Space Engineers

Space Engineers

Real Solar Systems
844 Comments
GigaCars 17 Jun @ 7:16pm 
manual till someone makes a lua generator or whatever code works to automatically generate it
Haven 17 Jun @ 6:03pm 
Is it possible to random generate a system or do you have to do it manually
GigaCars 17 Jun @ 10:53am 
double check you don't have any creative settings on or are in creative mode

sounds like you have Invulnerability on
JustDragoon112 16 Jun @ 7:54pm 
Question..
Can these systems that are made with it be used in normal gameplay? I loaded up a system I made in survival and I'm not taking any damage or suffocating in space.
Space Ace 14 Jun @ 6:00pm 
Will the spawned planets still be able to generate economy stations and encounters and such?
Orion Starhunter 11 Jun @ 3:52pm 
Ah, found it under community content. Thanks so much for your help, greatly appreciate it.
GigaCars 11 Jun @ 2:15pm 
they aren't mods, they are worlds found in the custom world section of the world creation menu

i can't boot SE to show a picture myself because the computer that can actually run SE had HDD failure and SE likes to gobble a lot of RAM(which is also used as VRAM on the computer i had to revert to), risking BSoD
Orion Starhunter 11 Jun @ 2:09pm 
Also I already have the empty world and solar system you did but they don't show up on mod option
Orion Starhunter 11 Jun @ 2:08pm 
With solar system how do I delete the default star?
GigaCars 11 Jun @ 2:00pm 
since you used the vanilla star system, it likely means that the empty world you used was the Keen one, don't use that one, it has it's light angle slanted and will make things look weird

that was your problem, use either Solar System or the Empty World linked here
Orion Starhunter 11 Jun @ 1:58pm 
@GigaCars already tried this, even went as far as a complete wipe, folders included, and reinstall.
Orion Starhunter 11 Jun @ 1:57pm 
Oddly enough if you use the solar system, the star appears. Something to do with the empty universe that seems to be the issue.
GigaCars 10 Jun @ 8:00pm 
try manually adding Real Stars(parent mod to Real Stars) to the modlist
Orion Starhunter 10 Jun @ 7:59pm 
When using the empty world, it creates stars that show only black.
I've done a complete uninstall and reinstall of SE and still get the same issue.
All drivers up to date, no other mods other than required are running.

Please advise.
George_chor 10 Jun @ 4:30pm 
There will be errors in the jump coordinates, but this is not the biggest problem. The most difficult thing is to enter the orbit of revolution or rotation. The speed will increase suddenly and the connected spacecraft will explode, no matter how they are fixed.
Hyperion 8 Jun @ 2:14am 
@Reigdaer Can you explain in more detail what you did? I am facing the same issue.
Reigdaer 31 May @ 8:29pm 
i solved the issue, its related with the world time scale...dont know why it was set as 2, but i change it on the files and now is loading without all the debris and frame drop
Reigdaer 31 May @ 8:22pm 
im having an issue where every time i load the game the game runs like 1 frame per 2 seconds, and i see debris flying, like if im moving fast or drilling the ground, but all the horizon is like it
GigaCars 29 May @ 10:53am 
if you have a extreme orbit in terms of roll, the light will come from a weird angle

if you started with a empty world included by keen, your sun rotation is offsetted and needs to be fixed
if you mean you can still see some of the star but the lights gone, that's because even with keens sun the light is a pointlight
SvilenArt 29 May @ 8:32am 
The idea is great! I really like this and you can arrange the planets and the sun. I really like it and you can adjust the size of the planets and even the atmosphere and fog. It gives a sense of realism. The adjustment for how the planets rotate is great! There is only one thing I don't like and that is that the light from the sun is not actually from it. The sun has set and it is still day. Then I noticed that the light is not exactly coming from the sun. The shadows show that the light source is a little to the side and it looks strange. If this can be fixed somehow, it would be the perfect mod! I have been wanting to bring a little realism to this game for a long time. If this is done, the character being affected by solar and cosmic radiation will gain even greater realism.
GigaCars 25 May @ 12:55pm 
Was andere Mods betrifft, müsst ihr selbst herausfinden.

Google-Übersetzung, wie beim letzten Mal.
GigaCars 25 May @ 12:54pm 
Schau mal in Echs Workshop nach, dort gibt es den Reupload von PAM mit Kompatibilität, es ist laut einigen Leuten auch zuverlässiger, ich habe es aber selbst noch nicht ausprobiert
I0_Reaper_0I 25 May @ 11:51am 
echt okay und welches ist damit Kompatible ?
GigaCars 25 May @ 11:17am 
@I0_Reaper_0I Ja, die Art und Weise, wie die Mods entworfen wurden, kann Dinge wie Autopilot-Skripte verwirren. Ech hat jedoch unter anderem ein modifiziertes PAM veröffentlicht, das damit kompatibel ist

Google Translate kann einige Ungenauigkeiten aufweisen
I0_Reaper_0I 25 May @ 11:12am 
@Echthros ist das normal das Skripte wie PAM nicht mehr funktionieren ?
Mai Cutie 25 May @ 12:18am 
Thank you very much. If there is a easy solution i would be more than happy to know. If it needs changes or something from your or the other mod creator i will wait :VGIRL:
Echthros  [author] 24 May @ 8:49pm 
@Mai Cutie You are correct about how the RSS mod works with the proxies and real planets. I'm not familiar with the Transporter mod, but I'll look into it when I have time.
Echthros  [author] 24 May @ 8:47pm 
There are also some premade worlds listed in the description if you don't want to build your own.
Echthros  [author] 24 May @ 8:46pm 
@lobbyweltwelt There is an option to change the key bindings in the ConfigSettings.xml.
GigaCars 24 May @ 12:03pm 
i'd just keep your asteroid bases away from the planet orbits in general, try offsetting the orbit of the planet to make the asteroid base not be in the proxy zone
Mai Cutie 24 May @ 6:10am 
I tried Teleporting to a Astroid base with the 'Transporter' mod. I increased the distance but i get send 3.93ls away from my destination. when i look down however i see my planet i teleportet from but no other planets. when i fly back to the planet and touch the ground i see the other planets, the sun and notice all my GPS points are there. So idk what happened but i think 'Real Solar Systems' might put the 'Real' Planets lightyears away from where they actually are and the ones that are there when you fly into space are 'not real' and you just get transfered to the 'Real' Planet when i enter it's range.

I need a fix for that since i can't teleport from my Planet base to my Asteroid Base like this :(
GigaCars 22 May @ 4:07pm 
this mod doesn't modify speed limit for grids or players

you have a mod conflict
DraRex368 21 May @ 4:42am 
Well @Echthros Your mod is overlaping with speed mods, like no speed limit
Echthros  [author] 19 May @ 3:43pm 
@natjam2000 Some people have stability issues with subgrids when transitioning zones. You can try setting <EnableGridRotationOnZoneTransition> to false in the ConfigSettings.xml to see if that helps. That will disable the grid rotation that happens when entering/leaving a planet's SURFACE zone.
Echthros  [author] 19 May @ 3:39pm 
There are instructions for how to set up a world for DS in the mod description.

@DraRex368 It shouldn't.
Jonislavas 19 May @ 11:22am 
i try host server but when i want start making solar system i use /TSE but its say you need be host to use it:/
DraRex368 19 May @ 8:54am 
Its possible your mod affects speed mods?
Echthros  [author] 19 May @ 12:19am 
UPDATE:
-Attempted fix for conflict with "GPS Distance Helper" mod. May also fix the severe performance bug some people were seeing where huge numbers of duplicate GPSs were slowing down the game.
natjam2000 15 May @ 12:38pm 
I'm having a bug where subgrids detach from the large grid when I jump over 200km. This doesn't happen when I copy the ship into an empty world. Is there a solution to this?
GigaCars 15 May @ 12:02pm 
likely a bug with the gas giant mod loosing precision due to distances, which MES also suffers from

make a upload of the world for testing purposes and include reproduction steps to having it appear in the description of it(as a reminder)
doesn't need to be public, set it to unlisted if you wish
SilverFoxSpectre 15 May @ 9:52am 
One more note: I realize it might not be behaving like the ring, but the gas giant's atmosphere. Doubt this is particularly helpful to clarify but just in case.
SilverFoxSpectre 15 May @ 9:49am 
(Follow up to my last comment)

To clarify:
- This is a direct connect world, not a dedicated server.
- The planet we are on is not a moon of the gas giant.
- The proxy zones of the planet and gas giant do not/can not overlap. (~40 Mm distance between orbits, proxy zones of a total ~20 Mm radius).
- I do not know if this is a bug with the RSS mod, RGG mod, or possibly an artefact of our collective mods list/load order.
- The gas giant ring effect doesn't fix itself, it lasts until I reload the world.
- It didn't start until after we had already built a substantial number of grids/played for around a hundred hours, so I haven't been able to replicate the effect on test worlds in manageable amounts of time, with or without the entire mods list.
SilverFoxSpectre 15 May @ 9:49am 
Hello, I've been using this mod for my current survival world w/ friends and it's incredibly immersive, but there's a (manageable) bug that is vaguely concerning for stability sake:

We are still on the surface of a habitable planet, and there is a single blue gas giant in the solar system. The bug is that sometimes (around a 50/50 chance) when I load into the world, it appears and behaves as though we are actively inside the nearby gas giant's ring, sending all non-static grids hurling to the left instantly, blowing everything up.

I've been managing this by just quickloading without saving, and I repeat until it loads without the ring. Sometimes it loads correctly first try, but I've had to reload up to 4 or 5 times on occasion. Again I'm not necessarily looking for a solution, but wanting to bring it to your attention. I can, if needed, send you a copy of the world.
Daleks2377 14 May @ 4:51pm 
thank you very much for the response! I turned the setting off on our dedi server and I was able to actually take the station out of high orbit and into the planet's zone
Gydan 14 May @ 2:56pm 
Hi! I created a little guide that explains a cool trick to create asteroid belts just like in our solar system. https://sp.zhabite.com/sharedfiles/filedetails/?id=3481573280
Echthros  [author] 14 May @ 11:33am 
@Daleks2377 When transitioning between zones, the frame of reference changes, so grid velocity will change to match the new zone. Similarly, when transitioning between ORBIT and SURFACE zones, grids will teleport based on the current rotation of the planet.

If you are having stability issues with the teleports, you may want to try setting <EnableGridRotationOnZoneTransition> in the ConfigSettings.xml file to false. This will disable the rotation override when going between ORBIT and SURFACE zones (will introduce a visual discontinuity for grid rotation when transitioning, but makes subgrids much more stable).
GigaCars 14 May @ 11:18am 
with the mod, it's a good idea to use merge connectors instead of traditional connectors because it teleports grids to orbit zones, which with multiple will result in a rather rapid toss at a high speed and rotation speed
Daleks2377 14 May @ 7:18am 
is it normal for exiting and entering proxy range to cause the ship to get yanked around violently? breaks subgrids and makes motherships with docked craft impossible to use!

Also is it normal when you're entering the range you get teleported above an entirely different section of the planet? Not sure what could be causing this

How do stations just outside of a planet's influence act? I placed a station just above the orbit of a moon and I'm assuming it's going to stick with the main orbited body's "space" rather than the moon's
Gydan 12 May @ 3:33pm 
Hi buddy. I discovered something awesome! :D You can create bases, spaceships, satellites and anything you want, making it orbit around the planet like the mod: Real orbit did. In this way the structure orbits with the planet (or with the sun, it depends, the only limit is your imagination) without consuming energy and materials.

1) Add a moon without atmosphere, possibly made of only rock like our moon by entering 0.016/17 km as the size (a size less than 0.016 km will show two planets, so it's not good)

2) If you want, set the orbit distance, eccentricity, degrees etc...

3) Build on the "mini-planet" or import what you want, adhering it to the "mini-planet"

This a screen for exemple:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3480637066
https://sp.zhabite.com/sharedfiles/filedetails/?id=3480637183
https://sp.zhabite.com/sharedfiles/filedetails/?id=3480637293

Sorry for my English. I'll make a video to show this awesome trick.:steamhappy:
Jon 10 May @ 10:26pm 
I'm not sure if it's due to this mod or just the sheer scale but when using mods that use this as the baseline or just the real system in general, any suit or space pod based spawn seems to spawn me 10,000 - 200,000KM away from the nearest planet making travel take ages. Is there a way to have random spawns actually spawn CLOSER to a planet but still be in space?