Space engineers координаты планет
Earth like planet is the first and most diverse planet in Space Engineers. It might be initially, the easiest planet to survive on, but it is also one of the more difficult planets to escape from due to its lack of Platinum Ore and Uranium Ore. Given the sheer volume of NIckel and Silicon, Solar panels and batteries come natural to earth like. Given this and Earth-like's amount of Oxygen make it an easier start. Earth Planet's terrain is highly varied and proves to be both easy and difficult to traverse in a wheeled rover. It is highly recommended to build parachute hatches onto your rover for long distance travel. Each climate and topography offers a different scarcity of ore sets. Iron, Magnesium, Nickel, and Silicon can be found just about everywhere. Gold, Silver, and Cobalt are found in the lower elevation climates. Deserts and canyons will have higher amounts of Gold and Cobalt. Look for greyish white patches in the sand and canyon floor. Grasslands and Tundra prove more difficult in finding ore veins. Earth's final challenge is planetary escape. Escaping Earth may lead to an exodus to the nearest body of water. Look for Planetary Entry/Exit if you need some extra help, but be prepared to do some math.
Ore Generation
Celestial Body | Cobalt Ore | Gold Ore | Ice | Iron Ore | Magnesium Ore | Nickel Ore | Platinum Ore | Silicon Ore | Silver Ore | Stone | Uranium Ore |
Planet | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | No |
Asteroid | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Moon | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No |
Planets & Moons List
Planet | Moon |
---|---|
Earth-like | Moon |
Mars | Europa |
Triton | none |
Pertam | none |
Alien Planet | Titan |
How to Spawn Planets and Moons Manually
Newly created star systems have all default planets, but when an update comes out, new planets don't get retroactively added to old saves.
How to add planets yourself:
- In a Survival game: Press Alt+F10 and enable creative mode tools, then press Alt+F10 to close the Admin Screen again.
- Copy the GPS of the planet from the table above.
- Press K, open the Categories
This guide covers the set up of the Planet Map 3D script, as well as detailing the various commands and features of the script.
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- Load this script on a programmable block.
- Put the tag "[MAP]" in the name of the block where you want the map to be displayed. If the block has multiple screens you can change which screen displays the map by going into the programmable block's Custom Data field and changing the "MAP_Index" field.
- It's recommended to map at least the basic movement and mode commands to desired hotkey bars.
- (optional) Paste "Vanilla" planet and waypoint data into the custom data field of the programmable block. (See below).
- (optional) Add the tag "[Map Data]" to the name field of a block that you want to have the Data Display screen. This display page will give details about planets, waypoints, and the map screen itself. (See section 'Data Display Pages' below).
In order to add multiple screens, simply add the [MAP] tag to the name of any block where you want to display a map screen. By default, the map on these blocks will display on the screen specified by the "Index" field of the Custom Data of the program block.
In order to change which screen a map is displayed on in a block, update the "Indexes" field of the Custom Data of that block.
In order to display multiple maps on a single block, enter multiple comma-separated values into the "indexes" field:
There are two options for running commands for this script:
- LOG_WAYPOINT
- PLOT_JUMP
- COLOR_PLANET
Some commands take multiple arguments such as NEW_PLANET. This argument would be followed by the name of the planet, which this guide will denote as <planet name>. You don't need to include angle brackets, but make sure that there's a space between the first argument and the second. It's alright if the second argument has a space in it.
Example:
To create a planet named "Eden Prime" just run the argument:
NEW_PLANET Eden Prime
View commands for multi-screen arrangements should take the following format:
<VIEW_COMMAND> <MAP_NUMBER(s)>
A map's number can be found in its upper right corner in brackets.
By default, View Commands can be run with no additional arguments:
ROTATE_LEFT
This command will rotate the first map in the map list to the left by 5°. This is enough for single map arrangements. It is essentially the same as running the argument:
ROTATE_LEFT 0
In order rotate a different map, run the command followed by that map's number as an argument. For example:
ROTATE_LEFT 2
This will rotate the third map (because the first map is 0) by 5°.
View commands can be run for multiple screens simultaneously, by running the command with a comma separated list of map numbers as an argument:
ROTATE_LEFT 0,2
This will rotate the first and third maps left by 5°.
Lastly it is possible to run a view command for all maps simultaneously by running the command with the argument "ALL":
ROTATE_LEFT ALL
This script uses an azimuthal rotation system. The camera can rotate around the center of the map at an adjustable radius both along the horizontal plane (azimuth) as well as up and down (altitude). The altitude is limited to ±90°
NOTE: In the picture, the altitude angle is labeled as "Elevation".
- ROTATE_LEFT
- ROTATE_RIGHT
Move the camera laterally across it's relative XYZ axes.
- MOVE_LEFT
- MOVE_RIGHT
- MOVE_UP
- MOVE_DOWN
- MOVE_FORWARD
- MOVE_BACKWARD
- TRACK_LEFT
- TRACK_RIGHT
- TRACK_UP
- TRACK_DOWN
- TRACK_FORWARD
- TRACK_BACKWARD
- ZOOM_IN
- ZOOM_OUT
- INCREASE_RADIUS
- DECREASE_RADIUS
- STOP
- CENTER_SHIP
- DEFAULT_VIEW
- GPS_ON
- GPS_OFF
- TOGGLE_GPS
- WAYPOINT_ON <waypoint name>
- WAYPOINT_OFF <waypoint name>
- TOGGLE_WAYPOINT <waypoint name>
- SHOW_NAMES
- HIDE_NAMES
- TOGGLE_NAMES
- SHOW_INFO
- HIDE_INFO
- TOGGLE_INFO
- SHOW_SHIP
- HIDE_SHIP
- TOGGLE_SHIP
- BRIGHTEN
- DARKEN
- FREE_MODE
- WORLD_MODE
- SHIP_MODE
- PLANET_MODE
- ORBIT_MODE
- CHASE_MODE
- NEXT_MODE
- PREVIOUS_MODE
- NEXT_PLANET <MAP_NUMBER>
- PREVIOUS_PLANET <MAP_NUMBER>
- NEXT_WAYPOINT
- PREVIOUS_WAYPOINT
- LOG_WAYPOINT <waypoint name>
- LOG_BASE <waypoint name>
- LOG_STATION <waypoint name>
- LOG_LANDMARK <waypoint name>
- LOG_ASTEROID <waypoint name>
- LOG_HAZARD <waypoint name>
- PASTE_WAYPOINT <waypoint name>
- PASTE_BASE <GPS string>
- PASTE_STATION <GPS string>
- PASTE_LANDMARK <GPS string>
- PASTE_ASTEROID <GPS string>
- PASTE_HAZARD <GPS string>
- PLOT_JUMP <planet name>
- NEW_PLANET <planet name>
- LOG_NEXT <planet name>
- DELETE_PLANET <planet name>
- COLOR_PLANET <color> <planet name>
- RED
- BLUE
- GREEN
- YELLOW
- MAGENTA
- PURPLE
- CYAN
- LIGHTBLUE
- ORANGE
- TAN
- BROWN
- RUST
- GRAY
- GREY
- WHITE
Optional display interface on a separate screen that allows browsing of planet and waypoint logs, map parameters, and the GPS clipboard which allows you to copy a GPS string that's formatted specifically for the terminal interface.
In order to add the Data Display Panel, you will need to add the tag "[Map Data]" to the block where you want to add the display panel. You can also specify a different tag in the programmable block's custom data, by changing the attribute "Data_Tag". You can also change the screen it selects by changing "Data_Index".
The following planets and moons are from the default star system. You can add them to the map by pasting the following data into the Custom Data field of the programmable block. They may not be accurate to some scenarios such as Never Surrender. NOTE: Make sure that there is no whitespace (spaces or blank lines) between Planet_List= and the planet entries. Be sure to include the trailing semi-colons after each entry.
These geographic oddities may be worth a visit, just for the view, or for something more? Waypoints can be pasted into Custom Data the same way that planets can.
Waypoint_List=
|Cliffs of Madness;(-292963.9,-2471866,372147.3);LANDMARK;ACTIVE
|Olympus Mons;(1035143,117597.2,1695051);LANDMARK;ACTIVE
This is the set-up I use for most command-seats and cockpits. It's built around a logic of having similar commands for the same buttons on differently themed hot-bar menus (i.e. MOVE_LEFT and ROTATE_LEFT use the same button on different menus).
MENU 1: General View Controls
[] TOGGLE_INFO
[] TOGGLE_GPS
[] TOGGLE_NAMES
MENU 2: Rotational Controls
[] ROTATE_LEFT
[] ROTATE_RIGHT
[] SPIN_LEFT
[] SPIN_RIGHT
MENU 3: Depth Controls
[] ZOOM_OUT
[] ZOOM_IN
[] INCREASE_RADIUS
[] DECREASE_RADIUS
[] MOVE_BACKWARD
[] MOVE_FORWARD
[] TRACK_BACKWARD
[] TRACK_FORWARD
MENU 4: Lateral Controls
[] MOVE_LEFT
[] MOVE_RIGHT
[] TRACK_LEFT
[] TRACK_RIGHT
[] MOVE_DOWN
[] MOVE_UP
[] TRACK_DOWN
[] TRACK_UP
If you have any troubles while running the script, please leave a comment either here, or on the script page. Try to give any relevant details you can, including error messages from the terminal and what actions led up to the crash/bug. I will look into the issue and do my best to fix it.
- Ship Marker Pointed Sideways / Yaw and Roll Axes swapped: This may be because your reference block has not been specified. Be sure to include the reference tag (default: "[Reference]") in the name of one of your forward facing blocks. Cockpits and Remote Blocks are good candidates.
Surface Generation
Space Engineers
Тема закреплена. Скорее всего, здесь есть важная информация. 24 янв. 2014 в 3:04 12 мая. 2018 в 2:21 Только что проверил. Взял из мастерской первую попавшуюся планету, подписался, запустил инженеров, начал новую игру, выбрал пустой мир, зашёл в настройки, добавил в модах планету, запустил мир, нажал Shift+F10, в выпадающем списке выбрал планеты, в списке типов планет выбрал ту, что из мастерской, нажал создать и вот она, в космосе, прямо перед носом! То же самое проделал с файлом сохранёнки, где я тестирую моды и разные идеи, там столько всего было понапихано, удалено и просто валяется повсюду, что жуть. Стоя на земле, добавил планету из мода прямо над головой. Так что всё работает.Если же у тебя в меню по Shift+F10 список типов планет вообще пуст (а такого быть не должно, потому что там куча уже встроенных планет), то значит какой-то косяк с игрой. Или конфликт с модами, тогда отключи все и проверь, если список восстановится, ищи конфликтный мод. Или проблема с файлами игры, тогда попробуй переустановить, с полным удалением установленной папки игры из папки стима и рабочей папки игры из AppData/Roaming/SpaceEngineer. Вней всё надо грохнуть, только сохранёнки можешь оставить.
ЗЫ Забыл добавить. Не знаю, в каком режиме ты пробуешь, но меню размножения по Shift+F10 работает только в творческом режиме. В выживании открываются чертежи. Спасибо большое за ответ! Я в сохраненной игре изменял настройки на творческий режим и новую игру запускал в творческом пустой мир! В настройках 6 разных модов планет. В режиме Шифт+Ф10 во вкладке планеты пусто, не появляются ни в какую! Хотя все добавленные чертежи в режиме выживания есть во вкладке. Наверное придется переустановить игру. А не подскажешь где сохранения находятся? В какой папке? 13 мая. 2018 в 0:33 Сохранёнки, моды, чертежи и прочее находятся в папке c:\Users\ИмяПользователя\AppData\Roaming\SpaceEngineers\
Вообще, можно попробовать просто удалить оттуда папку ShaderCache2 (и ShaderCache, если такая есть) и попробовать новую игру. Но лучше грохнуть всё, кроме папки Saves и переустановить игру. Если есть собственноручно сделанные моды, чертежи или скрипты,, не выложенные в мастерскую, их тоже сохрани (в соответствующих папках), иначе они пропадут.. Всё, на что подписан в мастерской, потом автоматически подгрузится заново. Ну и настройки придётся заново выставить. 14 мая. 2018 в 10:06 А как же построить малый корабль находясь на большом? Малая лапа к нему не лепиться.
Попробовал рядом на астероиде -- поставил пару блоков лёгкой брони в грунт, вроде как база получается же -- всё равно малая нога на них не лепиться.
Вот не то чтоб не пристыковывается, а она не ставится на блок. Просто в воздухе висит. Я не могу начать постройку нового малого корабля находясь на астероиде. 14 мая. 2018 в 10:08 14 мая. 2018 в 10:37 Можно через ротор большой построить малый корабыль ( срезать большую пимпу и поставить маленькую через ротор ) 14 мая. 2018 в 11:35
И она улетает в сторону планеты. У меня там 0.1 G.
Можно через ротор большой построить малый корабыль ( срезать большую пимпу и поставить маленькую через ротор )И ещё один глюк поясните пожалуйста.
Я большим кораблём прилетел с планеты на астероид, запарковался, и полетел обратно на планету на маленьком за чем то, уже не помню. А когда возвращался на астероид, то увидел как метка большого корабля (антенна) отделилась от астероида и начала улетать. Так и не догнал, перегрузился с сохранки, и всё нормально, всё на месте, никто никуда без меня не улетел. Играю офлайн, лицензия. Друзей никаких нет.
In real life, a planet is a round celestial body that orbits a star. A moon is a round celestial body that orbits a planet. Asteroids are irregularly shaped smaller objects that orbit a star.
Planets and moons themselves are not in any way affected by gravity in game: If you were to spawn two planets very close to each other, so they are inside in each other's gravitational fields, they would not collide with each other. Entities travelling between both of them would experience strange gravitational effects though.
Measurements
This table lists the standard planets, their distance from the center (?), their diameter in kilometres, and their GPS coordinates. The values are obtained through SEToolbox.
Name | Distance | Diameter | GPS |
EarthLike | 227.02 | 120.00 | GPS:EarthLike:0.50:0.50:0.50: |
Moon | 176.92 | 19.00 | GPS:Moon:16384.50:136384.50:-113615.50: |
Mars | 1749.29 | 120.00 | GPS:Mars:1031072.50:131072.50:1631072.50: |
Europa | 1835.76 | 19.00 | GPS:Europa:916384.50:16384.50:1616384.50: |
Triton | 2542.14 | 80.25 | GPS:Triton:-284463.50:-2434463.50:365536.50: |
Pertam | 4079.73 | 60.00 | GPS:Pertam:-3967231.50:-32231.50:-767231.50: |
Alien | 5600.00 | 120.00 | GPS:Alien:131072.50:131072.50:5731072.50: |
Titan | 5783.85 | 19.00 | GPS:Titan:36384.50:226384.50:5796384.50: |
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