Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
While I've got you, re: the thread on Asteroid Filter: Gravity - any details on how the gas giants' rings interact with the various Asteroid Filters?
1. Do the "Asteroid Filters" plugins have any effect on the Gas Giant rings' asteroids, or are they completely separate?
2. In particular, does Asteroid Filter: Grid Speed affect the rings? Playing with Real Orbits, i'm strongly suspecting asteroidal rings would be a no-go at orbital velocities if not 😅
3. How does the game-global 'asteroid density' setting from vanilla affect both of these together?
4. Does the "no astroids anywhere except the rings" feature of this mod work, or should that be avoided? (just out of curiosity; it feels redundant)
You can take a look at the Trithorne Cluster world if you want to see a few gas giants with rings that have been tuned.
Also, the Default3 ring skin looks much better with a much thinner ring (<RingOuterScale> is low).
(Started with Vanilla Systems , added a single default gas-giant using the editor, then turned on its rings. I've also tried switching to an external mod's ring-skin and/or planet-skin, and it seems to be about the same.)
If it's engine-limitation, any tips for making it look as attractive as possible within the limitations? (=
https://steamcommunity.com/sharedfiles/filedetails/?id=3383344802
but send Ech the log so he can try and look into it