Space Engineers

Space Engineers

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Real Orbits
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Type: Mod
Mod category: Script, Character, Planet
Tags: hud
File Size
Posted
Updated
679.522 KB
Sep 22, 2021 @ 9:26pm
Apr 24 @ 4:31pm
41 Change Notes ( view )

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Real Orbits

Description
Ever wanted to put a relay satellite in orbit? Rendezvous with a moving space station? Drop from an orbiting flagship in a lander? Well now you can!

With this mod you will have the tools to set your grids up in stable orbits around planetary bodies while visualizing the orbit and its relevant info.

What This Mod Does
1. Override gravitation falloff for all newly created planets to 2 (inverse square falloff with distance) so that orbits are possible. This will not affect planets that were created before the mod was added. (Now affects all planets.)
2. Override your global maximum speed to whatever you want to allow you to to move fast enough to achieve stable orbits.
3. Circumvent grid stopping mechanism that normally prevents unmanned ships from attaining stable orbits (normally grids will get stopped by the engine after 15 mins and then plummet to the surface).
4. Display orbit info to players' screens to allow them to effectively set up their orbits.
5. Display apoapsis (highest point in orbit) and periapsis (lowest point in orbit) in world as GPS markers.
6. Display orbit paths in world (drawn ellipse).
7. Display orbiting grid positions as GPS markers to mark where the grids currently are in their path to allow for rendezvous.

* All of these mechanics are fully customizable and togglable in the associated config file.

Displayed Info
Orbital info drawn to the screen is presented as follows:

<orbit_state>
Periapsis: <periapsis_height> <time_to_periapsis>
Apoapsis: <apoapsis_height> <time_to_apoapsis>
e: <eccentricity> i: <inclination> T: <orbital_period>

<orbit_state>: Indicates the state of the orbit (decaying, escaping, or stable).

<periapsis_height>: The lowest point in the orbit (relative to the planet's core).

<time_to_periapsis>: How long it will take to reach the periapsis.

<apoapsis_height>: The highest point in the orbit (relative to the planet's core).

<time_to_apoapsis>: How long it will take to reach the apoapsis.

<eccentricity>: How circular/oval the orbit is. Values close to 0 are more circular. Values close to 1 are more oval. Values above 1 will escape the gravity well entirely.

<inclination>: The angle of the orbital plane relative to the planet's poles (will be near zero when orbiting the equator).

<orbital_period>: The total time it will take the grid to orbit once.

Controls
Ctrl+O: Toggle Orbit Info Display
Shift+O: Toggle Orbit Path

Config Setup
This mod can be customized by making use of the Config.xml file that generates once the mod is loaded. Loading a file with this mod active creates a Config.xml file inside of the save folder (...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\2609118808.sbm_RealisticGravity). You can edit the values in this file to change those values in game after loading back into the save.

Setup Steps:
1. Subscribe to the mod
2. Add mod to world
3. Load into world once to generate the Config.xml file
4. Exit world
5. Make changes to the Config.xml file at above location
6. Load back into world to see changes

Config Values
https://steamcommunity.com/workshop/filedetails/discussion/2609118808/3112542578505238970/

Other Notes/Recommendations
1. Once a grid's orbit is set up, it should be reasonably stable, but you may still crash into an asteroid depending on its path. You may want to play with lower asteroid density or with no asteroids to avoid this. However, it is possible to orbit even with the highest asteroid density; just more dangerous.

2. You will almost certainly need to play with a higher max speed to achieve stable orbits. A max speed to 1000 m/s should allow for most orbits around vanilla planets.

3. This mod does not cover proper predictive pathing for a grid under the influence of multiple gravitational fields or transitions between different bodies (like you have in KSP).

4. Only planets with a gravity falloff of 2 will be considered valid targets to orbit as no other value will allow for stable orbits.

5. Grids not under the influence of any gravity well or on the surface of a planet cannot be considered in orbit, and will not be tracked or have any info displayed.

6. I'm not planning on adding any new major features at this time, but I will fix any bugs/crashes that people find. So make sure to let me know in the comments if anything seems buggy.



Try with Preset Star System
Vanilla Planets: https://steamcommunity.com/sharedfiles/filedetails/?id=2724315617
Vanilla Planets (x2 size): https://steamcommunity.com/sharedfiles/filedetails/?id=2724371901

Try with "Kinetic Devastation" Mod!
https://steamcommunity.com/sharedfiles/filedetails/?id=2649159807

Other Mods:
https://steamcommunity.com/id/adrsquared/myworkshopfiles/?appid=244850

Join My Discord for Mod Discussion and Bug Reports
Mods by Echthros[discord.gg]

Support Future Mods/Updates
[ko-fi.com]
[www.paypal.com]
Popular Discussions View All (10)
4
Jun 17 @ 6:09am
Possible to change gravity radius?
ФBOMBREDEEMERФ
10
Oct 15, 2021 @ 10:02pm
Possible bug
Wolfeman
7
Feb 18, 2023 @ 11:19pm
Orbital paths not shown on screen
BoB
603 Comments
LiterallyBeenVibing Jun 11 @ 9:19pm 
what if, hear me out babe, some sort of addon to make it work better with aerodynamics because that increased range of the atmosphere it still has that aerodynamic effect even far out in space near astroids
TwinIndifferent Jun 8 @ 1:38am 
Greetings again! Is there any news with letting player to not always face planet with legs while on orbit? Had to use Orbiters mod for proper zero-G and ability to walk on ring station...
rhubbard Jun 1 @ 7:51pm 
I'm having the same issue as below; the moon i am on now has a different center of gravity now. I've made the change on the script EnforceSingleGravityWell to false, exited SE, reopened and still having the issue. I also do not have the hud display or path lines with ctrl/shift + o
Mad_Hat May 30 @ 6:24pm 
@Wish Dragon
You could use this https://steamcommunity.com/sharedfiles/filedetails/?id=567481214 script to keep your ship perpendicular to the gravity field. This one in particular works by using a block group you set up that has a control block(remote\cockpit\seat\helm) and some gyros.
Wish Dragon May 29 @ 10:27pm 
Can orbiting grids be made to rotate such that they're locked with the planet they're orbiting via script or some other automatic method? I'm trying to think of a way to achieve it with gyro overrides, but can't figure out how it would be done without extensive trial and error
Cristo Asrihell May 29 @ 4:03am 
Funciona con planetas ? se puede hacer que los planetas se muevan ?
Falcon_Flyin_High May 28 @ 12:37pm 
Added this mod after planet creation and now with the update it works great! Nice work Echthros!
PeterRabbit May 6 @ 10:16pm 
@some British guy: Planets/moons do not actually move. This mod is entirely about making sure the gravity falloff of planets is 2, and providing useful information to help you maintain an orbit. It does not actually change orbital mechanics, nor allow planets/moons to move.
some British guy Apr 29 @ 3:47am 
if a moon is orbiting a planet. could it be possible to say... knock it off course?
TardisITguy Apr 27 @ 12:00pm 
I'll look for that, but I solved it with gyro overrides. But I'll look for the leveling script anyway. might be easier. :)