![]() ![]() We strive to provide the least hacky solution by introducing planets into the game in the exact same manner Squad would. It is started before the planetary system is created and rewrites a property called. The game itself then creates our planetary system as if it were blessed by Squad themselves. The mod’s function ends here, and it terminates. Kopernicus introduced worlds require zero maintenance by third party code, all support is driven entirely by built in functionality. This yields an incredibly stable and incredibly flexible environment for planetary creation. One caveat exists that prevents absolute control over a planetary system. Due to the way Squad defines how launch control and ship recovery work, a planet called Kerbin must exist and must have a reference body id of 1. While it is easy to provide this scenario, as a star to orbit and a single planet satisfies this, any would be universe architect needs to be aware so they don’t get mystery errors. the celestialBody.bodyName property) can be changed after the spawn of the PSystemĮach celestial body in KSP has a property called “flightGlobalsIndex.” This number does not directly correspond to the reference id, but is related. Once all of the celestial bodies have been spawned, references to them are written into the localBodies list. This list is then sorted in increasing order of the flight globals index. The index the body is located at after the sort becomes the reference body id. ![]() Copy the contents of the GameData/ folder to KSP’s GameData/ folder.We have yet to see if removing or rearranging the other bodies causes any sort of errors in the science or contracts system. ![]()
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