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Usually if you fly from the earth to the moon you will find the asteriods. Also there is no belt that I ever knew of in 2000+hrs. What I usually do is bring the ship to full speed then hit Z and turn off dampners. Save fuel just set a toolbar key to turn off thrusters. Why burn fuel when not needed right. I will admit that we always play with a speed mod so we are able to move at about 300ms instead of default. Perhaps that is something to try.
@Whiplash711: Maps ARE static. I can write down coordinates of ore on asteroids, start up a new game with the same settings and see the same asteroid with same ore deposit. There is some debate that the ore type changes if you go a long distance and time away and then return. All games start with the same seed value.
each celestial body ( asteroid, moon, planet ) has a SEED. Each world/save/map ( whatever u wanna call it ) has an XYZ grid system in it.
If you pick one of the pre made starting maps, such as "solar system" then your coordinates and planets will be exactly the same as everyone else who picks "solar system". Same for the base starts like easy earth start or moon start or rival platforms or whatever. Asteroids moons etc will all be same because of the same starting seeds and alignment on the underlying world grid ( the gps zyx coords )
If you want to make a unique one, then start a empty universe and place down your own planets and moons, with their own unique SEED values. Then not only will your planets be uniquely placed inside of the world itself, but each individual planet/moon/asteroid will be procedurally generated from a UNIQUE seed which results in a totally unique creation.
Also, seeds are transferrable from one save to another. If everyone reading this creates a world with the seed "syroth", and of the same size ( forgot to say this above but its kinda obvious ) then we'll have identical planets/asteroids/moons generated.
Dont forget, the GPS coordinates would be different, unless you place the planet on the EXACT same spot. For example, one time i accidentally deleted a planet ( ctrl x will del a planet FYI ) what I did to fix this was look at an older save config file, find the XYZ ( aka gps ) coords of where the planet WAS, and I spawned in a new planet the default seed very close to that, then saved and closed the game so I could set the ZYX coords to be the exact same as in the older save.
When i next loaded, i had the planet back to how it was and all my bases fit just fine. fwiw i forget if voxel changes ( holes ) were retained or not.. they are stored as a separate file from teh planet itself but thats a whole other discussion.
Oh and final thought, there are some seed values you can only set in the world config files themselves... like the asteroid spawning for example. This would be different from the per-asteroid seed you set whilst spawning a new roid via the in game menu. So if you wanna adjust that then you need to notepad-edit the sbc files
In the save folder for a given world, locate the "sandbox_config.sbc" and in that file search for "seed" you will find the following lines
<ProceduralDensity>0.35</ProceduralDensity>
<ProceduralSeed>0</ProceduralSeed>
Those two are the defaults. .35 represents "normal density" inside the in-game world options
If we both set the same density, procedural seed, and place the same sized planets at the same exact coordinates then we will have the same planets and asteroids at the same locations.
NOTE: The individual seeds of the planet or roid or moon doesnt effect the PLACEMENT or ARRANGEMENT of procedurally generated objects in teh world. The SIZE can though... lets say you have a full size planet and I make the smallest one possible, but both are in the same EXACT location... One of us will have empty space at a coordinate where the other will have part of the planet. In this case, the person with the smaller planet will have asteroids generated in the empty space, which is occupied by the larger planet in the other persons world.
I think I broke all this down enough so that even one totally unfamiliar can follow how this works. Anyone can feel free to ask me questions
So far ive built a ship representing current avalible earth technoligy with working spin gravity and equipement to mine asteroids.
yes there are many asteroids in SE but these dont represent REAL asteroid mining locations.
The point is to successfully get your equipement and crew safely to the Asteroid Belt, mine materials to fill up cargo holds, then return to Earth to cash in........ keeping the crew healthy under 1G gravity so that they may enjoy their profits once back on Earth.
pardon spelling, iv been using spell checkers for the last 30 years and am now unable to properly spell, the Steam software blocks spell checker
Perhaps consider some lunar trips? Many moons hold some rarer resources that do not spawn on planets. This is nice because on your way to and from moons, you are going to pass MANY asteroids!
Keep in mind the range of any ore detectors you may use! There are also many mods to extend the ranges of ore detectors... many of us veteran players feel the small grid ore detector ranges are terrible and useless for asteroids.
The default detector ranges, even for a large grid size, cant always penetrate to the interior of an asteroid. So in vanilla game play, sometimes you have to drill a tunnel into a roid before you can be sure you scanned all of it... and even determining if you NEED to tunnel in can be a pain - like i mean having to figure out the diameter and then guess if your scan can reach through it all or not.
Anyways, Space Engineers is alotta fun so please have fun and enjoy! Also check out the discord! Heres a invite, valid for 24 hours https://discord.gg/AyRqDa Although you can easily find and join it at any time, just a quick google search away!
https://www.reddit.com/r/spaceengineers/comments/9175ds/what_are_the_gps_coordinates_for_the_planets/
Space Engineers
---------------
Default Planet/Moon Positions
-----------------------------
GPS for centres of bodies
-----------------------------
GPS:Earth:0:0:0:
GPS:Moon:16384:136384:-113615:
GPS:Mars:1031072:131072:1631072:
GPS:Europa:916384:16384:1616384:
GPS:Alien:131072:131072:5731072:
GPS:Titan:36384:226384:5796384:
-----------------------------
GPS for midpoints between planets
---------------------------------
GPS:Earth-Mars-Midway:514800:66300:816000:
GPS:Mars-Alien-Midway:578900:147800:3679500:
GPS for midpoints between edges of gravity wells
------------------------------------------------
GPS:Earth-Moon-Midway:11970:103190:-85460:
GPS:Mars-Europa-Midway:942370:42490:1619730:
GPS:Alien-Titan-Midway:54200:208200:5783400:
--- Default Earth Base
GPS:EarthEasyStation:53560.14:-26724.91:11924.63:
@Rox : I've seen this list of GPS before and use it myself, but I haven't seen a source of this document.
Hoping you are mathematically hobbied.
The midpoint between edges of gravity wells for Earth-Moon is not the same vector as centers of Earth-Moon. I thought it would be the same vector. Why is that? Or am I misinterpreting the data?
The "Earth-Mood-Midpoint" is not midpoint either.
Also, those numbers are from the custom game starts (like "Star System") and can potentially be different depending on each custom game start in the future.
- Go to the directory of your saved game. For example, if you named your game "MyCurrentGame" then the directory would be something like: "C:\Users\Pembroke\AppData\Roaming\SpaceEngineers\Saves\7656756834967396991\MyCurrentGame". The user name ("Pembroke") is your Windows user name and the number ("765...") is a unique id and will be something different for you.
- Just for extra caution, from that directory copy the file "SANDBOX_0_0_0_.sbs" to somewhere else. You may not want to accidentally edit your actual save game data...
- Open the copied file in any text editor. Notepad will do if you've nothing else.
- Find the planets/moons you're interested in by searching texts "EarthLike", "Moon", "Alien", "Titan", "Mars", and "Europa". If you're using some modded planet then search for the name of that or if you don't know it then just scroll down the file until you find it.
- The position data of the planet is the very next definition block after the name of the planet. For example, "Mars" looks like this:
...
<Name>Mars</Name>
<PositionAndOrientation>
<Position x="900000" y="0" z="1500000" />
...
Meaning that the GPS of Mars in this particular save game (I'm using here the vanilla game "Star System" start) is "GPS:Mars:900000:0:1500000"
Now, do note the difference to Rox's position of Mars even if we both used the Star System start. The reason is that Rox's GPS markers are to the center of the planets or likely as near as he measured it. The GPS coordinates in the actual game file are how the game itself positions the planet, meaning it's the "zero-corner" of the bounding box of the planet, and thus lies a bit to the side of the planet in orbit. However, for in-game reference and for jump drive purposes it works well enough.
The advantage of looking up the coordinates directly from the SBS save game file is that no matter which custom start you used, or which modded planets you added, or even if yourself plonked down the planets on random places, you will find their positions in that file.
Just beware of spoilers when browsing that file because it also contains the positions of trade stations, pirate bases etc which you may or may not want to leave an unknown to you...
Are you saying it's a long way off the line ? those gravity well midpoint positions are not precise, they had to be determined by eye rather than arithmetically - they're basically just convenient points to set as jump drive destinations or station positions.