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
698.931 KB
Sep 23, 2021 @ 4:26am
Nov 22, 2024 @ 9:35pm
46 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 (11)
4
Jun 17, 2024 @ 1:09pm
Possible to change gravity radius?
ФBOMBREDEEMERФ
9
Jan 17 @ 1:26am
Orbital paths not shown on screen
BoB
10
Oct 16, 2021 @ 5:02am
Possible bug
Wolfeman
656 Comments
PeterRabbit Apr 15 @ 8:22am 
@aTruckgril Beverly: Please understand that mod creators are doing this for free in their own free time. If you want mod creators to care about your problems and fix them, maybe treat them with kindness and respect, instead of posting long tirades about censorship and drowning out other people's comments.
Kill3rCat [1st FORECON] Apr 5 @ 10:28pm 
@aTruckgril Beverly; I have to be honest, regardless of mod issues, you seem a bit unhinged
@aTruckgril Beverly thats cool and all but can you not make this all about you. I'd like to get a response to my issue as well
im having an issue with the gps coordinates not disappearing if the grid gets destroyed
Kill3rCat [1st FORECON] Mar 25 @ 2:09am 
Well we don't really care about the character walking lol
PeterRabbit Mar 25 @ 1:08am 
The game gets really confused about the player walking around in extremely low gravities, so there's probably a good reason to keep that cutoff.
Kill3rCat [1st FORECON] Mar 24 @ 11:21pm 
It seems one major limitation of this mod is that due to gravity not having any effect < 0.05g, higher orbits and highly elliptical orbits are not possible to achieve.

The other orbital mechanics mod uses its own code to apply forces instead of relying on vanilla gravity; have you considered this approach? Alternatively I wonder if it would be possible for a plugin to change the minimum gravity value.
Gauss Mar 11 @ 10:45pm 
the override max speed doesnt work, i do have changed the values in the xml
C1MA Mar 8 @ 10:20pm 
am i tweaking or this mod messes with plates gravity
Andrew900460 .;UbErZ;. Jan 24 @ 6:13am 
This is something I've always wanted to do in this game.