Realistic Orbital Physics in SE2 or side-quel; if possible, in SE
Submitted
Keen Software House recently just put out a survey for what they should develop next. I propose that they work on a Space Engineers 2 or side-quel that has Space Engineers gameplay but with realistic orbital physics akin to Kerbal Space Program!
There is next to no competition for KSP on the market, and I know I would personally pay $60 for a game that combines KSP physics with SE gameplay. I know Keen is an experienced studio and I think they can handle the challenge!
I would suggest that they add it to the current Space Engineers game, but I do think that that is probably out of scope for the existing game.
I recently read that you can manually change the game's gravity curve from r⁻⁷ to r⁻², which would theoretically allow for stable orbits around planets and moons (maybe in conjunction with a speed mod if you want to orbit closer to the planet/moon). Of course, this assumes that the game's physics simplifications won't result with you gaining/losing energy over time and destabilizing the orbit. You might be interested in trying it out.
Either way I'd love to have orbits incorporated into SE. I'm not a rocket scientist, but from what I know, it seems like orbits are fundamental to all things engineered in space.
I recently read that you can manually change the game's gravity curve from r⁻⁷ to r⁻², which would theoretically allow for stable orbits around planets and moons (maybe in conjunction with a speed mod if you want to orbit closer to the planet/moon). Of course, this assumes that the game's physics simplifications won't result with you gaining/losing energy over time and destabilizing the orbit. You might be interested in trying it out.
Either way I'd love to have orbits incorporated into SE. I'm not a rocket scientist, but from what I know, it seems like orbits are fundamental to all things engineered in space.
I tried changing the value from 7 to 2. It doesn't apply and always resets when saving. If anyone has had more success, please let me know!
I seriously cannot fathom why the hell a physics game based around space could get this wrong in the first place...
Also, I would NOT pay 60$ for them to change one freaking value that should have been different in the first place. It's not like you would need to put a huge amount of effort into making orbits work. I could probably botch a small 3D orbit simulator in C++ in the course of a week if I really tried. (This is coming from someone with very little experience in programming, but a very good understanding of orbital mechanics)
This is a SPACE GAME, how is this too much to ask??
I tried changing the value from 7 to 2. It doesn't apply and always resets when saving. If anyone has had more success, please let me know!
I seriously cannot fathom why the hell a physics game based around space could get this wrong in the first place...
Also, I would NOT pay 60$ for them to change one freaking value that should have been different in the first place. It's not like you would need to put a huge amount of effort into making orbits work. I could probably botch a small 3D orbit simulator in C++ in the course of a week if I really tried. (This is coming from someone with very little experience in programming, but a very good understanding of orbital mechanics)
This is a SPACE GAME, how is this too much to ask??
+1 for some simulation of orbital physics. Also planets rotation will be nice.
+1 for some simulation of orbital physics. Also planets rotation will be nice.
+1 in SE2 (after current game version is released)
+1 in SE2 (after current game version is released)
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