Solararch issue
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Impossible! What ever I try, I dont move anywhere with this. My brain boiled thinking what else might cause this behaviour.
With this sys files I have this, also
Extracted my resources.dll
60221, L"Trade Outpost"
60222, L"A medium sized base, usually a hub for goods and equipment traders."Changed Solar types and only this affects in game:
type = WEAPONS_PLATFORM gives Unknown Object
type = STATION gives Unknown StationFLSpew is clear (only Mising codec and nomad surface: NomadRGB1_NomadAlpha1).
Zoners exists and have their bases in mod - pure vanilla.
Except ids_name and extra fuse + in Solar entry - nothing changed.Get me out of this mystery Im so mad I blow it every time I see it
Edit* - So blind I missed this in FLSpew
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(BW06_fp7) failed.
Deleted one in NY and left one default for further tests. Still I dont want it as a base, just as a SATELLITE object with no dock. I assume this error is from missing dock_with = & base = lines. Will add them. -
F!R wrote:
Give it a base 2 go
and
sett all (maybe define only 1) docking points to use moor_medium likedocking_sphere = moor_medium, HpDockMountA, 15.000000
And no player will be able 2 dock that base.
Eeek, nooooooooooo……
Erm if the base type your using has hpdockmounta modeled as a berth, then your suggestion will just end up having trasnsports trying to fly into and out of the hanger…
; docking_sphere = berth, HpDockMountA, 4.500000, Sc_open dock1 ; docking_sphere = berth, HpDockMountB, 4.500000, Sc_open dock2 docking_sphere = moor_medium, HpDockMountC, 5.000000 docking_sphere = moor_medium, HpDockMountD, 5.000000 docking_sphere = moor_medium, HpDockMountE, 5.000000 docking_sphere = moor_large, HpDockMountF, 5.000000
Just comment out the dock types you dont want the base to use, but dont change the letters unless you rehardpoint the mesh.
Also be aware that if a player has a ship with a docking property that isn’t ‘berth’ they could still land, and since all player launches default to dockmount A, they endup trying to moor (get stuck unless they hit the escape key before the docking cutscene ends) and then launching their transport/capship from the fighter bay, it also means that npc fighters can launch from the base, but cant dock again… so depending on how you set up your encounter types and pop zone, you might end up with a bunch if fighters circling, waiting to land in order to despawn but unable to do so, and basically filling up the pop zones population cap so there is no room for ‘normal’ traffic, just because somebody shot up a base a bit, while other uninvolved players were present to prevent npc auto despawns.