Ultimate space simulation software

 
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29 Feb 2020 09:34

Btw, Pufir and Holl shouldn't be orbiting each other.
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PlutonianEmpire
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05 Apr 2020 15:27

Can it work in reverse too, from SE to US2?
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miniluv73
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06 Apr 2020 09:29

Wow SFGameZ64, this is great! Do you think this can be used to implement spacecraft orbits into SpaceEngine?
"I'm sure the universe is full of intelligent life. It's just been too intelligent to come here."
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SFGameZ64
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06 Apr 2020 10:37

PlutonianEmpire wrote:
Can it work in reverse too, from SE to US2?

I would like to do that in the future, but it doesn't right now. It's more complicated than US2 to SE for a number of reasons, the biggest being the math, and the second being that US2 .simulation files are HUGE and have a lot of information that can't be "calculated" from a .sc file. I'm sure I could come up with something. Maybe while we're in quarantine I'll start looking at this. 

miniluv73 wrote:
Wow SFGameZ64, this is great! Do you think this can be used to implement spacecraft orbits into SpaceEngine?

Hmm it depends on what you mean by this question. I guess if you put a small object in US2 that represents a "spacecraft" (they don't have spacecraft in the game), you could use this to convert it's orbit to SE, then if you have a spacecraft model you could edit the .sc file to show the model. 
Actually my solar system generator can generate spacecraft around planets. This is what it looks like in a .sc file if you're interested:
Spacecraft "Ship Name"
{
 Model "file path leading to .sss file"
 ParentBody "Parent Name"
 Orbit
 {
 Normal Orbit Stuff
 }
}
Better known as Seth Fusion
A little generator I made - http://forum.spaceengine.org/viewtopic.php?f=3&p=27881#p27881
 
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earth
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30 Apr 2020 08:06

can you make it more accurate
 
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SFGameZ64
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30 Apr 2020 13:34

earth wrote:
can you make it more accurate

I would love to, but I simply don't have the know-how. I spent probably 20+ hours just working on trying to figure out binary orbits and honestly don't know how to do it. Everything else is just about as accurate as it possibly could be, because the math is pretty standard. Aside from axial tilt, which I also don't know how to do yet. 

When my college campus opens back up, I'll look to some of my old professors to help fix the binary/axial tilt equations. So it probably won't be for a while. 

For now, my only advice is to use this as a starting point. It creates all of the major code for you that Space Engine needs to load your system. It is super simple to open up the .sc file to edit a few values. At least it's much simpler than creating the whole .sc file from scratch. 
Better known as Seth Fusion
A little generator I made - http://forum.spaceengine.org/viewtopic.php?f=3&p=27881#p27881
 
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earth
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30 Apr 2020 13:55

a star
Attachments
Star.sc
a star
(173 Bytes) Downloaded 38 times
 
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SFGameZ64
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30 Apr 2020 14:00

earth wrote:
a star

I'm sorry, I don't understand what this is for. It doesn't look like it came from my program. 
Better known as Seth Fusion
A little generator I made - http://forum.spaceengine.org/viewtopic.php?f=3&p=27881#p27881
 
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earth
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01 May 2020 13:46

SFGameZ64 wrote:
earth wrote:
a star

I'm sorry, I don't understand what this is for. It doesn't look like it came from my program. 

it is for making a custom star system i made the script all by myself check out Anton's video on how to make a star system https://www.youtube.com/watch?v=Ieyip5xbfVw
 
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04 May 2020 04:49

earth wrote:
SFGameZ64 wrote:
earth wrote:
a star

I'm sorry, I don't understand what this is for. It doesn't look like it came from my program. 

it is for making a custom star system i made the script all by myself check out Anton's video on how to make a star system https://www.youtube.com/watch?v=Ieyip5xbfVw

This isn't the right thread.
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