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How Often Does Space Engine Update Its Planets

This manual describes how to add a planet to SpaceEngine. Before continuing, it is recommended that you lot read these manuals showtime:
Introduction
Creating a star

Quick outset: observe a similar planet in SpaceEngine

The easiest way to add together a planet is to find a procedural planet in SpaceEngine which you like, indistinguishable it in your planetary organisation script, then tweak its parameters a bit as you desire. You tin rapidly find a planet shut to your needs by using the Star browser. Open it past pressing [Shift]+[F3], enter the search radius 100 and printing the [Filter settings] push, then choose the desired filter parameters. In this example, we are looking for a temperate Earth-sized terra nigh a Yard class star:

Printing the [Ok] button and wait until SpaceEngine finishes the search. So yous may click on each row, open the Solar system browser ([F2] key) and look for the planets SpaceEngine has constitute. Tip: to know exactly which planets satisfied the filter options, hover the mouse cursor over the table cell in the 'Filter' cavalcade (last column). A small box volition appear with a listing of the planets in that system which met the filter options.

So allow'due south apply RS 8474-918-7-65905-410 A4 as our case planet. Notation: in your SpaceEngine version this planet may not exist or may look dissimilar due to installed mods/addons or a different version number.

It looks proficient enough. Let's copy it into our system. Open the Planet editor ([Shift]+[F2] or Main Menu -> Editor -> Edit planet). Brand sure the planet is selected, otherwise the Editor will not open or volition open up for another planet. We volition talk well-nigh Editor options later. Now, printing the [Export script] button:

Press the [Consign] button, and a file called RS 8474-918-7-65905-410 A4.sc will announced in the export/ directory.

At present we must create a catalog script for our planetary arrangement. Get to the addons/catalogs/planets/ folder (create it if information technology does not be) and create a new file named MySystem.sc there. Open information technology with notepad. Also open up our exported script export/RS 8474-918-7-65905-410 A4.sc, re-create its content and paste into MySystem.sc. Later this, you must make some edits.

First, y'all must cull a star for your planet to orbit. In the current version of SpaceEngine, information technology is impossible to create a system for a procedural star (procedural stars have a name looking like "RS 123-456-789"), so you must choose a real star from the catalog, or create a new star. And so, let's choosethe star called Chara (beta Canum Venaticorum) for our example planet. This is a Sun-similar star of spectral grade G0V - a good choice for creating a life-bearing planet.

In the MySystem.sc file we need to come up upwards with a good name for our planet. The star we had chosen is called Chara, so a expert name for its planet is Char (hello from the Queen of Blades 🙂 ). Look at the very first line and change it from Planet "A4" to Planet "Char". Next, nosotros must tell SpaceEngine that this planet must revolve around the star Chara. Look at the third line, and alter it from ParentBody "A" to ParentBody "Chara". Now the planet will revolve effectually Chara, just it may have the wrong orbit, especially if you exported a moon and want to make it a planet, or vise versa. Scroll to the terminate of the script and discover the Orbit tag. Change the parameter SemiMajorAxis to i.0 (this means a altitude from the star of 1 astronomical unit of measurement) - it'south a good start for tweaking an Globe-like planet near a Dominicus-like star. You may also remove the Flow parameter (for SE to calculate it automatically based on the mass of the star), and change the Eccentricity to some pocket-size value (so the planet's orbit will be nearly circular). Save your changes and launch SpaceEngine. Hit the [F3] key and enter your planet'south name, Char. So press the [Yard] primal twice and you will see your planet:

It may look a bit different because you might have put in an imperfect orbital radius (semimajor axis) at first, and the planet may be also hot or too cold. You must arrange the parameters in your planet script to get it right. Remember: afterward editing the script, y'all must restart SpaceEngine to run across the changes.

Using the Planet editor

The easiest style to tweak the planet is using the Planet editor. But it has two master restrictions for now:
1) The Editor does not save changes to the files. You must export the script and manually copy/paste the code from information technology.
2) The Editor is not finished notwithstanding, and so it doesn't permit you to edit all parameters, and it may accept some glitches.

But y'all tin however quickly arrange the primary parameters such as orbit radius (SemiMajorAxis), planet Albedo and temper Greenhouse effect to achieve the desired temperature on the planet; change its radius and mass to adjust surface gravity; change atmosphere model, and change some procedural landscape forms (read the next chapter for more than details).

About all changes require pressing the [Update] button to apply. Pressing the [Reset] button will return the settings to those the planet had before you opened the Editor. This means that if you make some changes and close the editor, you won't be able to reset them back again. Only restarting SpaceEngine will reset them (remember, Editor does not salve the changes to the file). Then if y'all want to accomplish good results, or if you want to exist more skilled in creating planets, read the next affiliate of this tutorial.

Let'due south consider the parameters of our planet Char that we inverse while playing with the Editor. We changed its atmospheric greenhouse effect to make it warmer, inverse snow caps altitude, atmosphere model and color hue, and played with the procedural surface parameter. We could also make it ringless by deleting the Rings tag from the script and calculation NoRings true (see beneath for details). Finally, our planet script should wait like this:

Lawmaking

Planet    "Char"
{

ParentBody     "Chara"
Class          "Terra"
Mass            1.72541
Radius          7262.85
InertiaMoment   0.332483

Oblateness      0.00446722

RotationPeriod  19.2199
Obliquity       4.6793
EqAscendNode   -35.5612

AlbedoBond      0.437803
AlbedoGeom      0.525363
Effulgence      2
Color          (0.775 0.780 0.782)

Life
{

Class   "Organic"
Blazon    "Multicellular"
Biome   "Terrestrial"

}

Surface
{

SurfStyle       0.024245
OceanStyle      0.62373
Randomize      (-0.485, 0.692, -0.399)
colorDistMagn   0.0445073
colorDistFreq   794.398
detailScale     18680.5
colorConversion true
drivenDarkening -one
seaLevel        0.533667
snowLevel       0.865079
tropicLatitude  0.0819224
icecapLatitude  0.758483
icecapHeight    0.545793
climatePole     0.9375
climateTropic   0.522706
climateEquator  0.6875
heightTempGrad  0.414794
tropicWidth     0.374003
mainFreq        i.0687
venusFreq       0.653746
venusMagn       0
mareFreq        three.10486
mareDensity     0.060662
terraceProb     0.253474
erosion         0.11918
montesMagn      0.150631
montesFreq      345.084
montesSpiky     0.894682
montesFraction  0.519249
dunesMagn       0.0468856
dunesFreq       54.408
dunesFraction   0.942635
hillsMagn       0.130191
hillsFreq       980.783
hillsFraction   0.0357427
hills2Fraction  0.817134
riversMagn      58.1157
riversFreq      two.85878
riversSin       7.62415
riversOctaves   2
canyonsMagn     0.0632909
canyonsFreq     100
canyonFraction  0.0454924
cracksMagn      0.0824855
cracksFreq      0.811998
cracksOctaves   0
craterMagn      0.752975
craterFreq      25.728
craterDensity   0
craterOctaves   0
craterRayedFactor 0
volcanoMagn     0.712696
volcanoFreq     0.703719
volcanoDensity  0.275554
volcanoOctaves  3
volcanoActivity 0.334258
volcanoFlows    0.479296
volcanoRadius   0.552217
volcanoTemp     1460.56
lavaCoverTidal  0
lavaCoverSun    0
lavaCoverYoung  0
stripeZones     1.14778
stripeFluct     0
stripeTwist     0
cycloneMagn     2.40332
cycloneFreq     0.639954
cycloneDensity  0.419004
cycloneOctaves  2
colorSea       (0.040, 0.200, 0.200, one.000)
colorShelf     (0.150, 0.370, 0.370, i.000)
colorBeach     (0.820, 0.730, 0.570, 0.000)
colorDesert    (0.420, 0.360, 0.220, 0.000)
colorLowland   (0.220, 0.230, 0.220, 0.000)
colorUpland    (0.570, 0.540, 0.420, 0.000)
colorRock      (0.100, 0.100, 0.100, 0.000)
colorSnow      (1.000, one.000, 1.000, i.308)
colorLowPlants (0.117, 0.154, 0.084, 0.000)
colorUpPlants  (0.097, 0.106, 0.056, 0.000)
BumpHeight      17.3379
BumpOffset      nine.25266
DiffMapAlpha   "Water"
SpecBrightWater 0.65
SpecBrightIce   0.85
SpecularPower   55
Hapke           0
SpotBright      4
SpotWidth       0.05
DayAmbient      0.07

}

Clouds
{

Pinnacle          iv.36572
Velocity        117.481
BumpHeight      4.36566
Hapke           0.ii
SpotBright      two
SpotWidth       0.15
DayAmbient      2
mainFreq        one.11873
mainOctaves     ten
Coverage        0.396338
stripeZones     i.14778
stripeFluct     0
stripeTwist     0

}

Ocean
{

Superlative          9.25266
Hapke           0
SpotBright      2
SpotWidth       0.15
DayAmbient      2

}

NoLava          truthful

Atmosphere
{

Model          "Thick"
Peak          124.52
Density         four.88424
Pressure        2.63276
Greenhouse      57.1429
Bright          x
Opacity         1
SkyLight        three.33333
Hue             0.428571
Saturation      1Composition
{

CO2       94.3917
O2        5.53639
N2        0.0530705
SO2       0.0153837
Ar        0.00293737
Ne        0.000270165
H2O       0.000267185
Kr        1.95886e-005

}

}

Aurora
{

Height      53.3841
NorthLat    57.4894
NorthLon    88.7206
NorthRadius 1455.88
NorthWidth  284.757
NorthRings  4
NorthBright 0.3
NorthParticles 0
SouthLat    -57.5165
SouthLon    273.482
SouthRadius 1342.38
SouthWidth  384.318
SouthRings  three
SouthBright 0.3
SouthParticles 0
TopColor    (one.000 1.000 1.000)
BottomColor (0.000 1.000 0.000)

}

NoRings         true

NoAccretionDisk true

NoCometTail     true

Orbit
{

RefPlane        "Equator"
SemiMajorAxis   one
Period          0.959885
Eccentricity    0.01
Inclination     0.0246517
AscendingNode   -36.7804
ArgOfPericenter 280.426
MeanAnomaly     264.157

}

}

And the planet itself appears in the game like this:

You may make any type of planet/moon/asteroid in the same way (observe with the Star browser and export with the Planet editor). You may add code for other objects to the same script file (actually, it'due south recommended to accept a single script file for your whole planetary organisation). Information technology is too useful to let SpaceEngine generate some parameters automatically, like cloud layers for gas giants. This is also described in the side by side chapter.

Planet script details

Offset, make sure you are familiar with the basics of SE scripts.

The full structure of the planet script is the following:

Code

Planet "Name"
{

<Master planet parameters>Life
{

<Life tag parameters>

}

Surface
{

<Surface tag parameters>

}

Ocean
{

<Body of water tag parameters>

}

Clouds
{

<Clouds tag parameters>

}

Atmosphere
{

<Atmosphere tag parameters>

}

Aurora
{

<Aurora tag parameters>

}

Rings
{

<Rings tag parameters, non-stars only>

}

AccretionDisk
{

<Accretion disk tag parameters, stars only>

}

CometTail
{

<CometTail tag parameters, non-stars just>

}

Corona
{

<Corona tag parameters, stars just>

}

Orbit
{

<Orbit tag parameters>

}

}

The planet must have at least the ParentBody and Mass or Radius parameters, and the Orbit tag with at least SemiMajorAxis or Period. Additionally, it and may or may not have some other parameters and tags described below (Surface, Clouds, etc.). If some parameter or tag is not specified, it may be initialized with the default value, or computed or procedurally generated by SpaceEngine. Example of a minimal planet script:

Code

Planet    "Minimus"
{

ParentBody "Vega"
Radius     7200   // or Mass 1.5
Orbit
{

SemiMajorAxis  2.5 // or Period ii.ii

}

}

In this case we specified only the planet'due south proper name, its parent, its physical size or mass and its orbit size or period. SpaceEngine will compute or generate the residual of data procedurally. Yous may find a lot of such "poor data planets" in SpaceEngine's exoplanets itemize, because ofttimes mass or radius and period are all the data known almost them to modernistic astronomy.

You may disable the procedural generation of some tags, except for Surface and Orbit. For example, if you are creating a planet with no life and no rings, y'all shouldn't blazon the Life and Rings tags in the code. SpaceEngine may, yet, generate them procedurally. In this example you may use these parameters (in the Planet tag) to prevent the procedural generation:
NoLife true
NoOcean true
NoLava truthful
NoClouds true
NoAtmo truthful
NoAtmosphere truthful
NoAurora true
NoRings true
NoAccretionDisk true
NoCometTail true
NoCorona true

There is a special "No" parameter:
NoLighting true
If specified, lighting will be disabled for that object. Can be used to create a faux demo systems like a Hertzsprung–Russell star diagram, using fixed positions in space (run across Orbit tag description).

At present let's look at all of the planet script tags and parameters.

This is the principal planet tag, which describes the planetary body. Other possible trunk types are described by changing the proper noun of the tag:

Planet - normal planet
DwarfPlanet - dwarf planet
Moon - normal moon
DwarfMoon - dwarf moon (minor irregular-shaped moons)
Asteroid - asteroid
Comet - comet
Star - star (sun)
Barycenter - barycenter of binary stars or binary planets

So, if you want to brand a moon, utilise this code: Moon "Proper noun" { ... }.

All the Planet, Moon etc. tags must have a name - a string value later on the tag's name. If you desire to give several alternate names for a body, separate them by a slash: Moon "Icarus/Archid II/ETA Cas 3.two". Greek letters are allowed, using abbreviations described in the introduction.

The Barycenter tag is a clarification of a fictional "body" that must be the parent torso of the 2 stars in a binary star system or two planets in a binary planet arrangement. Information technology can itself orbit another trunk - star or other barycenter, then it's possible to brand hierarchical multiple stars and binary planets. But brand sure you utilize right orbits for the two bodies orbiting the barycenter (see the Orbit tag clarification for details).

Below is the description of all parameters used in the Planet, Moon etc. tags.

ParentBody - the proper name of the object this torso orbits (i.e. its "parent"). For example, if yous are making a moon, its parent must exist a planet (information technology is possible to make a moon orbiting a star, only this is not correct in the astronomical sense). If you are making a binary planet organization or binary star system, both of its components must revolve around a barycenter, and so this baycenter's proper noun must exist specified in their ParentBody parameter.

Class - the string parameter describing the surface class of a planet (affecting the procedural surface generation) or spectral course of a star. The planet classes are:
"Asteroid" - an asteroid-similar body with an irregular shape.
"Selena" - a rocky planet without an atmosphere (similar Mercury, Moon, Io).
"Desert" - a rocky planet with an atmosphere, just without water on its surface (like Venus and Mars).
"Terra" - a rocky planet with an temper and h2o on its surface (like Earth).
"Oceania" or "WaterWorld" - an sea planet.
"IceWorld" - an icy planet with or without an atmosphere (similar Europa, Ganymede, Callisto).
"Titan" - an icy planet with an atmosphere and hydrocarbon oceans (like Titan).
"IceGiant" or "Neptune" - an ice giant planet (like Uranus or Neptune).
"GasGiant" or "Jovian" - a gas behemothic planet (like Jupiter or Saturn).
The star classes are described in the Creating a star manual.

DiscMethod - discovery method, used for real exoplanets or stars. These values are immune:
"RadVel", "Transit", "Astrometry", "MicroLens", "Imaging", "TTV", "TDV", "OrbitLight", "ETV", "Variable", "Pulsar", "Polarimetry", "AuroraEmis", "Interfer"
DiscDate - discovery engagement, used for real exoplanets and stars. Format - "YYYY.MM.DD" or "YYYY". Example: DiscDate "2010.06.fifteen" or DiscDate "2010".

Radius - surface radius in kilometers. For gas giants this is the radius of the ane atm pressure.
RadiusSol or RadSol - surface radius in multiples of the Sun's radius (1 Lord's day radius = 696,000 km).
Mass - mass in World masses (ane World mass = 5.9742·1024 kg).
MassSol - mass in Solar masses (ane Sun mass = 1.98892·1030 kg).
Msini - mass in World masses, multiplied by the sine of the orbit'due south inclination relative to the view vector. Used for real exoplanets with no inclination known. SpaceEngine attempts to summate or generate the inclination, so computes the existent mass from this. This parameter is also shown in the interface and the object'south Wiki.

Oblateness - polar oblateness of the object.
OblatenessInfo - polar oblateness of the object shown in the interface. May differ from Oblateness, non used in the physics/graphics engine. If non specified, the Oblateness value is used.
InertiaMoment - inertia moment factor of the object.
Age - age of the object in billions of years (gigayears).

RotationPeriod - accented rotation period (length of sidereal day) in hours.
RotationEpoch - rotation epoch in Julian days.
Obliquity, EqAscendNode - obliquity of the rotation axis and ascending node of the equator in degrees; jointly determines the orientation of the rotation axis.
PoleRA, PoleDec - right ascension and declination of the northern pole, alternating method of determining orientation of the rotation axis.
RotationOffset - rotation offset in degrees (i.e. orientation aligning), used with Obliquity and EqAscendNode.
ZeroMeridian - position of the zero peak in degrees (i.eastward. orientation aligning), used with PoleRA and PoleDec.
Precession - menses of the axial precession in years.
TidalLocked truthful - if specified, object will be tidally-locked to it's parent, i.east. volition face information technology with one side. Script'south rotational parameters will exist ignored, and calculated from the orbital parameters.

AlbedoBond - the Bond albedo, affects surface temperature.
AlbedoGeom - the gemoetric albedo, affects object effulgence and illumination of neighboring objects.
Albedo - specifies both Bond and geometric albedo together.
Brightness - overall rendering brightness of the object.
Colour - boilerplate color of the object, used to return it equally a point from a distance and to illuminate neighboring objects. If not specified, can be calculated automatically by SE when the user approaches the object.

SlopeParam - slope parameter of a comet.
AbsMagn - absolute magnitude of a star, asteroid, or comet.
AppMagn - apparent magnitude of a star.
Lum or Luminosity - luminosity of a star in solar units.
Teff or Temperature - effective ("surface") temperature of a star.

This is the life description tag.

Class - chemical grade of the life:
"Organic" - Earth-like organic life based on water and carbon.
"Exotic" - life based on other principles than World-like life.

Type - development level of the life:
"Unicellular" - unicellular.
"Multicellular" - multicellular.

Biome - habitat of the life on the planet:
"Subglacial" - in a subsurface ocean on icy worlds like Europa.
"Marine" - marine life like on Globe.
"Terrestrial" - terrestrial life like on World.
"Floaters" or "Aerial" - aerial life in a gas giant atmosphere.
You may specify multiple biomes past separating them by slash: Biome "Marine/Terrestrial"

Panspermia truthful - means that this planet'due south life evolved from life forms from some other planet (e.m. microbes carried from one planet to another past asteroid impact droppings).

You may specify two Life tags, describing different classes of life. For case, a earth like Titan could accept both organic life in its subsurface ocean and exotic life on its surface and in hydrocarbons oceans.

If no Life tag is specified, the life on the planet may exist generated procedurally. If you desire to disable the procedural generation, use this parameter in the Planet tag:
NoLife true

These are planet layer description tags. A layer is a spherical surface, which represents the solid surface of a planet, its ocean surface, or i or more cloud layers. Layers may or may not be displaced with a Crash-land map, colored by a Lengthened map and may or may not accept an emission or Glow map. Each planet has at least a Surface layer, and may take an Ocean layer, and up to ten Clouds layers. The Lava layer is not implemented nonetheless.

If one of the layer tags is not specified, that layer may be generated procedurally. If you want to disable the procedural generation of the specific layer (except the Surface), use these parameters in the Planet tag:
NoClouds truthful - disable all cloud layers,
NoOcean truthful - disable ocean,
NoLava truthful - disable lava (lava layer is not implemented yet).

Planet can have several cloud layers with different textures, altitudes, and moving velocities. To reach this, simply specify the Clouds tag several times with dissimilar parameters inside them. Or you may employ an empty tag: Clouds { } to let SpaceEngine generate all parameters procedurally. A planet can also have several sea layers, just this is useless now.

Beneath in that location are descriptions of all parameters allowed inside these tags. First nosotros will describe the parameters mutual to all layers, then the parameters allowed only in a specific layer tag.

Parameters common for all the Surface, Ocean, and Clouds tags

If you are making a planet with textures stored on deejay, use the DiffMap, BumpMap, and GlowMap parameters to describe the textures (read this manual for details: Creating custom planet textures).

DiffMap, BumpMap, GlowMap - path of the binder with cubemap texture tiles for the Lengthened, Crash-land, and Glow maps respectively. If not specified, a procedural map may be generated.
DiffTileSize, BumpTileSize, GlowTileSize - resolution of the tile images for the corresponding maps.
DiffTileBorder, BumpTileBorder, GlowTileBorder - width of the edge on the tile images for the corresponding maps.

BumpHeight - height calibration of the Crash-land map in km, i.eastward. height departure between the everyman and highest point on the layer.
BumpOffset - negative offset of the landscape in km. For example, if y'all want to brand a mural from -8 km to +12 km, blazon BumpHeight xx and BumpOffset 8.

DiffMapAlpha - how to utilize the alpha channel of the Diff texture:
"Water" - h2o specular (solar specular spot on h2o surfaces), used as a river/lakes/seas mask on Earth
"Ice" - water ice specular (solar specular spot follows all curved surfaces of the body), used equally an water ice mask on a cold planets,
"Transp" - surface transparency, used for clouds merely,
"None" - ignore the alpha channel.

GlowMode - how to use the Glow texture:
"Alpha" - the style is set by the blastoff channel of the glow texture (0.0-0.33 = dark, 0.34-0.66 = permanent, 0.67-1.0 = thermal),
"Dark" - night side metropolis lights (non visible in daytime),
"Permanent" - permanent lights (do not react to external lighting),
"Thermal" - thermal lights, react to local temperature, and have a complex format (RGB channels of the texture represents a single 24-bit temperature value).

GlowColor - scale (multiply) the RGB color of the Glow texture by this value.
GlowBright - overall brightness of the Glow texture.

ModulateColor - scale (multiply) the RGB and Alpha colors of the Diff texture by this value.

SpecBrightWater - brightness of the solar glare spot on the water surface.
SpecBrightIce - brightness of the solar glare spot on the ice surface.
SpecularBright - effulgence of the solar glare spot on the both water and ice surfaces.
SpecularPower or SpecPower - size of the solar glare spot (default value is 55) - the lower the value, the larger the spot.

Hapke or Lommel - Lambert lighting model to Hapke lighting model ratio. Use Hapke 0.0 for pure Lambert model (good for gas giants) or Hapke 1.0 for pure Hapke model (adept for dusty bodies, like airless or desert planets - simulates the opposition glare upshot). Use intermediate values for mixed lighting models (linear interpolation).
SpotBright - brightness of the opposition glare spot.
SpotWidth - size of the opposition glare spot.

DayAmbient - fake ambient lighting during daytime. Utilise for bodies without atmospheres and for deject layers.

Exposure - the same as Brightness in the Planet tag - overall rendering brightness of the object. Saved for backward compatibility.

Parameters allowed only in the Surface tag

The following parameters control the procedural surface textures.

SurfStyle or Style - fashion (color scheme) of the surface. Corresponds to the StyleRange in the palette file.
OceanStyle - manner (color scheme) of the ocean. Corresponds to the StyleRange in the palette file.
Randomize - a randomization vector. If you lot make two identical planets (with all parameters identical), type dissimilar randomization values to make them await dissimilar.

colorDistFreq, colorDistMagn - frequency and magnitude of "spots" of various item textures.
colorConversion truthful - if specified, SE converts colors of atlas textures to colors defined by the palette file or the colorBeach ... colorUpPlants parameters (see beneath).
detailScale - scale of the item texture noise, visible close to the surface.
drivenDarkening - amount of darkening of the leading/driven hemisphere of icy moons.

seaLevel - relative depth of sea, obsolete parameter (utilize Sea tag instead).
snowLevel - relative height of snow level on mountains
tropicLatitude, icecapLatitude - sine of the latitude of torrid zone and polar ice cap edge (0.0 - equator, 1.0 - pole).
icecapHeight - relative pinnacle of ice caps.
climatePole, climateTropic, climateEquator - climate of poles, tropics, and equator (it is an index into color tabular array, 0.0 - desert, 0.5 - temperate zone, ane.0 - snow).
tropicWidth - tropics width.

mainFreq - frequency of main (global) noise, defines continents/oceans distribution.
venusFreq, venusMagn - frequency and magnitude of Venus-like mural forms.

mareFreq, mareDensity - frequency and density (number) of touch on basins similar to lunar maria.

erosion - magnitude of a water erosion on mountains (0.0 for dry planets, 1.0 for wet planets).
terraceProb - probability of terraced mountains.
montesFreq, montesMagn, montesFraction - frequency and magnitude of mountain ranges, and relative fraction of these structures on the planet's surface.
montesSpiky - amount of spiky mountains similar in SE 0.94.

hillsFreq, hillsMagn, hillsFraction, hills2Fraction - frequency and magnitude of hills, a.k.a. "eroded mountains", and relative fraction of these structures on the planet surface (two unlike looking forms).

dunesFreq, dunesMagn, dunesFraction - frequency and magnitude of sand dunes, and relative fraction of these structures on the planet surface.

canyonFreq, canyonMagn, canyonFraction - frequency and magnitude of canyons, and relative fraction of these structures on the planet surface.

riversFreq, riversMagn, riversSin, riversOctaves - frequency, magnitude, curvature, and number of octaves of pseudo-rivers.

cracksFreq, cracksMagn, cracksOctaves - frequency, magnitude, and number of octaves of cracks in an icy crust, like on Europa.

craterFreq, craterMagn, craterDensity, craterOctaves - frequency, magnitude, density (number), and number of octaves of craters.
craterRayedFactor - number of rayed craters relative to regular craters.

volcanoFreq, volcanoMagn, volcanoDensity, volcanoOctaves - frequency, magnitude, density (number), and number of octaves of volcanoes.
volcanoActivity - amount of active volcanoes on the planet.
volcanoFlows - length of the lava flows.
volcanoRadius - radius of volcanoes.
volcanoTemp - temperature of lava in caldera and in flows in Kelvins.

lavaCoverTidal, lavaCoverSun, lavaCoverYoung - for molten planets: relative corporeality of lava coverage by tidal heating, sun heating, and heating due to young historic period of the planet.

stripeZones, stripeFluct, stipeTwist - number of Jupiter-like zones or stripes, amount of their randomness, and amount of twisting (used for gas giants).

cycloneMagn, cycloneFreq, cycloneDensity, cycloneOctaves - cyclone magnitude, frequency, density, and number of octaves (used for gas giants).

colorSea, colorShelf, colorBeach, colorDesert, colorLowland, colorUpland, colorRock, colorSnow - 8 vectors (in RGB or RGBA format) for the color table from lower altitudes to higher altitudes. Alpha value, if specified, modulates the brightness of the ice specular (on common cold planets), or deject layer temperature (for hot gas giants and dark-brown dwarfs).

colorLayer0, colorLayer1, colorLayer2, colorLayer3, colorLayer4, colorLayer5, colorLayer6, colorLayer7 - the same as previous, tin can be used for gas giants and brown dwarfs (with less confusion).

colorLowPlants and colorUpPlants - modification of colorLowland and colorUpland parameters for planets with life, sets the vegetation color.

Parameters allowed only in the Bounding main tag

Height - acme of the water surface above the lowest point of the planet's surface in kilometers (i.eastward. from the Radius in the Planet tag minus BumpOffset in the Surface tag). Make it lower than the highest mountains (less than BumpHeight) to obtain the seas and continents, and higher up them to become a planet completely covered by h2o.

Parameters allowed merely in the Clouds tag

Meridian - the meridian of the clouds above the everyman betoken of the planet'due south surface in kilometers (i.e. from the Radius in the Planet tag minus BumpOffset in the Surface tag). Make it college than the highest mountains (more than than BumpHeight), if you desire clouds to not overlap with mountains.
Velocity - velocity of the clouds at the equator relative to the planet's surface, in kilometers per second.
Coverage - clouds coverage (0...ane). Note that this is very guess coverage amount.
ModulateColor - scale (multiply) the RGB and Alpha colors of the clouds Diff texture by this value. Use alpha component to specify overall clouds layer opacity.

The next parameters command the procedural cloud textures.

mainFreq, mainOctaves - main clouds pattern frequency and number of racket octaves.

stripeZones, stripeFluct, stipeTwist - number of Jupiter-like zones or strips, corporeality of their randomness, and amount of twisting (used for gas giants).

cycloneMagn, cycloneFreq, cycloneDensity, cycloneOctaves - cyclones magnitude, frequency, density, and number of octaves (used for gas giants and terrestrial planets).

TidalLocked true - if specified, the cloud layer will class a behemothic whirlwind on 1 side of a planet. Used for a planet tidally locked to its lord's day.

Note about multiple clouds layers. You tin can type the Clouds tag several times with empty curly braces:
Clouds { }
Clouds { }
Clouds { }

This will generate three deject layers with automatic procedural parameters. However, yous can type Peak, Velocity and other physical parameters for each Clouds tag individually. But the procedural texture parameters will always exist the same in each cloud layer, so yous tin type them in any Clouds tag or fifty-fifty in the Surface tag (look above).

This is the atmosphere tag. SpaceEngine uses several precomputed temper models, stored in the data/models/atmospheres/ Atmospheres.pak file, in a special binary format with the extension .atm. They are described in the script file atmospheres.cfg, stored in the same pak file. To add your own model, you may create a new file addons/models/atmospheres/MyModels.cfg (file name doesn't matter), and enter the atmosphere model scripts there. Note that not all computers can correctly generate the .atm files due to unsupported geometry shaders or some other issues. Also, the newly created atmosphere model may be used but with your planets, they will not appear on whatsoever procedural planets in the SE Universe. So information technology is recommended to merely employ standard SE models. You may accommodate their appearance with broad limits using parameters Bright, Hue, and Saturation (see below).
List of the standard temper models:
Globe.atm - Globe atmosphere model, normal density, blue sky and cherry-red sunset.
Mars.atm - Mars atmosphere model, normal density, crimson sky and blue sunset.
Venus.atm - Venus atmosphere model, thick, yellow sky and blue sunset, big density.
Jupiter.atm - Jupiter atmosphere model, normal density, white heaven and yellow dusk.
Neptune.atm - Neptune atmosphere model, normal density, deep blue sky and pink sunset.
Titan.atm - Titan temper model, normal density, violet-dark-green-orange sky and crimson sunset.
Pluto.atm - Pluto atmosphere model, thin, nearly black sky and pale blue sunset.
Chlorine.atm - Custom atmosphere model, thick, dark-green sky and green dusk.
Thick.atm - Custom atmosphere model, thick, white sky and orange sunset.
Sun.atm - Custom atmosphere model, thin, white sky and white sunset (resulting colour is matched to star's light colour).

Model - the proper noun of the atmosphere model listed in a higher place, or your own model if yous have created one (without a file extension, i.e. "Earth", "Venus", etc).
Height - peak of the acme boundary of the atmosphere in km. Typical value 50-100 km for terrestrial planets, 500-2000 km for gas giants.
Pressure - pressure level at zero top in [url=https://en.wikipedia.org/wiki/Atmosphere_(unit of measurement)]atmospheres[/url].
Density - density of the air at naught top in kg/m3.
MolarMass - average tooth mass of air gases in g/mol.
Adiabat - adiabatic index.
Greenhouse - temperature of the greenhouse effect in Kelvins.
Bright - rendering brightness. Default value is x.
Opacity - rendering opacity. To avoid visual artifacts, utilise the default value of 1.
SkyLight - brightness of the illumination of the planet's surface by the heaven during the day. Default value is 3.3333.
Hue - change of the color hue. Default value is 0.
Saturation - change of the colour saturation. Default value is 1.

Composition - the tag describing the chemical limerick of the atmosphere. The tag must contain several numerical parameters named later on gases; values are the amount of these gases in percentage. Case of the Limerick tag for Globe:

Code

Composition
{

N2  77.7729
O2  twenty.8625
Ar  0.9303
H2O 0.4000
CO2 0.0398

}


Supported gases are: H2, He, Ne, Ar, Kr, Xe, O2, N2, CO, CO2, SO, SO2, Cl2, NaCl, H2S, Water, NH3, CH4, C2H2, C2H4, C2H6, C3H8. SpaceEngine can compute Density, MolarMass, Adiabat and Greenhouse based on atmosphere composition.

All values except Composition can exist changed in existent time with the Planet editor.

If the Atmosphere tag is non specified, the temper may be generated procedurally. If you desire to disable the procedural generation, apply this parameter in the Planet tag:
NoAtmosphere true

This is the aurora tag. For physical realism, practice not create aurora on airless bodies. Aurora is always created at the pinnacle of the temper, this means that its bottom elevation is equal to the height of the atmosphere.

Height - the vertical span of the aurora in km.
TopColor - aurora top color (RGB).
BottomColor - aurora lesser color (RGB).

The side by side prepare of parameters describes the due north and south auroral rings, respectively.

NorthLat, SouthLat - latitude of the eye of the auroral ring in degrees.
NorthLon, SouthLon - longitude of the center of the auroral ring in degrees.
NorthRadius, SouthRadius - radius of the auroral ring in km.
NorthWidth, SouthWidth - width of the auroral ring in km.
NorthRings, SouthRings - number of "stripes" or "subrings".
NorthBright, SouthBright - effulgence of the auroral ring.
NorthParticles, SouthParticles - number of particles (sprites) in the auroral band. The default vale of 50000 is used if not specified.

If the Aurora tag is not specified, the aurora may be generated procedurally. If you want to disable the procedural generation, use this parameter in the Planet tag:
NoAurora true

This is the planetary rings system tag. Used for planets, moons, and asteroids.

Texture - the path to the rings texture. Information technology must be in RGBA format and have dimensions of x*2 pixels, where ten is the length of texture (512, 1024, etc). The beginning row of pixels is a front-light radial color pattern (with opacity in the alpha channel), and the second row is a back-calorie-free radial color pattern (with opacity in alpha channel). Look at Saturn's rings in SpaceEngine: it has a different appearance when information technology is back-lit, i.e. when the Dominicus is behind Saturn. If the Texture parameter is not specified, a procedural texture will be generated.

InnerRadius - radius of the inner edge of the rings in km.
OuterRadius - radius of the outer border of the rings in km.
FrontBright - brightness of rings when front-lit.
BackBright - brightness of rings when dorsum-lit.
Density - global opacity multiplier.
Brightness or Exposure - global brightness multiplier.

RotationPeriod - rings rotation menses in hours.
RotationOffset - rotation offset in degrees (i.e. orientation adjusting). Does not affect anything considering ring textures in the electric current version (0.nine.8.0) have no longitudinal features.

If the Rings tag is not specified, the rings may be generated procedurally. If y'all want to disable the procedural generation, utilise this parameter in the Planet tag:
NoRings true

This is the accession disk tag. Used to create an accretion disk effectually a black hole, neutron star, or white dwarf.

InnerRadius - radius of the inner edge of the deejay in AU. If not specified, a procedural value is generated.
OuterRadius or Radius - radius of the outer edge of the disk in AU.
AccretionRate - accession rate in solar masses per twelvemonth. Used to calculate other parameters if they are non specified.
Temperature - temperature of the hottest part of the deejay in Kelvin.
Luminosity - luminosity of the disk in Solar luminosities.
TwistMagn - strength of the twist effect on the texture.
Density - density or opacity value.
Brightness or Exposure - global brightness multiplier.

If the AccretionDisk tag is not specified, the accession disk may be generated procedurally for black holes, neutron stars, and white dwarfs. If yous want to disable the procedural generation, use this parameter in the Planet tag:
NoAccretionDisk true

This is the comet tail tag. Used for comets and evaporating planets.

MaxLength - maximum length of the tail (i.e. when comet or planet passes its orbit periapsis) in AU.
Particles - number of particles (sprites).
GasToDust - gas particles to dust particles ratio. Value of 0.0 generates a fully dusty tail, 1.0 generates a fully gaseous (ion) tail.
Bright - overall effulgence of the tail.
GasBright - brightness of the gas particles.
DustBright - brightness of the grit particles.
GasColor - color of the gas particles.
DustColor - colour of the dust particles.

If the CometTail tag is not specified, the comet tail may be generated procedurally. If you want to disable the procedural generation, utilize this parameter in the Planet tag:
NoCometTail true

This is the star corona tag. Used only for normal stars (i.e. non allowed for black holes, neutron stars, and white dwarfs). The corona outcome is procedural.

Period - animation menstruation in years; the lower the value, the faster animation is.
Radius - radius of the corona in km.
Brightness - brightness of the corona.
RayDensity - density of the ray-like features.
RayCurv - curvature of the ray-like features.

If the Corona tag is non specified, the star corona volition be generated procedurally. If you want to disable the procedural generation, utilize this parameter in the Planet tag:
NoCorona true

This is the orbit tag. The current version (0.9.8.0) uses merely Kepler'due south equation to compute the orbital motions of the bodies. This tag uses Kepler orbital elements to depict the orbit of the object.

Epoch - epoch of the periapsis passage in Julian days.
Period - orbital menstruum T in years (used for circular and elliptical orbits). 1 twelvemonth = 365.24218985 days.
MeanMotion - mean move n in degrees per day (used for parabolic and hyperbolic orbits).
GravParam - gravity parameter ? (used for parabolic and hyperbolic orbits).
SemiMajorAxis - semimajor axis a in AU (used for elliptic and hyperbolic orbits). Negative for hyperbolic orbits.
PericenterDist - periapsis altitude q in AU (used for parabolic and hyperbolic orbits).
Eccentricity - eccentricity eastward .
Inclination - inclination i in degrees.
AscendingNode - longitude of the ascending node ? in degrees.
ArgOfPericen or ArgOfPericenter - argument of periapsis ? in degrees.
LongOfPericen or LongOfPericenter - longitude of periapsis ( ? + ? ) in degrees.
AscNodePreces - menstruation of precession of the longitude of the ascending node in years.
ArgOfPeriPreces - menstruum of precession of the argument of periapsis in years.
MeanAnomaly - mean anomaly at epoch M0 in degrees.
MeanLongitude - mean longitude at epoch L0 ( M0 + ? + ? ) in degrees.

RefPlane or Type - specifies the reference plane for the Keplerian orbit, or used to describe a special type of object placement. If not specified, default value is assigned, based on the object type. Possible values are:
"Equator" or "Laplace" - reference plane is the parent object's equatorial plane. Default for moons.
"Ecliptic" - reference plane is the ecliptic plane (our Solar organization's ane!). Default for asteroids and comets.
"Extrasolar" - reference plane is the paradigm plane (i.due east. the airplane perpendicular to the visual ray while looking from the Earth). Default for planets, stars, and barycenters.
"Static" - the object will be fixed relative to the parent object, and will follow it while it moves. Parameters PosXYZ and PosPolar is used to specify the relative position.
"Fixed" - the object will exist fixed relative to the parent object, and will follow it and rotate with information technology. Parameters PosXYZ and PosPolar is used to specify the relative position.

The "Static" and "Stock-still" types are used to make unrealistic systems with objects stock-still in relation to each other. They utilize these parameters to specify the position relative to the parent object:

PosXYZ - a position vector in Cartesian coordinates, in km. Example: PosXYZ (5000 1000 2000).
PosPolar - a position in spherical coordinates, in the class of (longitude in degrees, latitude in degrees, altitude in kilometers). Example: PosPolar (45 30 3000).

There are also simplified forms of the static and fixed positions. These parameters must be used in the Planet tag instead of Orbit tag:
StaticPosXYZ - equal to the Orbit { } tag with Type "Static" and PosXYZ.
StaticPosPolar - equal to the Orbit { } tag with Type "Static" and PosPolar.
FixedPosXYZ - equal to the Orbit { } tag with Type "Stock-still" and PosXYZ.
FixedPosPolar - equal to the Orbit { } tag with Type "Fixed" and PosPolar.

If the Orbit { } tag is non specified, it is equal to a static position with coordinates (0, 0, 0), i.e. in the center of the parent body. This is used to depict a solitary star with additional parameters, placed in the center of the system. See Creating a star for details.

Different default reference planes are chosen for different types of objects to brand the massive catalogs more compact. Ecliptic is used in our Solar System for planets, asteroids and comets. Planets in the Solar System itemize take RefPlane "Ecliptic" specified directly, because the default for planets is "Extrasolar". So the asteroids and comets catalog practice not use RefPlane, which makes them more compact. The aforementioned is true of the exoplanet catalog and the catalog of binary and multiple stars: the default RefPlane for them is "Extrasolar". If you are making a custom planetary organization, information technology'south better to specify RefPlane straight for its planets and asteroids. Specify RefPlane "Equator" to align their orbits with the star's rotational axis. You lot need not specify RefPlane for moons, because the default value "Equator" is proficient for them.

Some orbital parameters, if not specified, tin be calculated or generated by SE from other parameters. For instance, Period tin be calculated from SemiMajorAxis or PericenterDist and the mass of the parent object. If Inclination and AscendingNode are unknown for some planets in the planetary system, they can be procedurally generated based on other planets with known Inclination and AscendingNode in the same system.

To make a binary star organisation or a binary planet system, make sure that the following parameters are the aforementioned for both bodies in the system: Eccentricity, Inclination, AscendingNode, MeanAnomaly. The ArgOfPericenter parameter of the first torso must differ past 180 degrees from the same parameter of the second body. It's also necessary to calculate the SemiMajorAxis parameter for each body based on their masses using these simple formulae:

Body ane: a1 = R * Mii / (Mone + M2)
Torso ii: a2 = R * 10001 / (Gone + Thou2)

where R is the altitude between the bodies, i.eastward. sum of their semimajor axes a1 + a2;
M1 and M2 are masses of bodies.

A triple star system is usually hierarchical: two stars orbiting their mutual barycenter, and this barycenter and the third star orbiting the chief system barycenter. The aforementioned hierarchical principle can exist practical to more complex systems. To calculate the correct semimajor axes for each pair, y'all must calculate the mass of each barycenter, using the sum of the masses of all the stars/star systems orbiting information technology, and use that in the formula listed above.

If you provided the masses of the object and its parent object, SpaceEngine can compute the orbital menstruum automatically. For binary objects (binary stars and planets), it might be necessary to compute the orbital period manually. Use this formula:

P = sqrt(R3 / (Mone + Yard2))

Here sqrt is the square root function;
R is the distance between the bodies, i.east. the sum of their semimajor axes a1 + a2, in astronomical units;
Mane and Mtwo are the masses of the bodies in Solar masses;
and then period P will be in years.

Source: https://spaceengine.org/manual/making-addons/creating-a-planet

Posted by: bertramhemperess.blogspot.com

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