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it's set in seconds btw so 7200 means 2 hours
While I've got you, re: the thread on Asteroid Filter: Gravity - any details on how the gas giants' rings interact with the various Asteroid Filters?
1. Do the "Asteroid Filters" plugins have any effect on the Gas Giant rings' asteroids, or are they completely separate?
2. In particular, does Asteroid Filter: Grid Speed affect the rings? Playing with Real Orbits, i'm strongly suspecting asteroidal rings would be a no-go at orbital velocities if not 😅
3. How does the game-global 'asteroid density' setting from vanilla affect both of these together?
4. Does the "no astroids anywhere except the rings" feature of this mod work, or should that be avoided? (just out of curiosity; it feels redundant)
You can take a look at the Trithorne Cluster world if you want to see a few gas giants with rings that have been tuned.
Also, the Default3 ring skin looks much better with a much thinner ring (<RingOuterScale> is low).
(Started with Vanilla Systems , added a single default gas-giant using the editor, then turned on its rings. I've also tried switching to an external mod's ring-skin and/or planet-skin, and it seems to be about the same.)
If it's engine-limitation, any tips for making it look as attractive as possible within the limitations? (=
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3383344802
but send Ech the log so he can try and look into it
Don't work for me. It keeps setting by standart no matter what i do =/
Sadnes...
also, it would make more sense to post it on the Real Solar Systems mod rather then this since it relates to that mod, but you cannot change what has been done
now we can set the gravity to 10,000,000 and watch the magic happen with a lightspeed mod with a large ship with inertial dampeners off
-Added Black Hole skin for planet and rings.
-Added <ShadowOnRingEnabled> option to toggle whether gas giant rings receive planet shadows.
-Fixed math error in ring rotation.
-Gas Giant config info will now be cached in Sandbox.sbc so that it will be possible to restore to a previous Config by simply loading a previous save. This will only affect saves made after this update.
-<OverrideFromConfig> must now be set to true when making changes in the Config.xml to tell the system to take changes from the Config rather than from Sandbox.
maybe he can take the gas giant config HUD from it and take it to here, then remove it in RSS and just do some compatibility layers and so on
so
also color it in a low hue color
We set it up following the instructions, with the scale 1:40 preset
Something about; Exception occurred: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
https://pastebin.com/e4iNHKwV
Please let me know if you would like the whole file, i inculded the crash event at the end of the log and our modlist from the log.
-Added new option in Config to reduce or remove the particles that spawn in planet rings.
but if you are using a spaceship with the mod, either it's a issue on the mod side or this side
What sort of patch would be needed to make this work?
expect Echthros to release a patch for it, but he is working on a larger project rn(Real Solar Systems, there is a link to it if you scroll down)
Long story short:
This plus EEM Exploration Enhancement Mod makes the space pod spawn in atmo on a planet, where you crash and die.
Long version:
If I load up a world with no mods in the default solar system map, with just EEM Exploration Enhancement mod, Disable Respawn ships (removes all respawn ships vanilla + EEM, and EEM Respawn ship revival (restores vanilla respawn ships)
If I load up this config world, I can select space pod and it spawns me at an optimal range in space.
The second I add Real Gas Giants (either before, after or during some of these mods) when I select space pod now it spawns me in atmo on a planet and I crash to my death.
Doing some more looking into it but I believe it has something to do with this mod modifying the RespawnShips.sbc in some way. Unless I am totally wrong.