affects EVERY workshop world that has preconfigured mod settings included within it. It is NOT unique to this world. It wrecks saves like PSS. It happens because Space Engineers itself is saving newly created saves to a folder that does not match the <SessionName> that it is writing in Config.sbc and Config_settings.sbc, causing mods to look in the wrong place for the files they need.

Echthros has added functions to many of his mods that correct for this behavior, but for now this step is still necessary (Real Orbits still needs this workaround to function as I had it set up. otherwise you will be limited to 100 m/s).




Using the newly updated respawn pod mod, six new asteroid belt and Trojan/Greek cluster starts have been added! The same mod adds planetary GPS data pads to each cockpit! Updated to use the 1.207 rover.

Earth has been updated to include 1.207 plants for foraging.

What is this?

This Solar System replicates our home system as closely as possible, but retains short travel times and avoids issues in vanilla SE and some mods. Real Solar Systems allows planets to rotate and orbit.

Physical Scale

Rocky worlds/moons are 1:50 scale. Proxy scales make terrestrial worlds/moons appear 10x further away. Consequently, entering their "orbital zone" increases displayed distance by ~3.16x (speed limit permitting), and leaving reduces speed by the same factor.

Gas giants are ~1:158 scale to visually match. Their proxy spaces are unaltered to avoid speed issues. Sol is scaled to "look right" from Earth.

Distance Scale

Interplanetary distances are 1:10000 scale to reduce travel time, minimize floating point errors, and ensure encounters work (they fail at high coordinates). Luna's orbit is 1:1000; Gas Giant moon orbits are 1:200.

Planetary & Satellite orbits

All planetary orbits use proper alignments, inclinations, and eccentricity (per J2000). Only the largest satellites are represented. Satellite orbits have proper inclination/eccentricity, but no further alignment data was available.

Titania's orbital inclination is properly represented, and is nearly aligned with Uranus' ring, but I cannot change the axial tilt of any world.

Pluto and Charon's extreme distance and unique nature meant I omitted their proper orbital inclination. They are tidally locked, orbiting each other as siblings with proper eccentricity and mass ratios.

Time and Velocity

All orbit and rotation times are scaled to match the 2 hour vanilla Earth day length.

Default max velocity (via Real Orbits) is 9900 m/s (large grid) / 10000 m/s (small grid). LEO requires >1500 m/s. At this scale, 10000 m/s is ~1/3c. Please check change log, as I am running out of space for the steam description.

Character gravity is 1.001 (not 2) for more realistic orbital movement, preventing you from being stranded in large rooms if you run out of hydrogen.

Please be aware: it's possible to phase through voxels at speeds >1000 m/s, and on-foot movement on fast grids becomes difficult. Higher orbits are slower; consider building orbital stations (as ships) at higher altitudes if you want them to orbit freely.

Asteroid Belt and Dwarfs

The Main Belt (static vanilla asteroids) starts ~32000 km from Sol (Y=0), thickening until 64000 km (up to 24000 km thick). Density is initially sparse, rapidly increases to max default SE density, then thins at the outer edge.

Ceres, Vesta, and Pallas (1:50 scale) move with proper orbital values, which do not coincide with the Main Belt (due to high inclination/eccentricity). They have small groups of procedural asteroids moving with them.

The Greeks & Trojans

These are asteroid clusters at Jupiter's L4/L5 Lagrange points, anchored by tiny faux planets. They appear 60 degrees prograde/retrograde of Jupiter, extending 10000 km in all directions. (IRL, they are millions of asteroids in oblong fields >1 AU long).

Q: Why not use Asteroid Filter: Clusters, instead? Because they would be static and could not move along with the planet.

Mod Credits

This world uses all of Infinite's Solar System Packs and an unlisted, modified version of Duke of Lorraine's awesome Terra Remake.

Infinite's Earth is awesome, but it is just too flat for my taste, the biomes aren't as diverse as Terra Remake, and the clouds didn't work properly for RSS when I started this project. I've used every other rocky planet in the Solar System Packs for this world. He did a fantastic job!

Like all vanilla planets, the original Terra Remake was designed so that the north pole of the planet is facing in the Y- direction. Ordinarily this strange setup is not an issue, but by convention the north pole of a star is determined by the hemisphere that is rotating counterclockwise, and all planets in our system orbit in that same direction of movement. RSS uses the traditional right-handed coordinate system, so Terra Redistributed primarily fixes this issue. In addition, it randomly places all of the ores, reduces the extreme heights and depths of the original, reduces the number of cloud layers and lowers the height of the cloud shell to combat the planet-in-a-bubble feeling.

World Notes

All NPC spawning is turned off by default, as are build limits, so that you can choose your own playstyle and get everything set up before anything starts spawning, and without you inheriting anything that may have spawned in during the time while I was setting up the map. Be sure to turn them back on if you want them.

This world requires Real Solar Systems, Real Orbits and Water Mod (already configured). HUD compass - RSS version is needed in order to align the compass directions in all properly RSS aligned planets, but it is not strictly required to use this world. You may also want Sleep Mod - RSS version as well, if you want the day-night cycle to skip properly while you sleep.
Popular Discussions View All (6)
10
13 Jul @ 3:40am
PINNED: Bug Reporting & Suggestions:
cptnoname
5
17 Feb @ 3:59pm
Subgrids and wheeled things getting thrown when loading in save
davidsdragonscale
4
31 Mar @ 9:33pm
PINNED: GPS Coordinates
cptnoname
93 Comments
Jesus H. Christ 19 Nov @ 2:46am 
ah thanks mate, I thought I'd done something weird on my computer, all the best.
cptnoname  [author] 16 Nov @ 2:06am 
Jesus H. Christ I've updated the map. That issue should be fixed, but please let me know if it has any other problems.
cptnoname  [author] 16 Nov @ 1:44am 
Jesus H. Christ ignore my last message, it seems there has been an update of Real Gas Giants again. It may have wrecked my setup. Or it could be Keen's 1.207 mayhem again. I'm tempted to drop this mod into unlisted status. Keen has ruined my love of the game with whatever short sighted fumbling in the dark interns they let take care of this last update. I'll redo the configuration (again) and upload as soon as I can
Jesus H. Christ 15 Nov @ 6:53pm 
This seems to be a client side issue I think, but for some reason the gas giants all look the same, like the same texture, they all look like saturn without rings, any help would be greatly appreciated
Rob Ironballs 26 Oct @ 6:12am 
understandable, it is what it is, seems im going nuclear then
cptnoname  [author] 26 Oct @ 5:58am 
No, sadly all of the procedural asteroids are static voxels. Vesta, Pallas, Phobos & Deimos are all modeled as planets, so they will have a day/night cycle (or at least a "monthly" cycle for the Martian moons). The centers of the Greek & Trojan clusters are also modeled as planets.

I've been wanting to do the same for Eros (because Expanse...) but with an actual asteroid and using the new zone options but I haven't confirmed that it works the way I hope it will
Rob Ironballs 26 Oct @ 5:28am 
sorry one more questions, do the smaller asteroids in the asteroid belt also move around the solar system? if i build on the dark side of an asteroid will i never get sunshine?
cptnoname  [author] 25 Oct @ 3:45pm 
No, it's fine just as it is. Making new saves will be a little easier, that's all. Still not back to "normal" but no added asteroid belt work is needed to get it to work properly. The workaround described at the top of the description is still necessary in order to get Real Orbits working as intended (with the built-in speed increases), but Echthros may be fixing that as well.
Barrett 25 Oct @ 3:18pm 
So do i remove the new stuff I put in the config file or is it ok
cptnoname  [author] 25 Oct @ 2:17pm 
Echthros (who made Real Solar Systems and the Asteroid Filter mods) has just added functionality to both mods that will add their settings to the sandbox file directly, which fixes this asteroid belt problem.