Tried posting this over on Steam discussions as I saw devs were active there but got no response, so trying here instead.
No matter what I do the actual map in game shoves the two star clusters WAY out of the way. I have tried adjusting them closer in the editor 4-5 times and even tried moving all sorts of other stuff, nothing works. In game each side star is really far away, and always one of them even farther out than the other. I can make it switch whether the left or the right is pushed extra far, which is kinda weird, but I don't want either of them so far out. You can look at the connecting asteroid between each cluster and see how far it is located in the editor:
Then look how far away the star cluster is from that same asteroid in game:
So why wont the game respect the editor coordinates for a location? This example is the worst I have seen so far, but in making other maps I have noticed the game likes to move things around as well. If I make something perfectly ordered to a grid in the editor the game will skew things however it wants. Example:
Most of the time this small bit of the game doing whatever it wants is irritating but not a huge problem, but in my new map it shoves entire stars and their planets way out what seems like anywhere from 10-20x farther away than where they were placed in the editor making phase jumps take FOREVER and unbalancing each side of the map.
@Dev's If you let me know a way to email you a copy of the map itself so you can try things on your end I will. I really just want to get this strange issue fixed between how the editor does things and how the game decides it should be.
edit: I even did a test just to see how much off things are by overlapping all 3 extra star clusters directly on top of each other with the exact same coordinates in the editor. Exact same. Each at "-4804.7, -2479.7" in the editor. In game, it looks like this instead:
You can see each of the 3 star clusters distinctly, each at completely different areas in game. Yet this is what the editor shows during this test I did, all 3 star clusters directly on top of each other and phase lanes and planets in a way that should throw an error when launching the map:
Hey, first of all I would like to express admiration for much much work and time went into this gigantic map!
Map creation, as any kind of modding is very important to us, but there are also limits of what can be achieved with the tools at any given point of time. There are some rules to follow, when creating maps with solar forge. Those rules are mostly in place due to planetary rotation mechanic and when creating maps, one has to adjust for those limitations.
First, let's look at the star systems. When game engine recreates your map from solar forge, it requires minimal distances between star systems. I do not have a unit count out top of my head, but it looks like you are placing them too close to each other. I understand, that your idea is to create planets between star systems, and therefore you need to minimize the travel distance, however this is not something the game engine can do as of right now. We are aware of such modding requests, but I cannot give you any ETA on how soon this specific request could be handled. ------------------------
Now to your second issue, with individual planets being misaligned. This likely happens because you have not disabled the collision check. The game tries to ensure, that every planet has such an orbit, so that planets do not collide. So even if other planets may look like they are in a perfect line, their coordinates actually change as well, it's just the human eye, which cannot see it directly.
The screenshot below shows the option you need to set to true.
This however needs to be set to true for every planet, you want to have the exact coordinate from your solar forge. HOWEVER, be aware that when you use this option, you have to be sure, that the planet will not collide with another planets during rotation. The easiest way would be disable rotation all together. Otherwise place planets in a way, where their orbits will never collide.-----------------------
As a third tip I can give you, which you have not noticed yet - Sins2 does not allow overlapping phase lanes. If you look at your gigantic map, it has multiple overlapping (crossing) phase lines, but not a single one in your screenshot. This is likely to stay as it is, as it's a mandatory mechanic for planetary rotation. So when designing maps, try to avoid overlapping phase lanes, as they will not generate properly.Hope this helps! Please let us know of any other ideas and requests you come up with during your endeavor with the Solar Forge!
Ah ha! This is probably my issue. I notice the distance between clusters in game would actually let the entire star cluster orbit within the space and not collide with any other star clusters. I will test this all out later today and tomorrow, and probably the easiest solution is to disable orbits on this map. Thank you for the very valuable information!
Sadly setting the properties of each planet and star in the map to ignore checks and also disabling orbiting did not fix the location issue in game. Tried a few different things and it always seems like the game wants to have enough clear space in the phase lane distance for if the star cluster were to orbit then it wouldn't collide, even though everything is disabled and the stars don't even orbit around the middle one. Looks like I am going to have to go back to the drawing board on this map.
edit:
I managed to move in the right direction now though. After first going in to the galaxy file and editing the "ignore orbit overlap check" on every planet and it not doing anything, I have now went in and edited the original ID every planet has that controls the oribit "gravity". I set every planet in the game to have no parent they attach to at all (basically just removed the orbit lines from the map) and this fixed 2 out of 3 of the star clusters! So it does seem to be some sort of check bug related to the orbit stuff that is still pushing the star clusters out, as even with orbits disabled and the flag set on the planet the game still acts like they do orbit until you specifically delete the orbit lines from the planets. How the map looks in game now:
Just need to somehow figure out how to fix up that last star cluster and it will be ready to do some more playtesting on and get ready for release.
edit again: Nope, seems to have been some fluke in the game. All future tests after that one have the star cluster pushed way out again.
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