Space Engineers

Space Engineers

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Orbiter Space Engineers Simulator
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Type: Mod
Mod category: Script
File Size
Posted
Updated
461.327 KB
Apr 24, 2020 @ 8:13am
Nov 29, 2024 @ 4:50am
51 Change Notes ( view )

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Orbiter Space Engineers Simulator

Description
This is a continuation of TP & DT mod that adds semi-realistic single-body Newtonian gravity which accurately follows inverse square law and has no cutoff, allowing ships in SE to achieve proper elliptical orbits*.

* with a speed mod, of course, as even on moons orbital velocities lie beyond vanilla speed limit.

IMPORTANT
Do not use this mod together with original TP & DT, as all its functionaly is inlcluded herein.

IMPORTANT
By default SE trash auto-removal system will stop moving grids which are far away from any player. When using this mod, it's strongly advised to disable this behaviour; to do so, open Admin Screen (Alt+F10), select "Trash Removal" in the top dropdown, then choose "Other" in the second dropdown, set "Stop Grids Period" to zero and click "Submit Changes".

IMPORTANT
Currently the mod allows in-game scripts to inspect orbit of any ship in the world.
If not desired, it is possible to restrict scripts to only be able to access allied or neutral grids by opening mod configuration file %APPDATA%\SpaceEngineers\Storage\2072489152.sbm_ose\ose.cfg
and changing <AllowScriptsToInspectOrbitOfAnyShip> from true to false.

IMPORTANT
Like in its predecessor, all thrusters by default produce torque when this mod is used. It is possible to turn torque off by setting <DisableTorque> to true in ose.cfg

Inertia damper modes
In addition to vanilla and TP & DT controls this mod adds a couple of selectable modes for inertia dampers to cockpits and RC blocks:
  • Full stop - a vanilla-like behaviour that will bring ship to stop when active,
  • Circularise - attempts to bring the ship into circular orbit at current altitude while minimising plane change.
These buttons take effect when inertia dampers are enabled and relative damping is not used.

Manoeuvres
The remaining 6 buttons, labelled "Prograde", "Retrograde", "Normal", "Anti-normal", "Outward" and "Inward" will automatically fire engines to perform appropriate orbital manoeuvre. These do not need inertia dampers to be active, nor they require the ship to be oriented in any particular way. Only 1 manoeuvre may be active at a time and it can be cancelled by applying manual thrust or by activating it again.

Companion in-game scripts
At the moment, there are 3 scripts designed for this mod: Graphical Orbit Display, Graphical orbit plane alignment and Orbital autopilot.

Debug commands
The mod provides a very limited way to show ship's orbital elements with the following chat commands:
  • /OSE-Oi 1 - toggles local gravity (g), circular orbit speed (v1) and escape speed (v2),
  • /OSE-Oi 2 - toggles periapsis (PR) and apoapsis (AR) radii, plus time till nearest apside (TtP or TtA),
  • /OSE-Oi 3 - toggles semi-major axis (SMA), eccentricity (e) and orbit period (T),
  • /OSE-Oi 4 - toggles inclination (i), longitude of ascending node (LAN) and ship's current longitude (TL).

The mod also includes a crude orbital alignment aid, which is activated by
/OSE-OA <target-inclination> <target-LAN>, with both angles specified in degrees. Once active, it will display time till the nearest orbit intersection.

Programmable block interface
Click here to see properties and actions this mod exports to Programmable Block.

Licence
This mod and associated in-game scripts are distributed under terms and conditions of CC0[creativecommons.org] licence.
Popular Discussions View All (1)
1
Mar 9, 2021 @ 8:10am
Bug Report
Uncia
370 Comments
Knsgf  [author] Apr 6 @ 12:08pm 
Multiplayer is not and has never been supported.
Knsgf  [author] Feb 28 @ 7:03am 
If torque controls are not shown, then they have been disabled in the config file. See the 3rd "important" section in the description for its path.
MauseLoch9000 Feb 27 @ 12:15pm 
Nevermind it seem to still work but the Thruster Physics and DIfferential Throtteling part seems to be missing now.
MauseLoch9000 Feb 27 @ 12:12pm 
Did this mod get deleted or smth? When activated in any save or server it doesnt do anything anymore.
Ben Jan 15 @ 9:14am 
Also tested it with thrusters on, and even on circularize, and both work just fine. So for anyone who runs in the same issue, it is the main cockpit issue. Good luck!
Ben Jan 15 @ 9:11am 
That seemed to have fixed it, both with man cockpit of secondary ship on, and off. So the main ship or station HAS to have main cockpit on at all times. That is good to know!
Ben Jan 15 @ 9:08am 
Telling the capital ship she was the main cockpit seemed to fixed the issue. Once I am in stable orbit again, I will undock, and redock, making sure the smaller ship is not set as main cockpit (though I will try it with main cockpit as well after just to double check*
Ben Jan 15 @ 9:06am 
The ship is big, but compared to the capital, it isn't even the size of its bridge, I also tested maneuverability, and even have a script that keeps it auto level to the planet (as otherwise, it could tip nose down, causing it to fall), which also eliminates side to side movement almost, if not, 100%. I will the the main cockpit one, removing main cockpit for the secondary ship, and see if that works.
Knsgf  [author] Jan 15 @ 9:03am 
If you have torque on, and the whole assembly is poorly balanced, then the system may not be able to fire engines in the required direction for manoeuvre. Configuring thrusters for off-centre operation (thrust trimming on, control reference in cockpit set to "CoT") can help, but is not guaranteed to fully eliminate this problem.

Also have you set the main cockpit on one of the ships, but not on others? If you did, the code will treat others as rotating engine nacelles, which will worsen maneuverability a lot.