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Systems feel much more realistic and cinematic. The new star shading/lighting is also a showstopper : )
I don't really know how to send you any relevant logs or info, but I'll delete my previous post.
@Aki Zeta-9 I'll investigate to see if there's a way to change the default zoom level at that setting.
As for "quick camera navigation," are you referring to what happens after double-clicking on an outliner entry?
Other than that, thanks for the great mod.
The game has become literally unplayable. You have to spend half of the game time to zoom out the camera after each transition to see what is actually happening in the system. And moving to the megastructure you can get a full-screen star that will burn your eyes out.
Personally, I think a good system_scale is somewhere around 500, otherwise celestial bodies still look ridiculously close together.
500 also seems to be the limit, beyond which the game will stop rendering furthest orbits.
Still, good to see more mods like this. The cramped scale of the vanilla game always bothered me: not enough space in a space game, duh. All the vanilla bodies look like they're just about to tidally rip eachother, impact and collapse together to the barycenter of gravity.
The mod is in beta to test certain features and I do plan to give some love to L-Drakes. I now realise that disabling them completely before making those changes is a mistake, so I'll remove the L-Cluster adjustments until the L-Drake changes are made.
You're also confusing Nomads and Caravaneers: I changed how Nomads work, not caravans.
Since comments have tight restrictions, I've created the "Feedback Forum" discussion for anything further. Thanks again for your insights!
Try creating a new playset and experimenting with this in it. I can almost guarantee that it'll be incompatible with Real Space, but will be happy if proven wrong.