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Star Wars addons

Posted: 08 May 2017 07:25
by Stab74
I don't know man I just installed it a little over a month ago.  Dropped it into my addons folder no problems.  Maybe make sure you have the latest graphic drivers installed for your system and/or delete your cache folder.  When you relaunch SE it will rebuild it.

Star Wars addons

Posted: 09 May 2017 21:41
by geoform
Stab74 wrote:
I don't know man I just installed it a little over a month ago.  Dropped it into my addons folder no problems.  Maybe make sure you have the latest graphic drivers installed for your system and/or delete your cache folder.  When you relaunch SE it will rebuild it.

THANKS DUDE!! i just did what you said: deleted my cache folder...!

Star Wars addons

Posted: 12 May 2017 14:50
by Airea
Is the catalog complete

Star Wars addons

Posted: 12 May 2017 23:14
by Betelgeuze
Airea wrote:
Is the catalog complete

Nope. there missing Star Wars systems such as  Hosnian system /  Hosnian prime and more many systems that are not on catalog

Star Wars addons

Posted: 03 Jun 2017 08:15
by ImperiumAssertor
This is a lovely mod, been playing around with it for a few days. The models are great, I like evillejedi's work. Being the purist I am, I've modded quite a few ships to have 'canonical' acceleration. And as you can imagine, the results are spectacular, and amusing  :)

Take the ISD-II for example, with its acceleration of 2300G, I changed the corrective thruster value to about 22500, giving that same acceleration in-game in m/s. Though it may look and sound ridiculous, this is small change compared to the actual power output of the ship (9e24w.) Assuming an ISD is about 64,000,000 metric tons at a density of 1.2 tons per m3, it would take 1.6e19w to accelerate to 22.5km/s for a second. So that's full forward acceleration, requiring only 0.0017% of the ship's full power. That said, there is a good theory that the ship's thrusters are pushing on hyperspace all the time, somehow, which might also explain how they're able to stop so abruptly. Or perhaps repulsor technology is factoring in somewhere (I suspect it is, why else wouldn't there be manoeuvring thrusters on SW ships.) Whatever the case, I suspect that they operate this way because they don't want to have to hold loads of rocket fuel, or it's inefficient in comparison. Obviously some is used, but that is probably just to aid in forward propulsion, which is the main mode of SW ships. So that might significantly increase the energy requirements of such movement (tapping into hyperspace probably requires lots of power, otherwise the engines wouldn't inhabit such enormous spaces in starships) thus explaining the very low power draw.

Anyway, long story short (that was a bit of a tangent) I'm having a fun time boosting the accel. to canonical levels on most, possibly all, ships. It's kind of amusing sitting a TIE on the ground and then shooting off into space in a matter of seconds lol.

Oh yeah, is anyone thinking of adding any other ships? I'd love to see some of the newer Byss fleet ships, the ones that Fractalsponge has designed, like the Assertor, Fulgor, Secutor, Bellator, new Allegiance model, and so on.

Image

Star Wars addons

Posted: 04 Jun 2017 11:40
by ImperiumAssertor
Oh an another question: when I edit the main thruster values, it seems to have no effect (?). Hover engines work, not sure about retrothrusters, corrective engines certainly work, but changes in thruster values seem to yield no results: the ships are almost always limited to 50m/s acceleration, which is too low for my purposes.

Star Wars addons

Posted: 28 Jun 2017 09:28
by nlb122001
Downloaded space engine recently. Love it but really want the Star Wars add ons. Problem is I have no clue how to do it. I've looked at a lot of these posts but it's like trying to read a foreign language. Could anyone give me a step by step in a 'space engine for dummies' language? Thank you in advance!

Star Wars addons

Posted: 28 Jun 2017 11:07
by Stab74
Download any of the three paks from the links in the original post under "Update for 0.9.8.0 and upper".  They will be in .pak format.  You don't have to extract them.  Just find the "addons" folder under your SpaceEngine install folder and just paste them in there.  That's it.  In game click the little ship icon on the left and click the "build" button.  You'll find them in there.

Star Wars addons

Posted: 28 Jun 2017 19:29
by Mr. Abner
ImperiumAssertor wrote:
Oh an another question: when I edit the main thruster values, it seems to have no effect (?). Hover engines work, not sure about retrothrusters, corrective engines certainly work, but changes in thruster values seem to yield no results: the ships are almost always limited to 50m/s acceleration, which is too low for my purposes.

Are you sure you are editing the correct parameter? I just changed my ISD main thrust to "60" from the default "50", and now it does maximum acceleration at just over 6g rather than the previous just-over-5g.
MainEngines  is the actual parameter to adjust.
However, I would like to know the difference (if any) between "CorrEngines" and "TurnEngines". Is this just a difference between rotation and lateral movement? One would assume that the same thrusters are being used to perform both jobs, just in different combinations. And I can see how one set of numbers would be in degrees per second per second, and the other in meters per second per second, but still... the same engines doing a different job. I think we should have one or the other.

-Alex

Star Wars addons

Posted: 15 Jul 2017 17:18
by ImperiumAssertor
Mr. Abner wrote:
Source of the post However, I would like to know the difference (if any) between "CorrEngines" and "TurnEngines". Is this just a difference between rotation and lateral movement? One would assume that the same thrusters are being used to perform both jobs, just in different combinations. And I can see how one set of numbers would be in degrees per second per second, and the other in meters per second per second, but still... the same engines doing a different job. I think we should have one or the other.

I am pretty sure they already do their own job, though I haven't tried it...
And yeah, I was editing the correct parameter... Maybe I wasn't saving it properly or something? I've just been using corr. engines, it's a lot easier to manoeuvre with them it seems.

Star Wars addons

Posted: 16 Jul 2017 12:14
by ImperiumAssertor
Yeah, I tried it again - still doesn't work for the ISD-II. Weird. I edited the thruster value on the Millennium Falcon and it worked first time...

I did change the retrothruster value as well, and that worked as well as the corrective thrusters. But the forward thrusters remain capable only of a 5.1G acceleration or so, which is too slow.

Star Wars addons

Posted: 17 Jul 2017 00:03
by Mr. Abner
Very strange. Do you edit the file in the .pak file, or have the extracted .sss file?

Star Wars addons

Posted: 10 Sep 2017 07:57
by RockoRocks
This is great, I'm glad to see some of my work has lived on in the new forums, thank you guys so much for keeping this alive!

Star Wars addons

Posted: 17 Sep 2017 10:03
by Phunnie
This mod is amazing!

Star Wars addons

Posted: 10 Oct 2017 13:34
by funsihd
I wanna fly through an entire star wars galaxy!