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[1.11.x - 1.12.3] Galaxies Unbound: A Stellar Odyssey [1.3.1]&[1.4.3] [27June 2023]


StarCrusher96

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  On 5/1/2021 at 8:39 PM, TycoonTitian01 said:

Hello, sorry if this is redundant/im just being stupid, but does the stock scanning for rescources and SCANSAT work with this mod?

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Those features just work. No need to be concerned with GU or other planet mods.

  On 5/2/2021 at 2:36 AM, TycoonTitian01 said:

hi I do not know if it is on my end, but my game gets to where the menu loads, but just has the things spin, and spin, and spin

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Any of these could be the source of your issue:

  • You don't have ModularFlightIntegrator (not optional, bundled with Kopernicus).
  • You have insufficient RAM so your PC is struggling to put other things into the page file to make room for KSP.
  • You edited GU's system config and turned on planets without turning on their stars, so the planets are orbiting nulls (no values/no data).
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  On 5/2/2021 at 1:13 PM, JadeOfMaar said:

Those features just work. No need to be concerned with GU or other planet mods.

Any of these could be the source of your issue:

  • You don't have ModularFlightIntegrator (not optional, bundled with Kopernicus).
  • You have insufficient RAM so your PC is struggling to put other things into the page file to make room for KSP.
  • You edited GU's system config and turned on planets without turning on their stars, so the planets are orbiting nulls (no values/no data).
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Thank you, I have unpacked all of the zip files within the folders and have ModularFlightIntegrator, so it may be that I have multiple graphics mods installed making my 15.87gb of ram wants to kill itself

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  On 4/30/2021 at 1:06 PM, falcoon said:
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ScattererCelestialBody Infurus not found by name, or transformName. Effects for this body won't be available.
Can you disable the betelgeuse planet and try running the game again.

Edited by StarCrusher96
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  On 1/7/2021 at 5:21 PM, StarCrusher96 said:

Don't use CKAN or anything that does the work for you. 

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  On 2/4/2021 at 5:32 PM, StarCrusher96 said:

3. Maybe in the future. I do not consider CKAN a standard tool for distribution and i'm figuring things out as i do not completely understand it.

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Hi, a user on the CKAN Discord asked us to add this mod (or I guess family of 4 mods) to CKAN. Would it be OK with you if we did that? You can be as involved or as uninvolved as you like, up to and including taking a look at the metadata before it's available to users and perusing the output of our tools that perform test installs in sandbox containers.

Edited by HebaruSan
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  On 5/3/2021 at 1:23 AM, HebaruSan said:

Hi, a user on the CKAN Discord asked us to add this mod (or I guess family of 4 mods) to CKAN. Would it be OK with you if we did that? You can be as involved or as uninvolved as you like, up to and including taking a look at the metadata before it's available to users and perusing the output of our tools that perform test installs in sandbox containers.

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@StarCrusher96i also know you on discord your the one that helped me with the in start crashes we had a vc you typed wail i talked. My user i thing was one of the raven names or Sn11

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  On 5/3/2021 at 1:23 AM, HebaruSan said:

Hi, a user on the CKAN Discord asked us to add this mod (or I guess family of 4 mods) to CKAN. Would it be OK with you if we did that? You can be as involved or as uninvolved as you like, up to and including taking a look at the metadata before it's available to users and perusing the output of our tools that perform test installs in sandbox containers.

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Oh that would be nice! I'd like to be involved ofc. I just got so little time to figure ckan out and i've been thinking about restructuring the mod for ckan use. Please contact me. 

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  On 5/3/2021 at 8:43 AM, StarCrusher96 said:

Oh that would be nice! I'd like to be involved ofc. I just got so little time to figure ckan out and i've been thinking about restructuring the mod for ckan use. Please contact me. 

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Excellent, I've tagged you at the pull request, but in case you don't receive the notification, this is it:

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  On 5/4/2021 at 6:43 PM, Sahadara said:

Has anyone tried visiting these systems with Far Future Technologies engines? Are they good enough to make the trip in less than several centuries?

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You can probably do it, it will just take forever due to Nertea nerfing the ISPs to be more stockalike. There is a config on the GU discord that gives the engines their real ISP.

 

  On 5/5/2021 at 3:47 AM, VCamProbe said:

So I randomly just got this bug where I have no orbital line when I cross the home solar system so I have no idea where I am going when traveling outside of it

anyone got a fix?

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That is a KSP glitch not much we can do about it

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  On 5/5/2021 at 1:05 PM, ballisticfox0 said:

You can probably do it, it will just take forever due to Nertea nerfing the ISPs to be more stockalike. There is a config on the GU discord that gives the engines their real ISP.

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Where in the discord might I find the config? Thanks for the info btw.

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I'm back with some asteroid problems, they are spawning everywhere but majority spawn near Trappist1 watching console log, like 80% of them spawn there and then rest are spread all over, so getting an asteroid spawn in my system is rare and can take years.

 

I found the issue which is in the base configs for GU.

 

these were settings regarding max asteroids for sun

spawnGroupMinLimit = 30
spawnGroupMaxLimit = 35

 

and for Trappist1

spawnGroupMinLimit = 30
spawnGroupMaxLimit = 45

 

As far as I know these Kopernicus settings are global and not unique to the body, and since I already had 42 untracked objects throughout all the systems when I sped up time, 0 could spawn in Kerbol/Sun system, changing maxLimit to 70 for Sun made them spawn at a good rate.

 

For even distribution of asteroids between all systems spawngroup limit settings should be same for all objects.

Edited by Nether
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