{"id":629,"date":"2016-10-30T20:22:11","date_gmt":"2016-10-30T20:22:11","guid":{"rendered":"http:\/\/spaceengine.org\/?page_id=629"},"modified":"2022-03-25T19:49:16","modified_gmt":"2022-03-26T00:49:16","slug":"creating-a-planet","status":"publish","type":"page","link":"https:\/\/spaceengine.org\/manual\/making-addons\/creating-a-planet\/","title":{"rendered":"Creating a planet"},"content":{"rendered":"<div class=\"wpb-content-wrapper\"><p>[vc_row row_type=\"row\" use_row_as_full_screen_section=\"no\" type=\"full_width\" text_align=\"left\" box_shadow_on_row=\"no\"][vc_column][no_accordion active_tab=\"1\" collapsible=\"yes\" background_transparency=\"no\" style=\"boxed_toggle\"][no_accordion_section title=\"CREATING A PLANET\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\"][vc_column_text]This manual describes how to add a planet to SpaceEngine. Before continuing, it is recommended that you read these manuals first:<br \/>\n<a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/introduction\/\" target=\"_blank\" rel=\"nofollow noopener\">Introduction<\/a><br \/>\n<a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/creating-a-star\/\" target=\"_blank\" rel=\"nofollow noopener\">Creating a star<\/a><\/p>\n<h4 class=\"se_h4\">Quick start: find a similar planet in SpaceEngine<\/h4>\n<p>The easiest way to add a planet is to find a procedural planet in SpaceEngine which you like, duplicate it in your planetary system script, then tweak its parameters a bit as you desire. You can quickly find a planet close to your needs by using the Star browser. Open it by pressing [Shift]+[F3], enter the search radius 100 and press the [Filter settings] button, then choose the desired filter parameters. In this example, we are looking for a temperate Earth-sized terra near a G class star:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/spaceengine.org\/media\/2016\/11\/8786899.jpg\"><\/p>\n<p>Press the [Ok] button and wait until SpaceEngine finishes the search. Then you may click on each row, open the Solar system browser ([F2] key) and look for the planets SpaceEngine has found. Tip: to know exactly which planets satisfied the filter options, hover the mouse cursor over the table cell in the 'Filter' column (last column). A small box will appear with a list of the planets in that system which met the filter options.<\/p>\n<p>So let's use RS 8474-918-7-65905-410 A4 as our example planet. Note: in your SpaceEngine version this planet may not exist or may look different due to installed mods\/addons or a different version number.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/spaceengine.org\/media\/2016\/11\/2949639.jpg\"><\/p>\n<p>It looks good enough. Let's copy it into our system. Open the Planet editor ([Shift]+[F2] or Main Menu -&gt; Editor -&gt; Edit planet). Make sure the planet is selected, otherwise the Editor will not open or will open for some other planet. We will talk about Editor options later. Now, press the [Export script] button:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/spaceengine.org\/media\/2016\/11\/8986405.jpg\"><\/p>\n<p>Press the [Export] button, and a file called <span class=\"se_path\">RS 8474-918-7-65905-410 A4.sc<\/span> will appear in the <span class=\"se_path\">export\/<\/span> directory.<\/p>\n<p>Now we must create a catalog script for our planetary system. Go to the <span class=\"se_path\">addons\/catalogs\/planets\/<\/span> folder (create it if it does not exist) and create a new file named <span class=\"se_path\">MySystem.sc<\/span> there. Open it with notepad. Also open our exported script <span class=\"se_path\">export\/RS 8474-918-7-65905-410 A4.sc<\/span>, copy its content and paste into <span class=\"se_path\">MySystem.sc<\/span>. After this, you must make some edits.<\/p>\n<p>First, you must choose a star for your planet to orbit. In the current version of SpaceEngine, it 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 <a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/creating-a-star\/\" target=\"_blank\" rel=\"nofollow noopener\">create a new star<\/a>. So, let's choosethe star called Chara (beta Canum Venaticorum) for our example planet. This is a Sun-like star of spectral class G0V - a good choice for creating a life-bearing planet.<\/p>\n<p>In the <span class=\"se_path\">MySystem.sc<\/span> file we need to come up with a good name for our planet. The star we had chosen is called Chara, so a good name for its planet is Char (hello from the Queen of Blades \ud83d\ude42 ). Look at the very first line and change it from <span class=\"se_script\">Planet \"A4\"<\/span> to <span class=\"se_script\">Planet \"Char\"<\/span>. Next, we must tell SpaceEngine that this planet must revolve around the star Chara. Look at the third line, and change it from <span class=\"se_script\">ParentBody \"A\"<\/span> to <span class=\"se_script\">ParentBody \"Chara\"<\/span>. Now the planet will revolve around Chara, but it may have the wrong orbit, especially if you \texported a moon and want to make it a planet, or vise versa. Scroll to the end of the script and find the <span class=\"se_script\">Orbit<\/span> tag. Change the parameter <span class=\"se_script\">SemiMajorAxis<\/span> to 1.0 (this means a distance from the star of 1 astronomical unit) - it's a good start for tweaking an Earth-like planet near a Sun-like star. You may also remove the <span class=\"se_script\">Period<\/span> parameter (for SE to calculate it automatically based on the mass of the star), and change the <span class=\"se_script\">Eccentricity<\/span> to some small value (so the planet's orbit will be nearly circular). Save your changes and launch SpaceEngine. Hit the [F3] key and enter your planet's name, Char. Then press the [G] key twice and you will see your planet:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/spaceengine.org\/media\/2016\/11\/8043054.jpg\"><\/p>\n<p>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 too hot or too cold. You must adjust the parameters in your planet script to get it right. <span class=\"se_warn\">Remember: after editing the script, you must restart SpaceEngine to see the changes.<\/span><\/p>\n<h4 class=\"se_h4\">Using the Planet editor<\/h4>\n<p>The easiest way to tweak the planet is using the Planet editor. But it has two main restrictions for now:<br \/>\n1) <span class=\"se_warn\">The Editor does not save changes to the files<\/span>. You must export the script and manually copy\/paste the code from it.<br \/>\n2) The Editor is not finished yet, so it doesn't allow you to edit all parameters, and it may have some glitches.<\/p>\n<p>But you can still quickly adjust the main parameters such as orbit radius (SemiMajorAxis), planet Albedo and atmosphere 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 details).<\/p>\n<p>Almost all changes require pressing the [Update] button to apply. Pressing the [Reset] button will return the settings to those the planet had <i>before you opened the Editor<\/i>. 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 save the changes to the file). So if you want to achieve good results, or if you want to be more skilled in creating planets, read the next chapter of this tutorial.<\/p>\n<p>Let's consider the parameters of our planet Char that we changed while playing with the Editor. We changed its atmospheric greenhouse effect to make it warmer, changed snow caps altitude, atmosphere model and color hue, and played with the procedural surface parameter. We could also make it ringless by deleting the <span class=\"se_script\">Rings<\/span> tag from the script and adding <span class=\"se_script\">NoRings true<\/span> (see below for details). Finally, our planet script should look like this:<\/p>\n<p><!--uzcode--><\/p>\n<div class=\"bbCodeBlock\">\n<div class=\"bbCodeName\" style=\"padding-left: 5px; font-weight: bold; font-size: 7pt;\">Code<\/div>\n<div class=\"se_code\" style=\"border: 1px inset; max-height: 200px; overflow: auto; height: 200px;\">\n<p><!--uzc-->Planet&nbsp;&nbsp;&nbsp;&nbsp;\"Char\"<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">ParentBody&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;\"Chara\"<br \/>\nClass&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;\"Terra\"<br \/>\nMass&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1.72541<br \/>\nRadius&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7262.85<br \/>\nInertiaMoment&nbsp;&nbsp;&nbsp;0.332483<\/p>\n<p>Oblateness&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.00446722<\/p>\n<p>RotationPeriod&nbsp;&nbsp;19.2199<br \/>\nObliquity&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4.6793<br \/>\nEqAscendNode&nbsp;&nbsp;&nbsp;-35.5612<\/p>\n<p>AlbedoBond&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.437803<br \/>\nAlbedoGeom&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.525363<br \/>\nBrightness&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br \/>\nColor&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(0.775 0.780 0.782)<\/p>\n<p>Life<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">Class&nbsp;&nbsp;&nbsp;\"Organic\"<br \/>\nType&nbsp;&nbsp;&nbsp;&nbsp;\"Multicellular\"<br \/>\nBiome&nbsp;&nbsp;&nbsp;\"Terrestrial\"<\/div>\n<p>}<\/p>\n<p>Surface<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">SurfStyle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.024245<br \/>\nOceanStyle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.62373<br \/>\nRandomize&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(-0.485, 0.692, -0.399)<br \/>\ncolorDistMagn&nbsp;&nbsp;&nbsp;0.0445073<br \/>\ncolorDistFreq&nbsp;&nbsp;&nbsp;794.398<br \/>\ndetailScale&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;18680.5<br \/>\ncolorConversion true<br \/>\ndrivenDarkening -1<br \/>\nseaLevel&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.533667<br \/>\nsnowLevel&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.865079<br \/>\ntropicLatitude&nbsp;&nbsp;0.0819224<br \/>\nicecapLatitude&nbsp;&nbsp;0.758483<br \/>\nicecapHeight&nbsp;&nbsp;&nbsp;&nbsp;0.545793<br \/>\nclimatePole&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.9375<br \/>\nclimateTropic&nbsp;&nbsp;&nbsp;0.522706<br \/>\nclimateEquator&nbsp;&nbsp;0.6875<br \/>\nheightTempGrad&nbsp;&nbsp;0.414794<br \/>\ntropicWidth&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.374003<br \/>\nmainFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1.0687<br \/>\nvenusFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.653746<br \/>\nvenusMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br \/>\nmareFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3.10486<br \/>\nmareDensity&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.060662<br \/>\nterraceProb&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.253474<br \/>\nerosion&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.11918<br \/>\nmontesMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.150631<br \/>\nmontesFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;345.084<br \/>\nmontesSpiky&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.894682<br \/>\nmontesFraction&nbsp;&nbsp;0.519249<br \/>\ndunesMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.0468856<br \/>\ndunesFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;54.408<br \/>\ndunesFraction&nbsp;&nbsp;&nbsp;0.942635<br \/>\nhillsMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.130191<br \/>\nhillsFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;980.783<br \/>\nhillsFraction&nbsp;&nbsp;&nbsp;0.0357427<br \/>\nhills2Fraction&nbsp;&nbsp;0.817134<br \/>\nriversMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;58.1157<br \/>\nriversFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2.85878<br \/>\nriversSin&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7.62415<br \/>\nriversOctaves&nbsp;&nbsp;&nbsp;2<br \/>\ncanyonsMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.0632909<br \/>\ncanyonsFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;100<br \/>\ncanyonFraction&nbsp;&nbsp;0.0454924<br \/>\ncracksMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.0824855<br \/>\ncracksFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.811998<br \/>\ncracksOctaves&nbsp;&nbsp;&nbsp;0<br \/>\ncraterMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.752975<br \/>\ncraterFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;25.728<br \/>\ncraterDensity&nbsp;&nbsp;&nbsp;0<br \/>\ncraterOctaves&nbsp;&nbsp;&nbsp;0<br \/>\ncraterRayedFactor 0<br \/>\nvolcanoMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.712696<br \/>\nvolcanoFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.703719<br \/>\nvolcanoDensity&nbsp;&nbsp;0.275554<br \/>\nvolcanoOctaves&nbsp;&nbsp;3<br \/>\nvolcanoActivity 0.334258<br \/>\nvolcanoFlows&nbsp;&nbsp;&nbsp;&nbsp;0.479296<br \/>\nvolcanoRadius&nbsp;&nbsp;&nbsp;0.552217<br \/>\nvolcanoTemp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1460.56<br \/>\nlavaCoverTidal&nbsp;&nbsp;0<br \/>\nlavaCoverSun&nbsp;&nbsp;&nbsp;&nbsp;0<br \/>\nlavaCoverYoung&nbsp;&nbsp;0<br \/>\nstripeZones&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1.14778<br \/>\nstripeFluct&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br \/>\nstripeTwist&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br \/>\ncycloneMagn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2.40332<br \/>\ncycloneFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.639954<br \/>\ncycloneDensity&nbsp;&nbsp;0.419004<br \/>\ncycloneOctaves&nbsp;&nbsp;2<br \/>\ncolorSea&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(0.040, 0.200, 0.200, 1.000)<br \/>\ncolorShelf&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(0.150, 0.370, 0.370, 1.000)<br \/>\ncolorBeach&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(0.820, 0.730, 0.570, 0.000)<br \/>\ncolorDesert&nbsp;&nbsp;&nbsp;&nbsp;(0.420, 0.360, 0.220, 0.000)<br \/>\ncolorLowland&nbsp;&nbsp;&nbsp;(0.220, 0.230, 0.220, 0.000)<br \/>\ncolorUpland&nbsp;&nbsp;&nbsp;&nbsp;(0.570, 0.540, 0.420, 0.000)<br \/>\ncolorRock&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(0.100, 0.100, 0.100, 0.000)<br \/>\ncolorSnow&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(1.000, 1.000, 1.000, 1.308)<br \/>\ncolorLowPlants (0.117, 0.154, 0.084, 0.000)<br \/>\ncolorUpPlants&nbsp;&nbsp;(0.097, 0.106, 0.056, 0.000)<br \/>\nBumpHeight&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;17.3379<br \/>\nBumpOffset&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;9.25266<br \/>\nDiffMapAlpha&nbsp;&nbsp;&nbsp;\"Water\"<br \/>\nSpecBrightWater 0.65<br \/>\nSpecBrightIce&nbsp;&nbsp;&nbsp;0.85<br \/>\nSpecularPower&nbsp;&nbsp;&nbsp;55<br \/>\nHapke&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br \/>\nSpotBright&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4<br \/>\nSpotWidth&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.05<br \/>\nDayAmbient&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.07<\/div>\n<p>}<\/p>\n<p>Clouds<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">Height&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4.36572<br \/>\nVelocity&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;117.481<br \/>\nBumpHeight&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4.36566<br \/>\nHapke&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.2<br \/>\nSpotBright&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br \/>\nSpotWidth&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.15<br \/>\nDayAmbient&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br \/>\nmainFreq&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1.11873<br \/>\nmainOctaves&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10<br \/>\nCoverage&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.396338<br \/>\nstripeZones&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1.14778<br \/>\nstripeFluct&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br \/>\nstripeTwist&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<\/div>\n<p>}<\/p>\n<p>Ocean<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">Height&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;9.25266<br \/>\nHapke&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br \/>\nSpotBright&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br \/>\nSpotWidth&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.15<br \/>\nDayAmbient&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<\/div>\n<p>}<\/p>\n<p>NoLava&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;true<\/p>\n<p>Atmosphere<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">Model&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;\"Thick\"<br \/>\nHeight&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;124.52<br \/>\nDensity&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4.88424<br \/>\nPressure&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2.63276<br \/>\nGreenhouse&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;57.1429<br \/>\nBright&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;10<br \/>\nOpacity&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br \/>\nSkyLight&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3.33333<br \/>\nHue&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.428571<br \/>\nSaturation&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1Composition<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">CO2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;94.3917<br \/>\nO2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5.53639<br \/>\nN2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.0530705<br \/>\nSO2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.0153837<br \/>\nAr&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.00293737<br \/>\nNe&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.000270165<br \/>\nH2O&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.000267185<br \/>\nKr&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1.95886e-005<\/div>\n<p>}<\/p>\n<\/div>\n<p>}<\/p>\n<p>Aurora<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">Height&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;53.3841<br \/>\nNorthLat&nbsp;&nbsp;&nbsp;&nbsp;57.4894<br \/>\nNorthLon&nbsp;&nbsp;&nbsp;&nbsp;88.7206<br \/>\nNorthRadius 1455.88<br \/>\nNorthWidth&nbsp;&nbsp;284.757<br \/>\nNorthRings&nbsp;&nbsp;4<br \/>\nNorthBright 0.3<br \/>\nNorthParticles 0<br \/>\nSouthLat&nbsp;&nbsp;&nbsp;&nbsp;-57.5165<br \/>\nSouthLon&nbsp;&nbsp;&nbsp;&nbsp;273.482<br \/>\nSouthRadius 1342.38<br \/>\nSouthWidth&nbsp;&nbsp;384.318<br \/>\nSouthRings&nbsp;&nbsp;3<br \/>\nSouthBright 0.3<br \/>\nSouthParticles 0<br \/>\nTopColor&nbsp;&nbsp;&nbsp;&nbsp;(1.000 1.000 1.000)<br \/>\nBottomColor (0.000 1.000 0.000)<\/div>\n<p>}<\/p>\n<p>NoRings&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;true<\/p>\n<p>NoAccretionDisk true<\/p>\n<p>NoCometTail&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;true<\/p>\n<p>Orbit<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">RefPlane&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;\"Equator\"<br \/>\nSemiMajorAxis&nbsp;&nbsp;&nbsp;1<br \/>\nPeriod&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.959885<br \/>\nEccentricity&nbsp;&nbsp;&nbsp;&nbsp;0.01<br \/>\nInclination&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0.0246517<br \/>\nAscendingNode&nbsp;&nbsp;&nbsp;-36.7804<br \/>\nArgOfPericenter 280.426<br \/>\nMeanAnomaly&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;264.157<\/div>\n<p>}<\/p>\n<\/div>\n<p>}<br \/>\n<!--\/uzc--><\/p>\n<\/div>\n<\/div>\n<p><!--\/uzcode--><\/p>\n<p>And the planet itself appears in the game like this:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/spaceengine.org\/media\/2016\/11\/0849295.jpg\"><\/p>\n<p>You may make any type of planet\/moon\/asteroid in the same way (find with the Star browser and export with the Planet editor). You may add code for other objects to the same script file (actually, it's recommended to have a single script file for your whole planetary system). It is also useful to let SpaceEngine generate some parameters automatically, like cloud layers for gas giants. This is also described in the next chapter.<\/p>\n<h4 class=\"se_h4\">Planet script details<\/h4>\n<p>First, make sure you are familiar with the <a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/introduction\/\" target=\"_blank\" rel=\"nofollow noopener\">basics of SE scripts<\/a>.<\/p>\n<p>The full structure of the planet script is the following:<\/p>\n<p><!--uzcode--><\/p>\n<div class=\"bbCodeBlock\">\n<div class=\"bbCodeName\" style=\"padding-left: 5px; font-weight: bold; font-size: 7pt;\">Code<\/div>\n<div class=\"se_code\" style=\"border: 1px inset; max-height: 200px; overflow: auto; height: 200px;\">\n<p><!--uzc-->Planet \"Name\"<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Main planet parameters&gt;Life<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Life tag parameters&gt;<\/div>\n<p>}<\/p>\n<p>Surface<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Surface tag parameters&gt;<\/div>\n<p>}<\/p>\n<p>Ocean<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Ocean tag parameters&gt;<\/div>\n<p>}<\/p>\n<p>Clouds<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Clouds tag parameters&gt;<\/div>\n<p>}<\/p>\n<p>Atmosphere<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Atmosphere tag parameters&gt;<\/div>\n<p>}<\/p>\n<p>Aurora<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Aurora tag parameters&gt;<\/div>\n<p>}<\/p>\n<p>Rings<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Rings tag parameters, non-stars only&gt;<\/div>\n<p>}<\/p>\n<p>AccretionDisk<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Accretion disk tag parameters, stars only&gt;<\/div>\n<p>}<\/p>\n<p>CometTail<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;CometTail tag parameters, non-stars only&gt;<\/div>\n<p>}<\/p>\n<p>Corona<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Corona tag parameters, stars only&gt;<\/div>\n<p>}<\/p>\n<p>Orbit<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">&lt;Orbit tag parameters&gt;<\/div>\n<p>}<\/p>\n<\/div>\n<p>}<br \/>\n<!--\/uzc--><\/p>\n<\/div>\n<\/div>\n<p><!--\/uzcode--><\/p>\n<p>The planet must have at least the <span class=\"se_script\">ParentBody<\/span> and <span class=\"se_script\">Mass<\/span> or <span class=\"se_script\">Radius<\/span> parameters, and the <span class=\"se_script\">Orbit<\/span> tag with at least <span class=\"se_script\">SemiMajorAxis<\/span> or <span class=\"se_script\">Period<\/span>. 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:<\/p>\n<p><!--uzcode--><\/p>\n<div class=\"bbCodeBlock\">\n<div class=\"bbCodeName\" style=\"padding-left: 5px; font-weight: bold; font-size: 7pt;\">Code<\/div>\n<div class=\"se_code\" style=\"border: 1px inset; max-height: 200px; overflow: auto;\"><!--uzc-->Planet&nbsp;&nbsp;&nbsp;&nbsp;\"Minimus\"<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">ParentBody \"Vega\"<br \/>\nRadius&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7200&nbsp;&nbsp;&nbsp;\/\/ or Mass 1.5<br \/>\nOrbit<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">SemiMajorAxis&nbsp;&nbsp;2.5 \/\/ or Period 2.2<\/div>\n<p>}<\/p>\n<\/div>\n<p>}<br \/>\n<!--\/uzc--><\/p>\n<\/div>\n<\/div>\n<p><!--\/uzcode--><\/p>\n<p>In this example we specified only the planet's name, its parent, its physical size or mass and its orbit size or period. SpaceEngine will compute or generate the rest of data procedurally. You may find a lot of such \"poor data planets\" in SpaceEngine's exoplanets catalog, because often mass or radius and period are all the data known about them to modern astronomy.<\/p>\n<p>You may disable the procedural generation of some tags, except for <span class=\"se_script\">Surface<\/span> and <span class=\"se_script\">Orbit<\/span>. For example, if you are creating a planet with no life and no rings, you shouldn't type the <span class=\"se_script\">Life<\/span> and <span class=\"se_script\">Rings<\/span> tags in the code. SpaceEngine may, however, generate them procedurally. In this case you may use these parameters (in the <span class=\"se_script\">Planet<\/span> tag) to prevent the procedural generation:<br \/>\n<span class=\"se_script\">NoLife true<br \/>\nNoOcean true<br \/>\nNoLava true<br \/>\nNoClouds true<br \/>\nNoAtmo true<br \/>\nNoAtmosphere true<br \/>\nNoAurora true<br \/>\nNoRings true<br \/>\nNoAccretionDisk true<br \/>\nNoCometTail true<br \/>\nNoCorona true<\/span><\/p>\n<p>There is a special \"No\" parameter:<br \/>\n<span class=\"se_script\">NoLighting true<\/span><br \/>\nIf specified, lighting will be disabled for that object. Can be used to create a fake demo systems like a Hertzsprung\u2013Russell star diagram, using fixed positions in space (see <span class=\"se_script\">Orbit<\/span> tag description).<\/p>\n<p>Now let's look at all of the planet script tags and parameters.[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Planet { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the main planet tag, which describes the planetary body. Other possible body types are described by changing the name of the tag:<\/p>\n<p><span class=\"se_script\">Planet<\/span> - normal planet<br \/>\n<span class=\"se_script\">DwarfPlanet<\/span> - dwarf planet<br \/>\n<span class=\"se_script\">Moon<\/span> - normal moon<br \/>\n<span class=\"se_script\">DwarfMoon<\/span> - dwarf moon (minor irregular-shaped moons)<br \/>\n<span class=\"se_script\">Asteroid<\/span> - asteroid<br \/>\n<span class=\"se_script\">Comet<\/span> - comet<br \/>\n<span class=\"se_script\">Star<\/span> - star (sun)<br \/>\n<span class=\"se_script\">Barycenter<\/span> - barycenter of binary stars or binary planets<\/p>\n<p>So, if you want to make a moon, use this code: <span class=\"se_script\">Moon \"Name\" { ... }<\/span>.<\/p>\n<p>All the <span class=\"se_script\">Planet<\/span>, <span class=\"se_script\">Moon<\/span> etc. tags must have a name - a string value after the tag's name. If you want to give several alternate names for a body, separate them by a slash: <span class=\"se_script\">Moon \"Icarus\/Archid II\/ETA Cas 3.2\"<\/span>. Greek letters are allowed, using abbreviations described in the <a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/introduction\" target=\"_blank\" rel=\"nofollow noopener\">introduction<\/a>.<\/p>\n<p>The <span class=\"se_script\">Barycenter<\/span> tag is a description of a fictional \"body\" that must be the parent body of the two stars in a binary star system or two planets in a binary planet system. It can itself orbit another body - star or other barycenter, so it's possible to make hierarchical multiple stars and binary planets. But make sure you use correct orbits for the two bodies orbiting the barycenter (see the <span class=\"se_script\">Orbit<\/span> tag description for details).<\/p>\n<p>Below is the description of all parameters used in the <span class=\"se_script\">Planet<\/span>, <span class=\"se_script\">Moon<\/span> etc. tags.<\/p>\n<p><span class=\"se_script\">ParentBody<\/span> - the name of the object this body orbits (i.e. its \"parent\"). For example, if you are making a moon, its parent must be a planet (it is possible to make a moon orbiting a star, but this is not correct in the astronomical sense). If you are making a binary planet system or binary star system, both of its components must revolve around a barycenter, so this baycenter's name must be specified in their <span class=\"se_script\">ParentBody<\/span> parameter.<\/p>\n<p><span class=\"se_script\">Class<\/span> - the string parameter describing the surface class of a planet (affecting the procedural surface generation) or spectral class of a star. The planet classes are:<br \/>\n<span class=\"se_script\">\"Asteroid\"<\/span> - an asteroid-like body with an irregular shape.<br \/>\n<span class=\"se_script\">\"Selena\"<\/span> - a rocky planet without an atmosphere (like Mercury, Moon, Io).<br \/>\n<span class=\"se_script\">\"Desert\"<\/span> - a rocky planet with an atmosphere, but without water on its surface (like Venus and Mars).<br \/>\n<span class=\"se_script\">\"Terra\"<\/span> - a rocky planet with an atmosphere and water on its surface (like Earth).<br \/>\n<span class=\"se_script\">\"Oceania\"<\/span> or <span class=\"se_script\">\"WaterWorld\"<\/span> - an ocean planet.<br \/>\n<span class=\"se_script\">\"IceWorld\"<\/span> - an icy planet with or without an atmosphere (like Europa, Ganymede, Callisto).<br \/>\n<span class=\"se_script\">\"Titan\"<\/span> - an icy planet with an atmosphere and hydrocarbon oceans (like Titan).<br \/>\n<span class=\"se_script\">\"IceGiant\"<\/span> or <span class=\"se_script\">\"Neptune\"<\/span> - an ice giant planet (like Uranus or Neptune).<br \/>\n<span class=\"se_script\">\"GasGiant\"<\/span> or <span class=\"se_script\">\"Jovian\"<\/span> - a gas giant planet (like Jupiter or Saturn).<br \/>\nThe star classes are described in the <a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/creating-a-star\/\" target=\"_blank\" rel=\"nofollow noopener\">Creating a star<\/a> manual.<\/p>\n<p><span class=\"se_script\">DiscMethod<\/span> - discovery method, used for real exoplanets or stars. These values are allowed:<br \/>\n<span class=\"se_script\">\"RadVel\", \"Transit\", \"Astrometry\", \"MicroLens\", \"Imaging\", \"TTV\", \"TDV\", \"OrbitLight\", \"ETV\", \"Variable\", \"Pulsar\", \"Polarimetry\", \"AuroraEmis\", \"Interfer\"<\/span><br \/>\n<span class=\"se_script\">DiscDate<\/span> - discovery date, used for real exoplanets and stars. Format - \"YYYY.MM.DD\" or \"YYYY\". Example: <span class=\"se_script\">DiscDate \"2010.06.15\"<\/span> or <span class=\"se_script\">DiscDate \"2010\"<\/span>.<\/p>\n<p><span class=\"se_script\">Radius<\/span> - surface radius in kilometers. For gas giants this is the radius of the 1 atm pressure level.<br \/>\n<span class=\"se_script\">RadiusSol<\/span> or <span class=\"se_script\">RadSol<\/span> - surface radius in multiples of the Sun's radius (1 Sun radius = 696,000 km).<br \/>\n<span class=\"se_script\">Mass<\/span> - mass in Earth masses (1 Earth mass = 5.9742\u00b710<sup>24<\/sup> kg).<br \/>\n<span class=\"se_script\">MassSol<\/span> - mass in Solar masses (1 Sun mass = 1.98892\u00b710<sup>30<\/sup> kg).<br \/>\n<span class=\"se_script\">Msini<\/span> - mass in Earth masses, multiplied by the sine of the orbit's inclination relative to the view vector. Used for real exoplanets with no inclination known. SpaceEngine attempts to calculate or generate the inclination, then computes the real mass from this. This parameter is also shown in the interface and the object's Wiki.<\/p>\n<p><span class=\"se_script\">Oblateness<\/span> - <a class=\"link\" href=\"http:\/\/en.wikipedia.org\/wiki\/Oblate_spheroid\" target=\"_blank\" rel=\"nofollow noopener\">polar oblateness<\/a> of the object.<br \/>\n<span class=\"se_script\">OblatenessInfo<\/span> - <a class=\"link\" href=\"http:\/\/en.wikipedia.org\/wiki\/Oblate_spheroid\" target=\"_blank\" rel=\"nofollow noopener\">polar oblateness<\/a> of the object shown in the interface. May differ from <span class=\"se_script\">Oblateness<\/span>, not used in the physics\/graphics engine. If not specified, the <span class=\"se_script\">Oblateness<\/span> value is used.<br \/>\n<span class=\"se_script\">InertiaMoment<\/span> - <a class=\"link\" href=\"http:\/\/en.wikipedia.org\/wiki\/Moment_of_inertia_factor\" target=\"_blank\" rel=\"nofollow noopener\">inertia moment factor<\/a> of the object.<br \/>\n<span class=\"se_script\">Age<\/span> - age of the object in billions of years (gigayears).<\/p>\n<p><span class=\"se_script\">RotationPeriod<\/span> - <a class=\"link\" href=\"https:\/\/en.wikipedia.org\/wiki\/Rotation_period\" target=\"_blank\" rel=\"nofollow noopener\">absolute rotation period<\/a> (length of sidereal day) in hours.<br \/>\n<span class=\"se_script\">RotationEpoch<\/span> - rotation epoch in Julian days.<br \/>\n<span class=\"se_script\">Obliquity, EqAscendNode<\/span> - <a class=\"link\" href=\"https:\/\/en.wikipedia.org\/wiki\/Axial_tilt\" target=\"_blank\" rel=\"nofollow noopener\">obliquity<\/a> of the rotation axis and ascending node of the equator in degrees; jointly determines the orientation of the rotation axis.<br \/>\n<span class=\"se_script\">PoleRA, PoleDec<\/span> - right ascension and declination of the northern pole, alternate method of determining orientation of the rotation axis.<br \/>\n<span class=\"se_script\">RotationOffset<\/span> - rotation offset in degrees (i.e. orientation adjustment), used with <span class=\"se_script\">Obliquity<\/span> and <span class=\"se_script\">EqAscendNode<\/span>.<br \/>\n<span class=\"se_script\">ZeroMeridian<\/span> - position of the zero meridian in degrees (i.e. orientation adjustment), used with <span class=\"se_script\">PoleRA<\/span> and <span class=\"se_script\">PoleDec<\/span>.<br \/>\n<span class=\"se_script\">Precession<\/span> - period of the <a class=\"link\" href=\"https:\/\/en.wikipedia.org\/wiki\/Axial_precession\" target=\"_blank\" rel=\"nofollow noopener\">axial precession<\/a> in years.<br \/>\n<span class=\"se_script\">TidalLocked true<\/span> - if specified, object will be tidally-locked to it's parent, i.e. will face it with one side. Script's rotational parameters will be ignored, and calculated from the orbital parameters.<\/p>\n<p><span class=\"se_script\">AlbedoBond<\/span> - the <a class=\"link\" href=\"https:\/\/en.wikipedia.org\/wiki\/Bond_albedo\" target=\"_blank\" rel=\"nofollow noopener\">Bond albedo<\/a>, affects surface temperature.<br \/>\n<span class=\"se_script\">AlbedoGeom<\/span> - the <a class=\"link\" href=\"https:\/\/en.wikipedia.org\/wiki\/Geometric_albedo\" target=\"_blank\" rel=\"nofollow noopener\">gemoetric albedo<\/a>, affects object brightness and illumination of neighboring objects.<br \/>\n<span class=\"se_script\">Albedo<\/span> - specifies both Bond and geometric albedo together.<br \/>\n<span class=\"se_script\">Brightness<\/span> - overall rendering brightness of the object.<br \/>\n<span class=\"se_script\">Color<\/span> - average color of the object, used to render it as 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.<\/p>\n<p><span class=\"se_script\">SlopeParam<\/span> - slope parameter of a comet.<br \/>\n<span class=\"se_script\">AbsMagn<\/span> - absolute magnitude of a star, asteroid, or comet.<br \/>\n<span class=\"se_script\">AppMagn<\/span> - apparent magnitude of a star.<br \/>\n<span class=\"se_script\">Lum<\/span> or <span class=\"se_script\">Luminosity<\/span> - luminosity of a star in solar units.<br \/>\n<span class=\"se_script\">Teff<\/span> or <span class=\"se_script\">Temperature<\/span> - effective (\"surface\") temperature of a star.[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Life { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the life description tag.<\/p>\n<p><span class=\"se_script\">Class<\/span> - chemical class of the life:<br \/>\n<span class=\"se_script\">\"Organic\"<\/span> - Earth-like organic life based on water and carbon.<br \/>\n<span class=\"se_script\">\"Exotic\"<\/span> - life based on other principles than Earth-like life.<\/p>\n<p><span class=\"se_script\">Type<\/span> - development level of the life:<br \/>\n<span class=\"se_script\">\"Unicellular\"<\/span> - unicellular.<br \/>\n<span class=\"se_script\">\"Multicellular\"<\/span> - multicellular.<\/p>\n<p><span class=\"se_script\">Biome<\/span> - habitat of the life on the planet:<br \/>\n<span class=\"se_script\">\"Subglacial\"<\/span> - in a subsurface ocean on icy worlds like Europa.<br \/>\n<span class=\"se_script\">\"Marine\"<\/span> - marine life like on Earth.<br \/>\n<span class=\"se_script\">\"Terrestrial\"<\/span> - terrestrial life like on Earth.<br \/>\n<span class=\"se_script\">\"Floaters\"<\/span> or <span class=\"se_script\">\"Aerial\"<\/span> - aerial life in a gas giant atmosphere.<br \/>\nYou may specify multiple biomes by separating them by slash: <span class=\"se_script\">Biome \"Marine\/Terrestrial\"<\/span><\/p>\n<p><span class=\"se_script\">Panspermia true<\/span> - means that this planet's life evolved from life forms from another planet (e.g. microbes carried from one planet to another by asteroid impact debris).<\/p>\n<p>You may specify two <span class=\"se_script\">Life<\/span> tags, describing different classes of life. For example, a world like Titan could have both organic life in its subsurface ocean and exotic life on its surface and in hydrocarbons oceans.<\/p>\n<p>If no <span class=\"se_script\">Life<\/span> tag is specified, the life on the planet may be generated procedurally. If you want to disable the procedural generation, use this parameter in the <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoLife true<\/span>[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Surface { }, Ocean { }, Lava { }, Clouds { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]These are <i>planet layer<\/i> description tags. A layer is a spherical surface, which represents the solid surface of a planet, its ocean surface, or one or more cloud layers. Layers may or may not be displaced with a <i>Bump map<\/i>, colored by a <i>Diffuse map<\/i> and may or may not have an emission or <i>Glow map<\/i>. Each planet has at least a <span class=\"se_script\">Surface<\/span> layer, and may have an <span class=\"se_script\">Ocean<\/span> layer, and up to ten <span class=\"se_script\">Clouds<\/span> layers. The <span class=\"se_script\">Lava<\/span> layer is not implemented yet.<\/p>\n<p>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 <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoClouds true<\/span> - disable all cloud layers,<br \/>\n<span class=\"se_script\">NoOcean true<\/span> - disable ocean,<br \/>\n<span class=\"se_script\">NoLava true<\/span> - disable lava (lava layer is not implemented yet).<\/p>\n<p>Planet can have several cloud layers with different textures, altitudes, and moving velocities. To achieve this, simply specify the <span class=\"se_script\">Clouds<\/span> tag several times with different parameters inside them. Or you may use an empty tag: <span class=\"se_script\">Clouds { }<\/span> to let SpaceEngine generate all parameters procedurally. A planet can also have several ocean layers, but this is useless now.<\/p>\n<p>Below there are descriptions of all parameters allowed inside these tags. First we will describe the parameters common to all layers, then the parameters allowed only in a specific layer tag.<\/p>\n<h5 class=\"se_h5\">Parameters common for all the Surface, Ocean, and Clouds tags<\/h5>\n<p>If you are making a planet with textures stored on disk, use the <span class=\"se_script\">DiffMap<\/span>, <span class=\"se_script\">BumpMap<\/span>, and <span class=\"se_script\">GlowMap<\/span> parameters to describe the textures (read this manual for details: <a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/planet-textures\" target=\"_blank\" rel=\"nofollow noopener\">Creating custom planet textures<\/a>).<\/p>\n<p><span class=\"se_script\">DiffMap, BumpMap, GlowMap<\/span> - path of the folder with cubemap texture tiles for the Diffuse, Bump, and Glow maps respectively. If not specified, a procedural map may be generated.<br \/>\n<span class=\"se_script\">DiffTileSize, BumpTileSize, GlowTileSize<\/span> - resolution of the tile images for the corresponding maps.<br \/>\n<span class=\"se_script\">DiffTileBorder, BumpTileBorder, GlowTileBorder<\/span> - width of the border on the tile images for the corresponding maps.<\/p>\n<p><span class=\"se_script\">BumpHeight<\/span> - height scale of the Bump map in km, i.e. height difference between the lowest and highest point on the layer.<br \/>\n<span class=\"se_script\">BumpOffset<\/span> - negative offset of the landscape in km. For example, if you want to make a landscape from -8 km to +12 km, type <span class=\"se_script\">BumpHeight 20<\/span> and <span class=\"se_script\">BumpOffset 8<\/span>.<\/p>\n<p><span class=\"se_script\">DiffMapAlpha<\/span> - how to use the alpha channel of the Diff texture:<br \/>\n<span class=\"se_script\">\"Water\"<\/span> - water specular (solar specular spot on water surfaces), used as a river\/lakes\/seas mask on Earth<br \/>\n<span class=\"se_script\">\"Ice\"<\/span> - ice specular (solar specular spot follows all curved surfaces of the body), used as an ice mask on a cold planets,<br \/>\n<span class=\"se_script\">\"Transp\"<\/span> - surface transparency, used for clouds only,<br \/>\n<span class=\"se_script\">\"None\"<\/span> - ignore the alpha channel.<\/p>\n<p><span class=\"se_script\">GlowMode<\/span> - how to use the Glow texture:<br \/>\n<span class=\"se_script\">\"Alpha\"<\/span> - the mode is set by the alpha channel of the glow texture (0.0-0.33 = night, 0.34-0.66 = permanent, 0.67-1.0 = thermal),<br \/>\n<span class=\"se_script\">\"Night\"<\/span> - night side city lights (not visible in daytime),<br \/>\n<span class=\"se_script\">\"Permanent\"<\/span> - permanent lights (do not react to external lighting),<br \/>\n<span class=\"se_script\">\"Thermal\"<\/span> - thermal lights, react to local temperature, and have a complex format (RGB channels of the texture represents a single 24-bit temperature value).<\/p>\n<p><span class=\"se_script\">GlowColor<\/span> - scale (multiply) the RGB color of the Glow texture by this value.<br \/>\n<span class=\"se_script\">GlowBright<\/span> - overall brightness of the Glow texture.<\/p>\n<p><span class=\"se_script\">ModulateColor<\/span> - scale (multiply) the RGB and Alpha colors of the Diff texture by this value.<\/p>\n<p><span class=\"se_script\">SpecBrightWater<\/span> - brightness of the solar glare spot on the water surface.<br \/>\n<span class=\"se_script\">SpecBrightIce<\/span> - brightness of the solar glare spot on the ice surface.<br \/>\n<span class=\"se_script\">SpecularBright<\/span> - brightness of the solar glare spot on the both water and ice surfaces.<br \/>\n<span class=\"se_script\">SpecularPower<\/span> or <span class=\"se_script\">SpecPower<\/span> - size of the solar glare spot (default value is 55) - the lower the value, the larger the spot.<\/p>\n<p><span class=\"se_script\">Hapke<\/span> or <span class=\"se_script\">Lommel<\/span> - Lambert lighting model to Hapke lighting model ratio. Use <span class=\"se_script\">Hapke 0.0<\/span> for pure Lambert model (good for gas giants) or <span class=\"se_script\">Hapke 1.0<\/span> for pure Hapke model (good for dusty bodies, like airless or desert planets - simulates the opposition glare effect). Use intermediate values for mixed lighting models (linear interpolation).<br \/>\n<span class=\"se_script\">SpotBright<\/span> - brightness of the opposition glare spot.<br \/>\n<span class=\"se_script\">SpotWidth<\/span> - size of the opposition glare spot.<\/p>\n<p><span class=\"se_script\">DayAmbient<\/span> - fake ambient lighting during daytime. Use for bodies without atmospheres and for cloud layers.<\/p>\n<p><span class=\"se_script\">Exposure<\/span> - the same as <span class=\"se_script\">Brightness<\/span> in the <span class=\"se_script\">Planet<\/span> tag - overall rendering brightness of the object. Saved for backward compatibility.<\/p>\n<h5 class=\"se_h5\">Parameters allowed only in the Surface tag<\/h5>\n<p>The following parameters control the procedural surface textures.<\/p>\n<p><span class=\"se_script\">SurfStyle<\/span> or <span class=\"se_script\">Style<\/span> - style (color scheme) of the surface. Corresponds to the StyleRange in the palette file.<br \/>\n<span class=\"se_script\">OceanStyle<\/span> - style (color scheme) of the ocean. Corresponds to the StyleRange in the palette file.<br \/>\n<span class=\"se_script\">Randomize<\/span> - a randomization vector. If you make two identical planets (with all parameters identical), type different randomization values to make them look different.<\/p>\n<p><span class=\"se_script\">colorDistFreq, colorDistMagn<\/span> - frequency and magnitude of \"spots\" of various detail textures.<br \/>\n<span class=\"se_script\">colorConversion true<\/span> - if specified, SE converts colors of atlas textures to colors defined by the palette file or the <span class=\"se_script\">colorBeach ... colorUpPlants<\/span> parameters (see below).<br \/>\n<span class=\"se_script\">detailScale<\/span> - scale of the detail texture noise, visible close to the surface.<br \/>\n<span class=\"se_script\">drivenDarkening<\/span> - amount of darkening of the leading\/driven hemisphere of icy moons.<\/p>\n<p><span class=\"se_script\">seaLevel<\/span> - relative depth of sea, obsolete parameter (use <span class=\"se_script\">Ocean<\/span> tag instead).<br \/>\n<span class=\"se_script\">snowLevel<\/span> - relative height of snow level on mountains<br \/>\n<span class=\"se_script\">tropicLatitude, icecapLatitude<\/span> - sine of the latitude of tropics and polar ice cap edge (0.0 - equator, 1.0 - pole).<br \/>\n<span class=\"se_script\">icecapHeight<\/span> - relative height of ice caps.<br \/>\n<span class=\"se_script\">climatePole, climateTropic, climateEquator<\/span> - climate of poles, tropics, and equator (it is an index into color table, 0.0 - desert, 0.5 - temperate zone, 1.0 - snow).<br \/>\n<span class=\"se_script\">tropicWidth<\/span> - tropics width.<\/p>\n<p><span class=\"se_script\">mainFreq<\/span> - frequency of main (global) noise, defines continents\/oceans distribution.<br \/>\n<span class=\"se_script\">venusFreq, venusMagn<\/span> - frequency and magnitude of Venus-like landscape forms.<\/p>\n<p><span class=\"se_script\">mareFreq, mareDensity<\/span> - frequency and density (number) of impact basins similar to lunar maria.<\/p>\n<p><span class=\"se_script\">erosion<\/span> - magnitude of a water erosion on mountains (0.0 for dry planets, 1.0 for wet planets).<br \/>\n<span class=\"se_script\">terraceProb<\/span> - probability of terraced mountains.<br \/>\n<span class=\"se_script\">montesFreq, montesMagn, montesFraction<\/span> - frequency and magnitude of mountain ranges, and relative fraction of these structures on the planet's surface.<br \/>\n<span class=\"se_script\">montesSpiky<\/span> - amount of spiky mountains like in SE 0.94.<\/p>\n<p><span class=\"se_script\">hillsFreq, hillsMagn, hillsFraction, hills2Fraction<\/span> - frequency and magnitude of hills, a.k.a. \"eroded mountains\", and relative fraction of these structures on the planet surface (two different looking forms).<\/p>\n<p><span class=\"se_script\">dunesFreq, dunesMagn, dunesFraction<\/span> - frequency and magnitude of sand dunes, and relative fraction of these structures on the planet surface.<\/p>\n<p><span class=\"se_script\">canyonFreq, canyonMagn, canyonFraction<\/span> - frequency and magnitude of canyons, and relative fraction of these structures on the planet surface.<\/p>\n<p><span class=\"se_script\">riversFreq, riversMagn, riversSin, riversOctaves<\/span> - frequency, magnitude, curvature, and number of octaves of pseudo-rivers.<\/p>\n<p><span class=\"se_script\">cracksFreq, cracksMagn, cracksOctaves<\/span> - frequency, magnitude, and number of octaves of cracks in an icy crust, like on Europa.<\/p>\n<p><span class=\"se_script\">craterFreq, craterMagn, craterDensity, craterOctaves<\/span> - frequency, magnitude, density (number), and number of octaves of craters.<br \/>\n<span class=\"se_script\">craterRayedFactor<\/span> - number of rayed craters relative to regular craters.<\/p>\n<p><span class=\"se_script\">volcanoFreq, volcanoMagn, volcanoDensity, volcanoOctaves<\/span> - frequency, magnitude, density (number), and number of octaves of volcanoes.<br \/>\n<span class=\"se_script\">volcanoActivity<\/span> - amount of active volcanoes on the planet.<br \/>\n<span class=\"se_script\">volcanoFlows<\/span> - length of the lava flows.<br \/>\n<span class=\"se_script\">volcanoRadius<\/span> - radius of volcanoes.<br \/>\n<span class=\"se_script\">volcanoTemp<\/span> - temperature of lava in caldera and in flows in Kelvins.<\/p>\n<p><span class=\"se_script\">lavaCoverTidal, lavaCoverSun, lavaCoverYoung<\/span> - for molten planets: relative amount of lava coverage by tidal heating, sun heating, and heating due to young age of the planet.<\/p>\n<p><span class=\"se_script\">stripeZones, stripeFluct, stipeTwist<\/span> - number of Jupiter-like zones or stripes, amount of their randomness, and amount of twisting (used for gas giants).<\/p>\n<p><span class=\"se_script\">cycloneMagn, cycloneFreq, cycloneDensity, cycloneOctaves<\/span> - cyclone magnitude, frequency, density, and number of octaves (used for gas giants).<\/p>\n<p><span class=\"se_script\">colorSea, colorShelf, colorBeach, colorDesert, colorLowland, colorUpland, colorRock, colorSnow<\/span> - 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 cold planets), or cloud layer temperature (for hot gas giants and brown dwarfs).<\/p>\n<p><span class=\"se_script\">colorLayer0, colorLayer1, colorLayer2, colorLayer3, colorLayer4, colorLayer5, colorLayer6, colorLayer7<\/span> - the same as previous, can be used for gas giants and brown dwarfs (with less confusion).<\/p>\n<p><span class=\"se_script\">colorLowPlants<\/span> and <span class=\"se_script\">colorUpPlants<\/span> - modification of <span class=\"se_script\">colorLowland<\/span> and <span class=\"se_script\">colorUpland<\/span> parameters for planets with life, sets the vegetation color.<\/p>\n<h5 class=\"se_h5\">Parameters allowed only in the Ocean tag<\/h5>\n<p><span class=\"se_script\">Height<\/span> - height of the water surface above the lowest point of the planet's surface in kilometers (i.e. from the <span class=\"se_script\">Radius<\/span> in the <span class=\"se_script\">Planet<\/span> tag minus <span class=\"se_script\">BumpOffset<\/span> in the <span class=\"se_script\">Surface<\/span> tag). Make it lower than the highest mountains (less than <span class=\"se_script\">BumpHeight<\/span>) to obtain the seas and continents, and above them to get a planet completely covered by water.<\/p>\n<h5 class=\"se_h5\">Parameters allowed only in the Clouds tag<\/h5>\n<p><span class=\"se_script\">Height<\/span> - the height of the clouds above the lowest point of the planet's surface in kilometers (i.e. from the <span class=\"se_script\">Radius<\/span> in the <span class=\"se_script\">Planet<\/span> tag minus <span class=\"se_script\">BumpOffset<\/span> in the <span class=\"se_script\">Surface<\/span> tag). Make it higher than the highest mountains (more than <span class=\"se_script\">BumpHeight<\/span>), if you want clouds to not overlap with mountains.<br \/>\n<span class=\"se_script\">Velocity<\/span> - velocity of the clouds at the equator relative to the planet's surface, in kilometers per second.<br \/>\n<span class=\"se_script\">Coverage<\/span> - clouds coverage (0...1). Note that this is very approximate coverage amount.<br \/>\n<span class=\"se_script\">ModulateColor<\/span> - scale (multiply) the RGB and Alpha colors of the clouds Diff texture by this value. Use alpha component to specify overall clouds layer opacity.<\/p>\n<p>The next parameters control the procedural cloud textures.<\/p>\n<p><span class=\"se_script\">mainFreq, mainOctaves<\/span> - main clouds pattern frequency and number of noise octaves.<\/p>\n<p><span class=\"se_script\">stripeZones, stripeFluct, stipeTwist<\/span> - number of Jupiter-like zones or strips, amount of their randomness, and amount of twisting (used for gas giants).<\/p>\n<p><span class=\"se_script\">cycloneMagn, cycloneFreq, cycloneDensity, cycloneOctaves<\/span> - cyclones magnitude, frequency, density, and number of octaves (used for gas giants and terrestrial planets).<\/p>\n<p><span class=\"se_script\">TidalLocked true<\/span> - if specified, the cloud layer will form a giant cyclone on one side of a planet. Used for a planet tidally locked to its sun.<\/p>\n<p>Note about multiple clouds layers. You can type the <span class=\"se_script\">Clouds<\/span> tag several times with empty curly braces:<br \/>\n<span class=\"se_script\">Clouds { }<br \/>\nClouds { }<br \/>\nClouds { }<\/span><br \/>\nThis will generate three cloud layers with automatic procedural parameters. However, you can type <span class=\"se_script\">Height<\/span>, <span class=\"se_script\">Velocity<\/span> and other physical parameters for each <span class=\"se_script\">Clouds<\/span> tag individually. But the procedural texture parameters will always be the same in each cloud layer, so you can type them in any <span class=\"se_script\">Clouds<\/span> tag or even in the <span class=\"se_script\">Surface<\/span> tag (look above).[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Atmosphere { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the atmosphere tag. SpaceEngine uses several precomputed atmosphere models, stored in the <span class=\"se_path\">data\/models\/atmospheres\/<\/span><span class=\"se_pak\">Atmospheres.pak<\/span> file, in a special binary format with the extension <span class=\"se_path\">.atm<\/span>. They are described in the script file <span class=\"se_path\">atmospheres.cfg<\/span>, stored in the same pak file. To add your own model, you may create a new file <span class=\"se_path\">addons\/models\/atmospheres\/MyModels.cfg<\/span> (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 only with your planets, they will not appear on any procedural planets in the SE Universe. So it is recommended to just use standard SE models. You may adjust their appearance with wide limits using parameters <span class=\"se_script\">Bright, Hue,<\/span> and <span class=\"se_script\">Saturation<\/span> (see below).<br \/>\nList of the standard atmosphere models:<br \/>\n<span class=\"se_path\">Earth.atm<\/span> - Earth atmosphere model, normal density, blue sky and red sunset.<br \/>\n<span class=\"se_path\">Mars.atm<\/span> - Mars atmosphere model, normal density, red sky and blue sunset.<br \/>\n<span class=\"se_path\">Venus.atm<\/span> - Venus atmosphere model, thick, yellow sky and blue sunset, big density.<br \/>\n<span class=\"se_path\">Jupiter.atm<\/span> - Jupiter atmosphere model, normal density, white sky and yellow sunset.<br \/>\n<span class=\"se_path\">Neptune.atm<\/span> - Neptune atmosphere model, normal density, deep blue sky and pink sunset.<br \/>\n<span class=\"se_path\">Titan.atm<\/span> - Titan atmosphere model, normal density, violet-green-orange sky and red sunset.<br \/>\n<span class=\"se_path\">Pluto.atm<\/span> - Pluto atmosphere model, thin, nearly black sky and pale blue sunset.<br \/>\n<span class=\"se_path\">Chlorine.atm<\/span> - Custom atmosphere model, thick, green sky and green sunset.<br \/>\n<span class=\"se_path\">Thick.atm<\/span> - Custom atmosphere model, thick, white sky and orange sunset.<br \/>\n<span class=\"se_path\">Sun.atm<\/span> - Custom atmosphere model, thin, white sky and white sunset (resulting color is matched to star's light color).<\/p>\n<p><span class=\"se_script\">Model<\/span> - the name of the atmosphere model listed above, or your own model if you have created one (without a file extension, i.e. \"Earth\", \"Venus\", etc).<br \/>\n<span class=\"se_script\">Height<\/span> - height of the top boundary of the atmosphere in km. Typical value 50-100 km for terrestrial planets, 500-2000 km for gas giants.<br \/>\n<span class=\"se_script\">Pressure<\/span> - pressure at zero height in [url=https:\/\/en.wikipedia.org\/wiki\/Atmosphere_(unit)]atmospheres[\/url].<br \/>\n<span class=\"se_script\">Density<\/span> - density of the air at zero height in kg\/m<sup>3<\/sup>.<br \/>\n<span class=\"se_script\">MolarMass<\/span> - average molar mass of air gases in g\/mol.<br \/>\n<span class=\"se_script\">Adiabat<\/span> - adiabatic index.<br \/>\n<span class=\"se_script\">Greenhouse<\/span> - temperature of the greenhouse effect in Kelvins.<br \/>\n<span class=\"se_script\">Bright<\/span> - rendering brightness. Default value is 10.<br \/>\n<span class=\"se_script\">Opacity<\/span> - rendering opacity. To avoid visual artifacts, use the default value of 1.<br \/>\n<span class=\"se_script\">SkyLight<\/span> - brightness of the illumination of the planet's surface by the sky during the day. Default value is 3.3333.<br \/>\n<span class=\"se_script\">Hue<\/span> - change of the color hue. Default value is 0.<br \/>\n<span class=\"se_script\">Saturation<\/span> - change of the color saturation. Default value is 1.<\/p>\n<p><span class=\"se_script\">Composition<\/span> - the tag describing the chemical composition of the atmosphere. The tag must contain several numerical parameters named after gases; values are the amount of these gases in percent. Example of the <span class=\"se_script\">Composition<\/span> tag for Earth:<br \/>\n<!--uzcode--><\/p>\n<div class=\"bbCodeBlock\">\n<div class=\"bbCodeName\" style=\"padding-left: 5px; font-weight: bold; font-size: 7pt;\">Code<\/div>\n<div class=\"se_code\" style=\"border: 1px inset; max-height: 200px; overflow: auto;\"><!--uzc-->Composition<br \/>\n{<\/p>\n<div class=\"codepaddingleft\">N2&nbsp;&nbsp;77.7729<br \/>\nO2&nbsp;&nbsp;20.8625<br \/>\nAr&nbsp;&nbsp;0.9303<br \/>\nH2O 0.4000<br \/>\nCO2 0.0398<\/div>\n<p>}<br \/>\n<!--\/uzc--><\/p>\n<\/div>\n<\/div>\n<p><!--\/uzcode--><br \/>\nSupported gases are: <span class=\"se_script\">H2, He, Ne, Ar, Kr, Xe, O2, N2, CO, CO2, SO, SO2, Cl2, NaCl, H2S, H2O, NH3, CH4, C2H2, C2H4, C2H6, C3H8<\/span>. SpaceEngine can compute <span class=\"se_script\">Density, MolarMass, Adiabat<\/span> and <span class=\"se_script\">Greenhouse<\/span> based on atmosphere composition.<\/p>\n<p>All values except <span class=\"se_script\">Composition<\/span> can be changed in real time with the Planet editor.<\/p>\n<p>If the <span class=\"se_script\">Atmosphere<\/span> tag is not specified, the atmosphere may be generated procedurally. If you want to disable the procedural generation, use this parameter in the <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoAtmosphere true<\/span><br \/>\n[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Aurora { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the aurora tag. For physical realism, do not create aurora on airless bodies. Aurora is always created at the top of the atmosphere, this means that its bottom height is equal to the height of the atmosphere.<\/p>\n<p><span class=\"se_script\">Height<\/span> - the vertical span of the aurora in km.<br \/>\n<span class=\"se_script\">TopColor<\/span> - aurora top color (RGB).<br \/>\n<span class=\"se_script\">BottomColor<\/span> - aurora bottom color (RGB).<\/p>\n<p>The next set of parameters describes the north and south auroral rings, respectively.<\/p>\n<p><span class=\"se_script\">NorthLat, SouthLat<\/span> - latitude of the center of the auroral ring in degrees.<br \/>\n<span class=\"se_script\">NorthLon, SouthLon<\/span> - longitude of the center of the auroral ring in degrees.<br \/>\n<span class=\"se_script\">NorthRadius, SouthRadius<\/span> - radius of the auroral ring in km.<br \/>\n<span class=\"se_script\">NorthWidth, SouthWidth<\/span> - width of the auroral ring in km.<br \/>\n<span class=\"se_script\">NorthRings, SouthRings<\/span> - number of \"stripes\" or \"subrings\".<br \/>\n<span class=\"se_script\">NorthBright, SouthBright<\/span> - brightness of the auroral ring.<br \/>\n<span class=\"se_script\">NorthParticles, SouthParticles<\/span> - number of particles (sprites) in the auroral ring. The default vale of 50000 is used if not specified.<\/p>\n<p>If the <span class=\"se_script\">Aurora<\/span> tag is not specified, the aurora may be generated procedurally. If you want to disable the procedural generation, use this parameter in the <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoAurora true<\/span>[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Rings { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the planetary rings system tag. Used for planets, moons, and asteroids.<\/p>\n<p><span class=\"se_script\">Texture<\/span> - the path to the rings texture. It must be in RGBA format and have dimensions of x*2 pixels, where x is the length of texture (512, 1024, etc). The first row of pixels is a front-light radial color pattern (with opacity in the alpha channel), and the second row is a back-light radial color pattern (with opacity in alpha channel). Look at Saturn's rings in SpaceEngine: it has a different appearance when it is back-lit, i.e. when the Sun is behind Saturn. If the <span class=\"se_script\">Texture<\/span> parameter is not specified, a procedural texture will be generated.<\/p>\n<p><span class=\"se_script\">InnerRadius<\/span> - radius of the inner edge of the rings in km.<br \/>\n<span class=\"se_script\">OuterRadius<\/span> - radius of the outer edge of the rings in km.<br \/>\n<span class=\"se_script\">FrontBright<\/span> - brightness of rings when front-lit.<br \/>\n<span class=\"se_script\">BackBright<\/span> - brightness of rings when back-lit.<br \/>\n<span class=\"se_script\">Density<\/span> - global opacity multiplier.<br \/>\n<span class=\"se_script\">Brightness<\/span> or <span class=\"se_script\">Exposure<\/span> - global brightness multiplier.<\/p>\n<p><span class=\"se_script\">RotationPeriod<\/span> - rings rotation period in hours.<br \/>\n<span class=\"se_script\">RotationOffset<\/span> - rotation offset in degrees (i.e. orientation adjusting). Does not affect anything because ring textures in the current version (0.9.8.0) have no longitudinal features.<\/p>\n<p>If the <span class=\"se_script\">Rings<\/span> tag is not specified, the rings may be generated procedurally. If you want to disable the procedural generation, use this parameter in the <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoRings true<\/span>[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"AccretionDisk { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the accretion disk tag. Used to create an accretion disk around a black hole, neutron star, or white dwarf.<\/p>\n<p><span class=\"se_script\">InnerRadius<\/span> - radius of the inner edge of the disk in AU. If not specified, a procedural value is generated.<br \/>\n<span class=\"se_script\">OuterRadius<\/span> or <span class=\"se_script\">Radius<\/span> - radius of the outer edge of the disk in AU.<br \/>\n<span class=\"se_script\">AccretionRate<\/span> - accretion rate in solar masses per year. Used to calculate other parameters if they are not specified.<br \/>\n<span class=\"se_script\">Temperature<\/span> - temperature of the hottest part of the disk in Kelvin.<br \/>\n<span class=\"se_script\">Luminosity<\/span> - luminosity of the disk in Solar luminosities.<br \/>\n<span class=\"se_script\">TwistMagn<\/span> - strength of the twist effect on the texture.<br \/>\n<span class=\"se_script\">Density<\/span> - density or opacity value.<br \/>\n<span class=\"se_script\">Brightness<\/span> or <span class=\"se_script\">Exposure<\/span> - global brightness multiplier.<\/p>\n<p>If the <span class=\"se_script\">AccretionDisk<\/span> tag is not specified, the accretion disk may be generated procedurally for black holes, neutron stars, and white dwarfs. If you want to disable the procedural generation, use this parameter in the <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoAccretionDisk true<\/span>[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"CometTail { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the comet tail tag. Used for comets and evaporating planets.<\/p>\n<p><span class=\"se_script\">MaxLength<\/span> - maximum length of the tail (i.e. when comet or planet passes its orbit periapsis) in AU.<br \/>\n<span class=\"se_script\">Particles<\/span> - number of particles (sprites).<br \/>\n<span class=\"se_script\">GasToDust<\/span> - gas particles to dust particles ratio. Value of 0.0 generates a fully dusty tail, 1.0 generates a fully gaseous (ion) tail.<br \/>\n<span class=\"se_script\">Bright<\/span> - overall brightness of the tail.<br \/>\n<span class=\"se_script\">GasBright<\/span> - brightness of the gas particles.<br \/>\n<span class=\"se_script\">DustBright<\/span> - brightness of the dust particles.<br \/>\n<span class=\"se_script\">GasColor<\/span> - color of the gas particles.<br \/>\n<span class=\"se_script\">DustColor<\/span> - color of the dust particles.<\/p>\n<p>If the <span class=\"se_script\">CometTail<\/span> tag is not specified, the comet tail may be generated procedurally. If you want to disable the procedural generation, use this parameter in the <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoCometTail true<\/span>[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Corona { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the star corona tag. Used only for normal stars (i.e. not allowed for black holes, neutron stars, and white dwarfs). The corona effect is procedural.<\/p>\n<p><span class=\"se_script\">Period<\/span> - animation period in years; the lower the value, the faster animation is.<br \/>\n<span class=\"se_script\">Radius<\/span> - radius of the corona in km.<br \/>\n<span class=\"se_script\">Brightness<\/span> - brightness of the corona.<br \/>\n<span class=\"se_script\">RayDensity<\/span> - density of the ray-like features.<br \/>\n<span class=\"se_script\">RayCurv<\/span> - curvature of the ray-like features.<\/p>\n<p>If the <span class=\"se_script\">Corona<\/span> tag is not specified, the star corona will be generated procedurally. If you want to disable the procedural generation, use this parameter in the <span class=\"se_script\">Planet<\/span> tag:<br \/>\n<span class=\"se_script\">NoCorona true<\/span>[\/vc_column_text][\/no_accordion_section][no_accordion_section title=\"Orbit { }\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\" el_id=\"lowtabtitle\"][vc_column_text]This is the orbit tag. The current version (0.9.8.0) uses only Kepler's equation to compute the orbital motions of the bodies. This tag uses <a class=\"link\" href=\"http:\/\/en.wikipedia.org\/wiki\/Orbital_elements\" target=\"_blank\" rel=\"nofollow noopener\">Kepler orbital elements<\/a> to describe the orbit of the object.<\/p>\n<p><span class=\"se_script\">Epoch<\/span> - epoch of the periapsis passage in Julian days.<br \/>\n<span class=\"se_script\">Period<\/span> - orbital period <span class=\"se_formula\"><i>T<\/i><\/span> in years (used for circular and elliptical orbits). 1 year = 365.24218985 days.<br \/>\n<span class=\"se_script\">MeanMotion<\/span> - mean motion <span class=\"se_formula\"><i>n<\/i><\/span> in degrees per day (used for parabolic and hyperbolic orbits).<br \/>\n<span class=\"se_script\">GravParam<\/span> - gravity parameter <span class=\"se_formula\"><i>?<\/i><\/span> (used for parabolic and hyperbolic orbits).<br \/>\n<span class=\"se_script\">SemiMajorAxis<\/span> - semimajor axis <span class=\"se_formula\"><i>a<\/i><\/span> in AU (used for elliptic and hyperbolic orbits). Negative for hyperbolic orbits.<br \/>\n<span class=\"se_script\">PericenterDist<\/span> - periapsis distance <span class=\"se_formula\"><i>q<\/i><\/span> in AU (used for parabolic and hyperbolic orbits).<br \/>\n<span class=\"se_script\">Eccentricity<\/span> - eccentricity <span class=\"se_formula\"><i>e<\/i><\/span>.<br \/>\n<span class=\"se_script\">Inclination<\/span> - inclination <span class=\"se_formula\"><i>i<\/i><\/span> in degrees.<br \/>\n<span class=\"se_script\">AscendingNode<\/span> - longitude of the ascending node <span class=\"se_formula\"><i>?<\/i><\/span> in degrees.<br \/>\n<span class=\"se_script\">ArgOfPericen<\/span> or <span class=\"se_script\">ArgOfPericenter<\/span> - argument of periapsis <span class=\"se_formula\"><i>?<\/i><\/span> in degrees.<br \/>\n<span class=\"se_script\">LongOfPericen<\/span> or <span class=\"se_script\">LongOfPericenter<\/span> - longitude of periapsis (<span class=\"se_formula\"><i>? + ?<\/i><\/span>) in degrees.<br \/>\n<span class=\"se_script\">AscNodePreces<\/span> - period of precession of the longitude of the ascending node in years.<br \/>\n<span class=\"se_script\">ArgOfPeriPreces<\/span> - period of precession of the argument of periapsis in years.<br \/>\n<span class=\"se_script\">MeanAnomaly<\/span> - mean anomaly at epoch <span class=\"se_formula\"><i>M<sub>0<\/sub><\/i><\/span> in degrees.<br \/>\n<span class=\"se_script\">MeanLongitude<\/span> - mean longitude at epoch <span class=\"se_formula\"><i>L<sub>0<\/sub><\/i><\/span> (<span class=\"se_formula\"><i>M<sub>0<\/sub> + ? + ?<\/i><\/span>) in degrees.<\/p>\n<p><span class=\"se_script\">RefPlane<\/span> or <span class=\"se_script\">Type<\/span> - 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:<br \/>\n<span class=\"se_script\">\"Equator\"<\/span> or <span class=\"se_script\">\"Laplace\"<\/span> - reference plane is the parent object's equatorial plane. Default for moons.<br \/>\n<span class=\"se_script\">\"Ecliptic\"<\/span> - reference plane is the ecliptic plane (our Solar system's one!). Default for asteroids and comets.<br \/>\n<span class=\"se_script\">\"Extrasolar\"<\/span> - reference plane is the image plane (i.e. the plane perpendicular to the visual ray while looking from the Earth). Default for planets, stars, and barycenters.<br \/>\n<span class=\"se_script\">\"Static\"<\/span> - the object will be fixed relative to the parent object, and will follow it while it moves. Parameters <span class=\"se_script\">PosXYZ<\/span> and <span class=\"se_script\">PosPolar<\/span> is used to specify the relative position.<br \/>\n<span class=\"se_script\">\"Fixed\"<\/span> - the object will be fixed relative to the parent object, and will follow it and rotate with it. Parameters <span class=\"se_script\">PosXYZ<\/span> and <span class=\"se_script\">PosPolar<\/span> is used to specify the relative position.<\/p>\n<p>The <span class=\"se_script\">\"Static\"<\/span> and <span class=\"se_script\">\"Fixed\"<\/span> types are used to make unrealistic systems with objects fixed in relation to each other. They use these parameters to specify the position relative to the parent object:<\/p>\n<p><span class=\"se_script\">PosXYZ<\/span> - a position vector in Cartesian coordinates, in km. Example: <span class=\"se_script\">PosXYZ (5000 1000 2000)<\/span>.<br \/>\n<span class=\"se_script\">PosPolar<\/span> - a position in spherical coordinates, in the form of (longitude in degrees, latitude in degrees, distance in kilometers). Example: <span class=\"se_script\">PosPolar (45 30 3000)<\/span>.<\/p>\n<p>There are also simplified forms of the static and fixed positions. These parameters must be used in the <span class=\"se_script\">Planet<\/span> tag instead of <span class=\"se_script\">Orbit<\/span> tag:<br \/>\n<span class=\"se_script\">StaticPosXYZ<\/span> - equal to the <span class=\"se_script\">Orbit { }<\/span> tag with <span class=\"se_script\">Type \"Static\"<\/span> and <span class=\"se_script\">PosXYZ<\/span>.<br \/>\n<span class=\"se_script\">StaticPosPolar<\/span> - equal to the <span class=\"se_script\">Orbit { }<\/span> tag with <span class=\"se_script\">Type \"Static\"<\/span> and <span class=\"se_script\">PosPolar<\/span>.<br \/>\n<span class=\"se_script\">FixedPosXYZ<\/span> - equal to the <span class=\"se_script\">Orbit { }<\/span> tag with <span class=\"se_script\">Type \"Fixed\"<\/span> and <span class=\"se_script\">PosXYZ<\/span>.<br \/>\n<span class=\"se_script\">FixedPosPolar<\/span> - equal to the <span class=\"se_script\">Orbit { }<\/span> tag with <span class=\"se_script\">Type \"Fixed\"<\/span> and <span class=\"se_script\">PosPolar<\/span>.<\/p>\n<p>If the <span class=\"se_script\">Orbit { }<\/span> tag is not 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 describe a solitary star with additional parameters, placed in the center of the system. See <a class=\"link\" href=\"http:\/\/spaceengine.org\/manual\/making-addons\/creating-a-star\/\" target=\"_blank\" rel=\"nofollow noopener\">Creating a star<\/a> for details.<\/p>\n<p>Different default reference planes are chosen for different types of objects to make the massive catalogs more compact. Ecliptic is used in our Solar System for planets, asteroids and comets. Planets in the Solar System catalog have <span class=\"se_script\">RefPlane \"Ecliptic\"<\/span> specified directly, because the default for planets is <span class=\"se_script\">\"Extrasolar\"<\/span>. So the asteroids and comets catalog do not use <span class=\"se_script\">RefPlane<\/span>, which makes them more compact. The same is true of the exoplanet catalog and the catalog of binary and multiple stars: the default <span class=\"se_script\">RefPlane<\/span> for them is <span class=\"se_script\">\"Extrasolar\"<\/span>. If you are making a custom planetary system, it's better to specify <span class=\"se_script\">RefPlane<\/span> directly for its planets and asteroids. Specify <span class=\"se_script\">RefPlane \"Equator\"<\/span> to align their orbits with the star's rotational axis. You need not specify <span class=\"se_script\">RefPlane<\/span> for moons, because the default value <span class=\"se_script\">\"Equator\"<\/span> is good for them.<\/p>\n<p>Some orbital parameters, if not specified, can be calculated or generated by SE from other parameters. For example, <span class=\"se_script\">Period<\/span> can be calculated from <span class=\"se_script\">SemiMajorAxis<\/span> or <span class=\"se_script\">PericenterDist<\/span> and the mass of the parent object. If <span class=\"se_script\">Inclination<\/span> and <span class=\"se_script\">AscendingNode<\/span> are unknown for some planets in the planetary system, they can be procedurally generated based on other planets with known <span class=\"se_script\">Inclination<\/span> and <span class=\"se_script\">AscendingNode<\/span> in the same system.<\/p>\n<p>To make a binary star system or a binary planet system, make sure that the following parameters are the same for both bodies in the system: <span class=\"se_script\">Eccentricity, Inclination, AscendingNode, MeanAnomaly<\/span>. The <span class=\"se_script\">ArgOfPericenter<\/span> parameter of the first body must differ by 180 degrees from the same parameter of the second body. It's also necessary to calculate the <span class=\"se_script\">SemiMajorAxis<\/span> parameter for each body based on their masses using these simple formulae:<\/p>\n<p>Body 1: <span class=\"se_formula\">a<sub>1<\/sub> = R * M<sub>2<\/sub> \/ (M<sub>1<\/sub> + M<sub>2<\/sub>)<\/span><br \/>\nBody 2: <span class=\"se_formula\">a<sub>2<\/sub> = R * M<sub>1<\/sub> \/ (M<sub>1<\/sub> + M<sub>2<\/sub>)<\/span><\/p>\n<p>where R is the distance between the bodies, i.e. sum of their semimajor axes a<sub>1<\/sub> + a<sub>2<\/sub>;<br \/>\nM<sub>1<\/sub> and M<sub>2<\/sub> are masses of bodies.<\/p>\n<p>A triple star system is usually hierarchical: two stars orbiting their common barycenter, and this barycenter and the third star orbiting the main system barycenter. The same hierarchical principle can be applied to more complex systems. To calculate the correct semimajor axes for each pair, you must calculate the mass of each barycenter, using the sum of the masses of all the stars\/star systems orbiting it, and use that in the formula listed above.<\/p>\n<p>If you provided the masses of the object and its parent object, SpaceEngine can compute the orbital period automatically. For binary objects (binary stars and planets), it might be necessary to compute the orbital period manually. Use this formula:<\/p>\n<p><span class=\"se_formula\">P = sqrt(R<sup>3<\/sup> \/ (M<sub>1<\/sub> + M<sub>2<\/sub>))<\/span><\/p>\n<p>Here sqrt is the square root function;<br \/>\nR is the distance between the bodies, i.e. the sum of their semimajor axes a<sub>1<\/sub> + a<sub>2<\/sub>, in astronomical units;<br \/>\nM<sub>1<\/sub> and M<sub>2<\/sub> are the masses of the bodies in Solar masses;<br \/>\nthen period P will be in years.[\/vc_column_text][\/no_accordion_section][\/no_accordion][\/vc_column][\/vc_row]<\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"<p>[vc_row row_type=\"row\" use_row_as_full_screen_section=\"no\" type=\"full_width\" text_align=\"left\" box_shadow_on_row=\"no\"][vc_column][no_accordion active_tab=\"1\" collapsible=\"yes\" background_transparency=\"no\" style=\"boxed_toggle\"][no_accordion_section title=\"CREATING A PLANET\" accordion_type=\"accordion_icon\" icon_pack=\"font_elegant\" fe_icon=\"icon_cog\"][vc_column_text]This manual describes how to add a planet to SpaceEngine. Before continuing, it is recommended that you read these manuals first: Introduction Creating a star Quick start: find a similar...<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":519,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-629","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/pages\/629","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/comments?post=629"}],"version-history":[{"count":20,"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/pages\/629\/revisions"}],"predecessor-version":[{"id":3959,"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/pages\/629\/revisions\/3959"}],"up":[{"embeddable":true,"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/pages\/519"}],"wp:attachment":[{"href":"https:\/\/spaceengine.org\/wp-json\/wp\/v2\/media?parent=629"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}