system redux has a bug that will generate extra planets/moons each time you undock, while not having made a Withcspace jump.
The bug is proportional to the number of planets/moons generated in a system
if you for example jump into Lave, it generates 4 extra planets/moons for each time you Launch from something... so if you happen to stop by 3 rock hermits in LAVE, then after you launched from the third Rock hermit, then there is now... 4*4 + main planet = 17 planets/moons in the system..
However the posistion of these planets are identical to the ones generated when you jumped/launched for the first time into/in lave...
Therefore it is not something you catch visually.. i Catched it while a script of mine read out the number of planets in a system, at first i was a bit confused as i couldnt find those extra planets...
Then i flew near to a moon, and it started flicker its textures... as an experienced modeler i could tell, that there was two identical planets on the same spot.. Then my before mentioned read out from the script made sense.
I also provide a fix for this, for those abeld to edit the system redux Script
locate these two functions.. in script.js found in the config directory..
Code: Select all
this.shipWillLaunchFromStation = function()
{
this.populate();
}
this.shipWillExitWitchspace = function()
{
this.populate();
}
Code: Select all
this.shipWillLaunchFromStation = function()
{
if(!this.uswitch)
{
this.populate();
this.uswitch = true;
}
}
this.shipWillExitWitchspace = function()
{
this.populate();
this.uswitch = true; //set to true since we do not want to populate again before next witchspace exit
}
strike that because of this
Code: Select all
Exception: Error: Planet.setTexture must be called only during shipWillLaunchFromStation or shipWillExitWitchspace.