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multiple planets with kerbin template #186
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ok, I've done some tests and this is what I found out:
note: in case 1, if you click on the tracking station button, you enter the tracking station and you get the camera freaking out bug |
the common element between many issues like this one and #188 seems to be the fact that with the Kerbin template comes an extra "SpaceCenter" it might be worth it looking into nuking all SpaceCenter instances that are not the one on the homeplanet |
Nuking non-homeworld SpaceCenter instances would make cloning Kerbin a lot easier, and more reliable than trying to build an uncivilized Kerbin from scratch. |
the problem is, I don't even know if that's the thing causing the bug. if it is then yes, fixing it would be the best option :) |
ok, so I did some tests and I just tried to spam the stuff from all SpaceCenter objects KSPAddon.Startup.MainMenu.Start AND KSPAddon.Startup.SpaceCenter.Start First SpaceCenter (which is the same as SpaceCenter.Instance)
Second SpaceCenter (which is NOT the same as SpaceCenter.Instance)
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but at KSPAddon.Startup.SpaceCenter.Update I get this: First SpaceCenter (which is the same as SpaceCenter.Instance)
Second SpaceCenter (which is NOT the same as SpaceCenter.Instance)
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this leads me to believe there's a point after which the SpaceCenter is "loaded" and that moment might be what's going wrong when having multiple Kerbin templated planets |
after messing around with Kopernicus I tried to make Eve a Kerbin template using this simple cfg
and the game loads on a black screen. This is due to the fact that the KSC PQSCity on Kerbin does not have a SpaceCenter specifically, I get the KSC by doing this:
and then I get the SpaceCenter by doing this:
and finally I check if on stock KSP everything works out good, I get KSC, SPACECENTER and true on stock KSP + Kopernicus (but no eve tampering) it still works fine but when I change eve to have a kerbin template (and get the bug) the result is that the KSC still loads fine, but SPACECENTER is null, which means that the KSC doesn't have a SpaceCenter component this however doesn't happen when the extra planet with a kerbin template has an higher orbit than the homeplanet |
also, I'm not sure why there are 2 of these |
turns out that the SpaceCenter.Instance is a child of Eve (in my example) rather than being a child of Kerbin I tried changing the parent doing this:
but the game still freezes on a black screen I checked and the SpaceCenter has the correct parent after I reparent it. so probably the issue is even before that |
I give up, the only thing I managed to understand is that there is something on Kerbin Clones that tricks KSP into bugging out. probably some of the components. I've tried deleting some of them but with no succes |
It's OK, thanks for trying. What's important is that the root cause for a strange behaviour was uncovered regarding Space Center-related things, and a workaround was found. If I figure out how to clone Kerbin from scratch, I'll make sure a template is available for that. |
that still would not be a help for me I need this for GN because some planet packs have custom Kerbin analogues that right now can't load because they use the Kerbin template |
tested this in 1.3.0-6 and it's still there |
I think we can solve this (internally in Kopernicus) by loading the Laythe Template instead of the Kerbin template for all planets except for the HomeWorld I'll try to put something together unless @StollD you have a good idea on how to implement this |
No. Changing one value to mean something different is nothing I want to do. If the people cant get their stuff to work with Kerbin, they should write Laythe in their configs. But writing Kerbin and getting Laythe just doesn't feel right.
Also, we cannot know which world is the homeworld when the Template is loaded. Properties gets loaded later, and we can't (and shouldn't) load it before the template.
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not changing the value, just load another planet template and replace the values with kerbin ones. the best option would be to find the component which is messing up the loading, but since you don't even know what that is, it might be worth to create a templateless planet and load on it everything from kerbin (hoping that the act of copying everything won't copy the issue as well) anyways this could help us pinpoint which part of the template causes the issue (could be the pqscontroller, or something else) not everybody has the option of not using kerbin, for one single mod this works fine, but this basically makes it very difficult to have compatibility between planet packs with custom kerbins (see GN) and for how the loading process works in kopernicus it also means that using MM to overcome this step would be a nightmare (believe me, I've tried) |
`Does MM have the capability to use an operator like % (makes change and adds if not present) but instead operates in the way of, doesn't change but adds if not present? Then you could remove template = Kerbin from all bodies and then add back to those bodies the stock Kerbin properties using that operator. It will only add the nodes that don't exist. Does this make any sense? I don't think MM has an operator like this though, if it does then great, if not then it may be worth asking Sarbian if this is a possibility. |
yes, the operator "add only if missing"
nope, I mean, in line of principle yes it's theoretically possible, but it would require a lot of cfg stuff since kopernicus has pretty peculiar rules that need to be accounted for. |
this should solve half of the issues caused by having multiple kerbins ( #186 ) specifically, it solves the issue of having the camera "bounce around" the solar system when entering the trackingstation
ok, with this temporary workaround it is possible to add planets with a Kerbin template but they need to be listed after the HomeWorld in the list of bodies, so they need to be orbiting in a bigger orbit, or being child of bodies that have a bigger orbit than the HomeWorld |
I have to wonder: What's the difference between templating Kerbin, and templating Laythe and then filling in all of Kerbin's properties? Since the BUILTIN texture problem got fixed, I don't see the difference. |
the difference is that if your planet with a kerbin template is closer to the sun compared to kerbin, the KSC will be placed there but since that planet is not the homeworld ksp will break if however, your planet is outside the orbit of kerbin, everything is fine and there will be no bugs other than that, you will need to remember to set isHomeWorld = false if you use a kerbin template and if you use a Laythe template you will not get access to kerbin's PQSCity and PQSCity2 mods |
Workaround for multiple planets using a Kerbin template
it is possible to add planets with a Kerbin template but they need to be listed after the HomeWorld in the list of bodies, so they need to be orbiting in a bigger orbit, or being child of bodies that have a bigger orbit than the HomeWorld
keep this in mind if you want to make planets which use a kerbin template
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