aftokinito Posted August 8, 2014 Share Posted August 8, 2014 This mod breaks RasterPropMonitor.Without StarSystems:http://cloud-4.steampowered.com/ugc/45353414801863362/033B6CEB95887B45FC2C27CF8DB0DD85EBF578AB/With StarSystems:http://cloud-4.steampowered.com/ugc/45353414801704771/C784C583D3B36157ADBBD9A8868F61316D4F4291/That happens with all the instancing based mods, PF:CE does the same.There is no way to fix it with instancing.This problem does not happen with my own development plugin nor with Kopernicus (both of them are based on custom systemPrefabs). Link to comment Share on other sites More sharing options...
Christoph1337 Posted August 9, 2014 Share Posted August 9, 2014 Also, quick request: maybe in later releases we could have options for other types of stars, like white dwarfs, neutron stars, and smaller black holes. Link to comment Share on other sites More sharing options...
Poryy Posted August 9, 2014 Share Posted August 9, 2014 (edited) Post deleted. Edited August 9, 2014 by Poryy Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 9, 2014 Share Posted August 9, 2014 Also, quick request: maybe in later releases we could have options for other types of stars, like white dwarfs, neutron stars, and smaller black holes.Once more colored stars are out those will be worked on. Link to comment Share on other sites More sharing options...
FluffySilverUnicorn Posted August 9, 2014 Share Posted August 9, 2014 About my RasterPropMonitor thing: the author just recommended a dev of StarSystems look at this post because the mod breaks RPM's initialization chain:http://forum.kerbalspaceprogram.com/threads/57603-0-24-2-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-1%29-27-Jul?p=1297893&viewfull=1#post1297893 Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 10, 2014 Share Posted August 10, 2014 About my RasterPropMonitor thing: the author just recommended a dev of StarSystems look at this post because the mod breaks RPM's initialization chain:http://forum.kerbalspaceprogram.com/threads/57603-0-24-2-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-1%29-27-Jul?p=1297893&viewfull=1#post1297893Interesting.. Link to comment Share on other sites More sharing options...
Poryy Posted August 13, 2014 Share Posted August 13, 2014 Happy bump time. Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 13, 2014 Share Posted August 13, 2014 I re-made the original Multiple Star Systems Terry/Dilley for you, Oven! Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
DuoDex Posted August 13, 2014 Share Posted August 13, 2014 Awesome mod! Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 13, 2014 Share Posted August 13, 2014 Also I think the lighting system needs to be redone to a basic rule:If you are/a planet is within about 6x Eeloo's orbit of a star it emits light.If you're wondering why, it's because of this lighting bug in binary/triple star systems that should really be fixed to allow for a multiple-star system, I used Barry as an example because of the stars' proximity:Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Starwaster Posted August 13, 2014 Share Posted August 13, 2014 Romulan plasma bolt.... Link to comment Share on other sites More sharing options...
KCreator Posted August 13, 2014 Share Posted August 13, 2014 Also I think the lighting system needs to be redone to a basic rule:If you are/a planet is within about 6x Eeloo's orbit of a star it emits light.If you're wondering why, it's because of this lighting bug in binary/triple star systems that should really be fixed to allow for a multiple-star system, I used Barry as an example because of the stars' proximity:-image-My plugin: Kittopiatech terraforming tools, can be used to fix this, by adding "Starfix" the stubborn unlit star. My version of starfix works slightly differently, so it should work. Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 13, 2014 Share Posted August 13, 2014 No, it's because StarSystems allows for only one star to emit light at a time. Link to comment Share on other sites More sharing options...
Strange Quark Posted August 14, 2014 Share Posted August 14, 2014 I've copied the star Dolas and gave it a unique name and flight global index, but i don't know the parameters for a black hole.Here is the text for reference. { name = CV-38152 BodyDescription = This small star has a much higher density than Kerbol, and is thought to be a good candidate for interstellar travel. flightGlobalIndex = 312 StarColor = Blue Mass = 1.5698E28 Radius = 21530000 ScienceMultiplier = 10 } Orbit { inclination = 1 eccentricity = 0.1 semiMajorAxis = 3593800000000 LAN = 0 argumentOfPeriapsis = 300 meanAnomalyAtEpoch = 0 epoch = 0 }Im so confused. Link to comment Share on other sites More sharing options...
Westi29 Posted August 14, 2014 Share Posted August 14, 2014 you need to add referenceBody = (insert chosen black hole/star/planet)after epoch = 0 I believe. Link to comment Share on other sites More sharing options...
Deadpangod3 Posted August 14, 2014 Share Posted August 14, 2014 has anyone made a mod for this that adds planets to the new stars?I really want a place to go other then the orbit of stars when i figure out how to use interstellars warp drive,a habbitable planet or two would be nice also can your ship explode from overheating close to the new stars like with kerbol? Link to comment Share on other sites More sharing options...
Westi29 Posted August 14, 2014 Share Posted August 14, 2014 has anyone made a mod for this that adds planets to the new stars?I really want a place to go other then the orbit of stars when i figure out how to use interstellars warp drive,a habbitable planet or two would be nice also can your ship explode from overheating close to the new stars like with kerbol?There is a dropbox folder a few pages back that has a bunch of planet packs and the star systems mod. I am also currently uploading a video to show people how to edit planet packs to the new stars and into the orbits you want. Link to comment Share on other sites More sharing options...
Storywalker4 Posted August 14, 2014 Share Posted August 14, 2014 Mind. Blown. First of all, GREAT work guys. Secondly, somebody mentioned that there would be brown dwarfs... does that mean we can fly in them? Jeb would like that. Thirdly, rouge planets were mentioned much earlier in the thread... I think they'd make a very nice addition. Be they Tylos except thrice the size, or super-Eves that manage to be habitable (once you ignore the crushing atmosphere of course) Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 14, 2014 Share Posted August 14, 2014 Mind. Blown. First of all, GREAT work guys. Secondly, somebody mentioned that there would be brown dwarfs... does that mean we can fly in them? Jeb would like that. Thirdly, rouge planets were mentioned much earlier in the thread... I think they'd make a very nice addition. Be they Tylos except thrice the size, or super-Eves that manage to be habitable (once you ignore the crushing atmosphere of course)has anyone made a mod for this that adds planets to the new stars?I really want a place to go other then the orbit of stars when i figure out how to use interstellars warp drive,a habbitable planet or two would be nice also can your ship explode from overheating close to the new stars like with kerbol?Oven is currently coding in brown dwarfs along with a few other colors that I came up with. And if you want planets use PlanetFactory CE, just not in 64-bit for the time being or it might break your game (We're working on a fix) Link to comment Share on other sites More sharing options...
Westi29 Posted August 15, 2014 Share Posted August 15, 2014 Here is how to create your own solar systems with this mod and Planet Factory. Full Write-Up Link to comment Share on other sites More sharing options...
StarkRG Posted August 15, 2014 Share Posted August 15, 2014 I'm building a rather large modpack for a private server and I've got a strange bug that only occurs when this mod is installed. During the first launch, just before physics begins, the ship (and launch clamps if you have them) is teleported to a high altitude (the height appears to be dependent on the length of the rocket, but it's hard to say for sure, what is for sure is that it's not always the same height). In normal single player it only happens the first time you launch, after that the launches work fine (ie. the un-bugginess is saved somehow in the save file). However with DMP (DarkMultiPlayer) it happens the first time you launch after every time you start the game (ie. the un-bugginess ISN'T saved). If it were just the first launch I'd say it's playable and keep it in the pack, as it stands, though, I'm going to have to leave it out (unless it can be solved quickish).I'm guessing it's got to be interacting with one of the other mods but my method for determining which mod caused the problem (disable half the mods, replace half until the problem returns, remove half the ones most recently added, etc) didn't allow me to find that out. I can certainly do more testing if someone can give me an idea of which ones to look at since it's such a huge list and none of them really seem like they'd be the culprit (I did test removing joint reinforcement, deadly re-entry, and NEAR, but it still occurred, in fact it was worse as the ship disintegrated on physics load instead of just teleporting)The mods in the pack: Aligned Currency IndicatorAutoAsparagusAviation LightsB9 AerospaceBananaForScaleAmbient Light AdjustmentEnvironmental Visual EnhancementsCactEye Orbital TelescopeCoherent ContractsDeadly ReentryRCS Build AidRCS Landing AidAction Groups ExtendedDMagic Orbital ScienceEnhanced NavballFine PrintKlockheed-Martian CoolRocketsKlockheed-Martian Special PartsVersion Checker PluginMagic Smoke Industries Parts & Infernal RoboticsMechJeb2Mission Controller ExtendedCargo Transportation SolutionsRadially Attached Experimental Data Storage ContainerSpherical and Toridal Tank PackModular Fuel TanksHotRocketsNanoGaugesKethaneFirespitter (full mod, not just dll)PartCatalogSolar Panel WingsDocking Port Alignment IndicatorNEARFinal FrontierNotes6S Service Compartment TubesKerbinium Asteroid MiningPart Angle DisplayProcedural FairingsProximity alarmRCS Sound EffectsRealChuteRemoteTech 2SCANsatScienceAlertMk2 Cockpit InternalsSmokeScreenSpaceplane PlusSpeedy's Hex Truss SystemStageRecoveryMultiple Star SystemsStation ScienceSurface LightsTAC Life SupportTAC Fuel BalancerTime ControlKerbal Alarm ClockUAL002's Lorefriendy Serious Parody FlagsVanguard EVA parachutesKSP InterstellarDeployable AirbagsDeployable Emergency Reentry PodAsteroidal ResourceskOS Scriptable Autopilot SystemContract ManagerNovaPunchMunar Rover WheelBahamuto Dynamics Retracting/vectoring enginesUniversal StorageEditor ExtensionsAerojetKerbodyneTexture Replacer Link to comment Share on other sites More sharing options...
FluffySilverUnicorn Posted August 15, 2014 Share Posted August 15, 2014 I'm building a rather large modpack for a private server and I've got a strange bug that only occurs when this mod is installed. During the first launch, just before physics begins, the ship (and launch clamps if you have them) is teleported to a high altitude (the height appears to be dependent on the length of the rocket, but it's hard to say for sure, what is for sure is that it's not always the same height). In normal single player it only happens the first time you launch, after that the launches work fine (ie. the un-bugginess is saved somehow in the save file). However with DMP (DarkMultiPlayer) it happens the first time you launch after every time you start the game (ie. the un-bugginess ISN'T saved). If it were just the first launch I'd say it's playable and keep it in the pack, as it stands, though, I'm going to have to leave it out (unless it can be solved quickish).I'm guessing it's got to be interacting with one of the other mods but my method for determining which mod caused the problem (disable half the mods, replace half until the problem returns, remove half the ones most recently added, etc) didn't allow me to find that out. I can certainly do more testing if someone can give me an idea of which ones to look at since it's such a huge list and none of them really seem like they'd be the culprit (I did test removing joint reinforcement, deadly re-entry, and NEAR, but it still occurred, in fact it was worse as the ship disintegrated on physics load instead of just teleporting)The mods in the pack: Aligned Currency IndicatorAutoAsparagusAviation LightsB9 AerospaceBananaForScaleAmbient Light AdjustmentEnvironmental Visual EnhancementsCactEye Orbital TelescopeCoherent ContractsDeadly ReentryRCS Build AidRCS Landing AidAction Groups ExtendedDMagic Orbital ScienceEnhanced NavballFine PrintKlockheed-Martian CoolRocketsKlockheed-Martian Special PartsVersion Checker PluginMagic Smoke Industries Parts & Infernal RoboticsMechJeb2Mission Controller ExtendedCargo Transportation SolutionsRadially Attached Experimental Data Storage ContainerSpherical and Toridal Tank PackModular Fuel TanksHotRocketsNanoGaugesKethaneFirespitter (full mod, not just dll)PartCatalogSolar Panel WingsDocking Port Alignment IndicatorNEARFinal FrontierNotes6S Service Compartment TubesKerbinium Asteroid MiningPart Angle DisplayProcedural FairingsProximity alarmRCS Sound EffectsRealChuteRemoteTech 2SCANsatScienceAlertMk2 Cockpit InternalsSmokeScreenSpaceplane PlusSpeedy's Hex Truss SystemStageRecoveryMultiple Star SystemsStation ScienceSurface LightsTAC Life SupportTAC Fuel BalancerTime ControlKerbal Alarm ClockUAL002's Lorefriendy Serious Parody FlagsVanguard EVA parachutesKSP InterstellarDeployable AirbagsDeployable Emergency Reentry PodAsteroidal ResourceskOS Scriptable Autopilot SystemContract ManagerNovaPunchMunar Rover WheelBahamuto Dynamics Retracting/vectoring enginesUniversal StorageEditor ExtensionsAerojetKerbodyneTexture ReplacerWe have a lot of the same mods, and I have the exact same problem. Also if you launch a ship through the launchpad instead of through the VAB, you spawn outside of solar system. Link to comment Share on other sites More sharing options...
Xenon2462 Posted August 15, 2014 Share Posted August 15, 2014 I'm going to try something never done before in ksp a brown dwarf star (i need help) for this to be achieved i need some help like how big would a kerbal brown dwarf should be, were can i find the perfect texture and how to make it glow with a thermal affect. Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 15, 2014 Share Posted August 15, 2014 I'm going to try something never done before in ksp a brown dwarf star (i need help) for this to be achieved i need some help like how big would a kerbal brown dwarf should be, were can i find the perfect texture and how to make it glow with a thermal affect.We're adding those in the next update, be patient. Link to comment Share on other sites More sharing options...
Westi29 Posted August 15, 2014 Share Posted August 15, 2014 We have a lot of the same mods, and I have the exact same problem. Also if you launch a ship through the launchpad instead of through the VAB, you spawn outside of solar system.It's the StarSystems mod itself that causes this problem. Link to comment Share on other sites More sharing options...
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