Space Engineers 2

Space Engineers 2

Will this game have planets rotate around the sun?
hi, i played space engineer too much in the past, but not too much enough, i was wondering in this space engineer wether planets would rotate around the sun or not
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Showing 1-15 of 18 comments
Dan2D3D  [developer] Apr 19 @ 3:48pm 
Hi, they did not talked about that so not sure on what it will be and Planet testing is not ready yet but we can see their progress in the "News" link on top of the Forum.

We are now at testing creative mode features (space only) to report suggestions so they can make it better, next testing will be tools for Modders so VS1.5, after that will be to VS1.6 add and test players suggestions and later will be VS2 Planet and survival testing.

Roadmap testing details is on the Official SE Website, this link add an arrow next to current testing :

https://2.spaceengineersgame.com/roadmap-2/#current


I must say the rotating GIF we see when Lodaing is intriguing but not sure if related = ??
https://steamcommunity.com/sharedfiles/filedetails/?id=3460357546



___
EDIT Note

In case some don't know me I must specifiy :

-> I am not a SE Dev but forum Moderator community helper/game tester and I help the SE community since 2013 because it's my Favorite Sandbox game on Steam, and they gave me the [Dev] Tag so I can be admin of the Workshop to help more.
Last edited by Dan2D3D; Apr 19 @ 4:01pm
oh neat.
ok, i checked the roadmap and ... none really speak about the Orbit ( i found the word finally), but also... there is no weaponry on the roadmap
Dan2D3D  [developer] Apr 19 @ 4:54pm 
Weapons will be added at some point, we already have hand gun to test the new destruction and gatling gun for ships but those are not operational at the moment, they will surely add more weapons when enemies will be ready for testing that may be in the survival testing.
Originally posted by ZoraergazU:
hi, i played space engineer too much in the past, but not too much enough, i was wondering in this space engineer wether planets would rotate around the sun or not
I agree with you. I also have more than a thousand hours playing Space Engineer with all the DLCs. However, my biggest complaint about the game was that it did not follow the rules of physics with regard to planets, asteroids, or the sun.

If Space Engineer 2 does not include both orbiting and rotating planets, then I don't see any reason to buy the game. It makes it a seriously flawed game when Space Engineers can't even get the basic physics of space right. Even after their second attempt.
Nips Apr 30 @ 12:27pm 
Originally posted by Alaskan Glitch:
Originally posted by ZoraergazU:
hi, i played space engineer too much in the past, but not too much enough, i was wondering in this space engineer wether planets would rotate around the sun or not
I agree with you. I also have more than a thousand hours playing Space Engineer with all the DLCs. However, my biggest complaint about the game was that it did not follow the rules of physics with regard to planets, asteroids, or the sun.

If Space Engineer 2 does not include both orbiting and rotating planets, then I don't see any reason to buy the game. It makes it a seriously flawed game when Space Engineers can't even get the basic physics of space right. Even after their second attempt.
"There's no sound in space! :steamthumbsdown:" type of guy
Dan2D3D  [developer] Apr 30 @ 1:08pm 
I recommend to share your opinion about the game, not opinion about members.

All can share their opinion about the > Game <, negative or positive we must respect all opinions on the game.
Originally posted by Nips:
"There's no sound in space! :steamthumbsdown:" type of guy

please dont do this in forum, it make you looked like a fool
Originally posted by ZoraergazU:
hi, i played space engineer too much in the past, but not too much enough, i was wondering in this space engineer wether planets would rotate around the sun or not

In my opinion, Its safe to assume it will never be...
This feature better leave it to the Modders just like in SE1...
As KSH, stated they will remain stick to the core game they have...

1) Its possible the Vrage3 can't handle it, so they never commit that...
2) Or its doable but they pay much performance for that, making it a gamble...
3) Not everyone have has decent Rig to handle the new requirements for that...

Not to mention, the both SE1 and SE2 are full of DLC cry babies who doesn't understand why it was there... then what? expect a feature from games like Starcitizen?

I trust KSH will deliver the game along with road-map and timeline they have establish, after that they can explore with wider perspective in further Enriching the game...

Originally posted by Alaskan Glitch:
Originally posted by ZoraergazU:
hi, i played space engineer too much in the past, but not too much enough, i was wondering in this space engineer wether planets would rotate around the sun or not
I agree with you. I also have more than a thousand hours playing Space Engineer with all the DLCs. However, my biggest complaint about the game was that it did not follow the rules of physics with regard to planets, asteroids, or the sun.

If Space Engineer 2 does not include both orbiting and rotating planets, then I don't see any reason to buy the game. It makes it a seriously flawed game when Space Engineers can't even get the basic physics of space right. Even after their second attempt.


Its better you play Starcitizen, If you willing to PLEDGE* and to pay $100.00 Usd for your first* STARTER SHIP* for the sake that Planets and moon are orbiting in the game...

Last edited by CrimsonKNight_05; Apr 30 @ 7:41pm
Originally posted by CrimsonKNight_05:
Originally posted by ZoraergazU:
hi, i played space engineer too much in the past, but not too much enough, i was wondering in this space engineer wether planets would rotate around the sun or not

In my opinion, Its safe to assume it will never be...
This feature better leave it to the Modders just like in SE1...
As KSH, stated they will remain stick to the core game they have...

1) Its possible the Vrage3 can't handle it, so they never commit that...
2) Or its doable but they pay much performance for that, making it a gamble...
3) Not everyone have has decent Rig to handle the new requirements for that...

Not to mention, the both SE1 and SE2 are full of DLC cry babies who doesn't understand why it was there... then what? expect a feature from games like Starcitizen?

I trust KSH will deliver the game along with road-map and timeline they have establish, after that they can explore with wider perspective in further Enriching the game...

Originally posted by Alaskan Glitch:
I agree with you. I also have more than a thousand hours playing Space Engineer with all the DLCs. However, my biggest complaint about the game was that it did not follow the rules of physics with regard to planets, asteroids, or the sun.

If Space Engineer 2 does not include both orbiting and rotating planets, then I don't see any reason to buy the game. It makes it a seriously flawed game when Space Engineers can't even get the basic physics of space right. Even after their second attempt.


Its better you play Starcitizen, If you willing to PLEDGE* and to pay $100.00 Usd for your first* STARTER SHIP* for the sake that Planets and moon are orbiting in the game...


I agree. i also enjoy Universe Sandbox, orbital dynamics can add a HUGE computational overhead. That sim can get REALLY slow, and it does not take a lot of bodies in the system.

Orbiting around the sun sounds great in theory. I'd like it too, but It gets complicated once those planets start colliding. The new impacts in Vrage3 are nice, but i don't think that will scale up to full planetary collisions easily.

Even if a modder could get Vrage3 to do it, they would probably need a lot of gpu's to pull it off.
but maybe the planets could just go on non simulated pre-set elliptical paths around a sun, as to prevent collisions between planets and moons.

I believe in SE1, the planets just sat there, not moving anywhere. Just rotating. They could at least animate it on an elliptical path.
Originally posted by CrimsonKNight_05:
Originally posted by ZoraergazU:
hi, i played space engineer too much in the past, but not too much enough, i was wondering in this space engineer wether planets would rotate around the sun or not

In my opinion, Its safe to assume it will never be...
This feature better leave it to the Modders just like in SE1...
As KSH, stated they will remain stick to the core game they have...

1) Its possible the Vrage3 can't handle it, so they never commit that...
2) Or its doable but they pay much performance for that, making it a gamble...
3) Not everyone have has decent Rig to handle the new requirements for that...

Not to mention, the both SE1 and SE2 are full of DLC cry babies who doesn't understand why it was there... then what? expect a feature from games like Starcitizen?

I trust KSH will deliver the game along with road-map and timeline they have establish, after that they can explore with wider perspective in further Enriching the game...

Originally posted by Alaskan Glitch:
I agree with you. I also have more than a thousand hours playing Space Engineer with all the DLCs. However, my biggest complaint about the game was that it did not follow the rules of physics with regard to planets, asteroids, or the sun.

If Space Engineer 2 does not include both orbiting and rotating planets, then I don't see any reason to buy the game. It makes it a seriously flawed game when Space Engineers can't even get the basic physics of space right. Even after their second attempt.


Its better you play Starcitizen, If you willing to PLEDGE* and to pay $100.00 Usd for your first* STARTER SHIP* for the sake that Planets and moon are orbiting in the game...
That is a shame. Because, as you pointed out, they already have both rotating and orbiting planets in SE1 using mods. Specifically:

https://steamcommunity.com/workshop/filedetails/?id=3351055036

Which means that the game can incorporate basic orbital mechanics into the base game easily, particularly when starting from scratch with SE2. Which means that the developers intentionally chose not to incorporate rotating or orbiting planets.

A game that claims to be about space engineering should at least incorporate the basic mechanics of space. Otherwise it really isn't about space or even engineering.
Originally posted by pete1051:
I agree. i also enjoy Universe Sandbox, orbital dynamics can add a HUGE computational overhead. That sim can get REALLY slow, and it does not take a lot of bodies in the system.

Orbiting around the sun sounds great in theory. I'd like it too, but It gets complicated once those planets start colliding. The new impacts in Vrage3 are nice, but i don't think that will scale up to full planetary collisions easily.

Even if a modder could get Vrage3 to do it, they would probably need a lot of gpu's to pull it off.
It doesn't need to be an N-Body simulator like Universe Sandbox, and the number of objects orbiting and rotating can be limited to only the larger planets (those objects that have achieved hydrostatic equilibrium). It doesn't even need to handle collisions. Two objects that collide can simply bounce off each other to limit the number of objects.

The important part is the orbit and the rotation of the planet. When flying from one planet to another, knowing the orbit of your destination is important. It is not going to be a static distance away, like it is currently being depicted in both SE1 and SE2.

Mars, for example, is 34.8 million miles away from Earth at its closest approach, and 250 million miles away at its furthest distance from Earth. That 215.2 million mile difference is significant, not only in the cost of fuel, but also in the time it takes to reach that destination.
Last edited by Alaskan Glitch; May 1 @ 7:47am
The first issue is even if procedurally generated, they are voxel compounds/objects. These are always calculated and intensive. That is the main point of contention. This would still allow rotation or close satellite orbits but causes issue on lower ends. Isolating them to larger ones (and those without much to any like a gas giant.) would solve that problem but be limited to smaller bodies outside of that which don't involve much for explorative means at the moment.

The second issue is since like S.E I they tend to show off a hand-made approach than making reference models like that and able to adjust it in a procedural manner. the flight paths and any external interactions would freeze your system. There are solutions and alternatives however.

My personal fav and most performance friendly (albeit limited) is proxies.
You have your normal voxel planets, moons, and giants. (Both ice, gas, and super-voxels) These planets will then be taken to extreme distances outside the rendering space. Take the equivalent of 47 AU but in space engineers. That should be somewhere around 7 billion kilometers away. Then from this the developers could craft a solar system that doesn't render voxels or anything actively but passively. Lowering the performance load. This would not only allow rotation of celestial bodies, as well as any orbital path with minimal slow downs, but also flight trajectories and alterations. With proxies it is effectively a texture map based on the real body elsewhere, and therefore it is fixed to the original appearance even if you have a ton alterations on it.

The followup solution to the proxy plan would then be reference. If you could overlay over the proxy a periodically updating map, then large enough alterations would move the proxy. If enabled even, then it would be possible to create (although needing mods.) propulsion that could manually adjust the characteristics of the worlds in question. By proxy and through modding, if you adjusted atmospheric characteristics such as making the sky hyper dense and green, the proxy would just be a green gas giant, or in other cases could be used to ram into the sun. Then you have "teleports" that take you to the real world, while proxies orbit around it and coinsides with the day/night cycle for rotating/spinning worlds. The only fault: even with asteroids colliding with a planet and being visible, there are no reference calculations to generate craters and damages to them. (It would demand a new system implemented just for that. But I view it as fixable by just doing fancy effects then generating at point of impact between a 303 meter across crater to an entire mountain random generation. To solve voxel load bumping your save file, it could be relatively trimmed despite the extra voxels being calculated.)

I do not think the devs would do that, but parts of this solution is already in the original space engineers. It is just called realistic solar systems mod. It uses proxies and long planet distances to provide the illusion of actual deep space solar systems with physical properties, procedural ore generation at times, day/night cycles with a real and damaging star, and heightened speeds and gravity wells. If you are outside the flight path, isn't heading towards you, or you fail to hit it via the side, you'll overshoot it and never reach the teleport radius to get to the real voxel world. You can have hundreds of these before hitting a negative sim speed or direct performance faults.

This engine should be able to handle it, but in terms of development time and all, it'll probably be lacking. In official development it'd be easier to make 19KM moons that orbit around a star, which is still a marked improvement though.
Originally posted by Alaskan Glitch:
A game that claims to be about space engineering should at least incorporate the basic mechanics of space. Otherwise it really isn't about space or even engineering.

Funny thing is, Even without Planets and Moon orbiting, Still the game is fitting to be called "Space Engineers" with game's current features. :steamhappy: :steamhappy: :steamhappy:

Most people will agree with that... majority of the people here, including all its devs.

Just grab the mod, and Godbless having it updating it time to time.
I like it, but don´t play it at the moment due to the lack of content. But following for sure
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