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MOD - Creating a Star 0.95
WwadlolDate: Friday, 21.02.2014, 01:54 | Message # 76
Space Pilot
Group: Users
Norway
Messages: 107
Status: Offline
Thanks for the tutorial. And i kinda forgot to put in "no planets "true"" So now there's 3 planets with life..
 
Bel-ShamharothDate: Thursday, 02.10.2014, 03:00 | Message # 77
Observer
Group: Newbies
United States
Messages: 4
Status: Offline
I created 2 new stars in a custom galaxy, and I encountered the jittery star sprite bug that seems to be a common issue. However, this issue was fixed as soon as I added the StarBarycenter tags in the catalogs/stars file, and made the actual stars as planets. I assume this is why it was included in the tutorial (very helpful by the way). But I encountered a new problem that I couldn't find how to fix. When in the game, there is a barycenter like the ones for multi-star systems that shows up in the F2 system browser, as if I had a multiple star system. Both stars are solitary, and I would like to get rid of this, but The only way I could think of was to change them to regular Barycenter {} tags, which make them invisible like I want. But I understand that this isn't a valid tag in the catalogs/stars file. In short, is there any way to make a barycenter invisible in both the game itself and the F2 drop-down system browser, like a double planet barycenter?

Added (02.10.2014, 02:00)
---------------------------------------------
These are screenshots of the browsers. I want to make it so that the barycenters are not visible as if it were a single system, if that is possible

Attachments: 0809554.jpg (248.9 Kb) · 5129469.jpg (206.6 Kb)
 
SpaceEngineerDate: Friday, 03.10.2014, 21:38 | Message # 78
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
No, this is impossible. In future I will develop a system where you can describe all star parameters right in the star catalog, so this cheat with a fictive barycenter will not be needed anymore.

Regarding to jumping sprite, this is a precision loss problem. It cannot be fixed for catalog stars that are far away from the Sun.





 
Bel-ShamharothDate: Friday, 03.10.2014, 21:43 | Message # 79
Observer
Group: Newbies
United States
Messages: 4
Status: Offline
I see. Thank you!
 
AvanakDate: Friday, 28.11.2014, 10:54 | Message # 80
Observer
Group: Newbies
Netherlands
Messages: 8
Status: Offline
Hello space engineers!

I have started to create my own star systems with planets. I finished one, but I discovered that the temperature on my terra with life was way too high, while I placed it in the optimal habitable distance I calculated. This surprised me so I started to look at the star for solutions. I found out that the luminosity (2.1478 L) was higher than it should have been for the star's class (G0V). When i look at this wikipedia page, a star with luminosity of 2.1478 should be of class F.

I know that a star of class G2V has stats like our own sun, but a G2V class star gave me a luminosity of 1.6293 L.

I know that i can set the luminosity manually, but should space engine not be able to calculate the luminosity from it's class?

I'm not sure what's going on.
 
HarbingerDawnDate: Friday, 28.11.2014, 11:20 | Message # 81
Cosmic Curator
Group: Administrators
United States
Messages: 8717
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Luminosity depends on more than just spectral class. A G2V with a radius smaller than Sol will have a lower luminosity than Sol, just as a G2V with a larger radius will have a higher luminosity. And of course, you can set luminosity manually, as detailed here: http://en.spaceengine.org/forum/17-338-1




All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM


Edited by HarbingerDawn - Friday, 28.11.2014, 11:22
 
AvanakDate: Friday, 28.11.2014, 11:24 | Message # 82
Observer
Group: Newbies
Netherlands
Messages: 8
Status: Offline
Ah, I thought that radius was a given value depending on the class. This makes sense.

Thanks
 
AntonaccioDate: Friday, 09.01.2015, 04:53 | Message # 83
Space Tourist
Group: Users
United States
Messages: 24
Status: Offline
As much as I try I can't seem to create a planet or a star. I tried to put a planet around Proxima Centauri but the Console said it couldn't load the configuration. The script is below if you could help at all.



Edit: I apologize, I meant to post in the Create a Planet thread but I failed to notice that I put it here.


Edited by Antonaccio - Friday, 09.01.2015, 05:28
 
abyssoftDate: Saturday, 17.01.2015, 19:10 | Message # 84
Space Tourist
Group: Users
United States
Messages: 27
Status: Offline
@Antonaccio

Looks like your missing the final closing }
 
williamsrdanDate: Saturday, 31.01.2015, 22:57 | Message # 85
Observer
Group: Newbies
Pirate
Messages: 1
Status: Offline
So, what's the update on how to do all this with 0.97.2?
The catalog folder doesn't have the same setup as 0.95. And my planets, and stars aren't showing up with copying the folder form 0.97.1. Course, they were weren't loading right anyways.

Added (31.01.2015, 21:57)
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Ah HA! I found something posted in about .pak and winrar, that's great!

 
SpaceEngineerDate: Sunday, 01.02.2015, 10:08 | Message # 86
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
williamsrdan, you should put you files into folders catalogs/stars/ and catalogs/planets, as it was in 0.971. And add them into the universe.cfg. You may just ignore the pak files, or create your own when you finish. And you should never change the default ones.




 
sykesDate: Thursday, 05.02.2015, 16:16 | Message # 87
Space Tourist
Group: Users
United Kingdom
Messages: 22
Status: Offline
I've read the tutorials - both on making a star and a planet. Tried to make a star but couldn't find it under the search menu -plus SE kept crashing so i had to reinstall. Sorry to sound as dim as a brown dwarf biggrin but i really dont understand the tutorials. I understand the scripting part to some extent but not sure how to link files in universe.cfg. Can someone please help put the star and planet tutorial in easier to understand language. A video (youtube) for these tutorials would be a good idea for a lot of novices - cool
 
PlutonianEmpireDate: Friday, 06.02.2015, 03:01 | Message # 88
Pioneer
Group: Users
United States
Messages: 475
Status: Offline
Is it possible at all to set up a specific, "body" orientation for the Star Barycenter itself, so it matches the orbits of a binary star, to make it easier to use the "Equator" refplane for circumbinary planets around binary stars, such as the existing binaries in the default catalogs?




Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )

Edited by PlutonianEmpire - Friday, 06.02.2015, 03:02
 
SpaceEngineerDate: Friday, 06.02.2015, 23:05 | Message # 89
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
I will update this tutorial soon. Use the new tutorial for planets: http://en.spaceengine.org/forum/17-2789-1




 
sykesDate: Sunday, 08.02.2015, 02:04 | Message # 90
Space Tourist
Group: Users
United Kingdom
Messages: 22
Status: Offline
This is the script for my star but i cannot find it - how do i go to the star? looked under search butt found nothing
// Create a new object - star "Cacus"
Star "Cacus"
{
RA 13 25 45 // Right ascension
Dec -25 12 15 // Declination
Dist 255.0 // Distance from our sun
Class "F5V" // Spectral class
Lum 0.75 // Luminosity, or
//AbsMagn 7.00 // Visual magnitude, or
//AppMagn -10.00 // Absolute magnititude
NoPlanets true //disable gerneration of procedural planetary system
}

Added (08.02.2015, 01:04)
---------------------------------------------
This is what i got in the SE log
[MT] ERROR: seScript::Load(): Can't open the file "catalogs/stars/MyStar.sc"

 
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