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moon27
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Re: Help with creating Mods and Addons

06 Feb 2025 06:48

Скажите пожалуйста, при нажатии на F3 появляется список обьектов. А где можно скачать этот список со всеми обьектами в текстовом файле? Image
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AndrewDixonProducer
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Re: Help with creating Mods and Addons

24 Feb 2025 06:04

Hi! I am a producer for a universe/astrophysics YouTube channel with nearly 1,000,000 subscribers.

We've recently met with Space Engine themselves and are going to be featuring it in an upcoming episode. We'd love to use some non-standard models (a human built probe, and also an alien built probe) but are not too sure where to find them?

Does anyone have any such custom models they would be happy for us to use with a credit and small fee given? Or be able to point us in the right direction? We have considered designers building custom models, but time is short and really we are very open as to what they could look like.

We are looking for:
- Human built probe
- The exact same human built probe, after some 'wear and tear'
- An alien built probe, nothing too out there, but with a pinch of character

Very much appreciate any help that can be given!

Andrew Dixon
 
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Arturo100
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Re: Help with creating Mods and Addons

03 May 2025 17:51

I'm making a fictionalized version of the 55 cancri system, and unfortunatley it seems that parenting planets to the B companion causes them to be parented to Galileo (55 Cancri b). any way around this or is it an inevitable thing that i have to mess around with?
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murilopontes15
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Re: Help with creating Mods and Addons

11 May 2025 18:41

My cubemap only computes faces up to 1_1_1. help
 
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Mosfet
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Re: Help with creating Mods and Addons

13 May 2025 08:15

I'm making a fictionalized version of the 55 cancri system, and unfortunatley it seems that parenting planets to the B companion causes them to be parented to Galileo (55 Cancri b). any way around this or is it an inevitable thing that i have to mess around with?
Hard to tell without looking at the script. By your description it could be a conflict between ParentBody parameters for the system in default catalog
and yours.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
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Mosfet
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Re: Help with creating Mods and Addons

13 May 2025 08:20

My cubemap only computes faces up to 1_1_1. help
can you share the .ccf file you're using with cubemap? Could you share also the .raw file?
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
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Arturo100
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Re: Help with creating Mods and Addons

13 May 2025 17:51

I'm making a fictionalized version of the 55 cancri system, and unfortunatley it seems that parenting planets to the B companion causes them to be parented to Galileo (55 Cancri b). any way around this or is it an inevitable thing that i have to mess around with?
Hard to tell without looking at the script. By your description it could be a conflict between ParentBody parameters for the system in default catalog
and yours.
its fine actually i already fixed it by simply replacing the Cnc 55 Cnc b with Cancri.
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Arturo100
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Re: Help with creating Mods and Addons

31 May 2025 16:33

scr00276.png
scr00277.png
ok new problem, how do i make nebula models visible from afar without fading away when you move not too far from them?
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Loid
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Re: Help with creating Mods and Addons

27 Aug 2025 07:15

i have a problem with the wormholes i can only go from kessel to kaminar but when i enter kaminar i dont apear in kessel wormhole
 
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ettore_bilbo
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Re: Help with creating Mods and Addons

13 Oct 2025 11:03

I'd like to create a MOD that collects all the Earth-like planets I find, naming them, and somehow displaying the position and orbit of fictional cities and space stations.
By exploiting the potential of scripts, I've managed to create a MOD using Waypoints that displays the position of the planets I find in space, and also displays a visual cue for the cities' locations using Waypoints. 

https://steamcommunity.com/sharedfiles/ ... 3562527549

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?
 
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Mosfet
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Re: Help with creating Mods and Addons

15 Oct 2025 04:37

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)}
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
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ettore_bilbo
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Re: Help with creating Mods and Addons

25 Oct 2025 08:37

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.

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