How To: Planet Editor

BANDWITH

Embodiment of Made In Abyss spoilers
Professor
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#1
Want to make a new place in the Solar System or beyond? You've come to the right place. :)

NOTE: iOS USERS CANNOT PLANET EDIT. PLEASE DO NOT ASK.
:mad::mad::mad::mad:

Step 1: Planning
Try not to make your idea too big at first when designing a planet. Think about what you want, for example, do you want crazy mountains or a giant space potato, or something else.

Step 2: Research
This step is pretty useful when it comes to making real life bodies in the SFS solar system. This can also be useful for fictional planets or stars, so you know how big they can get before you have to stop. For example, if you want to make a red dwarf star, you could look up a real one for reference. I would recommend Wikipedia for this step.

Step 3: Surface
Now comes the part where you start putting your ideas into the game.
First, let's look at Deimos' code to get the basics down.
Follow the steps below:
  1. Copy Deimos.txt from the Planet Data folder. (Android--> Data--> com.StefMorojna.SpaceflightSimulator--> Files--> Resources) Now paste it into the Planet Data folder.
  2. Use the same directions given above to find your copy-pasted deimos.txt and open it with a file editor (lots of free safe ones in the Google Play Store if you know where to look). You should see something like this:
    Screenshot_20190508-165724.png
  3. "name" = what your planet will be called in game. "radius" = half of how 'wide' your planet will be in meters. Asteroids are generally pretty small, so don't make this one too big for now, and take notes to that planets are twentyth scale of the real solar system.. "gravity" = how fast you will fall per second in meters. Bigger planets and stars usually have high gravity due to their mass. "timewarpHeight" = the altitude in meters you have to be at or above to timewarp. Atmospheres should have the timewarp height a bit below the edge of the atmosphere. Lower gravity places should have a low timewarp height so that you don't have to wait forever to reach the surface.
  4. Next, scroll down until you see "terrain Fromula". This allows you to change the shape and surface features of the planet.
    Screenshot_20190508-171719.png
    The first spot in the parentheses after AddHeightMap is the type of terrain you will use. Perlin creates hills, Deimos creates a Deimos like shape, Mars adds an Olympus Mons type feature, Phobos creates a phobos like shape, Io makes ridges, and craters does as the name implies (Do not add a space before Craters, as it will not work.) The second space in the parentheses changes the frequency of the type of features you are adding. For example, Mars has only one Olympus Mons, so the Mars terrain thing only gets a one. The more you add of the big ones, like Mars, the weirder the planet will become. The third space is the height of the feature. It is advised to make this number smaller if the planet is small, and larger if the planet is big.
  5. Now, scroll down to the •Orbit Data• section, and change the 'Mars' to Earth, or the planet you want it to be orbiting. (Spell this correctly or the game may flip out and have the launcpad flying in space.) Finally, change the orbit height by a bit. Make it bigger than the radius of the planet it is orbiting, because it would be in a strange position. Note that orbits of bodies in the SFS solar system are 5% the size of the real solar system. The multiplierSOI changes the size of the sphere of influence. (The grey circle around a planet or moon.) 1.0 is the real size of the SOI, and you can make the number bigger or smaller depending on how you like it.
Now that you know how to mess around with the surface, fly over to your new place to see what you need to change about the surface. Note that you need to close the game and open it back up again to be able to see your changes and additions.
If you don't know how to fly to your new planet, or anywhere at all for that matter, go to Horus Lupercal's thread 'the Basics'.

Atmospheres and textures coming soon! :)
 
#2
Want to make a new place in the Solar System or beyond? You've come to the right place. :)

NOTE: iOS USERS CANNOT PLANET EDIT. PLEASE DO NOT ASK.
:mad::mad::mad::mad:

Step 1: Planning
Try not to make your idea too big at first when designing a planet. Think about what you want, for example, do you want crazy mountains or a giant space potato, or something else.

Step 2: Research
This step is pretty useful when it comes to making real life bodies in the SFS solar system. This can also be useful for fictional planets or stars, so you know how big they can get before you have to stop. For example, if you want to make a red dwarf star, you could look up a real one for reference. I would recommend Wikipedia for this step.

Step 3: Surface
Now comes the part where you start putting your ideas into the game.
First, let's look at Deimos' code to get the basics down.
Follow the steps below:
  1. Copy Deimos.txt from the Planet Data folder. (Android--> Data--> com.StefMorojna.SpaceflightSimulator--> Files--> Resources) Now paste it into the Planet Data folder.
  2. Use the same directions given above to find your copy-pasted deimos.txt and open it with a file editor (lots of free safe ones in the Google Play Store if you know where to look). You should see something like this: View attachment 19022
  3. "name" = what your planet will be called in game. "radius" = half of how 'wide' your planet will be in meters. Asteroids are generally pretty small, so don't make this one too big for now, and take notes to that planets are twentyth scale of the real solar system.. "gravity" = how fast you will fall per second in meters. Bigger planets and stars usually have high gravity due to their mass. "timewarpHeight" = the altitude in meters you have to be at or above to timewarp. Atmospheres should have the timewarp height a bit below the edge of the atmosphere. Lower gravity places should have a low timewarp height so that you don't have to wait forever to reach the surface.
  4. Next, scroll down until you see "terrain Fromula". This allows you to change the shape and surface features of the planet. View attachment 19024 The first spot in the parentheses after AddHeightMap is the type of terrain you will use. Perlin creates hills, Deimos creates a Deimos like shape, Mars adds an Olympus Mons type feature, Phobos creates a phobos like shape, Io makes ridges, and craters does as the name implies (Do not add a space before Craters, as it will not work.) The second space in the parentheses changes the frequency of the type of features you are adding. For example, Mars has only one Olympus Mons, so the Mars terrain thing only gets a one. The more you add of the big ones, like Mars, the weirder the planet will become. The third space is the height of the feature. It is advised to make this number smaller if the planet is small, and larger if the planet is big.
  5. Now, scroll down to the •Orbit Data• section, and change the 'Mars' to Earth, or the planet you want it to be orbiting. (Spell this correctly or the game may flip out and have the launcpad flying in space.) Finally, change the orbit height by a bit. Make it bigger than the radius of the planet it is orbiting, because it would be in a strange position. Note that orbits of bodies in the SFS solar system are 5% the size of the real solar system. The multiplierSOI changes the size of the sphere of influence. (The grey circle around a planet or moon.) 1.0 is the real size of the SOI, and you can make the number bigger or smaller depending on how you like it.
Now that you know how to mess around with the surface, fly over to your new place to see what you need to change about the surface. Note that you need to close the game and open it back up again to be able to see your changes and additions.
If you don't know how to fly to your new planet, or anywhere at all for that matter, go to Horus Lupercal's thread 'the Basics'.

Atmospheres and textures coming soon! :)
How do I make a planet's surface smooth?
 

BANDWITH

Embodiment of Made In Abyss spoilers
Professor
Swingin' on a Star
Man on the Moon
Registered
#3
Set all of the second numbers to zero.
Ex: "OUTPUT = AddHeightMap( Perlin, 50, 0)"
 
#4
Want to make a new place in the Solar System or beyond? You've come to the right place. :)

NOTE: iOS USERS CANNOT PLANET EDIT. PLEASE DO NOT ASK.
:mad::mad::mad::mad:

Step 1: Planning
Try not to make your idea too big at first when designing a planet. Think about what you want, for example, do you want crazy mountains or a giant space potato, or something else.

Step 2: Research
This step is pretty useful when it comes to making real life bodies in the SFS solar system. This can also be useful for fictional planets or stars, so you know how big they can get before you have to stop. For example, if you want to make a red dwarf star, you could look up a real one for reference. I would recommend Wikipedia for this step.

Step 3: Surface
Now comes the part where you start putting your ideas into the game.
First, let's look at Deimos' code to get the basics down.
Follow the steps below:
  1. Copy Deimos.txt from the Planet Data folder. (Android--> Data--> com.StefMorojna.SpaceflightSimulator--> Files--> Resources) Now paste it into the Planet Data folder.
  2. Use the same directions given above to find your copy-pasted deimos.txt and open it with a file editor (lots of free safe ones in the Google Play Store if you know where to look). You should see something like this: View attachment 19022
  3. "name" = what your planet will be called in game. "radius" = half of how 'wide' your planet will be in meters. Asteroids are generally pretty small, so don't make this one too big for now, and take notes to that planets are twentyth scale of the real solar system.. "gravity" = how fast you will fall per second in meters. Bigger planets and stars usually have high gravity due to their mass. "timewarpHeight" = the altitude in meters you have to be at or above to timewarp. Atmospheres should have the timewarp height a bit below the edge of the atmosphere. Lower gravity places should have a low timewarp height so that you don't have to wait forever to reach the surface.
  4. Next, scroll down until you see "terrain Fromula". This allows you to change the shape and surface features of the planet. View attachment 19024 The first spot in the parentheses after AddHeightMap is the type of terrain you will use. Perlin creates hills, Deimos creates a Deimos like shape, Mars adds an Olympus Mons type feature, Phobos creates a phobos like shape, Io makes ridges, and craters does as the name implies (Do not add a space before Craters, as it will not work.) The second space in the parentheses changes the frequency of the type of features you are adding. For example, Mars has only one Olympus Mons, so the Mars terrain thing only gets a one. The more you add of the big ones, like Mars, the weirder the planet will become. The third space is the height of the feature. It is advised to make this number smaller if the planet is small, and larger if the planet is big.
  5. Now, scroll down to the •Orbit Data• section, and change the 'Mars' to Earth, or the planet you want it to be orbiting. (Spell this correctly or the game may flip out and have the launcpad flying in space.) Finally, change the orbit height by a bit. Make it bigger than the radius of the planet it is orbiting, because it would be in a strange position. Note that orbits of bodies in the SFS solar system are 5% the size of the real solar system. The multiplierSOI changes the size of the sphere of influence. (The grey circle around a planet or moon.) 1.0 is the real size of the SOI, and you can make the number bigger or smaller depending on how you like it.
Now that you know how to mess around with the surface, fly over to your new place to see what you need to change about the surface. Note that you need to close the game and open it back up again to be able to see your changes and additions.
If you don't know how to fly to your new planet, or anywhere at all for that matter, go to Horus Lupercal's thread 'the Basics'.

Atmospheres and textures coming soon! :)
What app did you use?
 
#6
How do you calculate soi of parent body. I know it depends on gravity so is there a formula that ouputs planet soi given gravity and multiplyer?
 

BANDWITH

Embodiment of Made In Abyss spoilers
Professor
Swingin' on a Star
Man on the Moon
Registered
#7
How do you calculate soi of parent body. I know it depends on gravity so is there a formula that ouputs planet soi given gravity and multiplyer?
I’m not sure, but you can find calculators for it online.
 

Altaïr

Space Stig, Master of gravity
Staff member
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#9
How do you calculate soi of parent body. I know it depends on gravity so is there a formula that ouputs planet soi given gravity and multiplyer?
Ah, for that game it's:
R_SOI = SOI_multiplier × orbit_radius × (mu_body/mu_parent)^(0.4)

mu is the gravitational parameter of a body. You can calculate it from its parameters:
mu = g × radius^2
With g: gravity at surface
And radius: the body radius

I've already used it, so I can confirm it works.
 

James Brown

Thinker/INTJ/investigator/Natural Science lover
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#10
What is the difference between OUTPUT and M?
 

Blazer Ayanami

Space Shuttle enthusiast // Retired Admin
Registered
Forum Legend
#11
What is the difference between OUTPUT and M?
M, which is something I've only seen in Venus, is like a variable where you are storing Data to use on your Terrain Formula.

You know, is just like maths. When you have something like A = B + C + D... And then you have B = E - F.

Sooo... In your case you have
OUTPUT which is A, and M which is B. Get it now?

M is something included inside OUTPUT.
 

James Brown

Thinker/INTJ/investigator/Natural Science lover
TEAM HAWK
Swingin' on a Star
Atlas
Deja Vu
Fly me to the Moon
Under Pressure
Registered
#12
Want to make a new place in the Solar System or beyond? You've come to the right place. :)

NOTE: iOS USERS CANNOT PLANET EDIT. PLEASE DO NOT ASK.
:mad::mad::mad::mad:

Step 1: Planning
Try not to make your idea too big at first when designing a planet. Think about what you want, for example, do you want crazy mountains or a giant space potato, or something else.

Step 2: Research
This step is pretty useful when it comes to making real life bodies in the SFS solar system. This can also be useful for fictional planets or stars, so you know how big they can get before you have to stop. For example, if you want to make a red dwarf star, you could look up a real one for reference. I would recommend Wikipedia for this step.

Step 3: Surface
Now comes the part where you start putting your ideas into the game.
First, let's look at Deimos' code to get the basics down.
Follow the steps below:
  1. Copy Deimos.txt from the Planet Data folder. (Android--> Data--> com.StefMorojna.SpaceflightSimulator--> Files--> Resources) Now paste it into the Planet Data folder.
  2. Use the same directions given above to find your copy-pasted deimos.txt and open it with a file editor (lots of free safe ones in the Google Play Store if you know where to look). You should see something like this: View attachment 19022
  3. "name" = what your planet will be called in game. "radius" = half of how 'wide' your planet will be in meters. Asteroids are generally pretty small, so don't make this one too big for now, and take notes to that planets are twentyth scale of the real solar system.. "gravity" = how fast you will fall per second in meters. Bigger planets and stars usually have high gravity due to their mass. "timewarpHeight" = the altitude in meters you have to be at or above to timewarp. Atmospheres should have the timewarp height a bit below the edge of the atmosphere. Lower gravity places should have a low timewarp height so that you don't have to wait forever to reach the surface.
  4. Next, scroll down until you see "terrain Fromula". This allows you to change the shape and surface features of the planet. View attachment 19024 The first spot in the parentheses after AddHeightMap is the type of terrain you will use. Perlin creates hills, Deimos creates a Deimos like shape, Mars adds an Olympus Mons type feature, Phobos creates a phobos like shape, Io makes ridges, and craters does as the name implies (Do not add a space before Craters, as it will not work.) The second space in the parentheses changes the frequency of the type of features you are adding. For example, Mars has only one Olympus Mons, so the Mars terrain thing only gets a one. The more you add of the big ones, like Mars, the weirder the planet will become. The third space is the height of the feature. It is advised to make this number smaller if the planet is small, and larger if the planet is big.
  5. Now, scroll down to the •Orbit Data• section, and change the 'Mars' to Earth, or the planet you want it to be orbiting. (Spell this correctly or the game may flip out and have the launcpad flying in space.) Finally, change the orbit height by a bit. Make it bigger than the radius of the planet it is orbiting, because it would be in a strange position. Note that orbits of bodies in the SFS solar system are 5% the size of the real solar system. The multiplierSOI changes the size of the sphere of influence. (The grey circle around a planet or moon.) 1.0 is the real size of the SOI, and you can make the number bigger or smaller depending on how you like it.
Now that you know how to mess around with the surface, fly over to your new place to see what you need to change about the surface. Note that you need to close the game and open it back up again to be able to see your changes and additions.
If you don't know how to fly to your new planet, or anywhere at all for that matter, go to Horus Lupercal's thread 'the Basics'.

Atmospheres and textures coming soon! :)
So you can use which apple device? I phone? I pad? I pawn? I smack?
 

James Brown

Thinker/INTJ/investigator/Natural Science lover
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#14
But i pwn and i smack dun't hav wor