I don't know how to do this for space stations because I can't move the waypoints along an orbit. Does anyone have any ideas? Or do they know of any commands or script functions that might be useful?
Waypoints behave strangely when applied to Spacecrafts, I'll have to see if it's a bug or a limitation because of how it's defined in game. several object types exist though that are unused, like "Object", "Artifact", "Structure", that appear to work fine with Waypoints.
Here I used the ISS as a test, created a copy of it as an "Object" with no model and placed it in catalogs/planet with a slightly different name, and then associated a Waypoint to the Object:
Object "ISS "
{
ParentBody "Earth"
DisplayInGame false
Obliquity 51.6428
EqAscendNode 289.7221
RotationOffset 270
Orbit
{
RefPlane "Equator"
Epoch 2457799.03948
PeriodDays 0.06433448998
SemiMajorAxisKm 6790.64
Eccentricity 0.0006588
Inclination 51.6428
AscendingNode 289.7221
ArgOfPericenter 191.6700
MeanAnomaly 168,4302
}
}
This is the Waypoint definition (I usually activate labels from the scenario script):
Set ShowLabelsWaypoints true // make sure that Waypoint labels are not hidden
Show Labels // activate labels
Waypoint "ISS"
{
Parent "ISS "
RadiusKm 2000
StaticPosPolarKm (0 0 0)
Shape "WireSphere"
Roll 180
Color (1, 1, 1, 1)
}
// or with single line notation:
// Waypoint "ISS" {Parent "ISS " RadiusKm 2000 StaticPosPolarKm (0 0 0) Shape "WireSphere" Roll 180 Color (1, 1, 1, 0.2)}
Thanks for the reply.
Unfortunately, this method doesn't work with procedural objects either, only those defined in a catalog...
In the end, however, I changed my mind and created a macro to adapt the exported .sc files for a star system, making them unique (the export system simply assigns a number to each planet, so, without modification, every first planet is 1, every second is 2, and so on; this creates a mess when adding more than one star system). The macro changes the names of the exported objects by adding a unique code before each one (EBS0001, EBS0002, and so on). This way, I can easily create a catalog that transforms the procedural systems I want into cataloged systems (I simply add them a parsec away from the originals).
By modifying a .sc catalog, I can add space stations and cities wherever I want. The problem at this point is the heaviness of the city meshes; if you add more than two or three on a planet, the FPS drops dramatically. (I solved this by adding the cities associated with a very simple mesh, a 10km diameter hill, via the catalog. This hill has a docking port to which you can attach a city. This way, only the cities you're interested in are added "in-game").
Another problem is the Space Engine bugs. The docking ports don't work properly. The distance to them when you try to dock is marked incorrectly. You have to activate the cheat menu and dock through that (this isn't a big problem, after all). The real problem is a bug where if you undock from a ground structure, as soon as your spaceship switches to auto-orbit mode, it is instantly thrown about 1 parsec away! Really annoying! The only solution is to activate the debug interface to manually switch to force simulation mode. This is easy if you're undocking from a planet with an atmosphere and therefore have plenty of time to do so, but it's more complicated if you're undocking from a structure on an asteroid or a small moon. In this case, the ship would immediately switch to auto-orbit mode, meaning you have to fire up the engines before undocking (this keeps it in force simulation mode), undock the ship, quickly activate the debug interface, switch to force simulation mode, and then you can turn off the engines without risking flying far away!
It's been a while since there have been any gameplay updates, but even this basic features could offer some very interesting experiences if only those two or three bugs were fixed.