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.Can it work in reverse too, from SE to US2?
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.Wow SFGameZ64, this is great! Do you think this can be used to implement spacecraft orbits into SpaceEngine?
Spacecraft "Ship Name"
{
Model "file path leading to .sss file"
ParentBody "Parent Name"
Orbit
{
Normal Orbit Stuff
}
}
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.can you make it more accurate
I'm sorry, I don't understand what this is for. It doesn't look like it came from my program.a star
This isn't the right thread.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=Ieyip5xbfVwI'm sorry, I don't understand what this is for. It doesn't look like it came from my program.a star
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?update it
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
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