Space Engineers

Space Engineers

Real Solar Systems
849 kommenttia
GigaCars 4 tuntia sitten 
nono, the skybox mod is just like, a decorative thing, they don't do anything if you remove them unless they are more then just a skybox
LayZey 8 tuntia sitten 
@GigaCars

Not even the skybox mod? I replaced it, does this mean I destroyed my world?
Echthros  [tekijä] 23.6. klo 3.05 
@JustDragoon112 You need RealSolarSystems loaded on the world for it work correctly. It isn't just for building the system.
GigaCars 21.6. klo 17.14 
do not remove mods included pre-installed in empty world(besides spectator turbo)

you just destroyed your entire world till you readd the core mod(this one)
or you removed a planet you spawned with the mod
JustDragoon112 21.6. klo 17.12 
Yeah it was the admins stuff XD. Another problem, I made a solar system using the Empty Space world that was made for this mod but every time I try to load it up after removing the initial mods I used to build it. It just auto exits once reaching 100% and says there might be corruption in the files.
GigaCars 17.6. klo 19.16 
manual till someone makes a lua generator or whatever code works to automatically generate it
Haven 17.6. klo 18.03 
Is it possible to random generate a system or do you have to do it manually
GigaCars 17.6. klo 10.53 
double check you don't have any creative settings on or are in creative mode

sounds like you have Invulnerability on
JustDragoon112 16.6. klo 19.54 
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 14.6. klo 18.00 
Will the spawned planets still be able to generate economy stations and encounters and such?
Orion Starhunter 11.6. klo 15.52 
Ah, found it under community content. Thanks so much for your help, greatly appreciate it.
GigaCars 11.6. klo 14.15 
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 11.6. klo 14.09 
Also I already have the empty world and solar system you did but they don't show up on mod option
Orion Starhunter 11.6. klo 14.08 
With solar system how do I delete the default star?
GigaCars 11.6. klo 14.00 
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 11.6. klo 13.58 
@GigaCars already tried this, even went as far as a complete wipe, folders included, and reinstall.
Orion Starhunter 11.6. klo 13.57 
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 10.6. klo 20.00 
try manually adding Real Stars(parent mod to Real Stars) to the modlist
Orion Starhunter 10.6. klo 19.59 
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 10.6. klo 16.30 
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 8.6. klo 2.14 
@Reigdaer Can you explain in more detail what you did? I am facing the same issue.
Reigdaer 31.5. klo 20.29 
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 31.5. klo 20.22 
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 29.5. klo 10.53 
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 29.5. klo 8.32 
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 25.5. klo 12.55 
Was andere Mods betrifft, müsst ihr selbst herausfinden.

Google-Übersetzung, wie beim letzten Mal.
GigaCars 25.5. klo 12.54 
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 25.5. klo 11.51 
echt okay und welches ist damit Kompatible ?
GigaCars 25.5. klo 11.17 
@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 25.5. klo 11.12 
@Echthros ist das normal das Skripte wie PAM nicht mehr funktionieren ?
Mai Cutie 25.5. klo 0.18 
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  [tekijä] 24.5. klo 20.49 
@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  [tekijä] 24.5. klo 20.47 
There are also some premade worlds listed in the description if you don't want to build your own.
Echthros  [tekijä] 24.5. klo 20.46 
@lobbyweltwelt There is an option to change the key bindings in the ConfigSettings.xml.
GigaCars 24.5. klo 12.03 
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 24.5. klo 6.10 
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 22.5. klo 16.07 
this mod doesn't modify speed limit for grids or players

you have a mod conflict
DraRex368 21.5. klo 4.42 
Well @Echthros Your mod is overlaping with speed mods, like no speed limit
Echthros  [tekijä] 19.5. klo 15.43 
@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  [tekijä] 19.5. klo 15.39 
There are instructions for how to set up a world for DS in the mod description.

@DraRex368 It shouldn't.
Jonislavas 19.5. klo 11.22 
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 19.5. klo 8.54 
Its possible your mod affects speed mods?
Echthros  [tekijä] 19.5. klo 0.19 
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 15.5. klo 12.38 
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 15.5. klo 12.02 
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 15.5. klo 9.52 
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 15.5. klo 9.49 
(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 15.5. klo 9.49 
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 14.5. klo 16.51 
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 14.5. klo 14.56 
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