Major issue (glitch) with fighter and bomber squadrons

I have a major issue (glitch) that I sorely need help fixing. During the Alpha stages of our teams mod development, a glitch occurred where the fighter squadrons would spawn thousands of theoretical AU away from the gravity well. I don't know how it occurred or whether this is common and is being worked on to be fixed or it has been created due to some other problem. I've tried looking into the entity files to see if it could be related to any other modification but I could not find anything related. All the squadrons fly out of the gravity well to engage one another and it just looks stupid and annoying.

I didn't want to put this into the technical difficulties thread as there was no other post related like this one and it also may be due to something that I've modded. Any help would be most appreciated. Thanks

2,573 views 7 replies
Reply #1 Top

Did you add proper hangar points to your ships?  If ships lack hangar points, expect spawned squadrons to start way out there.

Reply #2 Top

Ok so do you add hanger points that are similar to hard points? If so that hasn't been done yet and I feel a lot better about the issue. Thanks for the reply much appreciated. I was freaking out big time but you rectified the issue for me. Again, thanks.

Reply #3 Top

Quoting Amahut, reply 2
Ok so do you add hanger points that are similar to hard points? If so that hasn't been done yet and I feel a lot better about the issue. Thanks for the reply much appreciated. I was freaking out big time but you rectified the issue for me. Again, thanks.
End of Amahut's quote

Yes, you'll need hangar points similar to weapon, exhaust, etc. 

Reply #4 Top

Yeah, they're added in the .mesh file much like weapon hardpoints.  I don't model for Sins so I don't know how you're supposed to do them.  Hopefully myfist0 or GoaFan77 shows up soon with more info.

Reply #6 Top

Go into mesh file. Copy paste above or aura hardpoint. Rename to "Hangar". Increase points number by 1. Control+S. Done.

Reply #7 Top

Thanks for the extra info IskatuMesk, I am working on rectifying it now.