Simply by adding planets to it. Maybe there's some bug and you have to remove the star and make it again yourself to add planets to it. See the creating a star tutorial if you need help on that.
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
Can someone tell me what i have done wrong with this planet?
Here are the parameters
Code
Planet "Eridania IV" { ParentBody "Eridania" Class "Terra"
Radius 7700.0 Mass 1.1 // Mass in Earth's masses Oblateness 0.0 Albedo 0.30 RotationPeriod 24.0
Life { Class "Organic" Type "Multicellular" Biome "Marine/Terrestrial" }
Surface // Surface tag { BumpHeight 6.8 // Max height of landscape in km BumpOffset 0.3 // Offset of zero height level SpecularBright 20.0 // Brightness of specular spot SpecularPower 150.0 // Size of specular spot DayAmbient 0.1 // Brightness of fake daytime ambient light Lommel 0.0 // Lambert to Lommel-Seeliger lighting model ratio Exposure 2.0 // Global surface brighness
Style 0.16 // Default color scheme Randomize (0.911, 0.373, 0.204) // Randomize vector colorDistMagn 0.09464233 // Magnitude of detail textures distortion colorDistFreq 945.9523 // Frequency of detail textures distortion detailScale 53000.0 // Scale of detail textures colorConversion true // Perform textures color conversion seaLevel 0.68 // Sea level height (0...1) tropicLatitude 0.54 // Latitude of tropics climatePole 1.000 // Climate of poles - index to color table (0...1) climateTropic 0.6 // Climate of tropics - index to color table (0...1) climateEquator 0.42 // Climate of equator - index to color table (0...1) tropicWidth 0.75 // Width of tropics mainFreq 0.8642751 // Main noise frequency (oceans/continents) montesMagn 0.46 // Mountains magnitude (0...1) montesFreq 412.9121 // Mountains frequency montesDensity 0.5 // Mountains density dunesMagn 0.1 // Dunes magnitude (0...1) dunesFreq 57.8876 // Dunes frequency dunesDensity 0.13 // Dunes density hillsMagn 0.1289276 // Hills magnitude (0...1) hillsFreq 503.3618 // Hills frequency hillsDensity 0.8554457 // Hills density canyonMagn 0.0341905 // Canyons magnitude (0...1) canyonFreq 43.0 // Canyons frequency canyonDensity 0.23 // Canyons density cracksMagn 0.0002 // Ice cracks magnitude (0...1) cracksFreq 0.0002 // Ice cracks frequency cracksOctaves 0 // Number of ice cracks octaves craterMagn 0.1 // Craters magnitude craterFreq 0.0 // Craters frequency craterDensity 0.0 // Craters density craterOctaves 0.0 // Number of craters octaves craterRayedFactor 0.0 // Number of rayed craters relative to usual craters cycloneMagn 0.5 // Cyclones magnitude (0...1) cycloneFreq 0.7 // Cyclones frequency cycloneDensity 0.8 // Cyclones density colorSea (0.040, 0.100, 0.200, 1.000) // Color of seas colorShelf (0.150, 0.480, 0.460, 1.000) // Color of shelf areas colorBeach (0.850, 0.740, 0.550, 0.000) // Color of beach lines colorDesert (0.770, 0.670, 0.470, 0.000) // Color of deserts colorLowland (0.440, 0.290, 0.170, 0.000) // Color of lower lands colorUpland (0.640, 0.570, 0.470, 0.000) // Color of upper lands colorRock (0.220, 0.200, 0.200, 0.000) // Color of rocks colorSnow (1.000, 1.000, 1.000, 0.016) // Color of snow colorLowPlants (0.100, 0.160, 0.070, 0.000) // Color of lower vegetation colorUpPlants (0.090, 0.110, 0.040, 0.000) // Color of upper vegetation }
Clouds // Clouds layer tag { BumpHeight 7.9 // Max height of "cloud landscape" in km BumpOffset 0.2 // Offset of zero height level DayAmbient 2.0 // Brightness of fake daytime ambient light Lommel 0.2 // Lambert to Lommel-Seeliger lighting model ratio Exposure 2.0 // Global clouds brighness Height 4.2 // Height of cloud layer in km Velocity 75.0 // Velosity of clouds layer Color (1.0, 1.0, 1.0) // Global color of clouds layer
mainFreq 0.9 // Main noise frequency mainOctaves 10 // Number of octaves of main noise Coverage 0.12 // Clouds coverage (0...1) twistZones 0.1 // Number of Jupiter-like zones or strips twistMagn 0.35 // Strength of twist }
Is there a guide to the options available for the Life parameter block now? I'd like to know what options I have for creating life-bearing planets.
Example:
Code
Life { Class "Organic" Type "Multicellular" Biome "Marine/Terrestrial" }
Class options are "Organic" and "Exotic". Type options are "Unicellular" and "Multicellular". Biome options are "Marine", "Terrestrial", "Subglacial", and "Floaters". You can have more than one life tag per planet, so you can have separate types and classes of life in separate biomes.
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
Are ice caps on terra worlds supposed to be on land only? One of my planets has this and I'm wondering if it's possible to extend this to the polar oceans.
DwarfMoon "Arentais/Vemapaid 1/Primasol 5-1" // { ParentBody "Vemapaid" // The body, around wich this planet orbits Class "Asteroid" // Class of a planet
Radius 280 // Radius in km Mass 0.012801 // Mass in Earth's masses Oblateness 0.000945 // Oblataness*
Albedo 0.12 // Albedo* Color (1.000, .404, 1 ) // Color of a particle
RotationPeriod 27.8 // Rotation period in hours RotationOffset 18.6 // Rotation phase in degrees RotationEpoch 2451545.0 // Epoch of rotatoin elements, Julian date Obliquity 16.58 // Obliquity of rotation axis in degrees EqAscendNode 28.16 // Longitude of ascenging node of rotation axis in degrees Precession 12500 // Precession period in years NoClouds true NoOcean true NoAtmosphere true NoAurora true NoRings true NoCometTail true
Surface // Surface tag { BumpHeight 10.58671 // Max height of landscape in km* BumpOffset 3.35812 // Offset of zero height level* //DiffMapAlpha "None" // Mode of specular effect (flecks of sunlight) //SpecularBright 20.0 // Brightness of specular spot //SpecularPower 150.0 // Size of specular spot DayAmbient 0.07 // Brightness of fake daytime ambient light* Lommel 1.0 // Lambert to Lommel-Seeliger lighting model ratio* Exposure 2.0 // Global surface brighness* Life false // True if there is life on the planet
// Next are parameters for procedural surface generation* Style 0.589168 // Default color scheme Randomize (0.0435, 0.79864, -0.3891) // Randomize vector colorDistMagn 0.04671758 // Magnitude of detail textures distortion colorDistFreq 14.59185 // Frequency of detail textures distortion detailScale 665.3179 // Scale of detail textures colorConversion true // Perform textures color conversion seaLevel 0.2344274 // Mare level height (0...1) snowLevel 0.990009 // Snow line level (0...1) tropicLatitude 0.0 // Latitude of tropics icecapLatitude 1.0 // Latitude of ice caps boundaries icecapHeight 0.4566726 // Height of ice caps climatePole 1.000 // Climate of poles - index to color table (0...1) climateTropic 0.450 // Climate of tropics - index to color table (0...1) climateEquator 0.625 // Climate of equator - index to color table (0...1) tropicWidth 0.07 // Width of tropics mainFreq 1.770453 // Main noise frequency (oceans/continents) venusFreq 0.90631 // Venus-like global structures frequency venusMagn 0.1794956 // Venus-like global structures magnitude mareFreq 1.590966 // Lunar mare frequency mareDensity 0.1880112 // Lunar mare density montesMagn 0.2106156 // Lunar mare magnitude montesFreq 447.9364 // Lunar mare frequency montesDensity 0.1032389 // Lunar mare density dunesMagn 0.05065665 // Dunes magnitude (0...1) dunesFreq 7542.516 // Dunes frequency dunesDensity 0.0 // Dunes density hillsMagn 0.125375 // Hills magnitude (0...1) hillsFreq 0.3447827 // Hills frequency hillsDensity 0.5050473 // Hills density canyonMagn 0.003447684 // Canyons magnitude (0...1) canyonFreq 658.1566 // Canyons frequency canyonDensity 0.3917769 // Canyons density cracksMagn 0.02371026 // Ice cracks magnitude (0...1) cracksFreq 2.237627 // Ice cracks frequency cracksOctaves 0 // Number of ice cracks octaves craterMagn 0.6555124 // Craters magnitude craterFreq 17.41361 // Craters frequency craterDensity 0.8474388 // Craters density craterOctaves 10 // Number of craters octaves craterRayedFactor 0.2032161 // Number of rayed craters relative to usual craters colorSea (0.510, 0.082, 0.376, 0.000) // Color of mare [130, 21, 96 colorShelf (0.749, 0.267, 0.745, 0.000) // Color of mare [191, 68, 190 colorBeach (0.851, 0.435, 0.847, 0.000) // Color of continents [217, 111, 216 colorDesert (1.000, 0.588, 1.000, 0.200) // Color of continents [255, 150, 255 colorLowland (0.933, 0.604, 0.984, 0.500) // Color of continents [238, 154, 251 colorUpland (0.718, 0.431, 0.714, 0.800) // Color of continents [183, 110, 182 colorRock (1.000, 0.404, 1.000, 1.000) // Color of continents [255, 103, 255 colorSnow (1.000, 1.000, 1.000, 1.000) // Color of continents }
Orbit // Orbit tag { //Type "Static" // This is for non-moving bodies like suns RefPlane "Equator" // Orbit reference plane Epoch 2451545.0 // Orbital parameters epoch, Julian date Period 0.111842 // Orbital period in years Eccentricity 0.00222 // Eccentricity Inclination 1 // Inclination in degrees AscendingNode 0 // Longitude of ascending node in degrees
// Next two are interchangeable: SemiMajorAxis = PericenterDist / (1.0 - Eccentricity) SemiMajorAxis 0.001528 // Semimajor axis in astronomical units
// Next two are interchangeable: ArgOfPericen = LongOfPericen - AscendingNode ArgOfPericen 18.0 // (or ArgOfPericenter) Argument of pericenter in degrees
// Next two are interchangeable: MeanAnomaly = MeanLongitude - LongOfPericen MeanAnomaly 294.0 // Mean anomaly in degrees
AscNodePreces 6.3548 // Ascending node precession period in years* ArgOfPeriPreces 1297.156 // Argument of pericenter precession period in years* }
Currently cant run Space Engine so has to rely on others to test/view his creations. In the process of fixing that however!