It is not only the player having problems with it. Also the build it traders have problems with it. Until version 1.55 traders were flying to the planet and when arrived, were instructed to go to just the closest station. In Oolite version 1.65 this was changed into "goto main station" (=systemStation). This is to prevent that traders go to custom added stations. e.g. galacticNavy adds an additional station around the main planet.LittleBear wrote:It would be pretty easy with an OXP to add 3 or 4 stations in orbit around the planet (basically a few K of planetinfo.plist). However, Oolite will only allow you to save your game at the MAIN station (ie the one Oolite itself put there). This could become very annoying! When you see 4 Corrolis Stations in orbit, you woudn't know which one to go to
The upcoming buoyRepair.oxp will also add a station around some main planets. In playtesting this one, I noticed that ships from some old ship.oxp's that were written in the pre-1.65 time, also visited our station. Our own ships have extra code that lets them find and visit our custom station.
To have additional stations that behave like the main station, the core game needs additions. e.g. traders just going to the closest station were the "has_trader_traffic" key is true. This key is currently only used for trader launching.