-May 1st 2015 note Fixed 3 system files (Betazed, Idran, Ferenginar), they are attached in a zip file to this post. They will fix the console spam about parentbody error. Extract the zip and place the 3 catalog files in Catalogs/Planets
The Vulcan system was originally made and released by Spica from these forums and has been updated for 0.9.7.2 by myself and Destructor1701
This addon was created by myself, DoctorOfSpace, with help, testing, and adjustments from Destructor1701 and SpaceEngineer.
Many star locations are rough estimates using sourced materials from Celestia, Star Charts, technical manuals, Star Trek Online, Memory-Alpha, and Memory-Beta. Many of the planetary orbits are unrealistic or strange since Trek is not entirely known for being scientifically accurate.
There are no night lights as I went purely procedural with my own tweaks and adjustments to known Trek information.
Idran is a system with no information in Trek lore but in Star Trek Online it has 2 large blue giant planets so I included those and let the engine procedurally generate the rest.
The most in depth system is Bajor which took me around 5 days to finish, the system layout is 99% accurate to the known charts in Star Trek. Many of the distances I triangulated or guesstimated from known distance values on memory-alpha and/or memory-beta.
This addon comes with the following systems. Andorian System Bajoran System / Alpha Wormhole Betazed System Cardassian System Chin'toka System Ferengi System Gamma Wormhole Idran System Klingon(Klinzhai) System Risan System Romulan (Eisn) System Vulcan System
The wormholes are nonfunctional and most likely never will function in SE.
Warp Speed Chart for SpaceEngine
I have a Warp Speed chart for those who may want to try warp travel between these locations.
You need to use the UFO and/or Gravity cheat to go these speeds, press ~ and type "Gravity" and "UFO" in console. Press C to center on your target, accelerate to the Velocity listed and then turn on the hyperdrive and set the Hyperfactor to the listed Hyperfactor.
This will make your ship travel at those approximate Warp speeds(Effective Velocity in the chart), you will still need to accelerate time to get anywhere as Warp speed is painfully slow.
Code
SpaceEngine approximate TNG warp factor settings
Warp 0.25 (Full impulse) ~0.25c 74948.11 km/s
Warp 1 - (Approx speed of the Phoenix) ~1c Velocity 0.47c Hyperfactor 2.14
Effective Velocity 1.0058c
Warp 2 ~8c Velocity 0.42c or 0.43c Hyperfactor 19
Effective Velocity 7.98c or 8.17c
Warp 2.1 - (Approx max speed of IXS Enterprise) ~10c Velocity 0.48c Hyperfactor 20.9
Warp Speed is inconsistent in Trek so this is a rough estimation.
No you cannot fly to Qo'noS at warp 4.5, 5, or 5.2 in 4 days because Star Trek Enterprise is a stupid show. Voyager is also a stupid show since you can cross 70k Ly in around 15 years at Voyagers top speed.
Makes my own Star Wars systems look amateuristic and dull
Not sure how. Your addon has far more than mine. I am not sure to what extent you went to in doing yours but for mine I spent most of the time researching and discussing with Destructor1701.
Some examples that you can compare my addon planets with
Here is the chart for the Bajoran system
Here is how they present Bajor and one of it's moons
Cardassia
Qo'noS
Idran in Star Trek Online
For the most part I was left with a lot of wiggle room for artistic expression. I even spent some time sculpting the planet surfaces to make them a bit more unique and closer to some of the expanded universe. When procedural lights are added I will add them to these worlds.
QuoteRockoRocks ()
do those screenshots use any adjustments besides custom cloud shader and ReShade?
Nope. The only difference from stock SE is my custom cloud addon and my personal Reshade config that I posted in the Reshade thread.
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
Is it possible to add that in the Bajor system somehow? Maybe as a really small nebula? Just a suggestion.
Also it is Pretty clever on how you made the 2 ends of the Wormhole. I would really not have thought of that, I would have tried a custom model or something.
Nope I'm using Nvidia now. Lights are working on the other models.
Try extracting from the pak file. Other than that I don't know why it keeps happening to people. I had that issue on my end but it fixed itself, Destructor1701 and a few others had it on ATI and I don't think they've found a fix.
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
i'll have to download this new system and try it. The old Vulcan system I downloaded procedurally generated a T'Khasi (Vulcan's true planetary name) with far too much water. There should only be a couple large seas, with no oceans covering large portions of the planet.
Edit: T'Khasi is also known for its iconic "Mt. Seleya", which is a large mountain with a large pillar-like structure, rising out of the desert.
Thanks for doing this! (Since waiting for Star Trek Excalibur to get done may take forever, and we need a Trek sandbox to play in.)