Nice! That's exactly what I'm looking for. Thanks Mr. Abner.It is possible to make a fleet.
No way yet to have NPC ships going about their own business. Unless you just want them in orbit.
Yes. In 990 you can specify a fixed orbit for a ship or station, but it must be a "catalog" world. It will not work for any procedural planet.Nice! That's exactly what I'm looking for. Thanks Mr. Abner.It is possible to make a fleet.
No way yet to have NPC ships going about their own business. Unless you just want them in orbit.
By orbit, I take it you mean creating a spaceship set as a space station?
As far as I know, there is still only one aerodynamic model, so any ship you choose will be as good as another. You can probably tweak a few parameters in the ship's .sss file, but not an awful lot when it comes to in-atmosphere flight behaviour.What ships do you think are best to travel around on the surface of a planet, or in orbit or between star systems or on extragalactic journeys? I'd like to get really nice portal views with realistic controls.
I'm guessing the "catalog" worlds include custom worlds in the addons directory.Yes. In 990 you can specify a fixed orbit for a ship or station, but it must be a "catalog" world. It will not work for any procedural planet.
You can, however, leave a ship in orbit, or on the surface, of any world you want, in both 980 and 990, but it just won't stay there very long (if you travel very far away from it, mess with the time speed too much, or even a program crash, and when you come back to it, it will not be where you expected it to be).
Yes, any defined world should work. I'm pretty sure it's just the procedural generated worlds are off-limits for space stations or bases. Which I find somewhat disappointing as it is a lot of work creating an entire system from scratch. As you no doubt know already.
I'm not exactly sure of the criteria, but if I leave a ship in orbit, and go off and explore other systems, when I come back to it it will either be on the surface, or off in deep space. Not always, but frequently.
It really is a lot of work. It would have taken me months or years to build the planetary system I have now. Not to mention editing all of the object; that would be an impossible task. Just testing the sliders and settings in the Planet Editor takes a long time to create the biomes that I'm looking for, let alone to do the research. So, in order to see what does what, before I created my planetary system I started work on a Java program that creates a planetary system that has 1 planet for each setting. Each moon will have a different value for that single setting. So if I enter 10, for 10 moons/permutations, for the planet named after the Oblateness setting, it will create an estimated 10 moons using 10 different Oblateness values from the minimum to the maximum values, with all of the values of equal distance from each other. I say estimated because the program includes the minimum and maximum value, and sometimes the maximum value is a duplicate.Yes, any defined world should work. I'm pretty sure it's just the procedural generated worlds are off-limits for space stations or bases. Which I find somewhat disappointing as it is a lot of work creating an entire system from scratch. As you no doubt know already.
I didn't realize that. I'm still learning how to use spaceships.I'm not exactly sure of the criteria, but if I leave a ship in orbit, and go off and explore other systems, when I come back to it it will either be on the surface, or off in deep space. Not always, but frequently.
I am familiar with the online and offline spacecraft editors, but I am not familiar with Ettore Bilbo's modules. They look very useful-- thanks for sharing! I'll definitely check them out today.I suppose you are familiar with the online spacecraft editor? A modular approach to building ships. And Ettore_Bilbo has released some modules for our use.
The trouble with the modular approach to building ships is that it is the very same method I used to build the convoy fleets in those screenshots posted above. Start with one ship, then add other ships as modules to the .sss file of that ship. You then control the whole mess as one ship. And the whole thing rotates as one unit, so perhaps not terribly realistic maneuvers for a fleet or convoy. But it does make for some good screenshots.
I look forward to the day we can designate a ship as the flagship and then join other ships to it in-game, and thus control them all by flying the flagship. (Perhaps Vlad can figure out a way to nest .sss files.)
Look forward to seeing your progress.
-Alex
Well, I hate to break it to you, but I don't think any of those ships were rendered in Space Engine.
They used "Lightwave 3D 2015.3" and "SpaceEngine 0.990 Beta."Well, I hate to break it to you, but I don't think any of those ships were rendered in Space Engine.
Yeah, I don't mind muckin' about with ships, tweaking parameters, adding modules, changing paint jobs/textures, etc., but building entire systems is just too much work for me. Especially since Space Engineer has already given me an entire universe to explore.
Okay. Thanks for explaining. I was searching online to see if it was possible to control objects, like spaceships, using scenario scripts.Heaven's Disciples, Mr. Abner, Abner is correc, those ships have self shadowing which SE does not have.