Suggestion: Orbital System for Space Engineers 2

Oliver shared this feedback 21 days ago
Not Enough Votes

One major feature I feel is missing from Space Engineers is an orbital system that would allow players to build true space stations. Having orbits would open up completely new gameplay possibilities and make the universe feel much more alive.

A fully realistic simulation with gravity might be too heavy for the engine, but even a simplified system could work well. For example, predefined orbital paths managed through an interface, where altitude and velocity determine energy and fuel consumption. This would create meaningful design choices without overloading the system.

With such a system, players could build stations functioning like satellites or orbital platforms to launch rockets at planets or serve as strategic bases in space. It would add incredible depth to exploration and engineering.


I believe this feature could greatly enhance Space Engineers 2 and make space stations truly meaningful.


I’m not sure if this is the right thread for suggestions—if not, my apologies.

Thanks for reading, and I’d love to hear what others think about this idea!

Replies (2)

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Dual Universe managed orbits with constructs made of voxel, though it did have its flaws. Of course the biggest issue will be that with a 300m/s speed cap and a low probability of Keen making gravity-wells extend to several times a planet's diameter while simultaneously tracking gravity down to .1%, there'd be only a very narrow window of speeds and orbits possible, and all of them will inevitably involve trying to plot an intercept-course to re-dock instead of just flying to a fixed parking spot that will probably annoy more players than it entertains.


Perhaps they could make this a universe-toggle in a menu somewhere so the new players can get the hang of flying in an orbit-free vanilla game before they have to try and figure out how to play KSP?

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If KSP had:

- a truly modular construction system - dimensions of all parts in a module so that they could be connected without restrictions,

- a good and, above all, easily accessible information system,

- and voxel planets and asteroids with the possibility of terrain modification,

I would be playing it to this day.

And when I look at the calendar... Now is about the time when my probe would arrive at Eeloo. :)

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SE1 had a mod for this, I myself simulated it with use of a altitude hold script.

So there has to be a way to make it more systematic in SE2.

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