Ultimate space simulation software

 
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29 Feb 2020 11:34

Btw, Pufir and Holl shouldn't be orbiting each other.
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
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05 Apr 2020 17:27

Can it work in reverse too, from SE to US2?
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miniluv73
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06 Apr 2020 11:29

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 12:37

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. 
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 10:06

can you make it more accurate
 
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SFGameZ64
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30 Apr 2020 15:34

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. 
Last edited by SFGameZ64 on 30 Sep 2020 19:15, edited 1 time in total.
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 15:55

deleted post
Last edited by earth on 24 Jan 2021 16:14, edited 1 time in total.
 
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30 Apr 2020 16:00

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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01 May 2020 15:46

deleted post
Last edited by earth on 24 Jan 2021 16:15, edited 1 time in total.
 
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04 May 2020 06:49

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.
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
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earth
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30 Sep 2020 15:01

update it
 
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30 Sep 2020 15:59

update it
Have you got anything that's actually helpful to say? Or are you asking for bigger version numbers for the sake of bigger version numbers?
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
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SFGameZ64
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30 Sep 2020 19:12

I am actively working on fixing the issues of the converter, along with some amazing help of another developer, and we are confident that the next version will be 99% accurate. In fact, tomorrow I have a meeting with a physics professor to talk about the problem with binary orbits. That is one of the last major issues to be solved (or proven not possible if that is the case).

Keep in mind I am a full time senior in college and I am putting this together for free. I know it has been a long time since the first version, which was very buggy and I haven't said anything since, but I intended to release an update within the month of October. 
Better known as Seth Fusion
A little generator I made - http://forum.spaceengine.org/viewtopic.php?f=3&p=27881#p27881
 
somethingok
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Universe Sandbox to SE File Converter

04 Oct 2020 11:53

US2 to SE Converter 1.1.zip

9/30/20 - The current version of the converter is not totally accurate, but me and another great developer are working on updating it now. The updated version will be posted here when it is complete. It will be completed soon, so stay posted if you are interested. For now, use the converter linked above as a good starting point for file conversion. 

2/27/20 - fixed runtime problem, also rotation period is now supported. Axial tilt is planned but I don't know the equations yet. 

There are instructions in the readme file when you download it, but a video format can be found here: 


DISCLAIMER:
Remember that a file from US2 is just an instance of the system at the time of export, so the values converted will NEVER be 100% accurate. Especially if you have a system that is broken at the time of export (like one planet crashing into another), this converter will give you extremely weird results. 

DISCLAIMER #2
Binary orbits DO NOT work. At least, not completely. The program will generally calculate the semi-major axis (mostly) correctly, but all other values are useless. If you have binary orbits in US2, SE will render them after conversion, but they will look wrong. You will have to open the .sc file and manually edit those values if you want them to look correct. I wish there was something I could do about it, but I don't know if the problem is with the formulas or if binary orbits are too complex to calculate with just an instance of information. And I'm not a physics major, by any stretch of the word, so if anyone has suggestions please feel free to let me know. 

As always, if something goes wrong, or if you have problems other than weird binary orbits, please tell me about it and we will fix the problem together. I'm sure you will have issues, but for the general case system, hopefully, there will not be any problems. 

And if you would like to make fun of my code, you can find it on GitHub:
https://github.com/SethFusion/US2-to-SE-Converter

Old files:
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Attachments
simulation.json
felipe the cheese
(559.31 KiB) Downloaded 414 times
 
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SFGameZ64
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04 Oct 2020 14:58

The error here has to do with the classification of the white dwarf. The converter is not picking up the star's type, which is causing the rest of the program to fail. There is nothing I can do to fix this with this version of the converter because the code is bad, but in the next version of the converter which I plan on releasing very soon, this will not be a problem. 

Sorry for the inconvenience, but you will have to wait until I can get the code updated for this to work. 
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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