When will it be possible to see the ring in the sky? I want to, it's a closed ring inward, it should be possible to see it, especially since there is almost no atmosphere.
Wow! That's incredible! I watched! I'm loving the evolution! Imagine when he adds atmospheric fade in and fade out! I don't know why but I think it would even render more smoothly on the gpu.
I am totally in favor of this planet/halo/ring having a super accelerated time zone by default. After all, it needs to maintain the momentum to have its gravity, caelumite alone doesn't work miracles for something this size, right? One day there could last like, 30 minutes UTC I don't know.
Great minds! I had the same thought and initially cranked the rotation way up! But then, I was thinking, space stations are often depicted spinning reeally slow? Turns out it shouldn't take a whole lot of velocity for something this big to create 1g.
But, do we lean more into the cool factor or hard science?
depends on distance to center, i think. like if there was a ring within the ring, etc.. then each maybe the time-dilation would be different between rings in order for them to have the same relative G
To give it earths gravity using earth diameter, a day would take 84.4 minutes. Half diameter would be 59.6minutes. Making the ring to small would make it spin to fast and cause all sorts of issues ie 2km ring would be 63.4 seconds.
fun fact if you spin worlds to fast they would fly apart, for earth it would be a 84.4 minutes "day"
I noticed something a little odd with Nokros, the planet it orbits (Site V-9) has less gravity than it. Also sometimes it is a little difficult to travel to it. If you set course to it sometimes you end up at Site V-9 but it also show you at the main star. If you travel to it again you get there. Last thing about Nokros (it may be the ui mod I'm using). While using the scanner the info panel doesn't show up.
Thing is, all the planets seem to use the same (milky way) skybox. I can turn that into a ring, which looks cool, but then every planet (and even outer-space) has a ring. I tried a few different tricks but couldn't get anything that I was happy with.
I wonder if its possible to place a fake ''ring'' inside of the ring so to speak so they share teh same position. This way, atleast in theory, would make it so tha the ring is visible while you have landed on it, as the fake one is technicly rendered by the game (every planet and moon sky box are dynamic with physical 3d models)
Have a 3d model, maybe the lod model of the planet/ring if you can use it Edit the model so the ring is thinner in the top section wile staying wider around the mid sections Heres a simple mesh i made quickly as an example of what i mean Took a ring widened and flattened the bottom so its roughly the size of what would be the real worldspace terrain It gets thinner to the top which should give it the same visual effect seen in halo, could also edit the texture so it has a fake fog like gradient going from the top down So it has no fog at the mid section where it meets the terrain and gets fades as you look up giving that atmospheric fade Would need abit of tweaking to look right but completely doable
The problem isn't so much the design, it's just that (as far as I can tell anyway) all of the planets share the same skybox. One could probably script a static to appear over the player once they land, but, it would have to be a huuuuge mesh to give any kind of immersion.
I suspect there's a way to manipulate a single planet's skybox but I've yet to find it.
@Lynxgal, I tried putting stuff inside but it all disappears when you land. And the dang game won't let you put two planets in the same place, it just moves them apart to some min distance. Maybe though... hm. If you can get some huge 'planet' to disappear in space view? It might work. I don't know nifscope well enough to pull this off though.
Not sure if you was replying to me at all but i was talking about putting a model in the actual world spaces Just a large prop model, like a extremely big building, so long as yo can flag it to always be in the distance Older games have this flag not opened starfield creation kit but id assume it dose
Sorry, yeah I was. I updated it to be orbiting a very close gas giant. This pushes pretty hard when passing close by on ultra settings. But, it should be possible.
The hidden magic is the world spaces aren't really unique, the underlying meshes are shared by the rest of the planets, the entire universe is procgen'd from a handful (ok, couple hundred?) of tiles.
I'm pretty confident scripting would work, just ad a prop - follower sort of deal. My airlocks pull statics to the player cell so it should be possible.
Ah just realized your the author of the airlock mod, got that on my list to dl
I was thinking of a physical solution i have done 0 modding in starfield(i have with morrowind,oblivion/skyrim/all fallouts) so i have no knowledge of how space and all that works yet Interested to learn how they did this as i know older games have an innate limit on world spaces something the beyond skyrim team are dealing with
I technically havnt even played yet lol Beet waiting for some mods to pull my interest Astrogate for actual Realtime planetary/solar flying and your airlocks are that pull into the game for me! What was the point of space if you cant really fly in it and go out into it lol
Anyway hope you get a solution to this, seeing the ring would be so epic and be a permanent home base, once i actually go through and dl all the mods i want lol Iv been in that looking and bookmarking phase haha Expect endorsements once i stop being lazy and actually dl my mod list :D
Side question, Have you seen Spacewalk With A Purpose older mod dosnt seem to have active development but along side its own(apparently broken) airlocks it adds ship repair(apparently abit awkward to use) and hand asteroid mining. What are your thoughts on something similar for your mod as togglable features
My thought was for ship repair is you have to go on a space walk point a hand held laser and fire at the ship and it costs the ship repair kits as a sort of ammo. So ship repair isnt a menu thing but a you need to got out and do it by hand sort of thing at least when your in space and not landed at a repair pad. An emergency patch repair, especially if say the grav drive goes offline if too badly damaged. With that you can fly slowly but to be able to grav drive to anywhere you have to perform a patch repair meaning you have to go outside
For asteroid minning its so the resources you get can be used to make ship repair kits, so if your out of ship repair kits you can salvage asteroids or scrap salvage to craft them. So both exterior repair and salvage is a nice game loop, couple that with the random spawns and loot. The need to go outside to repair gives that mandatory reason to have to got outside, not just because you can
What are your thoughts on this? Edit: sorry probably should have put this on the airlock mod page thinking about it
@speaker60, I'm getting close! These cells and and the player camera bubble are a pitb to work around but it's looking dang good! The lighting effects in this game are insane! Just had a run in where the gas giant was blocking the sun and lighting (dynamically) the ring itself, ff 24h and the sun starts passing light upon the top then on down as it rises.
How possible would it be to add atmosphere so the sky isnt quite night all the time The halo ring has a simulated atmosphere, if possible maybe we could have a optional DL one with atmo one without?
Edit: Keep watching the video :P Is it possible to add abit of 3d terrain noise to the ring/planet mesh, it dose look abit obviously flat on the terrain part of the ring. Kind of made obvious by the dynamic lighting on the real terrain vs the flat lighting on the ring terrain, atmo would help obscure that though adding abit of fade. If some 3d Noise can be added to give the impression of hills and bumps and such the normals of the 3d mesh should add more shading depth to the distance terrain, and give the dynamic lighting something to cast onto. I guess the question is can we edit planet LOD meshes yet or can we only generate them
Though the same idea could probably be done with just editing the normal map for the ring, Im guessing planets dont have a very strong noise strength in there normal texture as planets are normally meant to be quite flat looking
Well i guess given the ring wasnt visible it wasnt obvious or even relevant before now Epic breakthrough with this!! Cant wait to setup the game and make a home base there
With this ability to see the 'Planet' from the ground, i recon a large asteroid world space could be possible. Essentially a really really small planet you can land on and walk around with no gravity with other space asteroids and clutter/debris visible in the 'sky' Something like Grim Hex from star citizen, a planet that looks like several separated large chunks of asteroids with lots of smaller rocks chunks It being one planetary object all the chunks orbit as one piece essentially, and with its self visible from the 'ground' you can see all the chunks of rock in the sky I could see a few of these sort of locations in various sizes spawning mining and industry POIs :D Or even a fractured broken moon :D Oh the ideas flow :P
Might be good to post a tutorial on adding the fake 'Planet' for locations like this at some point so more people can create cool interesting locations
Exactly! Not to knock my own work, but this is just amature hour, something I figured had to be possible. I'm still working on how to identify procgen'd cell locations, for instance to fast travel 'across' the ring (or to other asteroid / shattered planet chunks!) instead of opening system view.
The only real limit is planets are coded as spheres in the system UI, hence all the can't land here 'space' added around the ring.
Deveris is working on a planet tool suite which will make all of this even more user friendly! I imagine they or someone will penalty drop a tut once it's done. Currently making planets from scratch is still a bit hacky (and easy to break lol). Tridasha's tool does an excellent job of cloning / creating simple rtr systems though, just need to update the biom directory.
Anyway, yeah. Lots of possibilities and we've only just scratched the surface. Procgen'd metal deathstar totally on the table. The raw height data for terrain tiles is exposed, material / texture / details for tiles is entirely seperate. A 'Steve' population can be procedurally added as easily as critters to a Minecraft looking world for instance, etc. Exciting stuff!
im not sure why all the added work to show a ring when in reality your just landing on yet another planet seems insanely misleading to call it a ring world when theres no difference from a regular globe world ie: no ring in the sky that should be connected to the land your currently on. cool idea but this isnt even close to whats described on the mod page
The mod author seems to believe they are playing Mass Effect Andromeda a notion I find quite amusing. This motivated me to a third 100% playthrough, as I already contemplated last week. But was already in the midst of my third 100% playthrough of Assassin's Creed Odyssey, I was uncertain about these two substantial undertaken simultaneously. Nonetheless, it appears I am proceeding with both endeavors. This mod ignited prior plans. Thank you GoArray
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Threw whatever planet related xEdit scripts I had and a .biom file generator up on my github.
Just trying to figure out if I need to backtrack and reinstall this mod.
Thanks for this addition!!! Great work!
Its glorious!
He mentioned theres no weather yet, so thats got to be added also
momentum to have its gravity, caelumite alone doesn't work miracles for something this size, right? One day there could last like, 30 minutes UTC I don't know.
But, do we lean more into the cool factor or hard science?
Making the ring to small would make it spin to fast and cause all sorts of issues ie 2km ring would be 63.4 seconds.
fun fact if you spin worlds to fast they would fly apart, for earth it would be a 84.4 minutes "day"
I noticed something a little odd with Nokros, the planet it orbits (Site V-9) has less gravity than it. Also sometimes it is a little difficult to travel to it. If you set course to it sometimes you end up at Site V-9 but it also show you at the main star. If you travel to it again you get there. Last thing about Nokros (it may be the ui mod I'm using). While using the scanner the info panel doesn't show up.
Thing is, all the planets seem to use the same (milky way) skybox. I can turn that into a ring, which looks cool, but then every planet (and even outer-space) has a ring. I tried a few different tricks but couldn't get anything that I was happy with.
This way, atleast in theory, would make it so tha the ring is visible while you have landed on it, as the fake one is technicly rendered by the game (every planet and moon sky box are dynamic with physical 3d models)
Edit the model so the ring is thinner in the top section wile staying wider around the mid sections
Heres a simple mesh i made quickly as an example of what i mean
Took a ring widened and flattened the bottom so its roughly the size of what would be the real worldspace terrain
It gets thinner to the top which should give it the same visual effect seen in halo, could also edit the texture so it has a fake fog like gradient going from the top down
So it has no fog at the mid section where it meets the terrain and gets fades as you look up giving that atmospheric fade
Would need abit of tweaking to look right but completely doable
I can assist with the model if you want
I suspect there's a way to manipulate a single planet's skybox but I've yet to find it.
Just a large prop model, like a extremely big building, so long as yo can flag it to always be in the distance
Older games have this flag not opened starfield creation kit but id assume it dose
The hidden magic is the world spaces aren't really unique, the underlying meshes are shared by the rest of the planets, the entire universe is procgen'd from a handful (ok, couple hundred?) of tiles.
I'm pretty confident scripting would work, just ad a prop - follower sort of deal. My airlocks pull statics to the player cell so it should be possible.
I was thinking of a physical solution i have done 0 modding in starfield(i have with morrowind,oblivion/skyrim/all fallouts) so i have no knowledge of how space and all that works yet
Interested to learn how they did this as i know older games have an innate limit on world spaces something the beyond skyrim team are dealing with
I technically havnt even played yet lol Beet waiting for some mods to pull my interest
Astrogate for actual Realtime planetary/solar flying and your airlocks are that pull into the game for me!
What was the point of space if you cant really fly in it and go out into it lol
Anyway hope you get a solution to this, seeing the ring would be so epic and be a permanent home base, once i actually go through and dl all the mods i want lol
Iv been in that looking and bookmarking phase haha
Expect endorsements once i stop being lazy and actually dl my mod list :D
Side question,
Have you seen Spacewalk With A Purpose older mod dosnt seem to have active development but along side its own(apparently broken) airlocks it adds ship repair(apparently abit awkward to use) and hand asteroid mining. What are your thoughts on something similar for your mod as togglable features
My thought was for ship repair is you have to go on a space walk point a hand held laser and fire at the ship and it costs the ship repair kits as a sort of ammo. So ship repair isnt a menu thing but a you need to got out and do it by hand sort of thing at least when your in space and not landed at a repair pad. An emergency patch repair, especially if say the grav drive goes offline if too badly damaged.
With that you can fly slowly but to be able to grav drive to anywhere you have to perform a patch repair meaning you have to go outside
For asteroid minning its so the resources you get can be used to make ship repair kits, so if your out of ship repair kits you can salvage asteroids or scrap salvage to craft them. So both exterior repair and salvage is a nice game loop, couple that with the random spawns and loot. The need to go outside to repair gives that mandatory reason to have to got outside, not just because you can
What are your thoughts on this?
Edit: sorry probably should have put this on the airlock mod page thinking about it
Lights on the ring structure and if the ring becomes visible eventually
Just think it would look cool
Im Going to start DL mods tomorrow finally :P
I was surprised to learn starfield actually has orbit mechanics never thought Bethesda would have even bothered tbh
https://youtu.be/hbevSf8MNVQ
Well done Sir!!!
How possible would it be to add atmosphere so the sky isnt quite night all the time
The halo ring has a simulated atmosphere, if possible maybe we could have a optional DL one with atmo one without?
Edit: Keep watching the video :P
Is it possible to add abit of 3d terrain noise to the ring/planet mesh, it dose look abit obviously flat on the terrain part of the ring. Kind of made obvious by the dynamic lighting on the real terrain vs the flat lighting on the ring terrain, atmo would help obscure that though adding abit of fade.
If some 3d Noise can be added to give the impression of hills and bumps and such the normals of the 3d mesh should add more shading depth to the distance terrain, and give the dynamic lighting something to cast onto. I guess the question is can we edit planet LOD meshes yet or can we only generate them
Though the same idea could probably be done with just editing the normal map for the ring, Im guessing planets dont have a very strong noise strength in there normal texture as planets are normally meant to be quite flat looking
The atmosphere is just a custom clear one for now. Weather I haven't touched, but had a few monsoons, maybe should tone it down.
There's a lot that's still possible! And that's before getting to the worldspaces themselves / ground mesh(es).
Epic breakthrough with this!!
Cant wait to setup the game and make a home base there
With this ability to see the 'Planet' from the ground, i recon a large asteroid world space could be possible.
Essentially a really really small planet you can land on and walk around with no gravity with other space asteroids and clutter/debris visible in the 'sky'
Something like Grim Hex from star citizen, a planet that looks like several separated large chunks of asteroids with lots of smaller rocks chunks
It being one planetary object all the chunks orbit as one piece essentially, and with its self visible from the 'ground' you can see all the chunks of rock in the sky
I could see a few of these sort of locations in various sizes spawning mining and industry POIs :D
Or even a fractured broken moon :D
Oh the ideas flow :P
Might be good to post a tutorial on adding the fake 'Planet' for locations like this at some point so more people can create cool interesting locations
The only real limit is planets are coded as spheres in the system UI, hence all the can't land here 'space' added around the ring.
All this before getting into what's possible with the systems themselves.
Deveris is working on a planet tool suite which will make all of this even more user friendly! I imagine they or someone will penalty drop a tut once it's done. Currently making planets from scratch is still a bit hacky (and easy to break lol). Tridasha's tool does an excellent job of cloning / creating simple rtr systems though, just need to update the biom directory.
Anyway, yeah. Lots of possibilities and we've only just scratched the surface. Procgen'd metal deathstar totally on the table. The raw height data for terrain tiles is exposed, material / texture / details for tiles is entirely seperate. A 'Steve' population can be procedurally added as easily as critters to a Minecraft looking world for instance, etc. Exciting stuff!