StarkRG Posted August 16, 2014 Share Posted August 16, 2014 It's the StarSystems mod itself that causes this problem.What can be done about it? Additionally what would be necessary to convert an existing save to the new system if I want to add it after the fact (as in when the problem is solved)? Would everything fit into place as is or would I have to go through and change all the vessels' reference bodies by hand? Link to comment Share on other sites More sharing options...
tntristan12 Posted August 16, 2014 Share Posted August 16, 2014 Looks awesome! I can't wait to try this out. It'll be the perfect testbed for the SR mod I'm working on. However, if I could recommend one thing, I'd make the star orbit tracks invisible, since there is no central body, it looks odd that they're orbiting anything. The relative motion would likely be so small that you wouldn't notice over the time scales required to travel. Alternatively, you could just fix them in space and have them not move relative to one another (say they're in the same star cluster). Link to comment Share on other sites More sharing options...
Westi29 Posted August 16, 2014 Share Posted August 16, 2014 What can be done about it? Additionally what would be necessary to convert an existing save to the new system if I want to add it after the fact (as in when the problem is solved)? Would everything fit into place as is or would I have to go through and change all the vessels' reference bodies by hand?I think the only reference bodies you might have to change would be those orbiting the sun, not sure though. I haven't tried importing a save file. Link to comment Share on other sites More sharing options...
dryer_lint Posted August 16, 2014 Share Posted August 16, 2014 Oh my god. This looks amazing! Star systems! In KSP!Now we have a reason to use Interstellar. Out of interest, what happens when you enter the black hole? I'm hoping for spaghettified Kerbals Link to comment Share on other sites More sharing options...
StormWolf Posted August 16, 2014 Share Posted August 16, 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.I encountered this bug a lot whilst fixing and debugging Alternis. I narrowed it down to buggy parts. Certain parts absolutely hate it when you move kerbal although I do not know the relationship between the parts and the spawning (other than loading the parts). To fix it you simply have to go through the parts on your ships and strip the mod based parts one by one and see what the issue is. For most of my crafts (in Alternis) it was the Mechjeb AR202 case causing it. If that's the case for you then go to the KSO thread and download the KSO mechjeb part, it works fine. Link to comment Share on other sites More sharing options...
Jivaii Posted August 17, 2014 Share Posted August 17, 2014 So, is there any ETA on the update? Or is this stuck in x32 bit? Link to comment Share on other sites More sharing options...
tychochallenge Posted August 18, 2014 Share Posted August 18, 2014 So, is there any ETA on the update? Or is this stuck in x32 bit?theres bugs with both 32 and 64 bit but 64 bit has more bugs i think, and there are a handful of other mods that are incompatible with star systems Link to comment Share on other sites More sharing options...
Xenon2462 Posted August 18, 2014 Share Posted August 18, 2014 We're adding those in the next update, be patient.i didn't know it was in the next update to be honest and i wanted to have a go using this mod for modding practice and i'm more than happy to wait Link to comment Share on other sites More sharing options...
1of6Billion Posted August 18, 2014 Share Posted August 18, 2014 The future of KSP is here. Rock on! Link to comment Share on other sites More sharing options...
Deadpangod3 Posted August 18, 2014 Share Posted August 18, 2014 (edited) my computer is gunna go singularity with all these planet packs, but its for the planets!onwards! to victory! for the planets!edit: holy carp ksp actually loaded! o.oedit 2: much bugs. very missing planets,sentar is jool, kasier planets are gone, urania planets are gone, freezer planets are gone, according to the pf log thing boris didnt get created cause "given key wasnt present in the dictionary" or something like that, and some of the stock pf planets are orbiting the black hole.any idea how to fix this? Edited August 18, 2014 by Deadpangod3 Link to comment Share on other sites More sharing options...
Christoph1337 Posted August 18, 2014 Share Posted August 18, 2014 I would like a green star. Because of reasons. Top. Secret. Reasons. Link to comment Share on other sites More sharing options...
gigaboom2 Posted August 18, 2014 Share Posted August 18, 2014 I think you should make Corbo or a new star into a Thorne–Żytkow Object, If only because it sounds cooler than a red giant. Link to comment Share on other sites More sharing options...
Westi29 Posted August 19, 2014 Share Posted August 19, 2014 my computer is gunna go singularity with all these planet packs, but its for the planets!onwards! to victory! for the planets!edit: holy carp ksp actually loaded! o.oedit 2: much bugs. very missing planets,sentar is jool, kasier planets are gone, urania planets are gone, freezer planets are gone, according to the pf log thing boris didnt get created cause "given key wasnt present in the dictionary" or something like that, and some of the stock pf planets are orbiting the black hole.any idea how to fix this?Watch my tutorial! Link to comment Share on other sites More sharing options...
Deadpangod3 Posted August 19, 2014 Share Posted August 19, 2014 Watch my tutorial!I did, why do you think I have so many planet packs? Link to comment Share on other sites More sharing options...
Xenon2462 Posted August 19, 2014 Share Posted August 19, 2014 I would like a green star. Because of reasons. Top. Secret. Reasons.same here i have a concept about them Link to comment Share on other sites More sharing options...
Westi29 Posted August 19, 2014 Share Posted August 19, 2014 I did, why do you think I have so many planet packs?hahaha haha Link to comment Share on other sites More sharing options...
Deadpangod3 Posted August 19, 2014 Share Posted August 19, 2014 i switched the reference body in some cfgs from Cerbo to Corbo and now ksp crashes when it reaches the main menu. Link to comment Share on other sites More sharing options...
SlimJim89 Posted August 19, 2014 Share Posted August 19, 2014 Is there still a bug with the escape velocities and such? My last install had me experience easy escape trajectories (like only needing 400m/s to escape kerbin from a perfect 100km orbit.) Which kind of messed things up for me, since it gets hard getting encounters. Link to comment Share on other sites More sharing options...
Deadpangod3 Posted August 20, 2014 Share Posted August 20, 2014 (edited) i got it to work. ish, after removing all but one of the planet packs and moving its solar system, Kaiser is now orbiting Corbo, when i had the reference body set to Dolas it would bring Dolas into the Kerbol system and make it look like Kerbolit sucked up all ma asteroids too but atleast i have a place to go to. edit: for some reason im getting a a kerbin escape like lower then the muns orbit, any way to fix? Edited August 20, 2014 by Deadpangod3 Link to comment Share on other sites More sharing options...
tychochallenge Posted August 20, 2014 Share Posted August 20, 2014 I have to say, Kerbol's SOI is waaaayyyyyyyyyyyyy to small, its edge is barely just beyond the furthest point of Eeloo's orbit. What if we want sentar orbiting kerbol further than eeloo? Or a pack that adds kuiper-belt objects? And the stars need to be MUCH further away then they are now. A Hohmann transfer from kerbol to corbo takes just 47 years. If this mod was made to go along with the interstellar pack, it should include realistic interstellar distances, corbo should be at least 0.2 lightyears from kerbol (shortened for kerbal scale). Reaching the stars in ksp should only be achievable using high-tech, 'end of tech tree' parts like solar sails, ions, fusion/antimatter/warp. Cause right now, the lifter that i use to bring kerbals to the mun (in mid-tech tree and only chem propulsion) and back has the ability to travel to corbo in 47 years and insert into orbit. Link to comment Share on other sites More sharing options...
gigaboom2 Posted August 25, 2014 Share Posted August 25, 2014 When will the next update be out? Link to comment Share on other sites More sharing options...
mattihase Posted August 30, 2014 Share Posted August 30, 2014 does this mod have any effect on the magic boulder? just curious Link to comment Share on other sites More sharing options...
Catfish Posted August 30, 2014 Share Posted August 30, 2014 Here is the file! Multiple Solar SystemsLet me know if you have installation questions, but everything should be straight forward.I'm having slight issues, it seems, with this. I'm using the above planet package,And this Star Systems file: https://github.com/OvenProofMars/StarSystems/releases/tag/V0.2This is what happened: http://steamcommunity.com/sharedfiles/filedetails/?id=307688023Any ideas? I'm dying to get multiple solar systems. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted August 30, 2014 Share Posted August 30, 2014 does this mod have any effect on the magic boulder? just curiousNo effect. why you say that? Link to comment Share on other sites More sharing options...
Malsheck Posted August 30, 2014 Share Posted August 30, 2014 I've been following this tread with great interest and I'm looking forward to the finished mod.... but I am a bit concerned... Has anyone actually heard from Oven recently? His last post was back on 1 August. Is he ok? Just busy I hope. Link to comment Share on other sites More sharing options...
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