Many of you that have tried to do something more imaginative than throw in a few planets must have come up against this: System editor isn't perfect (yet) sometimes it tells us one thing, but on server it will happen the other way. For example: I have a symmetrical map with 1 main planet, 2 moons on the identical orbit each one has 1 moonlet that again, have symmetric orbits. Obviously with the moons having the same orbits they never catch up to each other and are always locked in the same orbit with an 180 degree phase, that is in editor. On the server what happens is that one of the moons always decides to take the opposite speed vector resulting in the moons flying through each other twice per obit. The same thing happens with the moonlets, though they were supposed to have opposite vectors (because the moons were supposed to be locked in orbit with an 180 degree phase the moonlets would never hit each other, but now they do). Has anyone found a workaround for this or am I doomed to not use that system until system editor actually works? Also I realise that the system editor isn't high on the list of stuff to fix/improve, but at what point are you guys form uber planning to look at this (Not asking for an ETA here, but to be clear)? Post release?
Sounds like you found a bug, have a look on the bug tracker, and if you can't find it already listed then raise a new one
I think it's already listed. t's been here for ages. That's why I'm asking if anyone has found a workaround. EDIT: Yea it's listed in here. Under 1.4
This is quite useless report because it's contain lot of stuff which make it hard to track, but actually I'm think everything related to planet orbits is incomplete features because mostly nothing works and devs obviously understand that. Currently we just need to wait for update where devs will make new iteration on orbital mechanics and then there will be reason to actually submit bugreports.
I have a workaround. When you add new planets they have the opposite spin to the previous, irrespective of whatever direction it says in the system editor. Add planet 1, add planet 2, add planet 3. Delete planet 2 and planets 1 + 3 will have the same spin.
Ok so after mucking about with the system editor yesterday I came across further problems. The above method works fine for two bodies orbiting a planet, however I tried to create 3 bodies equally spaced around a planet and ran into untold problems. Trying to add and delete planets made no difference, and it actually seemed that the placement around the orbit affected the rotation direction. If I had 5 or 6 bodies orbiting and then deleted the ones orbiting in the wrong direction then it would change the direction of one that was previously going in the correct direction. I tried dozens of methods but at the moment it seems 3 bodies isn't possible (perhaps with difficulty 4 might work?).