Stellaris

Stellaris

Scientifically Accurate Star Systems
Showing 41-50 of 91 entries
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Update: 12 Mar, 2018 @ 2:08am

March 11/12th, 2018:

-Scaling issue solved. For real this time. It's done. Seriously.
(I changed entity_scale for planets, stars, etc to 1. Size is entirely based off of each object's assigned "size" value now, which is assigned based off of a logarithmic scale that I've written.
The size of indvidual planets, moons, stars, etc is now linked entirely to the type of planet/moon/star that it is. Type A stars will be larger than Type M, etc. The smallest current objects are black holes, neutron stars, and pulsars [size 3], the largest are type A stars [size 79]. I haven't played with the upper limit of the scale, but it looks promising.
I still need to scale down station/ship/debris size a bit, but HOT DAMN does everything look better now.
For those who have been asking for Giant stars to be reintroduced, this is what I needed to figure out before reintroducing them.)

-Procyon & Sirius systems replaced.
(Wolf 359 and Lalande 21185 are actually closer to us.)

-All systems edited.
Again.

To dos that are now actually possible:
-Ship scaling
-Station scaling
-Orbit distance
-More star classes
-More planet classes

Update: 10 Mar, 2018 @ 5:40pm

March 10th, 2018

-Revised Kepler 90 and Trappist

-Added HR8832, HD10180, and HD34445
(I made attempts to add in HD40307, Kepler20, Kepler 11, and Gliese581 but couldn't model them well given Stellaris' distance-size scaling issues.)

Update: 6 Mar, 2018 @ 5:45pm

March 6th, 2018
(2)

-New/Improved textures:
Rhea, Dione, Miranda, Uranus, Europa, Io, Neptune, Pluto, Charon

-Removed objects:
Hyperion, Phoebe, Nereid
(Removed due being too small using the new size scaling methodology)

-Added objects:
Pluto, Charon, Orcus, Vanth
(Adding these stretches the Sol System juuuust about to the breaking point, but they fit!)

-Ceres is a planet again.
(Class was previously asteroid to allow better combatibility with mods like The Belt, but it looked awful.)

-Sol system deposits randomized
(Overall, this will probably prove to be overpowered, but it was boring having static deposits)

Update: 6 Mar, 2018 @ 12:21pm

March 6th, 2018

-Star mass will now effect FTL jumps to/from system.
(I had wanted to do this earlier, but it took me a while to find the proper modifiers to use.)

-Moons less likely to phase into Gas Giants
(Gas giants are now scaled to "9", instead of the previous "10". Planets/Moons are still "8")

-Asteroid belts adjusted
(A few systems were spawning with belts a bit too close to the sun due to a typo)

-Holy Worlds are now always size 25
(To justify the difficulty of taking the planets)

-Moon size range adjusted
(Now identical to planet size range)

Update: 2 Mar, 2018 @ 8:23am

Initial Upload

Update: 2 Mar, 2018 @ 8:05am

Initial Upload

Update: 2 Mar, 2018 @ 7:19am

March 2nd, 2018

-File optimisation
Removed numerous unnecessary/redundant lines of code.
-Increased average overall number of planets
At the cost of non-scripted totally empty systems, which I doubt anyone will miss.
-Stars size increased
From 10 to 12, still not to scale but I'll keep looking into it.
-Star modifiers added
Almost all stars will now carry modifiers, not just black holes, neutron stars, and pulsars.
More than average massive stars/objects will slow ships, decrease escape chance, and increase time needed to retreat.
Less than average massive stars/objects will buff ship speed, evasion, and escape chance.
More radioactive stars/objects will lower shields or completely remove them.
Less radioactive stars/objects will allow shields to recharge more quickly.

Update: 1 Mar, 2018 @ 2:10pm

March 1st, 2018

-Number of asteroids reduced
-Empire starts now balanced around size 16 planets
-Sol System orbits adjusted
-Sol System planets' size adjusted according to a logarithmic (nonlinear) scale.
Scale follows, using the format (Planet Size / Radius in KM / Example Object)
1 / .6
2 / 6
3 / 33
4 / 50 / Hyperion
5 / 195 / Enceladus
6 / 330
7 / 465 / Ceres
8 / 600 / Oberon
9 / 1275 / Luna
10 / 1950/ Mercury
11 / 2625 / Ganymede
12 / 3300 / Mars
13 / 3975
14 / 4650
15 / 5325
16 / 6000 / Earth
17 / 6750
18 / 7500
19 / 11250
20 / 15000
21 / 18750
22 / 22500 / Neptune
23 / 26250
24 / 30000
25 / 33750
26 / 37500
27 / 41250
28 / 45000
29 / 48750
30 / 52500
31 / 56250
32 / 60000 / Jupiter

Update: 24 Feb, 2018 @ 11:42pm

Feb 24th, 2018
Solar system deposits reduced to fit the average balance of starting systems.
(appx average for starting systems is 3 energy, 3-4 minerals, 1-2 physics, 1-2 engineering, 1-2 society - though it HEAVILY varies)

Update: 24 Feb, 2018 @ 10:38pm

Feb 24th, 2018

Fixed a few orbits, collision issues, and minor aesthetic bugs.