Space Busters | Can You Orbit in Space Engineers | Space Engineers

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  • เผยแพร่เมื่อ 5 ก.พ. 2019
  • Welcome to Space Busters - the series where we will bust every myth in Space Engineers! Today, we're interested in orbits. Is it possible to orbit the Earth planet in Space Engineers? If so, how easy is it? Can we do it with a few simple calculations?
    All of this shall be revealed in this episode of Space Busters!
    If you like the video, be sure to leave comments and hit that like button! That's how I know to make more of these!
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ความคิดเห็น • 504

  • @shadowhenge7118
    @shadowhenge7118 5 ปีที่แล้ว +374

    All this does is make me wish the devs of space engineers and kerbal space program get together for a code swap party.

    • @sSpaze_yt
      @sSpaze_yt 3 ปีที่แล้ว +10

      that would be awesome

    • @eckee
      @eckee 3 ปีที่แล้ว +7

      I really want to squish those guys together.

    • @johnbastion747
      @johnbastion747 3 ปีที่แล้ว +51

      Kraken: Oh? You're aproaching me?
      Clang: I can't beat the shit out of you without getting any closer.

    • @ordelian7795
      @ordelian7795 3 ปีที่แล้ว +4

      Not sure it would work if the games use different engines.

    • @replay_pete
      @replay_pete 2 ปีที่แล้ว +6

      @@johnbastion747 that comment is so underrated...

  • @KarmaQ3
    @KarmaQ3 5 ปีที่แล้ว +788

    The strength of real world gravity is inversely proportional to the square of the distance. In Space Engineers it just decrease linearly so the result is a non conservative field of force. It is almost impossible to orbit a planet becase the system is not stable. You could theorically equilibrate all the forces perfectly an orbit in a perfect circle but a minimal error will throw you to space or to the ground. It is like trying to equilibrate a cone over its tip.

    • @Iwondera
      @Iwondera 5 ปีที่แล้ว +29

      2 words.YOU SMART

    • @Apollo_1641
      @Apollo_1641 5 ปีที่แล้ว +68

      I wonder if someone could make a mod to make the gravity field more realistic? You know, to make it more forgiving for orbits

    • @wahwahpeeps8014
      @wahwahpeeps8014 5 ปีที่แล้ว +7

      Why not using gyroscope overide ingame OwO?

    • @Apollo_1641
      @Apollo_1641 5 ปีที่แล้ว +33

      @@wahwahpeeps8014 True, I imagine it'd be possible to have a script that calculates and makes compensation burns

    • @starsilverinfinity
      @starsilverinfinity 5 ปีที่แล้ว +3

      @@Apollo_1641 There is already such a script or more

  • @truejoshi8569
    @truejoshi8569 5 ปีที่แล้ว +350

    I think if someone made a script to update the satelite with gyroscope and thrusters i dont think mods would be needed

    • @AndrewmanGaming
      @AndrewmanGaming  5 ปีที่แล้ว +64

      True, a script could work if it could automatically determine the height and velocity of the ship.

    • @ross4334
      @ross4334 5 ปีที่แล้ว +6

      This exists I thought

    • @ross4334
      @ross4334 5 ปีที่แล้ว +33

      Yeh here - steamcommunity.com/sharedfiles/filedetails/?id=1401338706

    • @tabith1012
      @tabith1012 5 ปีที่แล้ว +14

      with a script that tracks or . cause tracking height is deceptive with space engineers, as its relative to the terrain and not atmosphere/core of the planet.

    • @theshaggycreeper220
      @theshaggycreeper220 5 ปีที่แล้ว +1

      truejoshi you have a 10/10 profile picture

  • @thegamingboss3347
    @thegamingboss3347 5 ปีที่แล้ว +308

    I accidentally did this on a modded planet. When I realized that i had made a wrecked ship orbit the planet i was shocked.

    • @pink1200
      @pink1200 5 ปีที่แล้ว +34

      I did this too on the moon, I was trying to do a high speed drop off with a cargo ship and ended up moving fast enough too orbit near the surface

    • @kripto999
      @kripto999 5 ปีที่แล้ว +42

      I once build a ship in creative started to fly i turned of dampeners and Just let it fly away thinking thats it cause i didnt want the ship anymore .....lucky me got Hit 5 hours later by that Same ship cause it was orbiting and my building got Destroyed by it...

    • @UriMegaConnor
      @UriMegaConnor 5 ปีที่แล้ว +14

      @@kripto999 Yeah right, if you have proof I will believe you, but the issue is you would need to go 400m/s+ to do that, not to mention the fact you were making a building at the surface, and it took 5 hours for your ship to orbit it, even though it would take only 10 minutes at max.

    • @Dumbrarere
      @Dumbrarere 5 ปีที่แล้ว +10

      @@UriMegaConnor There are scaled up modded planets on the workshop, so it's not entirely unlikely that he would have been hit by the ship 5 hours after. Though, the building would have to be out in space for it to make sense.

    • @scandalingshadows
      @scandalingshadows 3 ปีที่แล้ว +4

      @@Dumbrarere no aerodynamics in SE and if he was going fast enough theoretically it's possible?

  • @mattdombrowski8435
    @mattdombrowski8435 5 ปีที่แล้ว +201

    You should invite Scott Manley to try

    • @mambe4349
      @mambe4349 3 ปีที่แล้ว +1

      XD the ksp guy

  • @watchedsmile
    @watchedsmile 5 ปีที่แล้ว +25

    You can have an elliptical orbit. The closer you are to the ground, the faster you will travel. Your orbit doesn't have to be perfect. It just has to be enough.

    • @thatsstoguy
      @thatsstoguy 4 ปีที่แล้ว +3

      The physics are weird in this game

  • @megapro125
    @megapro125 5 ปีที่แล้ว +123

    The gravity in SE for the earthlike planet is 9.81 m/s^2 in previous versions of the game the HUD was actually showing gravity in m/s^2 but they changed it to Gs when they slimmed down the HUD. Your method to measure it doesn't work in the game as opposed to real life because time doesn't pass at a constant speed in SE. The game slows down time when your PC can't quite keep up with the physics calculations and even when the game is running smooth simulation speed is usually jumping between 0.9 and 1.1. You could press F11 and check the simulation speed during your measurement and use it as a correction factor.

    • @iCore7Gaming
      @iCore7Gaming 5 ปีที่แล้ว

      Uh no it was always in G

    • @TacoNissan
      @TacoNissan 5 ปีที่แล้ว +8

      @@iCore7Gaming uhhhh nope. I played back before planets, and gravity was in m/s²

    • @xanthuumnihyr5319
      @xanthuumnihyr5319 4 ปีที่แล้ว

      There's no point to talk about time here. Speed displayed on HUD isn't linked to the speed of the game simulation

  • @d0oz3yduck48
    @d0oz3yduck48 5 ปีที่แล้ว +80

    I like this, in terms of physics, the fact that you were increasing in speed and get closer to the planet at the same time could indicate that you are oproaching your peragee, this would be the lowest point on your orbit flight path, it is also the fastest, after passing this point you would find your self deceleration at a similar rate to that of which you where accelerating toward your peragee. As a result of the increased speed and current deceleration you end up moving further away from the planet toward your apogee, this is the highest point on your orbital flight path. At this point you begin to go closer to the planet and increase in your speed, the process repeats. If this is the case thEn you have made an eliptical orbit. At least I think that’s right.

    • @yvesisnotaname2813
      @yvesisnotaname2813 5 ปีที่แล้ว +4

      GamersOnline that’s right but he could have used his engines at apoapsis to increase his periapsis for a more circular trajectory. Or he could have made a plane that does a gravity turn at the apoapsis of his trajectory.

    • @The1wsx10
      @The1wsx10 5 ปีที่แล้ว +9

      if SE had realistic gravity he would have made an orbit. in real life gravity follows the inverse square law - orbits can follow oval trajectories. not so in SE - gravity decreases linearly with distance, this means anything but a perfectly circular trajectory is unstable. and even then you cant have it perfect because the game uses floating point numbers which are not perfectly precise

    • @d0oz3yduck48
      @d0oz3yduck48 5 ปีที่แล้ว +1

      Yves Isnotaname yeah, I did mean periapsis. Thanks for pointing it out lol

    • @iCore7Gaming
      @iCore7Gaming 5 ปีที่แล้ว +1

      No orbits are not stable in space engineers. After about 1 or 3 orbits you either smash into the planet or fly off.

    • @Calliopa_22
      @Calliopa_22 5 ปีที่แล้ว +1

      @@d0oz3yduck48 Yeah, the whole Periapsis vs Perigee thing can be quite confusing depending on where you learnt about orbits.
      Perigee = Lowest point in a Geocentric orbit
      Periapsis = Lowest point in any orbit

  • @Epin-Ephrine
    @Epin-Ephrine 4 ปีที่แล้ว +15

    He made the mistake at 16:08 to decrease the speed. When you're trying to orbit a planet, and you see that your speed is increasing, you actually have to increase the speed horizontally because the only thing that could increase your speed is gravity. Basically, he assumed the increase in velocity was horizontal, when it was vertical caused by the gravity of the planet. Increase horizontal acceleration to slow down vertical acceleration.

    • @pederslothzuricho7685
      @pederslothzuricho7685 ปีที่แล้ว

      Classic speed vs velocity issue. Speeding up vertically isn't an issue, it's normal. But this is why you make circularisation burns. The initial decay is your perigree, and you want to raise the orbit on the opposite side of your launch so you don't slam back down on your launch site, or just short of it. The velocity vector should be accelerating inwards, but your forward velocity should counter the acceleration, no orbit is forever, the trick is to make it last as long as you can before giving the satellite a little push, even the ISS does this from time to time, in fact when satellites cannot get a boat they will eventually but up. But turn off dampeners it's making things harder and expensive. Kepler's laws work as long as the basic principles are intact. Gravity distance relationship and speed is all that is required. Space engineers is only hard to make orbit because there is a very descrete escape velocity given per it's finite gravity range. But all you really need is to be fast closer to the surface, you don't need to consider air drag too much, gravity is countering your orbit more, the main issue is you speed is the combined vector length, not the forward vector length. Så it will be hard to know which adjustments to do.

  • @jackal_loaf7232
    @jackal_loaf7232 5 ปีที่แล้ว +53

    I orbited in the game once, but i crashed into an asteroid.

    • @Nova2point1
      @Nova2point1 5 ปีที่แล้ว +1

      Feelsbadman

    • @snark894
      @snark894 3 ปีที่แล้ว +1

      your orbit was bad, asteroids dont appear until you leave gravity, if you hadnt hit it you would have kept going

    • @waggsbannin99
      @waggsbannin99 2 ปีที่แล้ว +1

      @@snark894 there are occasional low grav roids

  • @skywardsoul1178
    @skywardsoul1178 5 ปีที่แล้ว +118

    Space Engineers follows all the rules of physics... Lmao XD
    Don't let Clang hear you say that. Wouldn't want to anger the gods :)
    Good video. Would be nice if SE could render stuff at a far enough distance to be able to make use of a satellite array with telescopes to monitor the planet. That or just make an array of orbital bombardment weapons platforms.

    • @PrinceNewRomeo
      @PrinceNewRomeo 5 ปีที่แล้ว +3

      I used to make orbital satellites on modded gravity with a piston and camera (before I found out the cameras had zoom) and the render was ok. You could see that there was activity, but not exactly what that activity was.

    • @ulrichmeintjes8838
      @ulrichmeintjes8838 5 ปีที่แล้ว +1

      *melts gpu*

    • @nicholasharvey4393
      @nicholasharvey4393 4 ปีที่แล้ว +1

      chickenfleas Clang's been a thing since the game's inception, Soviet didn't create it if that's what you're saying

  • @JaySilva88
    @JaySilva88 5 ปีที่แล้ว +22

    First attempt you tried way too close to the planet, higher the speed the harder it gets to control it and generates bugs.
    Second attempt was better, but it is still too low.
    What would be ideal was a script to check the sea height and burn up if too low, or burn down if too high.
    Also, I'd say 0.15g would make the job easier.

  • @justinmaddox795
    @justinmaddox795 5 ปีที่แล้ว +10

    Try playing Kerbal Space Program! If you're willing to do this kind of math and are interested in orbits and space, it's the perfect game.

    • @bluesombre2107
      @bluesombre2107 2 ปีที่แล้ว

      I actually find KSP easier than SE personally.
      KSP isn't also vanilla locked at 110m/s

  • @malvrius
    @malvrius 4 ปีที่แล้ว +10

    0:00 **When you try to do a epic intro**

  • @KawaiiSoulB42
    @KawaiiSoulB42 5 ปีที่แล้ว +113

    Human error+ Lazy calculations = Big bada boom

    • @LukasJosai
      @LukasJosai 5 ปีที่แล้ว +3

      Every single time...

    • @radarlovedr
      @radarlovedr 5 ปีที่แล้ว

      Always

    • @The1wsx10
      @The1wsx10 5 ปีที่แล้ว +8

      his problem is not human error. if SE had realistic gravity he would have made an orbit. in real life gravity follows the inverse square law - orbits can follow oval trajectories. not so in SE - gravity decreases linearly with distance, this means anything but a perfectly circular trajectory is unstable. and even then you cant have it perfect because the game uses floating point numbers which are not perfectly precise

    • @darkphoenix7225
      @darkphoenix7225 5 ปีที่แล้ว +4

      @@The1wsx10 No it's still human error. He didn't account for sim speed decreases and increases. Causing incorrect calculations on his part due to lag.

    • @The1wsx10
      @The1wsx10 5 ปีที่แล้ว +6

      @@darkphoenix7225 thats the least of his worries. you literally can't make a stable orbit in space engineers without constantly correcting

  • @FirstnameLastname-is2tu
    @FirstnameLastname-is2tu 4 ปีที่แล้ว +4

    You don’t have to worry too much about the speed changing, it just means your orbit isn’t perfectly a circle.

  • @dELTA13579111315
    @dELTA13579111315 5 ปีที่แล้ว +26

    Mfw I've played enough KSP to know what's going on in your orbit and how to save it lol

    • @eddietheeagle7376
      @eddietheeagle7376 4 ปีที่แล้ว

      dELTA13579111315 same here!

    • @Urinimohr
      @Urinimohr 3 ปีที่แล้ว +6

      Yeah, by braking while he thought he was going to fast, he has lowered his orbit on the opposite site of the planet :)

  • @morphman86
    @morphman86 5 ปีที่แล้ว +6

    After 14 minutes of using actual rocket science, he goes "I don't know, it's not rocket science" :D

  • @kalinadog7176
    @kalinadog7176 ปีที่แล้ว

    The first time I played this game, I'd say a hour in I came across the npc ships that basically look like a mini iss. I remember slowing it down with my spacepod, breaking in and just feeling so cozy. Ever since then I have wanted to make satellites as my ultimate goal. Well .... I tend to get distracted by building large structures and never get to it.
    I'm making one of my many returns to SE and of course thinking about it all over again. Would like to experiment in earth orbit with prototypes recon satellites then eventually make killer satellites.
    btw I love you SE vids!! whenever I come back to SE, I start off with your mythbusters then go to your playthroughs as I'm heading to bed after these gaming sessions. Wish this playlist could be updated but I understand ... Only so many myths to be busted 😹

  • @wagyourtai1
    @wagyourtai1 4 ปีที่แล้ว +2

    Bet you could use a programming block to make a ship orbit (also grab the actual value for g from the code)

  • @poisonnettle9521
    @poisonnettle9521 5 ปีที่แล้ว +9

    Now the biggest question! Can you orbit the planet in medieval engineers... well you'd have to figure out how to make thrusters first or make a mod but! still...

    • @AndrewmanGaming
      @AndrewmanGaming  5 ปีที่แล้ว +5

      There's a planet in Medieval Engineers? Lol I've never played it. Maybe get enough speed with a catapult though :)

    • @junoguten
      @junoguten 5 ปีที่แล้ว +1

      Well, can you mount windmills on windmill blades and then a chair on the last one?

  • @Gottaculat
    @Gottaculat 3 ปีที่แล้ว +1

    Real satellites also have the ability to adjust their trajectory.
    Orbiting is kinda like riding a bike in a straight line; lots of tiny adjustments need to be made to stay on course and balanced.
    If you were to use a script that fired thrusters if gravity starts getting too strong or too weak, and kept the craft level with the horizon, you could likely get a proper orbit going.
    Then again, you can cheat by setting up GPS waypoints around the orbital path, and set the remote to circle flight mode with the GPS coordinates entered in sequence. The remote will fly the craft to each waypoint, emulating orbit.

  • @xponen
    @xponen 5 ปีที่แล้ว +24

    the gravity in SE isn't of natural gradient. You can ask SE Dev themselves how they set it up. I don't think you can orbit the planet with such setup.

    • @SirAroace
      @SirAroace 5 ปีที่แล้ว +2

      you can but the speed limit is too low and worlds are to small.

    • @MrNookj
      @MrNookj 5 ปีที่แล้ว +1

      I'm totally sure you can do I mean he literally did it. The only thing that stops players from doing it is the speed limit

    • @Techischannel
      @Techischannel 5 ปีที่แล้ว +3

      There are Supersized Planets on the workshop where with enugth size and low enugth gravity one could archive atleast a stable orbit (Though it would constantly degrade due to the changes in pull with Distance from the Core of the Planet). And there are already scripts on the Workshop wich allow for Pseudo Orbits, in wich case it just flys at a constant speed at a constant height from the Core disregarding gravity.

    • @iCore7Gaming
      @iCore7Gaming 5 ปีที่แล้ว +1

      @@SirAroace ignoring the speed limit with a mod...

    • @iCore7Gaming
      @iCore7Gaming 5 ปีที่แล้ว +5

      @@MrNookj you can't man. Gravity in this game doesn't follow the inverse square law... KSP does and that's why orbits work in that.

  • @DaxterSnickers
    @DaxterSnickers 2 ปีที่แล้ว

    I know it takes a lot of calculating power, but real gravity and orbiting would be so cool and challenging.

  • @kiawinwinspec1865
    @kiawinwinspec1865 5 ปีที่แล้ว

    This is a great idea. You just earned a sub my guy.

  • @alexmarrone7607
    @alexmarrone7607 5 ปีที่แล้ว +1

    Love how you used actual physics for this

  • @Neuralatrophy
    @Neuralatrophy ปีที่แล้ว +1

    With the upcoming AI update I think there's going to be an "align to gravity" option in one of the blocks which will make this infinitely easier. It will even keep the stations orientation so laser antenna are always pointing down.

  • @RfLARedBeard
    @RfLARedBeard 5 ปีที่แล้ว

    this is freaking awesome :D

  • @StevenViets2006
    @StevenViets2006 4 ปีที่แล้ว +18

    "666 is the way to go"
    -AndrewmanGaming 2019

  • @Galyxr
    @Galyxr 5 ปีที่แล้ว +26

    They just need to add orbital mechanics already

    • @sciencecompliance235
      @sciencecompliance235 4 ปีที่แล้ว +10

      It's not that hard to add orbital mechanics. It's just a natural result of how gravity works. All you have to do is accelerate the object proportional to the inverse of the square of its distance from the center of the object it's supposed to be orbiting, and it will follow an orbital trajectory if it's going fast enough to not dip into the atmosphere and slow enough to not fling out at faster than escape velocity. I'm pretty surprised this game does not have that capability but all the other bells and whistles.

    • @smokecrash2147
      @smokecrash2147 4 ปีที่แล้ว +3

      if gravity was realistic in SE and not increasing linearly, you could in orbit

  • @vriskaserket8058
    @vriskaserket8058 5 ปีที่แล้ว +1

    The odds of one satalite striking another is impossible. There is a lot of space up there and not to mention people reserve very specific altitudes, rotational axis, point of rotation, and timing. It's like saying people on two parallel highways with 10 miles between them might hit eachother. But x1 million highways that never intersect.

  • @GrahamFox
    @GrahamFox 5 ปีที่แล้ว +57

    you should test out a 1km wide spinning space station for artificial gravity

    • @Techischannel
      @Techischannel 5 ปีที่แล้ว +10

      This doesnt work. As the Physics Simulation in SE is too simple to accurately call it "Artificial" gravity. While you could roate your space station at incredible speeds constantly, the only thing you get out of it is a very buggy way to move across the inside surface of the station. Besides that there is a speed limit in SE and negating said limit is a very easy way to just die instantly or get catapulted into space at a speed i am not willing i to think of.

    • @GrahamFox
      @GrahamFox 5 ปีที่แล้ว +4

      @@Techischannel you wouldn't need to spin very fast at 1km in length. Idk what you mean by the physics being too simple for artificial gravity? There's enough there that you're accelerated by moving objects ergo you can get artificial gravity, whether or not the game engine can handle it is a different story.

    • @Techischannel
      @Techischannel 5 ปีที่แล้ว +3

      @@GrahamFox Its not the spin, Space engineers has a Speed limit meaning if ANY part goes faster than ~ 110m/s it wont go any faster than that. I tried that. It only works with Mods wich increase the speed limit.
      What i mean with the Physics being to simple is that real life ways to get "Artificial Gravity" wont be easy to apply in space engineers and will cause a freakton of issues. Dont get me started on how a Solid Ring Structure ingame is like the most Unstable thing there is (Due to rotors). And you can try. And the wanted simulated effect is being modified by magboots as thats the only way you can walk on surfaces outside the reach of Artificial Gravity Generators, and Magboots tend to be buggy on moving objects.

    • @megapro125
      @megapro125 5 ปีที่แล้ว +1

      @@GrahamFox I think the spinning works in real life because the room is filled with an atmosphere that is also spinning and pushing you down with it's centrifugal force. The effect would end as soon as you jump if the room isn't filled with some gas. In SE "atmosphere" is a simple value between 0 and 100% pressure but there are no fluid dynamics. So you can't physically interact with the atmosphere in SE other than suffocating if there is none or gathering O2 through vents.
      @Techy Keen might have changed it but at least at one point you could circumvent the speedlimit by placing a couple hundred meter long spinning beam on a rotor (or stacking rotors to add their turn speed). at the tip of the rotor you would move faster than the speedlimit but the collision detection started freaking out as you mentioned and it doesn't achieve what OP was asking for.

    • @iCore7Gaming
      @iCore7Gaming 5 ปีที่แล้ว +9

      @@megapro125 that's not how centripedal force works... just think of it as constant acceleration because you are changing direction...

  • @noxiousvex
    @noxiousvex 3 ปีที่แล้ว

    honestly this actually gave me inspiration towards a script that can control thrusters and gyros to fully automate the process of control.
    I'll work on developing a few test projects for designs to test around with to maintain a Connection between several grids of Satellites to keep Connection regardless of where you are in Earth & The Moon.
    I feel like something like this could greatly improve in game communications if I can manage to complete this project.

  • @TrueWhiteKnight
    @TrueWhiteKnight 2 ปีที่แล้ว

    When he started talking about the physics and the equations, I was thinking "NERD", but then I suddenly realized, I understand everything completely and I understand why space engineers is my favorite game

  • @robmuzz
    @robmuzz 5 ปีที่แล้ว

    I didn't know the physics in SE were that advanced! Well done.

    • @Ghryst
      @Ghryst 4 ปีที่แล้ว

      the reason this failed is because the physics are not advanced.
      gravity is not represented in a realistic fashion in the game.

  • @bigbrain6452
    @bigbrain6452 ปีที่แล้ว

    If you accellerate while in orbit without giving imput, it's always because you're falling. It's common to eventually accellerate enough that you begin to reach escape velocity and begin to rise again, but the planet's gravity wants you to keep going down, so you would start slowing down again until you are no longer going fast enough to continue rising and begin to fall again. All this means is that you have a bit of an egg shaped orbital pattern. What you need to do in order to maintain orbit is to check the lowest and highest speeds of each orbit to check if the ammount of time tou spend falling or rising is changing in each orbit. If, for example, you notice that your speed is increasing each orbit, don't slow down. Slowing down makes you have less velocity to escape the planets gravity on the rest of the orbit, causing you to lose altitude over time. Instead, you should try to go upwards slightly or, if absolutely necessary, speed up more. Speeding up would correct your orbit but you would keep any height you lost over the course of the previous orbits. The same logic can be applied to if you find yourself slowing down

  • @knategougar
    @knategougar 5 ปีที่แล้ว +3

    "I'ma go make me a bagel cause I'm hungry"

  • @SavedRanger5473
    @SavedRanger5473 5 ปีที่แล้ว +15

    Hey look (12:20) you passed by the location of my base.

    • @AndrewmanGaming
      @AndrewmanGaming  5 ปีที่แล้ว +4

      Are you in that gigantic lake?

    • @SavedRanger5473
      @SavedRanger5473 5 ปีที่แล้ว +3

      @@AndrewmanGaming
      Yeah lol

    • @bklyn531
      @bklyn531 5 ปีที่แล้ว

      I thought your base was that massive swastika.

  • @redmafiapanda509
    @redmafiapanda509 5 ปีที่แล้ว +1

    Clever title my friend very clever

  • @Reyeoux
    @Reyeoux 5 ปีที่แล้ว +157

    You obviously have never played KSP

    • @truejoshi8569
      @truejoshi8569 5 ปีที่แล้ว +2

      I have :)

    • @andrasfogarasi5014
      @andrasfogarasi5014 5 ปีที่แล้ว +27

      @@truejoshi8569 nobody cares

    • @truejoshi8569
      @truejoshi8569 5 ปีที่แล้ว +7

      @@andrasfogarasi5014 orr ur just cold hearted and have no remorse..

    • @keihze25
      @keihze25 5 ปีที่แล้ว +1

      @@truejoshi8569 huh?

    • @mrxwiggles103
      @mrxwiggles103 5 ปีที่แล้ว +7

      i agree that thing wouldnt even make the stratosphere.

  • @edon8295
    @edon8295 4 ปีที่แล้ว

    Yoy guys are so inspiring....thank you so much

    • @edon8295
      @edon8295 4 ปีที่แล้ว

      I was totally just kidding.....not cool to teach people fake ass things

  • @Zhab80
    @Zhab80 5 ปีที่แล้ว +2

    Using the programmable block you can use the cockpit to tell you the current gravity in meters per seconds that the ship is feeling. You can also use a gravity generator to find out the in game equivalency between G and m/s without any programming. I'm fairly certain the the G notification is only used for human eyes as far as the game code is concerned.. Either way there is no need to rely on stop watch to figure out gravity.

    • @megapro125
      @megapro125 5 ปีที่แล้ว +1

      especially since simspeed will fuck up every time you take with the stopwatch and make it very inacurate.

  • @singerman7560
    @singerman7560 2 ปีที่แล้ว

    I'm just now going through this series - I'd love to see you build a functioning satellite in the game - it looks like maybe with a script it could happen... I'm inspired to possibly try this myself!

  • @sciencecompliance235
    @sciencecompliance235 4 ปีที่แล้ว

    Very strange that a space game would not have a somewhat realistic simulation of gravity. I'm kind of shocked actually.

  • @STSWB5SG1FAN
    @STSWB5SG1FAN 5 ปีที่แล้ว

    It seems like before anyone tries orbiting in _Space Engineers_ they should play a little _Kerbal Space Program_ just to familiarize themselves with the basics of orbital mechanics. I'm going to start doing that right now.

  • @xsangyhix
    @xsangyhix 5 ปีที่แล้ว +2

    With thrusters off, the only way you can gain kinetic energy is by loosing potential energy and vice versa. This means that if you are accelerating, you are falling back into earth. If you are decelerating it means you are escaping earth.

  • @archaeologistify
    @archaeologistify 5 ปีที่แล้ว +1

    You can easily achieve true orbit in vanilla speeds - around spherical grav generators :D Nice decoy drones can be setup that way

  • @falcothegreat5470
    @falcothegreat5470 4 ปีที่แล้ว

    I built a realistic space station in actual orbit and used a custom mod to set my inertia dampers to orbital velocity according to planetary gravity. It ensures a stable orbit in low gravity situations like in space engineers.

  • @nathanpfirman625
    @nathanpfirman625 ปีที่แล้ว

    I feel like In a real life scenario you’d want a ton of inertia since in space as long as you have enough inertia you can go pretty far if not forever. And that’s what keeps planets in orbit.

  • @peterhamilton7723
    @peterhamilton7723 4 ปีที่แล้ว +1

    as I once told w4stedspace use your gravity indicator to approximate height from planet center, the vector system appears to lose potential following an arc (same for spinning craft)

  • @shablam0
    @shablam0 5 ปีที่แล้ว +5

    Andrew, Mythbusters was cancelled a while ago.
    (I think it was last year, but I'm not for sure)
    Rip Mythbusters. Let Space Busters live on in your name.

    • @Calliopa_22
      @Calliopa_22 5 ปีที่แล้ว

      I think it was cancelled in February of last year?

  • @erumaaro6060
    @erumaaro6060 4 ปีที่แล้ว

    1g in se is actually 9.81m/s^2.
    The corrections you talked about can be achieved via programmable bocks.
    The outermost and slowest circular orbit possible(42.97km@0.05g) would require 282.73m/s and is impossible without mods.
    The lowest/fastest circular orbit needs to be above the atmosphere, so if the O2 indicator is any indication of air density then the lowest altitude should be 11.7km@0.57g -> 858.15 m/s.
    But if you include non circular orbits, you can go even faster.

  • @universetailer
    @universetailer 5 ปีที่แล้ว

    wow it's amazing bro

  • @nuts1e
    @nuts1e 5 ปีที่แล้ว

    When your speed was increasing it was because you were approaching perigee(lowest orbit point). If you didn’t slow down you might have stayed in orbit and had speed shed as you approached apogee(highest point), looping between gaining speed and losing altitude/ losing speed and gaining altitude.

  • @AlonzoTG
    @AlonzoTG 4 ปีที่แล้ว

    6,000 hour player here, on the GPS tab, create a "new" GPS point, don't change anything, just close the widget and then look down -> that is your radius give or take about a meter...

  • @ryanmccutcheon0904
    @ryanmccutcheon0904 3 ปีที่แล้ว

    My friend got a ship in an elliptical orbit and it naturally stayed for almost 10 in game days

  • @knutzzl
    @knutzzl 2 ปีที่แล้ว

    I would think either gps route or a thruster on an override pointed back and tilting slightly up to maintain altitude and velocity a gyroscope override to keep the crosshair steady just above horizon.

  • @UltimatePerfection
    @UltimatePerfection 4 ปีที่แล้ว

    As a smart person once said (paraphrasing, because I can't find the exact quote), orbiting a planet means falling down onto it and consistently miss it.

  • @tritanicwolf518
    @tritanicwolf518 4 ปีที่แล้ว +1

    11:08 this space craft is the “Sputnik” of Space Engineers.

  • @AlonzoTG
    @AlonzoTG 5 ปีที่แล้ว +1

    The radar altimeter is JUNK, always create a "NEW" gps and use that as your altitude reading.

  • @AlonzoTG
    @AlonzoTG 5 ปีที่แล้ว +1

    You can edit the save to give you realistic gravity, set the falloff to 2, it's like 6 stock..

  • @bobthebox2993
    @bobthebox2993 5 ปีที่แล้ว +2

    AndrewmanGaming: "Space engineers seems to follow all laws of physics"
    Also AndrewmanGaming: *builds pillar reaching into space*

  • @RadekZielinski.
    @RadekZielinski. 5 ปีที่แล้ว +2

    The only way to do it is having programmed rotating slowly thrusters that have an adjusted thrust on them, which will make you fly forwards at the same speed at all times, and make you at the same height above the ground. A small offset will mean you will either be thrown out after a while, or you will fall right down back on earth, adding more control will increase your chances of staying high.
    The reason to this failure is the small size of the planet... to be able to create a perfectly balanced out orbit it's very hard with such little precision.
    Real life satellites also have constantly every now and then small thrust bursts to correct their alignment... an orbit is a very long freefall after all :D

    • @iCore7Gaming
      @iCore7Gaming 5 ปีที่แล้ว

      The major reason orbits don't work in space engineers is because the gravity doesn't follow the inverse square law... you can orbit probably a few times but then you orbit will change either making you fly out or crash into the surface.
      Sattlies in low earth orbit do have to speed up every now and then but that's because of slight atmospheric drag. ISS does the same, infact there's a video on TH-cam of it.

    • @RadekZielinski.
      @RadekZielinski. 5 ปีที่แล้ว

      @@iCore7Gaming what i was saying, is that gravity in space engineers is pointless... You might as well fly in 0g in circules with rotating thrusters for better control. Small size of the planet makes it harder to adjust your height and speed... And the whole concept obviously makes no sense, it's a game that won't let you warp around a planet to sling shot you through gravity...

  • @LimyChitou
    @LimyChitou 5 ปีที่แล้ว

    To have circular orbit around Earth-like planet at 4 km you need to move at 743 m/s... But there are mountains in the way... And also the system where the gravitational acceleration is changing is highly unstable... And 4 km is the height where the gravitational acceleration is "constant"

  • @Modgii
    @Modgii 5 ปีที่แล้ว +1

    I think it's your method of accelerating to the correct orbital speed that is causing this to fail. The chances of you perfectly pointing at the horizon are extremely small, as well as being able to precisely hit a specific speed.
    Using the altitude of 18000m:
    The best way (that I can think of) to reach the correct velocity of 478m/s at exactly 18,000m is to set a waypoint at 18,000m then go backwards a calculated amount of meters so that when you accelerate forward, you will reach 18,000m as well as be aligned with the horizon at the perfect velocity.
    To calculate the distance to go backwards, you could use the formula: v^2 = u^2 + 2as, where v=velocity, u=initial velocity, a=acceleration and s=distance covered.
    Re-arrange this to give us the distance: s = (v^2 - u^2) / 2a
    v = 478 (The speed you want to be going when you reach 18,000m)
    u = 0 (You will be starting stationary)
    a is the rate your ship accelerates forward which you can calculate in the same way that you tested the gravity. I did a very rough calculation from the video above and it looks like your craft accelerates forward at around 20.95m/s^2, so:
    a = 20.95
    s = 478^2 / (2*20.95) which is simplified to:
    s = 228,484 / 41.9
    s = 5,453.08m
    So, if you go backwards 5,453.08m from your starting point at the altitude of 18,000m, all you would need to do is accelerate forward and shut off your thrusters once you hit 478m/s. You will always be pointing at the horizon so you will not need to fly in a spherical path, and only worry about shutting your thrusters off at the right moment, which still is a bit tricky, but its better than trying to fly perfectly around the planet!

    • @brian_channel2
      @brian_channel2 5 ปีที่แล้ว

      Are you sure accelerating along a straight line would produce the correct velocity vector? I'm not 100% sure on the math for this, but I would think that accelerating along a curve would produce a different vector than accelerating on a line?

    • @Modgii
      @Modgii 5 ปีที่แล้ว

      @@brian_channel2 When your thrusters shut down at 478m/s, providing the distance is calculated correctly and space engineers' physics worked properly, then at the shutdown point your velocity vector is perpendicular to the gravity pulling you towards the planet.
      I think you have more chance of getting the correct velocity vector in my scenario than trying to accelerate along a curve as space engineers just isn't accurate enough for the player to precisely stay on the curve.

  • @davidwilkerson1904
    @davidwilkerson1904 4 ปีที่แล้ว

    You must base it on the limiting factor. Speed. If you are limited to 110Km/Sec then you should calculate the gravity and distance needed to achieve a stable orbit at that speed. Find your 0 gravity point center in the middle of the planet and then mark that to find the true distance from center and find out what distance and gravity point you need while still going 110Km/Sec. I don't know if the "digging to the center of the earth" video has come out yet but this video would contain some valuable research in order to achieve an actual orbit based on the speed constant.

  • @suicidalbanananana
    @suicidalbanananana 5 ปีที่แล้ว +1

    In essence a great test, but just a few notes:
    @7:10 you meant to say 6.31 meters per second, not 6.31 G's ^^
    @11:32 GPS does not "beam down your location", GPS satellite's are basically just clocks in orbit, GPS hard&software just connect to several of those satellite's and based on how long it takes to get an answer (which is just a timestamp of the time on that satellite) the software can do some basic trigonometry to get your location.
    Most importantly, @12:30 your getting "ejected from the planet" because your pointing/flying away from it, you should point the ship in the direction of the orbit (read: ship should always point to the fake horizon) and maintain the speed.
    I've successfully made orbiting satellite's in the past using one of those scriptable blocks, and just maintaining speed and horizon.

  • @SpiritOfTheMist
    @SpiritOfTheMist 3 ปีที่แล้ว

    I've made the same experiment and I've concluded that we have small gravity variations because of the surface bumping. That makes orbiting unstable.

  • @TONOCLAY
    @TONOCLAY 5 ปีที่แล้ว +1

    As you get closer to the planet in the orbit the speed increases. And then decreases as you get further away.

  • @calebbryan180
    @calebbryan180 3 ปีที่แล้ว

    Effectively if you set a timer on the thrusters to keep the speed in check you could keep an orbit

  • @TwoPlusTwoEqualsFive32
    @TwoPlusTwoEqualsFive32 4 ปีที่แล้ว

    Just like the ISS in real life there is drag on the satellite in close planet orbit, space engineers does not do far distance orbits very well. However with a speed mod and a simple script it takes very little energy to maintain an orbit for a long time. Once you get up to speed you only need a tiny thruster at the back to make the little 0.1m/s adjustments required over time.

  • @Hispanismo
    @Hispanismo 5 ปีที่แล้ว

    what speed mod you use?

  • @adistraction9829
    @adistraction9829 5 ปีที่แล้ว

    Your speed inscreases if you reach a low point in orbit so if you burn to slow down you get a lower orbit but as no orbit is perfect the speed should change a bit as you reach different point in orbit

  • @enthargaming9700
    @enthargaming9700 5 ปีที่แล้ว

    I just subscribed because of this vid

  • @eragonawesome
    @eragonawesome 5 ปีที่แล้ว

    Two problems:
    One, your velocity is not perfectly tangential to your orbit, you have a vertical component which will throw you out of orbit
    Two, Space Engineers does not have conservation of energy due to gravity decreasing linearly with distance rather than following the inverse square law. If you over or under shoot by even .001 m/s or if your orbit is not perfectly circular, you're fubbernucked and will be ejected from orbit.

  • @Vessekx
    @Vessekx 2 ปีที่แล้ว

    “We’ll call it 9.71”
    It’s almost certainly 9.8.

  • @kiawinwinspec1865
    @kiawinwinspec1865 5 ปีที่แล้ว +1

    Great video! What's the name of the music used during the time lapse?

    • @AndrewmanGaming
      @AndrewmanGaming  5 ปีที่แล้ว +1

      Woops, I forgot to add it in the description! The song is "Star of Bethlehem" by TRG Banks. I've added a proper link in the description.

    • @jssjhsb7234
      @jssjhsb7234 5 ปีที่แล้ว

      Darude sandstorm

  • @demoncatmeowgi1686
    @demoncatmeowgi1686 3 ปีที่แล้ว

    i tried something similar to orbiting , i made gps coords around the moon for a platform that had thrusters / power/ connector ect for a small mining vessel to dock and charge on . for docking purposes was too difficult but possible , in the end i just made gps cords right next to each other close as possible and the platform stuck in place like it was quantum locking .

  • @LeXx_LeCryce
    @LeXx_LeCryce 5 ปีที่แล้ว

    I have a script wich has two actions. A: enable or disable something if the height is under a specific limit and B does the same but only if the height is above a specific limit. i think this will be perfect to control speed and height. There is another script wich controls the speed itself and hold it at for example 300m/s. maybe a combination of this two script will do the job for a infinitely orbiting satelite.
    I have another idea with atmos engines: If they reach a height where is no more air then the satelite will fall back into the atmosphere. if the density reaches the threshold, the engines will push the satelite up again. and so on. With a thruster wich accelerate the satelite this thing will orbit for ever

    • @razaelll
      @razaelll 5 ปีที่แล้ว

      It's not technically orbiting if you have to canstantly adjust and use thrusters. Proper orbiting is constant freefall with enough perpendicular speed to "miss" the planet.
      I think proper way of doing this would be very similar to what he did. Calculate the rough perpendicular velocity for your altitude (I would recommend outside the atmosphere, but idk if air resistance exists in this game), reach that velocity and then adjust looking at your speed. If speed is going lower, that means you're escaping the planet and need to slow down. Apply the opposite if speed is going higher. You want your speed to naturally stay the same with dampeners off. If speed is not changing for at least few minutes, you should be maintaining the same altitude for a fairly long time. Adjust by holding the crosshair on artificial horizon and tapping backwards or forwards.
      Best way to judge your altitude would be making a gps point in dead centre of the planet and go from that, because HUD altitude constantly changes with mountains and lakes underneath, so it's not very reliable.

  • @davethm75
    @davethm75 ปีที่แล้ว

    you could do low earth orbit by pure atmos thrusters alone so that way you dont have engines that can be in space

  • @Idontwannaplayanymore
    @Idontwannaplayanymore 4 ปีที่แล้ว

    Man i really want to play this game i have so many ideas i want to try out

  • @klikkolee
    @klikkolee 4 ปีที่แล้ว

    Sadly, SE' decision on how to make gravity vary with distance makes stable orbits impossible. Only circular orbits are possible, and a slight nudge off-course will lead to escape or collision.
    When a satellite gets lower, its speed towards the planet increases faster. Later in the orbit, it's even closer to the planet, but that speed it gained is now pointed away from the planet (since the planet is on the other side of the satellite), helping it gain height. Similarly, when a satellite gets higher, it experiences less gravity, making it easier to gain more height.
    In real life, the satellite that went lower has enough speed away from the planet to reach its original height exactly. Similarly, the satellite that went high still gets slowed down, and if below a certain speed, starts goung back towards the planet and eventually reaching its original height.
    But in SE, the change in gravity is much higher in both scenarios, so the lower sattelite's extra speed isn't enough to bring it back to its original height, and it spirals in. Similarly, the gravity on the higher satellite isn't enough to pull it down to its original height, so it spirals out.

  • @ryancl03
    @ryancl03 5 ปีที่แล้ว

    you can see the vector of velocity in the circle next to the P gravity and A gravity. I use it all the time when near planets and so forth.

    • @AndrewmanGaming
      @AndrewmanGaming  5 ปีที่แล้ว

      Oh, that's the velocity vector? I thought that was the horizon indicator!

  • @gabesuarez8184
    @gabesuarez8184 5 ปีที่แล้ว

    There HAS to be a way to set thrusters to know rotation, through gyroscopes o whatever, and some thrusters that when the elevation is lowered or elevated, it restabilizes with a thrust

    • @piefail9772
      @piefail9772 5 ปีที่แล้ว

      Can't remember the name, but there are scripts out there on the workshop

  • @donatoclemente4421
    @donatoclemente4421 3 ปีที่แล้ว

    Subbed for the math 😆

  • @razaelll
    @razaelll 5 ปีที่แล้ว

    I think I may be able to orbit using programmable blocks to auto adjust it and after some time it should reach equilibrium. Just need to find out gps coords of the gravitational centre of the planet

  • @lucywucyyy
    @lucywucyyy 5 ปีที่แล้ว

    i wish this game had proper orbital physics, that would be way cooler than gravity just vanishing at a certain altitude

    • @razaelll
      @razaelll 5 ปีที่แล้ว +1

      It would make it very hard to set up a floating base in space (you would HAVE to orbit properly to maintain altitude without losing too much fuel/energy), but I agree with you.

    • @lucywucyyy
      @lucywucyyy 5 ปีที่แล้ว

      @@razaelll if the game just had a system to show you your orbit like ksp does it would be really easy

  • @telnobynoyator_6183
    @telnobynoyator_6183 3 ปีที่แล้ว

    if you overshoot or undershoot, in real life, it would just mean your orbit would be a more extreme ellipse

  • @gamebeast4510
    @gamebeast4510 2 ปีที่แล้ว

    do you know that there a mod tat smooths the voxels it make a ton better going up hills with a car i don't destroy my car like 10x trying to go up or down them

  • @gunn3r245
    @gunn3r245 5 ปีที่แล้ว

    I think it should be possible to make a script to hold the current orbit once you're on it.
    It's basically "just math" by checking altitude, g-forces and speed and then doing small adjustments if it gets off...
    But I have no idea of that would work tbh

  • @gawni1612
    @gawni1612 4 ปีที่แล้ว

    For some reason, this video made me hungry for bagels.

  • @Macintoshiba
    @Macintoshiba 5 ปีที่แล้ว

    Wanna know what you did wrong?
    The mountains fuck up the height reading. Height is the height to the ground directly below, not "sea level"

  • @cypheir
    @cypheir 5 ปีที่แล้ว +1

    Space Engineers follows the laws of physics, as long as you don't break the laws of the engine.

  • @galenjones9529
    @galenjones9529 5 ปีที่แล้ว

    You can use a programmable block to make an orbit that the computer can use to modify its course and maintain its orbit

  • @jamesaust3272
    @jamesaust3272 4 ปีที่แล้ว +1

    Math class finally paying off where it really counts.

  • @ShamblerDK
    @ShamblerDK 5 ปีที่แล้ว

    As you approach periapsis in the orbit, the speed of your spacecraft will increase. Once you hit periapsis, the speed with decrease again. That's how it' supposed to be :-)

    • @AndrewmanGaming
      @AndrewmanGaming  5 ปีที่แล้ว

      Ahh, so I was messing things up by freaking out and changing my speed. Maybe I'll play a bunch of KSP and then try this again :)

  • @cod3329
    @cod3329 5 ปีที่แล้ว

    Do a video on getting a ship to go as fast as possible

  • @FirstnameLastname-is2tu
    @FirstnameLastname-is2tu 4 ปีที่แล้ว

    Except the planet is incredibly small and the increase and decrease of gravity is nearly unpredictable.

  • @morphman86
    @morphman86 5 ปีที่แล้ว +1

    Orbiting is easiest described as a controlled fall, where you move just enough forward to not hit the ground.

    • @pxolqopt3597
      @pxolqopt3597 4 ปีที่แล้ว

      Moving fast enough that you miss the surface

    • @therosijedha
      @therosijedha 2 ปีที่แล้ว

      @@pxolqopt3597 yes. Orbiting is just freefalling around something that creates natural gravity.

  • @biscotto92
    @biscotto92 4 ปีที่แล้ว

    for the radius of planet i use 60km + the distance between the ship and a lake of ice, for the acceleration i use 9,81 x g