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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Pioneer Mods on SSC

Page 2 / 11
(@potsmoke66)
Noble Member

right on, let's add some stuff before i "vanish".

first the "StudCity Shuttle"


MOD TAG


Mod category: Spacecraft

Mod name: StudCity Shuttle

Date added: 31-10-2012

Version: 1

Valid for Alpha vers: 27, 28dev (probably even older)

Contributor: gernot

Additional info:

"standalone" spaceship, it should run with or without my sub-models patch,

it simply replaces the "Interplanetary Shuttle" with a "LEGO" model.

Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/

Download location: http://sdrv.ms/TtW4F8


you will find more things on my skydrive, i have really no time left... "damned!"

else i miss my train. (i miss the train anyway and have to take the bus)

link to the folder: http://sdrv.ms/TTDHWl

the "mod_buildings_p66" includes also all my groundstations (even the very large one, but i disabled the "micro spaceport").

[attachment=1468:Bildschirmfoto 2012-10-31 um 11.21.49.png]

"Cetive" somewhere around 0,-8,-6

have phun!

ReplyQuote
Topic starter Posted : October 31, 2012 03:11
(@baobobafet)
Estimable Member

Hey, I know what Gernot means about filling forms, I have same phobia :closetema: . I think the key thing to remember is that if we give the original modelers star billing - we will likely have more modelers wanting to expose their wares here 😀

Walterar:

(putting bureaucrat spectacles on) Yeah, that sort of form covers the important territory well - nice. (now stomping on bureaucrat spectacles :biggrin:

edit: I will remove the Enterprise mod from the wiki and defer to your updated vers with proper info tag

BTW, according to Gernot the NCC1701 was modeled by:

Ian West
https://profiles.goo...941844843/about
http://sketchup.goog...c8b57ff1ee97f7b

Gernot:

As for the different shuttle, it's a mod of the original shuttle I made, called the interstellar Shuttle

Here is updated version with new Readme + cred to you for the port.


MOD TAG


InterstellarShuttle1700.png

Mod category: Spacecraft

Mod name: Interstellar.Shuttle1700-ship-bao-p66-pioneer-a27-baoV1.1.zip

Date added: 1-11-2012

Version: 1.2

Valid for Alpha vers: 27 - 28 (Alpha 29 version on Pioneer wiki or see below)

Contributor: baobobafet

Additional info:

Inter-Stellar Shuttle 1700.

The IS Shuttle 1700 is notable as one of the oldest compact 'work horse' shuttles available. It was originally designed and built to do a wide variety of jobs. Part of the 1700's standard equipment includes a class 1 hyperdrive for interstellar jumps and a main engine capable of quick acceleration for travel between system planets and moons.

The IS Shuttle 1700's unique paint scheme distinguishes it from the standard shuttle's appearance. It is considered by many as a vintage era spacecraft that has well earned it's place among practical and reliable utility vehicles. Ideally suited for limited personal and cargo transport, it boasts a cargo hold capacity of 20 tons.

The IS Shuttle enjoyed brief early deployment as an armaments transfer vehicle - able to carry singular missiles strapped to it's undercarriage. Since the ambush at "Tandem Claw", the shuttles have been upgraded with missile arm and launch capabilities, to discourage further such incidents of intimidation and arms extortion by relevent local crime lords and syndicates.

The IS Shuttle 1700 has been refitted to be compatible with state of the art avionics and nav equipment. The 1700 sports more than twice the interior cargo space than any other shuttle of comparable size. (due to advances in microtechnology and system design)

The clean weight of the ship has been lightened due largely to similar developments in state of the art composite materials, replacing many of the original structural components of the ship.

This allows for a passenger cabin as well as additional capacity for weapons, shields, scanner, autopilot, additional fuel, and other potential upgrades.

The 1700 has garnered a reputation as a 'Jack of all Trades' and is often sought out in mechant/trade circles as the ideal ship for small discrete transports and transactions, allowing many who aquire a 1700, to pursue a generaly successful although modest income. Even though the shuttle is able to carry weapons and shield, the vessel is not robust enough to survive combat for any lengthy duration. For this reason, the best course of action will usually be to escape as quickly as is possible, from any aggressor(s).

The single advantage the shuttle has is it's size, making it a difficult target for any such aggressors to hit.

The low mass of the ship, will give additional maneuver advantage. Dumping cargo to lighten the load (and perhaps satisfy any attacking pirates) may also be a viable tactic for evasion - and ultimate escape.

Enhanced cargo space including improved engine output & hyperdrive capability - makes this shuttle one of the most versatile and nimble of all the available small transports.

This mod adds the new IS Shuttle 1700 to the ship selection screen. (also adding a solar converter underneath the standard IP shuttle)

Further Info & discussion area: http://spacesimcentr...and-refit-shop/

Download location for alpha 27,28: http://www.mediafire...xw5ns1xprj8wmju

older Alpha 29 version here:  http://www.mediafire.com/?ccp6w3j0fooa4vm

 

 

New Alpha 29 I.S.Shuttle version 1.3:

Adds  3 tons more cargo space, ecm, cargo and fuel scoop options.

Download location for 1.3 vers here:   http://www.mediafire.com/?46ci6m4677y5wg3


-Edit: Some detail added to the readme inside the mod's archive. (I think it's a good standard)

Optional: Might be an idea to impart some technical info about the mod eg:(if ship mod) a few of the ship's specs, cargo space, hyperdrive or weapons capability. Anything that isn't obvious from any picture that may be included with the mod.

In fact it need be nothing more than a (short) spec sheet on what makes the Ship unique.

The above 'story' was only my vehicle to get some of this mod's info across. In future, I will aim to be more brief, since I'd like people spending more time playing the mod than reading about it.

- As much as I may like some organization, please don't allow that to deter people from being creative in presenting their mods :pilot:

baobob

ReplyQuote
Posted : October 31, 2012 19:11
(@baobobafet)
Estimable Member

Mod category: Spacecraft (static ship)

Mod name: ncc1701a-static-ship-p66-bao-pioneer-a28-baoV1.1.zip

Date added: 17-11-2012

Version: 1.2

Valid for Alpha vers: 28 (Alpha 29 version on wiki or see below)

Contributor: baobobafet

Additional info:
1701a_v11.png

NCC1701_scale_comparison1.png

Made this using p66's conversion of the Enterprise 1701a to replace the Long Range Cruiser.

Note: If you have a save with a Long Range Cruiser outside the spacestation, this file once put in your mod directory should convert the LRC to the Enterprise 1701a.

If using the ncc1701-static-ship-vuzz-p66-pioneer-a28-waV1 mod, it will compete for any spawnpoint/slot that may be available outside a spacestation. So if you want to increase the odds of seeing the 1701a, it would be wiser to remove the 1701 mod before using this one. (especially if loading a save file with LRC). Once you have it spawning in any save you can add back the ncc1701-static-ship-vuzz-p66-pioneer-a28-waV1 mod without any problems.

Upped the scale setting further. original P66 scale was 9 (for use as a ship) whereas I originaly set scale to 20 (now up to 25).

There's a reference picture now for more accurate scaling - seems to be right.

Ideas and improvements are always appreciated.

Further Info & discussion area: http://spacesimcentr...and-refit-shop/

Download location for alpha 27,28 vers: http://www.mediafire...008oidsj5cro9v6

Download for alpha 29 vers here:  http://www.mediafire.com/?g4ng4dk46kdns8v

 

Even though I parked pretty close to the ncc1701a in the pics..

- be careful NOT to scratch the paint when cruising up to visit the 1701a with a shuttle - the feds REALLY don't like that 😉

cheers,

baobob

ReplyQuote
Posted : November 16, 2012 02:46
(@walterar)
Prominent Member

Hello Bao. ncc1701-static-ship-vuzz-p66-pioneer-a28-waV1 not replace any ship (static) the original system. Added to them. Well not try your adaptation yet, but there are no conflicts.

A great work of Gernot, no doubt. The last thing we "gave" here.

The process be "brought" to Pioneer in http://spacesimcentral.com/forum/topic/2915-enterprise-refit/

ReplyQuote
Posted : November 16, 2012 14:10
(@potsmoke66)
Noble Member

hey, great job !!!

i like the shuttle texture much looks really cool, especially the pinup <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

got some more of these?

i worked myself on a few mods but they will be complete mods and it will take some time to complete them, especially because i couldn't start with one, i started three of them at once...

typical me...

but also it will need a sort of a minimal pioneer to run them proper, my idea was to have as less as possible, especially models, though the "basic" pioneer will contain only the old models tomm made once (more or less), this alows to exchange them much more easy, you won't have to replace/exchange so many ships simplyfied said (i would like to have "multiple ship specs" as we had before, this would help a lot to keep files to exchange at minimum, i really see no reason for what we have now, even if i did such long ago myself, but also i throwed the idea overboard, because it wasn't useful. because now i have to exchange to much, far to much, to create a complete mod, especially the ships should be less as possible to exchange scripts, best will be i present my "diet" of pioneer).

therefore you will have the advantage of complete mods, means the mod will contain a complete pioneer, only with different models, stellarsystems or evtl. module scripts. i guess this comes closest to the idea of the mods, not to exchange a few ones, exchange the whole set.

it will be still the same game for sure, but i feel it's a cool thing.

what i have done so far is a "FE2/FFE" mod, which contains only the "classic" ships and systems designed as close as possible to FE2/FFE (all would need some changes in the build, i dislike the given starting popints at lave or epsilon, there should be kept open that one will start a game on "hulabaloo" or "cookamongo" no matter in which sector or which planet of the system... more there is, much more, but i have to gather all crazy thoughts i had first. e.g, i feel "Lave" is to far away and in the wrong position, more about that if you ask me for it, i can tell you a long story... about the righthanded geometry of pioneer and continous disrespect of it, it's not only relevant for the models, it's relevant for the whole game. in other words the galactical northpole is in pioneer "up" while it is in "FE2" "down", thanks to "redshift" at this point. and yeah... phew don't ask me, mirroring of texture's V stil gives me headakes sometimes, if you likle i can show you a nice example that this hasn't helped and has only complicated all, but i suspect some won't hear this...).

well, i know i always suspected this and i have to say that even i had the wrong idea, i knew something was different, but always thought the coordinates are rotated, but of course this is wrong thought, the coordinates are mirrored along y (which is finally the depth "z").

but after comparing all three, FE2 -> Pioneer -> Redshift's positions i'm pretty sure the galactical north pole is "up" in pioneer while it's "down" in

FE2. any other dimension, x or y will be the same, though it isn't rotated it's mirrored (of course "gernötli", simply the difference between "lefthanded" and "righthanded" coordinate system. yeah folks again this one, the whole game is righthanded), some systems are completely wrong positioned in FE2, some i guess foremost the later added are more accurate in RELATIVE position (relative because the thickness and even size is heavy limited in FE2).

so finally that means for transcription of FE2's system mirror only the "depth" ("z" coordinates) and it will be quite well.

this mod has actually highest priority for me, also because it will show off how it's done and where possible leaks are or what i whish to see changed in a possible future standard pioneer download, like i said from my pov it should be "bareboned" (again). i think best would be to offer the "pioneer mod" as a standart mod, thus we solve many problems with one try ("sieben auf einen streich", lol).

a "Pioneer" mod which contains the more "recent" or "modern" ships and wich will use the "standard" stellar systems we have already.

not the thing i'm working heavy on, also i really thought i would make better progress, but decided then to concentrate on one.

a "Vintage" mod, which will fit to the idea of a "Flash Gordon / Buck Rogers" game mod... you will see... a bit different.

erm.. the empire is more then 100000 years old and fills 3/4 of the galaxy, have phun... and a lot of fantasy please...

further i thought about a "fun" pioneer, which could contain probably all you don't find a proper place for, ships and ideas from whatever game or movie, it's to think about "galaga" ships as well as ships and buildings from "futurama" i.e. no limits for this mod, everythings allowed systems will be named all randomly or by your fantasy (with the exception of a few needed ones around "sol" which have to be scripted else the sectors will be "unpopulated" (empty), btw, you can name "sol" to anything that's no problem neither i see a big problem to start always in this sector, even... yeah i can see... but that's not important)

ok, that was in words, now i will "beam" all to the MAC and make some nice captures to show off what i did and what has been changed.

many, many questions i would have, really...

ah, yeah... i guess you folks will like my "naming scheme" which comes very close to FE2, but to make it really nice i would need a few things changed in pioneer. like i said "more, much more there is..."

but you will be able already to differ by names from orbital stations or ground stations, if they stand on what sort of planet and such things, not far from "new rossyth" or other "classical" FE2/FFE names, you will see, even when you don't use the original names (which i did also, the actual "FFE mod" contains all names "pioneer's" and "FFE's" though a "Köhl Orbiter" isn't far away and a "Cambridge City" is possible to find also on every corner of the galaxy <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />, yes i added a special "city naming" for selected worlds and special planet naming with names like "Nirvana" or newly added "Esperanza"), the scheme is very similar. it gives a "intelligent" feel, even if you won't know how it's made you will feel for sure that the naming isn't complete randomly without sense, just like in good old FE2.

but like i said i would need the support of our devs to make it really cool, no, to make it perfect.

in fact two things i miss for this:

population even for stations, or tell me how i get the "parents" population, then i'm also satisfied, i'm a bit clumsy in scripting lua sometimes.

same for atmosphere, while i would whish to have oxidization instead only a simple boolean, this would make them perfect... even here is more, much more....

i have a bunch of Q's about the factions or how they are implemented now and some suggestions as well, i miss some general idea once was behind this, but more on a other occasion perhaps (in short terms factions shouldn't be limited to one political system, else you will have the situation we have now. a "Federation" and "Federal Colonies" all over the default systems, which won't belong to growth and size of the faction "Federation", i tricked this a bit for myself, but i'm not satisfied, neither that i feel that it is good how i did it, but it will show my idea).

you see i have "roentgen" pioneer well...

oh, yes big problem with orbital cities, it seems there is a size limit? whatfor? the bulk ships? to little important to kill this possibility, sorry.

and can't you think of a cleverer solution as to park them in a fixed range and "clip" therefore the stations size?

fortunately i haven't worked further on the "big wheel" and did a dirty conversion of "FE2's" Orbital City (the one which orbits mars in FE2).

really i never thought this station is that big (16km average diameter, the shuttle might look tiny to a enterprise, but the enterprise looks like a flee compared to the orbital city. and no i haven't calculated it wrong in size, reference is simply the "gate" and this should be at least 50x100m, even if i do my best and make the front part bigger as in the original or size down the rest abit, she's far far to big to work in pioneer. scale 0.11 works, then the station is < 2km, but the door is only 5x10m then, guess...). but she is and why not? think big! even here, please.

because soon as my "Mars Station" grows over 2km diameter in any extension the collision mesh get's clipped and no docking is possible.

i sweated hard to find out where that could come from and for two days i searched the error in my script, before i recognized that it's NOT my fault.

but with 2km max i can do "nothing", no "big wheel" no "dyson sphere", no "orbital city", only those "mini stations" we have already, (it's true they are to small, aren't they?)

and good news for brianetta, you can have stations with the door in direction of the planet like in FE2, yes, just do what no one did except "gernötli" add a "inclination" to them (that works and please don't say it's wrong or wasn't ment, it's cool and FE2 has this to).

geostationary stations have in FE2 a inclination of 90°, for pioneer you need -90° (or 270°, however), further don't work on rotational period (daylength) this has NO influence on stations, there rotation is given by the model and i think that's quite right. if you like to make them geostationary, fit the orbit until the period equals the daylenght of the parental body, even this i have made for a few ones and you can examine it soon.

here's the example of my FE2 "epsilon eridani", unfortunately i had to add two "wild" asteroids to make it possible to start at "eps-e".

Code:
-- Copyright © 2008-2012 Pioneer Developers. See AUTHORS.txt for details
-- Licensed under the terms of the GPL v3. See licenses/GPL-3.txt

local s = CustomSystem:new('Epsilon Eridani', { 'STAR_K' })
:govtype('CORPORATE')
:short_desc('Terraformed garden world. High-cost tourism.')
:long_desc([[The inner planet was terraformed by the Cisco corporation into a beautiful theme park in 2958.
The system does not come under Federal law, and a wide range of exotic delights are available,
including historic adventures staged using actors.]])

local epse = CustomSystemBody:new('Epsilon Eridani', 'STAR_K')
:radius(f(7,10))
:mass(f(6795,10000))
:temp(3727)

local cheat1 = CustomSystemBody:new('Irrlaeufer 1', 'PLANET_ASTEROID')
:seed(0)
:radius(f(21,1000))
:mass(f(1,1000000))
:temp(105)
:semi_major_axis(f(17135,1000))
:eccentricity(f(95,100))
:inclination(math.deg2rad(63.2))
:rotation_period(f(140256,10))
:axial_tilt(fixed.deg2rad(f(353,10)))
:ice_cover(f(1,1))

local cheat2 = CustomSystemBody:new('Irrlaeufer 2', 'PLANET_ASTEROID')
:seed(0)
:radius(f(45,1000))
:mass(f(3,1000000))
:temp(105)
:semi_major_axis(f(21385,1000))
:eccentricity(f(95,100))
:inclination(math.deg2rad(93.4))
:rotation_period(f(3966615,100))
:axial_tilt(fixed.deg2rad(f(871,10)))
:ice_cover(f(1,1))

local california = CustomSystemBody:new('New California', 'PLANET_TERRESTRIAL')
:seed(6)
:radius(f(513,1000))
:mass(f(251,1000))
:temp(295)
:semi_major_axis(f(325,1000))
:eccentricity(f(1,1000))
:inclination(math.deg2rad(5.9))
:rotation_period(f(1,2))
:axial_tilt(fixed.deg2rad(f(233,10)))
:metallicity(f(5,10))
:volcanicity(f(8,10))
:atmos_density(f(71,100))
:atmos_oxidizing(f(8,10))
:ocean_cover(f(7,10))
:ice_cover(f(1,10))
:life(f(6,10))

local california_ports = {
CustomSystemBody:new('Masseyville', 'STARPORT_SURFACE')
:seed(1)
:latitude(math.deg2rad(0))
:longitude(math.deg2rad(39.2)),

CustomSystemBody:new('Fortress Cousens', 'STARPORT_ORBITAL')
:seed(1) --medium
:semi_major_axis(f(11,100000)) --12h
:rotation_period(f(1,1))
:eccentricity(f(0,1))
:inclination(math.deg2rad(42)),
}

local goldstein = CustomSystemBody:new('Goldstein's Rock', 'PLANET_TERRESTRIAL')
:seed(<img src="' http://spacesimcentral.com/forum/public/style_emoticons//dirol.gi f"' class='bbc_emoticon' alt='8)' />
:radius(f(7,10))
:mass(f(323,1000))
:temp(241)
:semi_major_axis(f(562,1000))
:eccentricity(f(2,1000))
:inclination(math.deg2rad(3.5))
:rotation_period(f(10,24))
:axial_tilt(fixed.deg2rad(f(131,10)))
:metallicity(f(3,10))
:volcanicity(f(7,10))
:atmos_density(f(17,100))
:atmos_oxidizing(f(7,10))
:ice_cover(f(3,10))

local goldstein_ports = {
CustomSystemBody:new('Oliverport', 'STARPORT_SURFACE')
:seed(0)
:latitude(math.deg2rad(150))
:longitude(math.deg2rad(30)),

CustomSystemBody:new('Davies Station', 'STARPORT_ORBITAL')
:seed(1) --medium
:semi_major_axis(f(105,1000000)) --11h
:rotation_period(f(1,1))
:eccentricity(f(0,1))
:inclination(math.deg2rad(90)),
}

local majors = CustomSystemBody:new('Major's Mine', 'PLANET_TERRESTRIAL')
:seed(43)
:radius(f(5,10))
:mass(f(531,10000))
:temp(166)
:semi_major_axis(f(968,1000))
:eccentricity(f(253,1000))
:rotation_period(f(26,24))
:axial_tilt(fixed.deg2rad(f(175,10)))
:metallicity(f(3,10))
:volcanicity(f(2,10))
:atmos_density(f(13,100))
:atmos_oxidizing(f(8,10))
:ice_cover(f(5,10))

local majors_ports = {
CustomSystemBody:new('London Depot', 'STARPORT_SURFACE')
:seed(0)
:latitude(math.deg2rad(0))
:longitude(math.deg2rad(90)),

CustomSystemBody:new('Darkes High', 'STARPORT_ORBITAL')
:seed(0) --small
:semi_major_axis(f(11,100000)) -- 26h
:rotation_period(f(1,1))
:eccentricity(f(0,1))
:inclination(math.deg2rad(90)),
}

local epse_4 = CustomSystemBody:new('Epsilon Eridani 4', 'PLANET_TERRESTRIAL')
:seed(2)
:radius(f(9,10))
:mass(f(2761,1000))
:temp(152)
:semi_major_axis(f(1661,1000))
:eccentricity(f(103,1000))
:inclination(math.deg2rad(2.6))
:rotation_period(f(25,10))
:axial_tilt(fixed.deg2rad(f(72,10)))
:metallicity(f(7,10))
:volcanicity(f(3,10))
:atmos_density(f(96,1000))
:atmos_oxidizing(f(8,10))
:ice_cover(f(8,10))

local epse_5 = CustomSystemBody:new('Epsilon Eridani 5', 'PLANET_TERRESTRIAL')
:seed(7)
:radius(f(7,10))
:mass(f(1127,1000))
:temp(124)
:semi_major_axis(f(2822,1000))
:eccentricity(f(24,1000))
:inclination(math.deg2rad(6.7))
:rotation_period(f(7,10))
:axial_tilt(fixed.deg2rad(f(277,10)))
:metallicity(f(8,10))
:volcanicity(f(7,10))
:atmos_density(f(121,1))
:atmos_oxidizing(f(6,10))

local epse_6 = CustomSystemBody:new('Epsilon Eridani 6', 'PLANET_GAS_GIANT')
:seed(-2009996938)
:radius(f(10,1))
:mass(f(294363,1000))
:temp(89)
:semi_major_axis(f(49,10))
:eccentricity(f(209,1000))
:inclination(math.deg2rad(5.5))
:rotation_period(f(3,1))
:axial_tilt(fixed.deg2rad(f(137,10)))
:rings(f(13,10), f(15,10), {0.48, 0.45, 0.43, 0.8})

local epse_6_moons = {
CustomSystemBody:new('Epsilon Eridani 6a', 'PLANET_TERRESTRIAL')
:seed(4)
:radius(f(4,10))
:mass(f(331,10000))
:temp(76)
:semi_major_axis(f(3,1000))
:eccentricity(f(0,1))
:inclination(math.deg2rad(76.3))
:rotation_period(f(2,1))
:axial_tilt(fixed.deg2rad(f(872,10)))
:metallicity(f(1,10))
:volcanicity(f(8,10))
:atmos_density(f(174,100))
:atmos_oxidizing(f(15,100))
:ice_cover(f(3,10)),

CustomSystemBody:new('Epsilon Eridani 6b', 'PLANET_TERRESTRIAL')
:seed(4)
:radius(f(4,10))
:mass(f(174,10000))
:temp(76)
:semi_major_axis(f(9,1000))
:eccentricity(f(35,1000))
:inclination(math.deg2rad(77))
:rotation_period(f(17,10))
:axial_tilt(fixed.deg2rad(f(78,10)))
:metallicity(f(2,10))
:volcanicity(f(2,10))
:atmos_density(f(12,100))
:atmos_oxidizing(f(8,10))
:ice_cover(f(5,10)),

CustomSystemBody:new('Epsilon Eridani 6c', 'PLANET_TERRESTRIAL')
:seed(7)
:radius(f(35,100))
:mass(f(1,100))
:temp(74)
:semi_major_axis(f(52,1000))
:eccentricity(f(0,1))
:inclination(math.deg2rad(89.1))
:rotation_period(f(33,10))
:axial_tilt(fixed.deg2rad(f(78,10)))
:metallicity(f(1,10))
:volcanicity(f(1,10))
:ice_cover(f(8,10)),
}

local epse_7 = CustomSystemBody:new('Epsilon Eridani 7', 'PLANET_TERRESTRIAL')
:seed(3)
:radius(f(7,10))
:mass(f(171,1000))
:temp(78)
:semi_major_axis(f(8782,1000))
:eccentricity(f(3,1000))
:inclination(math.deg2rad(13.3))
:rotation_period(f(135,10))
:axial_tilt(fixed.deg2rad(f(277,10)))
:metallicity(f(7,10))
:volcanicity(f(2,10))
:atmos_density(f(1,100))
:atmos_oxidizing(f(5,10))

local epse_8 = CustomSystemBody:new('Epsilon Eridani 8', 'PLANET_TERRESTRIAL')
:seed(3)
:radius(f(115,100))
:mass(f(742,1000))
:temp(66)
:semi_major_axis(f(15713,1000))
:eccentricity(f(0,1))
:inclination(math.deg2rad(9.1))
:rotation_period(f(221,10))
:axial_tilt(fixed.deg2rad(f(77,10)))
:metallicity(f(7,10))
:volcanicity(f(2,10))
:atmos_density(f(1,10))
:atmos_oxidizing(f(7,10))
:ice_cover(f(5,10))

local epse_9 = CustomSystemBody:new('Epsilon Eridani 9', 'PLANET_GAS_GIANT')
:seed(-1944614294)
:radius(f(14,1))
:mass(f(50503,100))
:temp(45)
:semi_major_axis(f(28206,1000))
:eccentricity(f(0,1))
:inclination(math.deg2rad(3.3))
:rotation_period(f(223,10))
:axial_tilt(fixed.deg2rad(f(794,10)))
:rings(f(1,10), f(1,10), {0, 0, 0, 0})

local epse_9_moons = {
CustomSystemBody:new('Epsilon Eridani 9a', 'PLANET_TERRESTRIAL')
:seed(4)
:radius(f(6,10))
:mass(f(52,1000))
:temp(39)
:semi_major_axis(f(6,1000))
:eccentricity(f(0,1))
:inclination(math.deg2rad(75.4))
:rotation_period(f(11,10))
:axial_tilt(fixed.deg2rad(f(72,10)))
:metallicity(f(1,10))
:volcanicity(f(1,10)),

CustomSystemBody:new('Epsilon Eridani 9b', 'PLANET_ASTEROID')
:seed(0)
:radius(f(2,1000))
:mass(f(1,10000))
:temp(33)
:semi_major_axis(f(12,1000))
:eccentricity(f(1,10))
:inclination(math.deg2rad(102.<img src="' http://spacesimcentral.com/forum/public/style_emoticons//dirol.gi f"' class='bbc_emoticon' alt='8)' />)
:rotation_period(f(123,10))
:axial_tilt(fixed.deg2rad(f(353,10))),

CustomSystemBody:new('Epsilon Eridani 9c', 'PLANET_ASTEROID')
:seed(0)
:radius(f(3,1000))
:mass(f(2,10000))
:temp(31)
:semi_major_axis(f(24,1000))
:eccentricity(f(107,1000))
:inclination(math.deg2rad(83.<img src="' http://spacesimcentral.com/forum/public/style_emoticons//dirol.gi f"' class='bbc_emoticon' alt='8)' />)
:rotation_period(f(349,10))
:axial_tilt(fixed.deg2rad(f(531,10))),

CustomSystemBody:new('Epsilon Eridani 9d', 'PLANET_TERRESTRIAL')
:seed(3)
:radius(f(31,1000))
:mass(f(13,100))
:temp(54)
:semi_major_axis(f(511,1000))
:eccentricity(f(24,100))
:inclination(math.deg2rad(51.4))
:rotation_period(f(221,10))
:axial_tilt(fixed.deg2rad(f(35,10)))
:metallicity(f(7,10))
:volcanicity(f(2,10))
:atmos_density(f(1,100))
:atmos_oxidizing(f(1,10)),
}

s:bodies(epse, {
cheat1,
cheat2,
california,
california_ports,
goldstein,
goldstein_ports,
majors,
majors_ports,
epse_4,
epse_5,
epse_6,
epse_6_moons,
epse_7,
epse_8,
epse_9,
epse_9_moons,
})

s:add_to_sector(1,-1,-1,v(0.037,0.325,0.784))

wait, "barnards star" is even a better example for the geostationary stations, i guess...

Code:
-- Copyright © 2008-2012 Pioneer Developers. See AUTHORS.txt for details
-- Licensed under the terms of the GPL v3. See licenses/GPL-3.txt

--CustomSystem:new('Barnard's star',{ 'STAR_M' }):seed(348798113):govtype('EARTHCOLONIAL'):add_to_sector(-1,0,0,v(0.260,0.007,0.060))

--mining: 652654305,135435602,135435604,135435605!,348798112,348798114,348798115,348798119 nice,348798135,348798140,-348798140,-348798137,111111,-1111111,-111111,-11,-9,-10,
--ext. mining: -135435605,135435101,348798103,348798120,348798130 nice,348798131,348798134 many,348798136,348798139,-348798136,-348798130,8,11,111,11111111,-1111 only 1 starport!,-1 o.k.,-7,
--highpop: 348798603,348798113 nice,348798121

local s = CustomSystem:new('Barnard's Star',{ 'STAR_M' })
:govtype('EARTHCOLONIAL')

local barnard = CustomSystemBody:new("Barnard's Star", 'STAR_M' )
:radius(f(52,100))
:mass(f(259,1000))
:temp(3273)

local cooke = CustomSystemBody:new('Cooke', 'PLANET_TERRESTRIAL')
:seed(30)
:radius(f(55,100))
:mass(f(43,1000))
:temp(266)
:semi_major_axis(f(75,1000))
:eccentricity(f(4,1000))
:inclination(math.deg2rad(3.4))
:rotation_period(f(29,24))
:axial_tilt(fixed.deg2rad(f(171,10)))
:metallicity(f(3,10))
:volcanicity(f(7,10))
:atmos_density(f(12,1000))
:atmos_oxidizing(f(12,100))
:life(f(1,100))

local cooke_ports = {
CustomSystemBody:new('Griffith Base', 'STARPORT_SURFACE')
:seed(0)
:latitude(math.deg2rad(90))
:longitude(math.deg2rad(0)),

CustomSystemBody:new('Miller Depot', 'STARPORT_ORBITAL')
:seed(0)
:semi_major_axis(f(108596,1000000000))
:rotation_period(f(1,1))
:eccentricity(f(0,1))
:inclination(math.deg2rad(-90)),
}

local bhamw = CustomSystemBody:new('Birminghamworld', 'PLANET_TERRESTRIAL')
:seed(3)
:radius(f(61,100))
:mass(f(113,1000))
:temp(228)
:semi_major_axis(f(124,1000))
:eccentricity(f(107,1000))
:inclination(math.deg2rad(7.6))
:rotation_period(f(192,240))
:axial_tilt(fixed.deg2rad(f(173,10)))
:metallicity(f(7,10))
:volcanicity(f(3,10))
:atmos_density(f(83,1000))
:atmos_oxidizing(f(8,10))
:ice_cover(f(5,10))

local bhamw_ports = {
CustomSystemBody:new('Anderton Depot', 'STARPORT_SURFACE')
:seed(0)
:latitude(math.deg2rad(0))
:longitude(math.deg2rad(180)),

CustomSystemBody:new('Boston Base', 'STARPORT_ORBITAL')
:seed(1)
:semi_major_axis(f(112701,1000000000))
:rotation_period(f(1,1))
:eccentricity(f(0,1))
:inclination(math.deg2rad(-90)),
}

local barnard_3 = CustomSystemBody:new('Barnard's Star 3', 'PLANET_TERRESTRIAL')
:seed(9)
:radius(f(105,100))
:mass(f(214,100))
:temp(124)
:semi_major_axis(f(552,1000))
:eccentricity(f(17,1000))
:inclination(math.deg2rad(0.5))
:rotation_period(f(25,10))
:axial_tilt(fixed.deg2rad(f(72,10)))
:metallicity(f(3,10))
:volcanicity(f(7,10))
:atmos_density(f(26,10))
:atmos_oxidizing(f(6,10))

local barnard_4 = CustomSystemBody:new('Barnard's Star 4', 'PLANET_GAS_GIANT')
:seed(1)
:radius(f(32,10))
:mass(f(3781,100))
:temp(89)
:semi_major_axis(f(154,100))
:eccentricity(f(47,1000))
:inclination(math.deg2rad(10.3))
:rotation_period(f(23,10))
:axial_tilt(fixed.deg2rad(f(173,10)))
:rings(f(13,10), f(15,10), {0.48, 0.45, 0.43, 0.8})

local barnard_5 = CustomSystemBody:new('Barnard's Star 5', 'PLANET_GAS_GIANT')
:seed(6)
:radius(f(29,10))
:mass(f(2749,100))
:temp(50)
:semi_major_axis(f(2583,1000))
:eccentricity(f(74,1000))
:inclination(math.deg2rad(10.<img src="' http://spacesimcentral.com/forum/public/style_emoticons//dirol.gi f"' class='bbc_emoticon' alt='8)' />)
:rotation_period(f(33,10))
:axial_tilt(fixed.deg2rad(f(337,10)))
:rings(f(1,10), f(1,10), {0, 0, 0, 0})

local barnard_6 = CustomSystemBody:new('Barnard's Star 6', 'PLANET_TERRESTRIAL')
:seed(10)
:radius(f(9,10))
:mass(f(88,100))
:temp(52)
:semi_major_axis(f(6958,1000))
:eccentricity(f(106,1000))
:inclination(math.deg2rad(11.2))
:rotation_period(f(51,10))
:axial_tilt(fixed.deg2rad(f(27,10)))
:metallicity(f(3,10))
:volcanicity(f(3,10))
:atmos_density(f(2,100))
:atmos_oxidizing(f(8,10))
:ice_cover(f(7,10))

local barnard_7 = CustomSystemBody:new('Barnard's Star 7', 'PLANET_TERRESTRIAL')
:seed(3)
:radius(f(85,100))
:mass(f(116,100))
:temp(46)
:semi_major_axis(f(11465,1000))
:eccentricity(f(68,1000))
:inclination(math.deg2rad(0.<img src="' http://spacesimcentral.com/forum/public/style_emoticons//dirol.gi f"' class='bbc_emoticon' alt='8)' />)
:rotation_period(f(45,10))
:axial_tilt(fixed.deg2rad(f(472,100)))
:metallicity(f(7,10))
:volcanicity(f(3,10))
:atmos_density(f(31,1000))
:atmos_oxidizing(f(8,10))
:ice_cover(f(3,10))

local barnard_7_moon = {
CustomSystemBody:new('Barnard's Star 7a', 'PLANET_ASTEROID')
:seed(2)
:radius(f(2,1000))
:mass(f(1,10000))
:temp(21)
:semi_major_axis(f(805,1000000))
:eccentricity(f(45,1000))
:inclination(math.deg2rad(4.<img src="' http://spacesimcentral.com/forum/public/style_emoticons//dirol.gi f"' class='bbc_emoticon' alt='8)' />)
:rotation_period(f(45,10))
:axial_tilt(fixed.deg2rad(f(353,10))),
}

local barnard_8 = CustomSystemBody:new('Barnard's Star 8', 'PLANET_TERRESTRIAL')
:seed(12)
:radius(f(83,100))
:mass(f(27,100))
:temp(46)
:semi_major_axis(f(18631,1000))
:eccentricity(f(29,1000))
:inclination(math.deg2rad(14.1))
:rotation_period(f(73,10))
:axial_tilt(fixed.deg2rad(f(42,10)))
:metallicity(f(1,10))
:atmos_density(f(1,100))
:atmos_oxidizing(f(8,10))

s:bodies(barnard, {
cooke,
cooke_ports,
bhamw,
bhamw_ports,
barnard_3,
barnard_4,
barnard_5,
barnard_6,
barnard_7,
barnard_7_moon,
barnard_8,
})

s:add_to_sector(-1,0,0,v(0.260,0.007,0.060))

please don't get confused by the many seeds on top, i searched for a nice generated system, before i decided to copy it from FE2, if you dislike the look of it, use one of the generated systems, some look really cool and are for sure nice to visit, but they never turned to "heavy industry", so i decided to "hard code" the system and it turned to "heavy industry" like it was planned in this way.

nonetheless, here i calculated the geostationary stations "orbital period" exactly, as far as the 9 numbers allow, to the daylength of the planets.

still there is a little difference and they won't be really "geostationary", they move slightly because of the little difference. (it's a sort of cool to see them making the real "up and down" loop movement when watched from the planets surface)

another cool example would be "Galileo", yes you nearly look always at the lit side of the moon, because the moon is "geostationary" itself and shows always the same side to us, it leads to this almost unique situation. "Apollonius City", hmm... i wanted to place at the position of the apollo11 LEM but i guess something is wrong, at least i'm not where i expected it (i guess striked again by the "10°" error).

use it! you will love Masseyville...

something else, brianetta do you know that all the systems around "Lave" are a sort of copies of "Lave" in FE2?

change once "Lave" in FE2 and all the rest will reflect this changes...

think about such possibilities would be given even in pioneer, generate systems from a template system...

while actually the possibilty isn't given no more or yet, (no dynamic things allowed anymore, well don't ask "gernötli", in a game where... ahh, forget it. i hope you aren't as "static" in your minds <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> or like one said: "our head is round to let us always change our direction of thinking")

---

i will upload the wip of the "FFE mod" soon... but remember a WIP!

---

and robn please! give me back the "lunatic" possibility of mutiple drives it has worked for a very short time, i was so happy and thought: "finally we can get ships like in "Trek" or SW working for the game, then you striked throgh that and called it "lunatic". it isn't and if you read FE2's storyline well, ships like the "lynx" or "LRC" would have "parallel" drives to reach a useful jump distance. further the "Lynx" must have been planned once as ship to use in FE2, it has complete ship specs (unlike the LRC, which is a "hollow" object) and once "unleashed" you can uxe it as any ship, he had some reasons for sure to disable it (i guess foremost the size). but again please THINK BIG.

besides the "lunatic" ones will be the first, always... (i know "dreamers will be the first", but it seems in your eyes dreamers are lunatic which is true as well and i'm proud of being a lunatic).

most poeple think, "roger waters's" or "david gilmoure's" Pink Floyd.

BUT it's "SYD BARRET'S PINK FLOYD" no question and no question he was a real lunatic. end of message.

(do i have to shave my eyes now?)

---

little more about factions,

i noticed that "corporate" is somehow a faction, it's not bound to any as "default".

or shouldn't be, but in fact all corporate systems appear in a own color (full white, rgb 1,1,1), while they "should" be "yellow" as the rest of the "default faction" no?.

now strangewisely i can't get the corporate as a faction, but it is one, sounds confusing but check it out yourself (works best or is best to see if you lower the growth of "federation" then the corporate systems apear everywhere, else they mostly being pushed away by "federation" or the other factions, "fed" will mostly push them away, i guess because you can't set a "growth" or a "homeworld" for them the faction is very small, starts even at sol and only to see if "fed's" growth is little).

i guess it has something to do with the implementation of the "CIS" faction which has somehow replaced "corporate", but still the "corporate" exists internally, at least this is what i experienced. (somehow we have in fact 5 factions, while only 4 are accessible)

ReplyQuote
Topic starter Posted : November 16, 2012 15:18
(@baobobafet)
Estimable Member

potsmoke66

Quote:

[background=rgb(33, 47, 58)]hey, great job !!![/background]

[background=rgb(33, 47, 58)]i like the shuttle texture much looks really cool, especially the pinup [/background] <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

[background=rgb(33, 47, 58)]got some more of these?[/background]

Thanks p66 , I do have a few others - the one depicted on the shuttle is here:

http://spacesimcentr...op/page__st__20

or direct: http://www.mediafire...4uin1485yy8d46y

Lots to digest there is an understatement <img src="' http://spacesimcentral.com/forum/public/style_emoticons//nyam.gi f"' class='bbc_emoticon' alt=':nyam:' /> Maybe better to vector this whole conversation to a more dedicated thread?

I must admit what you have written is intriguing to say the least. Anxious to see your progress when your mods are ready for primetime. I'm certain some of your 'crazy' <img src="' http://spacesimcentral.com/forum/public/style_emoticons//tease.gi f"' class='bbc_emoticon' alt=':tease:' /> ideas can't help but be useful in Pioneer,

ReplyQuote
Posted : November 17, 2012 00:10
Geraldine
(@geraldine)
Famed Member

Gernot! Your back! Where have you been? I guess you already know about Elite: Dangerous?

ReplyQuote
Posted : November 17, 2012 01:03
(@potsmoke66)
Noble Member

"Ulisbach"?

it's very very small, not even a village, a so called "weiler" of Wattwil, i have no web yet there so i'm often "away" or to tell in other words in the "outback".

have to find the best offer first before i will have internet access there, the reason is, if i make the contract with our telephone company "swisscom" i will have to pay ~ SFr 30.- to get only the telephone connection and the the absolute minimum of web access. now i like to compare this to e.g. cablecom to see what it will cost me there without telephone, because i don't need it, i have a prepaid as telephone that's enough (even when i dislike cablecom, like many swiss, many would prefere our "dinosaur" swisscom, the reason is simple, private companies promise the blue from the sky but fulfill nothing, so better stay with the "dinosaur" they always have done a good job and it's true customer service is far better as private companies offer, they simply have no interest in "mary & john".

best comparison is the actual advedrtise of cablecom on TV. you see a guy with a small straw sucking some orange juice from a big bowl, now there comes along the cablecom user with the big tube and sucks all away in a few seconds. what they like to show is that you will have better speed with them.

fact is cablecom can't serve all with the big speed, the bandwith is limited and of course like in any grid, the most weakest or farest connection will get less up to no access, many arguing already about this, but do you think cablecom is interested in it? of course not, new contracts are of interest, once you made the contract they let you stand in the cold.

unfortunately most people was blinded by all the promises private companies made in the 90's, none of them could fulfil them, but people was blind enough to believe that they will do a better job, because they have to earn money. wrong thinking i always was convinced, i stand behind our federal controlled companies, they have strict limits to fulfill unlike the privates. another fine example is so called "free TV", a rotten **** compared to our old federal TV, they have no freedom to speak free, so what exactly is free on "free TV"?

i know, advertises are "free"...

i remeber 25 years ago everybody was uttering, "i won't watch anymore TV if we have a system like in the US, controlled by private companies and filled to the rim with advertises and no free speach".

well fact is they still watch it, no matter how many ads break a broadcast.

a swiss isn't a swiss only because of a piece of paper...

next post will be topic related again <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

what exactly do you mean with "Elite: Dangerous"?...

i'm just asking because i had a look into my old standings in FE2, "Dangerous", i never made it over it, after some bombing i usually get bored and feel i have played it.

i like the reconnaissance missions we have now in pioneer, but i have to say couldn't play any of them, because i downloaded alpha27 to take it to "ulisbach" and time on the MAC here was a little to short to get into that.

this also means a slight rework of my mods, i was already expecting it or knew it, but well you have to start somewhere.

i could upload some, but with the limitation that they will only work with a "skimmed" alpha27.

but i guess it's better to prepare a more recent alpha for this, no?

and "skimmed" means the absence of most models, only 4 basic scripts are left, "city", "ships", "stations" and the old "adverts" (slightly pepped up with a "standard station splash" (only text).

all the sub-models crap and other useless scripts are removed and it's left up to the creator of the mod how many or if he will use at all such scripts or sub-models.

can be run on any machine i guess and looks even acceptable in "shaderless" mode.

but foremost it will make the modding easier or more flexible and you can replace easy the standard setup by replacing a few scripts.

looks like this

("mars station" and "bwing" are wip's and only temporary in the game, because it's far easier to work on a new script in this way).

[attachment=1487:Bildschirmfoto 2012-11-17 um 13.44.26.png]

---

yes, the bwing, a very uncommon ship and again it's pushing the limits of pioneer...

but we will need such to show where the limits are and what is to wish.

this model will show off some of the basic critics i have about the actual LMR and what has to be respected to keep for any new system you will think of.

i foremost really "hate" that collision meshes won't get updated, even worse actually they are restricted to the static part.

this leads to some "unsolvable" problems, no i guess they are to solve, it's only a question of the will to do so, from my pov.

i understand that this gives the devs a headake, but they should understand as well the longings of a modeller who likes to get things work proper as he imagined it.

who likes finally to see ships resting on their undercarriage.

who likes to have a proper collision detection even when the ship has a uncommon design and probably the "wheels" (or whatever it is marking a landing gear animation, e.g. B-Wings rotating wings and councel) are not in a standard relation of 1:2.

i dislike to be hit or land on a part which is not visible when the LG is lowered or lifted, how ever, the collision mesh should reflect the "real situation", else we can use a simple box as collision mesh.

many things would be better, bounding boxes of used parts would be better as what we have now i feel.

old SW-XWA as example uses such a system, the modeller don't had to care for the collision mesh and the few "bounding boxes" was easy to be kept dynamic. you only had to keep in mind that a big simple mesh would have a big simple box for collision detection then.

so wings and other parts had to be splitted to result in a "collision mesh" which reflects the dimensions and possible animations of the ship more proper.

i really would be statisfied with at least two states of the collision mesh, it wouldn't have to be really animated, only those two states of the landing gear you have, lowered or lifted, that's all.

detect either the height (level) of the ship proper by lowered state, or simply add it to the ship specs, like a "lowest_y = n", however.

because to limit it to the setup of FE2's models i feel isn't very good. it works for the "eagle", the "lanner" and most FE2 ships, because they held this relation of a lowerewd landing gear to -y dimension, but we like to get other designs working in pioneer, we need something better as a given relation. already the courier shows this problem even when it's a FE2 ship, it will never rest on it's landing gear, as long as lowest y is taken from the static collision mesh.

robn, i hope i'm not wrong, wrote once there is no need to animate the "wheels" collision mesh.

well perhaps from your pov and with the actual system that's true, if you don't "read it" there is no use, but it's not satisfying.

on the other hand, when i made the "courier" for pioneer, i asked tomm if i should animate the collision mesh, because i wasn't sure if it's a good idea, but he felt fine with it, even when the possibility wasn't yet given to respect the "lowered" stated of a couriers collision mesh, i always thought this will be solved once...

but unfortunately things have gone in the other direction and it's worse as ever, simply said the ships will rest even less proper as two years ago. also because the collision mesh for the scoop is only to use static and the whole ship will probably rest on the relation which results from the lowest y of the scoops collision mesh.

not to tell about that a enemy can hit you on the invisible collision mesh of the scoop or that a ship like the "B-Wing" will get hit on parts which simply didn't exist when the LG is lowered (that ship has to be rotated to land, in "attack mode" it's vertical aligned,

in let's say "landing mode" it's aligned horizontally, else you can't land the ship, even not with "antigravity pads"

or the pilot has to jump out of the ship from 16m height which leads usually to a big headake <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

and it has to have a little size, or show me a clip where you scoop goods with a mesh sized 2m x 2m, i only believe my eyes you have to know.

even worse often i only believe what i experienced myself...

guess i have been cheated to often (not by you folks, but hmm.. a long story and starts in kindergarten).

THINK BIG <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

a ship doesn't have to look like what we know from "Elite", there are "millions" of designs...

and SW is a good resource for a lot of uncommon fantasy designs, why not?

is there a good reason against such? i guess not.

besides i start to like the B-Wing, it's a quite different ship and quite different to handle, i like it.

there is a big advantage of pioneer, ships are to handle different by layout, they act different, i like that if i compare this to other simplyfied flight models. i like it how saucers start do dance... (like a "Tripstrüller" erm sorry "Brummkreisel" no a "Humming Centrifugal") or ships like a viper do more hovering as rotating and such that's cool and i would never like to miss such.

oh yes, right now i remember a little dislike of our autopilot, he can't handle ships which can't hover, even when this won't be needed, you should be able to control a ship in "Elite mode", means no hovering and you will have to align and steer only with pitch and yaw.

unfortunately the autopilot can't do it and simply strikes if a ship can't hover, he really strikes and does no action if you have no sidewards thrust.

but i had the idea to give the ADC-44 such a system, it can be flight manually well, but the autopilot needs some quite powerful sidewards thrust else it won't work, that's a bit sad.

it will work with little thrust, but the autopilot misses it's target then usually... a bit a "lumpy" autopilot who needs hovering, from my pov.

but i really would like to setup airplane style fighters in this system, no hovering, only pitch and yaw, almost to handle like a airplane (shifting height will stil be given since you need the up/down thrust for pitch, but yaw can be generated by use of main and retro thrust, e.g. like a tank steers).

besides, ships like the viper works in FE2 will never work in this way in Pioneer, this is offense, you will need pitch and yaw to control a ship.

unfortunately it's designed in this way in FE2, it works i told that once, because the autopilot and "wired flight" cheats this and allow pitch and yaw, while in "manual mode" you can't do this maneuvres. truely coolhand setup the design of his viper to the original ship and it has no pitching thrusters (only one bottom and top thruster), if you would respect the design in the shipspecs such won't work in reality, never.

it's to imagine to have no hovering or even you can maneuvre a ship only with hovering and probably no yaw, but the ability pitch and roll is needed in any case, or the absolute minimum to control any flying vessel, might it be a airplane or a spaceship.

airplanes have the advantage of a "medium" (the air) they move in, so they can control this with the flaps and steering is "elite", means you have to roll to perform a curve (referring to bleriot <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> i mean with jets you can do differnt things, they can yaw (a little), a single engine machine like the "aluette" can't do such, and erm yes will smear if stall). spacecrafts have no medium to fly in, so the need the pitching and rolling thrust as minimum.

BUT as minimum, pitch and roll should be enough to control a spacecraft (vertical shifting for our vertical aligned ships of course, but like i said if you have thrusters for pitch and roll this is given to, if you would design a tailsitter, you wouldn't even need vertical shifting. probably this could be respected once? i really would like to see many tailsitters in my "Vintage Mod", hard to fly yeah, but that was my intention at all with the vintage thing, hard to fly, needs experience in "elite control method" and pilots which can work well without a autopilot.

lift off from a ramp? (like a V1) oh that would be supercool, but i don't like to exceed it totally <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> ).

yaw is not essential, neither hover.

of course difficult to control especially without yaw, but it should work, you can perform all needed maneuvres to start, fly and land a ship.

you see i don't mind for "SW" or "Trek" to have "antigravity" or whatever, but for FE2, Pioneer or my vintage ships, they should be more realistic and perform only "what is to see", i have thrusters they will work, where i have no thrusters they won't work.

after all, take my critics serious, but in general i'm satisfied, never forget this fact!

@baobobafet (bobafet? the headhunter? i like his large gun, david's favorite to battle me in SW Demolition, while i used often the crappy AT-AT)

size 20 for the ncc1701? a bit large no? not that i would mind alot, but hmm... she's 320m long or something like that, but that shouldn't mean we can't give her any size.

if you like a real big one, well i can convert a "Imperial Interdictor" or "imperial Star Destroyer" for you, i guess it will be quite larger....

wait, this reminds me of spaceballs and the opening scene where you see this endless giant ship...

HAVE PHUN!

http://sdrv.ms/SBg453

to sad, can't get this running from the browser...

but expect them in my FE2 mod...

ReplyQuote
Topic starter Posted : November 17, 2012 03:08
Geraldine
(@geraldine)
Famed Member

Gernot, hit this link now!!! http://www.kickstarter.com/projects/1461411552/elite-dangerous

Unless you are kidding me <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt=':girlcrazy:' />

ReplyQuote
Posted : November 17, 2012 04:57
(@potsmoke66)
Noble Member

so we are out of business? hm.

ok, perhaps they can't gain enough...

no sorry, it's to wish and amazing to see the fire in his eyes talking about elite.

(and he's short sightet hm? i know this sort of squint well, would need glasses myself)

otherwise, you won't have to fund me to get your name into the FFE mod <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

also dinner with me is free, if you like homecooking...

---

"the UFO which has been sighted over our city is not a UFO. i repeat: is NOT a UFO.

it's actually a flying saucer from outer space"

not to sure if i'm kidding or not?

well, no wonder.

no i wasn't, i had no idea, and mostly my mind circles around pioneer, there is not much else left for other things.

ReplyQuote
Topic starter Posted : November 17, 2012 07:37
Geraldine
(@geraldine)
Famed Member
'potsmoke66' wrote:

so we are out of business? hm.

No chance Gernot, even if David Braben gets his funding target, its still 2 long years away. Actually the announcement helped boost the hit rates on ModDB and Robn said the same about the Pioneer site too. Nope, Pioneer is here to stay and like you said, anyone can get their name into it <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt=':girlcrazy:' /> Anyways, good to see you back again Gernot!

ReplyQuote
Posted : November 17, 2012 08:25
(@loki999)
Estimable Member

Pioneer is a labour of love. Additionally, the devs are free to go in the direction they want. I'm sure Elite: Dangerous, while it may be a good game, will not have all the elements that the devs want to incorporate in Pioneer in the end.

Remember, Elite: Dangerous is going to be a commercial product, so its going to face a deadline for shipping in the end. At some point they have to say "stop".

Pioneer can keep going and going as long as there are devs willing to work on it. Of course, humans may have invented FTL before we reach Release 1.0... but at least we can have fun along the way. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

Oh, and Geraldine you may have to update your sig if they get their funding. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gi f"' class='bbc_emoticon' alt=':-D' />

ReplyQuote
Posted : November 17, 2012 08:29
Geraldine
(@geraldine)
Famed Member
'Loki999' wrote:
Oh, and Geraldine you may have to update your sig if they get their funding. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gi f"' class='bbc_emoticon' alt=':D' />

Change the "IV" to a "V" and 1997 to 2014 maybe? <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt=':girlcrazy:' />

Or maybe this if they reach their funding target

achievement.gif

Well, at least nobody can say I am not patient <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt=':girlcrazy:' />

ReplyQuote
Posted : November 17, 2012 09:26
(@potsmoke66)
Noble Member

sincerly you kept the faith geraldine, for sure you deserve some kind of reward for this.

---

nice to meet you Loki, long time since i have heard last of you <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> (some few thousend years or so...)

you still like gambling?

[attachment=1489:DSC0000028.jpg]

and geraldine, you know this one for sure

[attachment=1490:DSC0000029.jpg]

let's extend it a bit...

[attachment=1491:DSC0000030.jpg]

the horse is male, no question, three corners, the "egg" is female, the five waves are the peace between male and female, 5 is the sum of 3 and 2 which stands for luna or a harp or the uterus and characterizes female.

but even the horse with the egg below is already female, if you turn it headover you will have a halfmoon (uterus) and a egg in it, clever no?

of course there is more to see in this symbol...

in the end nothing as a key to hide meanings of messages from romans and greek.

who have clearly misinterpreted it and turned the meaning willingly to something evil.

no, no, i'm not moving backwards in time... i'm only "gernötli".

and #6 had never a meaning to us, it didn't exists as a symbol, only 2, 3 and 5, that's it.

anyone who told and tells something else must be a liar.

---

hmpf, i liked to show a clip of my pioneer ffe mod and now i'm distracted in this way, lol

ReplyQuote
Topic starter Posted : November 17, 2012 10:53
(@potsmoke66)
Noble Member

erm, a very useful error msg.

Number of factions added: 4

attempt to redefine model pilot_1_lit

attempt to redefine model pilot_1

attempt to redefine model clkmin

attempt to redefine model clkhr

attempt to redefine model old_clock

Error: failed to read file (truncated)

Abort trap

logout

but which file of a thousend is truncated, i know with such a msg less as without it.

besides it was working at home so i really wonder which file is truncated, i have no capability of reading a machines mind...

ReplyQuote
Topic starter Posted : November 17, 2012 11:58
(@potsmoke66)
Noble Member

phew, made it, two rough clips, hard sometimes with the MACbook, i would have liked to capture the music to, but this has cost it the breath.

[media]

[media]

next thing ahead is to prepare alpha28 for it, no big thing at all.

just remove all except the basic needed two or three models, actually i left a little more in the game to make it halfaways playable in the minimal installation. as posted before, "ships.lua", "city.lua", "stations.lua", "adverts.lua" is all what is left under models, for the ship specs to replace some little more, would like to put all in one but, you know that won't work anymore.

also i would like to see less custom systems in the systems folder, just because wvery script less means less work to replace them for a mod.

a "weak" idea was from my pov to use a customized system(s) as starting points, but i'm pretty sure you thought about this to.

i guess we could mark it in the same way like the home world for the factions, e.g. "system_x,y,z,system_index,object#".

at least i would appreciate this. i know that the scripts under "libs" are present only temporary, but keep at least the nameGen.lua outsourced it's a cool thing to modify and can characterize a mod well.

unfortunately i forgot to move the script from my "win" installation to the mod i used to make the clip (i thought already why all the names have changed) i will make a new one containing the new naming scheme.

no more submodels, except you need them in a mod.

for the FE2/FFE mod

no more selector script, it has ben replaced for all models if needed or used at all with the new random function which is more flexible and much handier as the generated range of numbers from 1-1000

all textures reduced to 8bit, some leak a bit but in general you won't notice a difference.

the only problem is that the dithering of the alpha channel looks a bit shitty if the image isn't large enough to get a little blurred in the game.

pilot's use only static selection, except for the dress material, it will limit a bit the range of available pilot variations (one for all actually, the one pilot you choose will be used for all single piloted ships, but i guess it's still good,

did this already a month ago so it's not really new and still it needs to be made better.

NameGen.lua. how i use it for my FE2/FFE mod

Code:
-- Copyright © 2008-2012 Pioneer Developers. See AUTHORS.txt for details
-- Licensed under the terms of the GPL v3. See licenses/GPL-3.txt

--
-- Interface: NameGen
--
-- Functions for generating names.
--

local r = function (t, rand) return t[rand:Integer(1,#t)] end

NameGen = {
firstNames = {
male = {},
female = {},
},
surnames = {},
citynames = {},
planetnames = {},

hi_outdoorPlanetFormats = {},
lo_doutdoorPlanetFormats = {},
hi_rockPlanetFormats = {},
lo_rockPlanetFormats = {},

hi_orbitalStarportFormats = {},
lo_dorbitalStarportFormats = {},
hi_outdoorStarportFormats = {},
lo_doutdoorStarportFormats = {},
surfaceStarportFormats = {},

--
-- Function: FullName
--
-- Create a full name (first + surname) string
--
-- > name = Namegen.FullName(isfemale, rand)
--
-- Parameters:
--
-- isfemale - whether to generate a male or female name. true for female,
-- false for male
--
-- rand - optional, the <Rand> object to use to generate the name. if
-- omitted, <Engine.rand> will be used
--
-- Return:
--
-- name - a string containing the name
--
-- Availability:
--
-- alpha 10
--
-- Status:
--
-- stable
--

FullName = function (isfemale, rand)
if not rand then rand = Engine.rand end

local firstname
if isfemale then
firstname = r(NameGen.firstNames.female, rand)
else
firstname = r(NameGen.firstNames.male, rand)
end

return firstname .. " " .. NameGen.Surname(rand)
end,

--
-- Function: Surname
--
-- Create a surname string
--
-- > name = Namegen.Surname(rand)
--
-- Parameters:
--
-- rand - optional, the <Rand> object to use to generate the name. if
-- omitted, <Engine.rand> will be used
--
-- Return:
--
-- name - a string containing the name
--
-- Availability:
--
-- alpha 10
--
-- Status:
--
-- stable
--

Surname = function (rand)
if not rand then rand = Engine.rand end

return r(NameGen.surnames, rand)
end,

Planetname = function (rand)
if not rand then rand = Engine.rand end

return r(NameGen.planetnames, rand)
end,

Cityname = function (rand)
if not rand then rand = Engine.rand end

return r(NameGen.citynames, rand)
end,
--
-- Function: BodyName
--
-- Create a planet name
--
-- > name = Namegen.BodyName(body, rand)
--
-- Parameters:
--
-- body - the <SystemBody> object to provide a name for. Currently must of type
-- STARPORT_ORBITAL, STARPORT_SURFACE or ROCKY_PLANET. Any other types
-- a Lua error.
--
-- rand - optional, the <Rand> object to use to generate the name. if
-- omitted, <Engine.rand> will be used
--
-- Return:
--
-- name - a string containing the name
--
-- Availability:
--
-- alpha 19
--
-- Status:
--
-- experimental
--

BodyName = function (body, rand)
if not rand then rand = Engine.rand end
local population = body.seed
if body.type == "STARPORT_ORBITAL" then
if population >= 0 then
return string.interp(r(NameGen.hi_orbitalStarportFormats, rand), { name = NameGen.Cityname(rand) })
end
return string.interp(r(NameGen.lo_orbitalStarportFormats, rand), { name = NameGen.Surname(rand) })
end

if body.type == "STARPORT_SURFACE" then
if body.averageTemp >= 223 and body.averageTemp <= 323 then
if population >= 0 then
return string.interp(r(NameGen.hi_outdoorStarportFormats, rand), { name = NameGen.Cityname(rand) })
end
return string.interp(r(NameGen.lo_outdoorStarportFormats, rand), { name = NameGen.Surname(rand) })
end
if population >= 0 then
return string.interp(r(NameGen.hi_surfaceStarportFormats, rand), { name = NameGen.Surname(rand) })
end
return string.interp(r(NameGen.lo_surfaceStarportFormats, rand), { name = NameGen.Surname(rand) })
end

if body.superType == "ROCKY_PLANET" then
-- XXX -15-50C is "outdoor". once more planet composition
-- attributes are exposed we can do better here
if (body.averageTemp >= 223 and body.averageTemp <= 323) and body.hasAtmosphere == true then
if body.population > 9 then
return string.interp(r(NameGen.hi_outdoorPlanetFormats, rand), { name = NameGen.Planetname(rand) })
end
return string.interp(r(NameGen.lo_outdoorPlanetFormats, rand), { name = NameGen.Surname(rand) })
end
if body.population > 9 then
return string.interp(r(NameGen.hi_rockPlanetFormats, rand), { name = NameGen.Surname(rand) })
end
return string.interp(r(NameGen.lo_rockPlanetFormats, rand), { name = NameGen.Surname(rand) })
end
error("No available namegen for body type '" .. body.type .. "'")
end
}

NameGen.firstNames.male = {
'Alex','Ben','Bill','Brian','Chris','Craig','Dave','David','Fred','Gary',
'Greg','Hamish','Harry','Ian','John','Joe','Kevin','Lionel','Nat','Paul',
'Tim','Tony','Bert','Garth','Thomas','Tom','Colin','Mark','Jack','Gareth',
'George','Mike','Terry','Ciaran','Rick','Ash','Frank','Phillip','Trevor','Bart',
'Xavier','Carl','Dan','Andy','Ron','Reg','Alf','Art','Simon','Jason','Jeremy','Jez',
'Matt','Dirk','Hans','Francois','Jim','Zak','Keith','Max','Seamus','Sean','Bob','Dick',
'Angus','James','Guy','Manuel','Arnold','Stacey','Liam','Phil','Sam','Helmut','Kurt',
'Stan','Franz','Fritz','Manfred','Andrew','Richard','Edward','Edmond','Matthew','William',
'Steven','Peter','Donald','Robin','Oliver','Vincent','Stuart','Gordon','Patrick','Charles',
'Morgan','Lawrence','Lee','Lloyd','Brett','Graham','Grant','Eckhard','Werner','Chester',

'Bob', 'Stephen', 'Paul', 'Andrew', 'David', 'Mark', 'John', 'Robert',
'James', 'Christopher', 'Michael', 'Tom', 'Thomas', 'Jim', 'George',
'Arthur', 'Henry', 'Albert', 'Adam', 'Adrian', 'Alan', 'Alex', 'Alistair',
'Ben', 'Barry', 'Bernard', 'Alexander', 'Bill', 'Brian', 'Bruce', 'Byron',
'Carl', 'Clive', 'Dan', 'Dave', 'Derek', 'Dennis', 'Geoffrey', 'Gary',
'Graham', 'Guy', 'Herbert', 'Ian', 'Jackie', 'Jake', 'Jan', 'Jeremy',
'Jimmy', 'Josh', 'Keith', 'Kenneth', 'Leon', 'Lance', 'Malcolm', 'Matthew',
'Neil', 'Nicholas', 'Non', 'Patrick', 'Peter', 'Philip', 'Ralph',
'Richard', 'Roger', 'Robert', 'Roy', 'Simon', 'Steve', 'Tim', 'Tony',
'Tristram', 'Vaughan', 'Wayne', 'William', 'Jose', 'Antonio', 'Manuel',
'Francisco', 'Juan', 'Pedro', 'Jose Luis', 'Jesus', 'Angel', 'Luis',
'Miguel', 'Rafael', 'Jose Antonio', 'Jose Maria', 'Fernando', 'Vincente',
'Jose Manuel', 'Ramon', 'Carlos', 'Francisco Javier', 'Joaquin', 'Enrique',
'Juan Jose', 'Andres', 'Santiago', 'Emilio', 'Javier', 'Julian',
'Juan Antonio', 'Felix', 'Alfonso', 'Juan Carlos', 'Salvador', 'Tomas',
'Eduardo', 'Agustin', 'Mariano', 'Ricardo', 'Pablo', 'Alberto',
'Juan Manuel', 'Domingo', 'Jaime', 'Ignacio', 'Diego', 'Gregorio',
'Alejandro', 'Felipe', 'Daniel', 'Jose Ramon', 'Jorge', 'Alfredo',
}

NameGen.firstNames.female = {
'Alison','Francis','Tracy','Anita','Angela','Amy','Amanda','Alice','Belinda','Bertha','Betty',
'Doris','Kate','Kathy','Jane','Jacqui','Janet','Jenny','Joan','Joanna','Margaret','Sharon',
'Shirley','Tracy','Val','Vera','Wendy','Heather','Michelle','Anne','Becky','Rosie','Janice',
'Caroline','Anja','Veronica','Felicia','Patricia','Christine','Debbie','Kylie','Rose','Susanne',
'Rosalind','Ruth','Joni','Daisy','Kirsten','Andrea','Lucy','Roz','Liz','Melissa','Sylvia','Pam',
'Linda','Sally','Sarah','Mary','May','Marcel',

'Jen', 'Steph', 'Hannah', 'Alison', 'Amanda', 'Angela', 'Ann', 'Anne',
'Audrey', 'Barbara', 'Beryl', 'Betty', 'Beth', 'Brenda', 'Carol',
'Caroline', 'Catherine', 'Cathy', 'Celia', 'Cheryl', 'Christine', 'Claire',
'Daphne', 'Diana', 'Dorothy', 'Elise', 'Elaine', 'Edith', 'Emma', 'Ella',
'Erica', 'Esther', 'Eva', 'Fran', 'Frances', 'Fiona', 'Gill', 'Gillian',
'Hazel', 'Heather', 'Helen', 'Hilary', 'Irena', 'Isobel', 'Jane', 'Janet',
'Janice', 'Jeanette', 'Jenny', 'Jennifer', 'Jill', 'Jo', 'Joan', 'Joanna',
'Joy', 'Juliette', 'Judy', 'Julia', 'Karen', 'Kate', 'Kathy', 'Katherine',
'Laura', 'Linda', 'Lisa', 'Louise', 'Lucy', 'Luna', 'Maggie', 'Margaret',
'Maria', 'Mariam', 'Marilyn', 'Marion', 'Maureen', 'Molly', 'Miriam',
'Morag', 'Monica', 'Nat', 'Natalia', 'Nicola', 'Pam', 'Pamela', 'Patricia',
'Pauline', 'Penny', 'Rachel', 'Rose', 'Rosemary', 'Rosie', 'Sally',
'Sandra', 'Sarah', 'Stella', 'Sue', 'Sally', 'Susan', 'Susanne', 'Suzy',
'Tracy', 'Valerie', 'Vicky', 'Vivian', 'Violet', 'Wendy', 'Yvonne', 'Zoe',
'Maria', 'Carmen', 'Josefa', 'Isabel', 'Dolores', 'Francisca', 'Antonia',
'Pilar', 'Ana Maria', 'Ana', 'Maria Luisa', 'Mercedes', 'Manuela', 'Juana',
'Rosario', 'Teresa', 'Maria Jose', 'Margarita', 'Maria Angeles', 'Angeles',
'Maria Pilar',
}

NameGen.surnames = {
'Smith','Jones','Jameson','Bush','Miller','Greenhill','Lyons','Irvin','Ashfield','Lomas','Sutherland',
'Scott','Taylor','Sinclair','Kosmala','Jordan','Rush','Griffiths','Massey','Hooper','Bell','Finn','Biggs',
'Dixon','Jennings','Darkes','Davies','Coates','Dobson','Macmillan','Cousens','Rance','Moore','Noble',
'Ousey','Lowing','Brennan','Simpson','Wagner','Strauss','Schneider','Maxwell','Harrison','Jackson','Jeffries',
'Dickens','O'Connor','O'Rourke','O'Hanlon','Ulrich','Bradley','Cooper','Evans','Gonzalez','Gomez','Mackenzie',
'Camus','Singh','Chan','Baker','Gupta','Fraser','Thompson','Saunders','Seymour','Watson','Cooke','O'Brien',
'Powell','Davda','Fisher','Gilmour','Perez','Shepherd','Reagan','Carter','Ford','Anderton','Jeffries','Mansfield',
'Lopez','Sheehan','Wilson','Heath','Thatcher','Major','Morris','Judd','Diamond','Nakamichi','Yamaha','Kawasaki',
'Suzuki','Honda','Nakasone','Solo','Mitterand','de Gaul','Kohl','Duval','du Prés','Schmidt','Molotov','Popov',
'Chekov','Goldstein','Campbell','Austin','Perry','Haynes','Swallow','Nesbitt','Graham','Grant','Eckhard','Werner','Chester',

'Morton', 'Butcher', 'Davidson', 'Edwards', 'Findley', 'Hughes',
'Martinez', 'Ibarrez', 'Smith', 'Johnson', 'Williams', 'Jones', 'Brown',
'Davis', 'Miller', 'Wilson', 'Moore', 'Taylor', 'Anderson', 'Thomas',
'Jackson', 'White', 'Harris', 'Martin', 'Thompson', 'Garcia', 'Robinson',
'Glark', 'Rodriguez', 'Lewis', 'Lee', 'Walker', 'Hall', 'Allen', 'Young',
'Hernandez', 'King', 'Wright', 'Lopez', 'Hill', 'Scott', 'Green', 'Adams',
'Baker', 'Gonzalez', 'Nelson', 'Carter', 'Mitchell', 'Perez', 'Roberts',
'Turner', 'Phillips', 'Campbell', 'Parker', 'Evans', 'Edwards', 'Collin',
'Stewart', 'Sanchez', 'Morris', 'Rogers', 'Reed', 'Cook', 'Morgan',
'Bell', 'Murphy', 'Bailey', 'Rivera', 'Cooper', 'Richardson', 'Cox',
'Howard', 'Ward', 'Torres', 'Peterson', 'Gray', 'Ramirez', 'James',
'Watson', 'Brooks', 'Kelly', 'Sanders', 'Price', 'Bennet', 'Wood',
'Barnes', 'Ross', 'Henderson', 'Coleman', 'Jenkins', 'Perry', 'Powell',
'Long', 'Patterson', 'Hughes', 'Flores', 'Washington', 'Butler',
'Simmons', 'Foster', 'Gonzales', 'Bryant', 'Alexander', 'Russel',
'Griffin', 'Diaz', 'Myers', 'Ford', 'Hamilton', 'Graham', 'Sullivan',
'Wallace', 'Woods', 'Cole', 'West', 'Jordan', 'Owens', 'Reynolds',
'Fisher', 'Ellis', 'Harrison', 'Gibson', 'Mcdonald', 'Cruz', 'Marshall',
'Ortiz', 'Gomez', 'Murray', 'Freeman', 'Wells', 'Webb', 'Simpson',
'Stevens', 'Tucker', 'Porter', 'Hunter', 'Hicks', 'Crawford', 'Henry',
'Boyd', 'Mason', 'Morales', 'Kennedy', 'Warren', 'Dixon', 'Ramos',
'Reyes', 'Burns', 'Gordon', 'Shaw', 'Holmes', 'Rice', 'Robertson', 'Hunt',
'Black', 'Daniels', 'Palmer', 'Mills', 'Nichols', 'Grant', 'Knight',
'Ferguson', 'Rose', 'Stone', 'Hawkins', 'Dunn', 'Hudson', 'Spencer',
'Gardner', 'Stephens', 'Payne', 'Pierce', 'Berry', 'Matthews', 'Arnold',
'Wagner', 'Willis', 'Ray', 'Watkins', 'Olson', 'Carrol', 'Duncan',
'Snyder', 'Hard', 'Cunningham', 'Lane', 'Andrews', 'Ruiz', 'Harper',
'Fox', 'Riley', 'Armstrong', 'Carpenter', 'Weaver', 'Greene', 'Lawrence',
'Elliott', 'Chavez', 'Sims', 'Austin', 'Peters', 'Kelley', 'Franklin',
'Lawson', 'Fields', 'Gutierrez', 'Ryan', 'Schmidt', 'Carr', 'Vasquez',
'Castillo', 'Wheeler', 'Chapman', 'Oliver', 'Montgomery', 'Richards',
'Williamson', 'Johnston', 'Banks', 'Meyer', 'Bishop', 'Mccoy', 'Howell',
'Alvarez', 'Morrison', 'Hansen', 'Fernandez', 'Garza', 'Harvey', 'Little',
'Burton', 'Stanley', 'George', 'Jacobs', 'Reid', 'Kim', 'Fuller', 'Lynch',
'Dean', 'Gilbert', 'Romero', 'Welch', 'Larson', 'Watts', 'Miles', 'Lucas',
'Castropena', 'Rhodes', 'Hardy', 'Santiago', 'Powers', 'Schultz', 'Munoz',
'Chandler', 'Wolfe', 'Schneider', 'Valdez', 'Salazar', 'Warner', 'Tate',
'Moss', 'Vega', 'Aguilar', 'Reese', 'Townsend', 'Goodwin', 'Rowe',
'Newton', 'Maxwell', 'Gibbs', 'Wise', 'Zimmerman', 'Wong', 'Vazquez',
'Espinoza', 'Sawyer', 'Jordan', 'Guerra', 'Miranda', 'Atkinson', 'Campos',
'Sloan', 'Juarez', 'Weiss', 'Nixon', 'Hurst', 'Lowery', 'Farrell',
'Maynard', 'Walter', 'Foley', 'Rivers', 'Walls', 'Estes', 'Morse',
'Sheppard', 'Weeks', 'Bean', 'Barron', 'Livingston', 'Middleton',
'Spears', 'Branch', 'Blevins', 'Chen', 'Kerr', 'Mcconnell', 'Harding',
'Ashley', 'Solis', 'Herman', 'Frost', 'Giles', 'Blackburn', 'William',
'Pennington', 'Woodward', 'Finley', 'Mcintosh', 'Koch', 'Best', 'Solomon',
'Mccullough', 'Dudley', 'Nolan', 'Blanchard', 'Rivas', 'Brennan', 'Mejia',
'Kane', 'Joyce', 'Buckley', 'Haley', 'Moon', 'Mcmillan', 'Crosby', 'Berg',
'Dotson', 'Mays', 'Roach', 'Church', 'Chan', 'Richmond', 'Meadows',
'Faulkner', 'Oneill', 'Knapp', 'Kline', 'Barry', 'Ochoa', 'Jacobson',
'Gay', 'Avery', 'Hendricks', 'Horne', 'Shepard', 'Herbert', 'Cherry',
'Cardenas', 'Holman', 'Donaldson', 'Terrell', 'Morin', 'Fuentes',
'Tillman', 'Sanford', 'Bentley', 'Peck', 'Key', 'Salas', 'Rollins',
'Gamble', 'Dickson', 'Santana', 'Cabrera', 'Cervantes', 'Howe', 'Hinton',
'Hurley', 'Spence', 'Zamora', 'Yang', 'Mcneil', 'Suarez', 'Case',
'Pretty', 'Gould', 'Mcfarland', 'Sampson', 'Carver', 'Bray', 'Rosario',
'Macdonald', 'Stout', 'Hester', 'Melendez', 'Dillon', 'Farley', 'Hopper',
'Galloway', 'Potts', 'Bernard', 'Joyner', 'Stein', 'Aguirre', 'Osborn',
'Mercer', 'Bender', 'Franco', 'Rowland', 'Sykes', 'Benjamin', 'Travis',
'Pickett', 'Crane', 'Sears', 'Mayo', 'Dunlap', 'Hayden', 'Wilder',
'Mckay', 'Ewing', 'Cooley', 'Bonner', 'Cotton', 'Stark', 'Ferrel',
'Cantrell', 'Fulton', 'Calderon', 'Rosa', 'Hooper', 'Mullen', 'Burch',
'Fry', 'Riddle', 'Levy', 'Duke', 'Odonnell', 'Britt', 'Frederick',
'Daugherty', 'Berger', 'Dillard', 'Alston', 'Jarvis', 'Frye', 'Riggs',
'Chaney', 'Odom', 'Fitzpatrick', 'Valenzuela', 'Merrill', 'Mayer',
'Alford', 'Mcpherson', 'Acevedo', 'Donovan', 'Albert', 'Cote', 'Reilly',
'Compton', 'Raymond', 'Mooney', 'Mcgowan', 'Craft', 'Cleveland',
'Clemons', 'Wynn', 'Nielsen', 'Baird', 'Stanton', 'Snider', 'Rosales',
'Bright', 'Witt', 'Hays', 'Holden', 'Soto', 'Slater', 'Kinney',
'Clements', 'Hahn', 'Emerson', 'Conrad', 'Burks', 'Lancaster', 'Justice',
'Tyson', 'Sharpe', 'Whitfield', 'Talley', 'Macias', 'Irwin', 'Burris',
'Mccray', 'Madden', 'Goff', 'Bolton', 'Mcfadden', 'Levine', 'Byers',
'Kirkland', 'Kidd', 'Carney', 'Mcleod', 'Hendrix', 'Sosa', 'Rasmussen',
'Valencia', 'De La Cruz', 'Forbes', 'Guthrie', 'Wooten', 'Huber',
'Barlow', 'Boyle', 'Buckner', 'Rocha', 'Langley', 'Cooke', 'Velazquez',
'Noel', 'Vang', 'Li', 'Wang', 'Chang', 'Liu', 'Chen', 'Yang', 'Huang',
'Chao', 'Chou', 'Wu', 'Hsu', 'Sun', 'Chu', 'Ma', 'Hu', 'Kuo', 'Lin',
'Kao', 'Liang', 'Cheng', 'Lo', 'Sung', 'Hsieh', 'Tang', 'Han', 'Tsao',
'Hsu', 'Teng', 'Hsiao', 'Feng', 'Tseng', 'Cheng', 'Tsaipeng', 'Pan',
'Yuan', 'Yu', 'Yung', 'Su', 'Wei', 'Chiang', 'Ting', 'Shen', 'Chiang',
'Fan', 'Chung', 'Wang', 'Tai', 'Liao', 'Fang', 'Chin', 'Hsai', 'Chia',
'Tsou', 'Shih', 'Hsiung', 'Yen', 'Hou', 'Lei', 'Lung', 'Tuan', 'Hao',
'Shao', 'Shih', 'Mao', 'Wan', 'Kang', 'Yen', 'Yin', 'Shih', 'Niu', 'Hung',
'Kung', 'Bumgardner',
}

NameGen.planetnames = {
'Homeland','New World','New Australia','New Caledonia','New California','Nirvana','Valhalla','New Africa',
'New Brazil','Emerald','New America','Democracy','Topaz','Home World','Atlantis','Discovery','Capitol','New Asia',
'Nouvelle France','Lookathat','Esperanza','Utopia','Terra Nova','Substitute','New Europe','Olympia',
'Vulcan','New Mars','New Venus',
}

NameGen.citynames = {
'Yarrow','Culloden','Argent','Edinburgh','Morse','Baars','Paris','Munich','Berlin','Kyoto','Blackelk','Quy',
'Flodden','Innitu','Larson','Walesa','Lao Tsu','Biafra','Hope','Jung','Seattle','Curie','Karppala','McLellan',
'Gallucci','Mancini','Laing','Ansel','Gotham','Tecumseh','Cardiff','Lisbon','Turner','Brisbane','Melbourne',
'Glasgow','Beijing','Darwin','Jerusalem','Geronimo','Mecca','Tomsk','Murmansk','Athens','Jaffa','Wicca','Ghandi',
'Lexington','Scunthorpe','Inca','Grosni','Beirut','Gdansk','Chernobyl','Sarajevo','Kilbride','Aachen',
'Gwent','Dublin','Belfast','Derry','Larne','Cork','Milwaulkee','Yosemite','Hopi','Timbuktoo','Boulder','Irkutsk',
'Seoul','Dahaab','Xian','Hiroshima','Dakota','Houston','Aspen','Casablanca','Mandela','Rossyth','Vancouver',
'Saskatoon','Miami','Argent','Toltec','Widow','Lhasa','Metropolis','Los Angeles','San Francisco','Amsterdam',
'Rome','Ankor','Kairo','London','Cambridge','Altendorf',
}

NameGen.hi_outdoorPlanetFormats = {
"{name}",
}

NameGen.lo_outdoorPlanetFormats = {
"{name} Project",
"{name} Colony",
"{name}'s Experiment",
"{name}'s Trial",
"{name}'s Conversion",
"{name}'s Risk",
"{name}'s Eden",
"{name}'s World",
"{name}'s Planet",
"{name}'s Earth",
"{name}'s Heaven",
"{name}'s Legacy",
"{name}'s Hope",
"{name}'s Dream",
"New {name}",
"{name}'s Gold",
}

NameGen.hi_rockPlanetFormats = {
"{name}'s Planet",
"{name}world",
"{name}'s Mine",
"{name}'s Deal",
"{name}'s Reward",
"Camp {name}",
"{name}'s Home",
}

NameGen.lo_rockPlanetFormats = {
"{name}'s Hole",
"{name}'s Grave",
"{name}'s Hollow",
"{name}'s Wreck",
"{name}'s Misery",
"{name}'s Trial",
}

NameGen.hi_orbitalStarportFormats = {
"{name} City",
"{name} High",
"{name} Haven",
"{name} Terminal",
"Fortress {name}",
"{name} Spaceport",
"{name} Station",
}

NameGen.lo_orbitalStarportFormats = {
"{name} Link",
"{name}port",
"{name} Orbiter",
"{name} Relay",
"{name} Citadel",
"{name} Depot",
}

NameGen.hi_outdoorStarportFormats = {
"{name}",
"New {name}",
"Old {name}",
"{name} Park",
"{name} Town",
"{name} Village",
}

NameGen.lo_outdoorStarportFormats = {
"Peak {name}",
"{name}'s Revenge",
"Fort {name}",
"Camp {name}",
"Villa {name}",
"{name}'s Garden",
"{name}'s Sanctuary",
}

NameGen.hi_surfaceStarportFormats = {
"Point {name}",
"{name} Newtown",
"{name} Starport",
"{name}town",
"{name} Base",
"{name} Landing",
"{name}ville",
}

NameGen.lo_surfaceStarportFormats = {
"{name}'s Camp",
"{name}'s Claim ",
"{name}'s End",
"{name}'s Battle",
"{name}'s Hideout",
"{name}'s Mausoleum",
}

some of what is now random here (it's simply depends on if the seed is positive or negative) i would like to replace with population, that's why the differing between "hi" and "lo" it should refere to population. but like i said, i'm not sure if and how i get the population from a stations parental object. i tried a bit but hmm... simply failed to do so.

also atmosphere i would like to use, and if i can get once oxidization, well then we have the right tools i guess to place cities in a proper design on either breathable atmosphere with parks and whatever in the city, or all the rest which needs sealed buildings.

because if im not completely wrong it would be still time enough to select the type when you enter a planets frame.

for orbital stations we won't need it anyway, population is enough there to select between possible types like: "dodo", "2001 wheel", "orbital city"

( <img src="' http://spacesimcentral.com/forum/public/style_emoticons//sad.gi f"' class='bbc_emoticon' alt=':(' />, <img src="' http://spacesimcentral.com/forum/public/style_emoticons//sad.gi f"' class='bbc_emoticon' alt=':(' />, <img src="' http://spacesimcentral.com/forum/public/style_emoticons//sad.gi f"' class='bbc_emoticon' alt=':(' />, to sad no orbital cities, if i would be a suspicious guy i would think it's just to strike through my ideas because i told once i'm up to make a giant wheel station, i hope i'm wrong and it was just a little "shortsighted" action based on bulk ships range on orbital stations, on the other hand, hmm, wasn't such to foresee? then why choose a given distance instead one depending on the size of the object they will orbit? clipping the stations size, whoahh that's almost like clipping my toes, sorry)

@s2odan, i guess this will be also the reason why your giant sphere station won't work anymore, am i right?

if you read this, please size her once down if you have the patience to so, i expect she will work then again.

interesting fact, the "big crappy" works, even when the diameter is above 2km,

but i suspect somehow it's only the "y" of the sation which is relevant for this behave, but i'm not sure, i only know by 100% my "orbital city" works sized down 10 times, so the whole thing fits in a cube of 2km extension (or a radius of 1km).

yes i already tried to "remove" the collision mesh or made it as small as possible, but that didn't helps somehow the size is not determined by the collision meshs extensions for the clipping of the collision mesh ???

also the removing of the collison mesh has lead to a strange error in the model viewer, he still showed proper extensions for the collision mesh for "x and z" while "y" was 0 like it is to expect when a body has no collision mesh. something smells fishy here if you ask me.

the main difference is, worlds with a (probably once breathable atmosphere, instead only the temperature range?) will have "real" planet names like "Utopia" or "New Earth". depends also on population lower populated get combined names from surnames and sound like "xy's Garden"

worlds with no breathable atmosphere (actually decided by temperature range and absence of any atmosphere) will get combinations of a "surname" and "planet", "hollow" whatever, even a little differed if the population is be high or low, so worlds with a high pop. get "beautiful names" (like "xy's Gold" or "xy's Reward") and if it's a lower populated world the names will be "shitty" (eg. "Hollow", "Grave", and such)

same i had in mind for the cities, but like i said i need at minimum the population, and cool would be atmosphere and "out of my mind" would be atmosphere oxidization...

high pop cities on planets (actually temperature range and "seed +/-" get city names (this is "new" in FE2 city names are reserved for high pop orbital cities), like "New Cambridge", "New Altdorf" or even "Old Rome".

low pop. cities get combined names like "Smithvillage".

it will differ also on planets out of the temperature range for population.

a "Fort Soundso" you find only on higher populated a "Fortress Soundso" on lower populated.

since i simply ripped and pasted FE2's names to the script we will have some doubled names prob. but this means only a higher hitting chance for names like "John Smith" which is neither bad.

if you see any problems with the names i stole from FE2, let me know it i didn't see much problems because usually you can't copyright your birth name, but who knows. and names like "xy's..gold" or "Nirvana" can't be copyrighted anyway.

but with a little extra effort it could be made new and looking unsuspicious. hust get rid of some very very typical ones, but i would miss it for the FFE mod, and if you delete the pioneer names, well you get damned close to FE2. try it, you will be surprised.

---

aha, that looks like what i had in mind, even when the random names will differ from machine to machine a little

[attachment=1492:Bildschirmfoto 2012-11-18 um 00.41.12.png]

besides how exactly get the names drawn? i noticed very often such parallels for them as we have here, Planet "Hughes..." city even "Hughes..."

it's a little annoying on one side on the other not bad. it's "New Hughes" and "Hughes Revenge", hmm... looks willingly.

("Mr. Hughes" was for a very short time my english teacher, <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> two or three lessons only i was shot to often by him, he used to shoot you down when you spelled something wrong..., no in fact i don't remeber why i left the class, i was simply to lazy perhaps)

you see the whole thing leaks still a bit, but i miss a few variables to use in the script as i stated above. "New"...surname shouldn't exist i think but maybe i made a fault...

---

a quick "preview" to the "B-Wing", it's not ment as a standalone ship and will be used in a SW mod, but if you like...

[media]

the animation i did by how i remembered from the first movie, i have no web in ulisbach and SW-XWA refuses to run on x64 Win7 machines. (not bad, it makes it to a sort of "abandonware")

in general all what is below DX7 you will get a lot of problems since DX10/11. additionally many install executables won't be executed by a 64bit machine.

of course i could check it now (the animation), but i fear it, no i guess it's ok.

ReplyQuote
Topic starter Posted : November 17, 2012 13:27
(@loki999)
Estimable Member
Quote:

a quick "preview" to the "B-Wing", it's not ment as a standalone ship and will be used in a SW mod, but if you like...

Release it damn your eyes! Release!!!!! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//suicide.gi f"' class='bbc_emoticon' alt=':suicide:' />

ReplyQuote
Posted : November 17, 2012 22:28
(@potsmoke66)
Noble Member

ok, ok, i will anyway, even if i would have liked to release it with a SW mod because i think i didn't fits to well to what we have for pioneer.

but why not?

something in advance and again a little dislike of me,

since the ship-specs are seperated from the model (which is otherwise a good thing) i can't influence them no more depending on a models layout.

the B-Wing is not the only ship that will have this problem, but is a good example, like i said above it shows a few problems.

now one could say "SW ships aren't ment for Pioneer" ok, that might be true, but it won't be and isn't the only ship that has such problems.

like "wrong" collision mesh with lowered landing gear, actually the B-Wing is a exception, but shows even this problem well.

and no way to influence the ship-specs depending on the layout, in details, some ships might be designed with dual guns by default,

in earlier (much earlier) releases i worked around that with something like this:

local gunpos

if get_equipment('LASER', 1) == 'PULSECANNON_DUAL_1MW' then

gunpos = v(0,-2,-7)

else

gunpos = v(-7.65,-2,-7)

end

but actually such can't work anymore and perhaps the devs never liked such anyway...

it's maybe not important but at least it was a fine thing to have this possibility to change the specs depending on the layout.

so the problem for the B-Wing is,

if you mount a single gun it will fire from the fuselage instead from one of the guns you see, that's all.

as conclusion it looks best with a dual 1MW laser, any else look a bit wrong, sorry, but "my hands are tied" one could say.

anyway the ship is specified like a little below the Eagle, has little weaker thrust, same cargo capacity, and a weak range with the class1 hyperdrive.

mounting a class2 is limited by space, class2 military would be the solution then to get a good range.

it has no fuel neither cargo scoop capability, just a fighter, nothing more or less.

due to the limited space the dual1MW laser wil be the weapon of your choice, i preassumed.

as a hint, if you prefer to have only a single 1MW laser, you can alter the specs, just take the data i posted above v(-7.65,-2,-7) is the left gun, otherwise a positive x value will be the right gun. but if at all i guess you will prefere the left one because it's a little closer to the cockpit and your view pos.

with lowered landing gear everything will be a bit different, but it's not ment to fight with lowered landing gear anyway.

also because the collison mesh will reflect always the state of a liftet landing gear it will be "wrong" and you get probably hit at parts which arent visible (the "fin" in the collison mesh will always point downwards, that's also why the ship is positioned so high over ground when docked/landed. take care with landing rough of flying in low heights, you might be aligned horizontally, but the "fin" still looks downwards on the collision mesh, so you will hit the ground very early).

besides and again i have this dislike/problem since the courier, even this ship will lift it's wings when you land, but the collision mesh will always have lowered wings.

means also in a fight you could get hit at parts which aren't visible (else one would perhaps lower the landing gear of the courier in a fight to get a little smaller shape, why not). and no one can say here "the courier didn't fits to pioneer", it's a must have! like the eagle.

even when i split pioneer from FE2 models, i think that's the proper thing to do for many reasons.

- the developers of pioneer are in no way responsible for the content of the "FE2/FFE" mod.

or in other words, what i see as standard "pioneer mod" will contain only unique ships and no copies or transscriptions

(with the exception for the "Eagle" and the "Sidewinder", i left a basic version for the "minimal build", but well even this could be changed

let's see what is the devs decision to this), we have already nearly enough ships to do so.

the amount of large ships for the pioneer mod could be a bit better, but fighters we have some, s2odans fighter i have planned as default

starting ship for the "pioneer mod", newly (or retro new) added will be SolCommands Ghul Fighter, a really nice model (from my pov)

and since we got rid of the texture smearing with unified vertices it wil have the proper look now.

perhaps i could need a little help to decide,

you know i setup a "minimal Pioneer" for this complete mods to make it a little easier, though we have the "classic" ships of tomm

(e.g. the Sirius Interdictor) what i'm not to sure about is: should i leave them for the "Pioneer mod" or replace them even,

then tomms models will "vanish from the surface" unfortunately i guess (but on the other hand this was a reason for my "diet",

Tomms models will get honored in the "minimal build", this i feel is the least i can do and i'm thinking already about to

dig out his "Biosphere", i guess not many will remember this one, i do! (besides it can be used now since cities get placed no more on cliffs,

i guess it will work now fine)

it was together with his demo model (if interested it's in "pimodels.lua" and named simply "test" and can be shown in the modelviewer)

the scripts which teached me how to make the scripted models <img src="' http://spacesimcentral.com/forum/public/style_emoticons//give_heart.gi f"' class='bbc_emoticon' alt=':giveheart:' /> .

- ships and buildings will get in future a more unified style.


MOD TAG


Mod category: Spacecraft

Mod name: B-Wing

Date added: 2012/11/18

Version: 1

Valid for Alpha vers: stock alpha28

Contributor: Gernot

Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/

Download location: http://sdrv.ms/UzMPjb

Additional info:

Standalone Model, requires a stock alpha28 to have the pilot positioned proper.

Bildschirmfoto2012-11-18um160255.png

Bildschirmfoto2012-11-18um160652.png

Bildschirmfoto2012-11-18um160731.png

Bildschirmfoto2012-11-18um160748.png

known issues:

single lasers aren't positioned proper,

stands to high over surface -> difficult to estimate the ships height when landing/docking,

somewhat a low detailed model,

extras:

4 random flightgroup colors depending on registration #

can be changed in the game if "Bodyshop.lua" mod is present.


what do you think, would it be a big risk to upload the models archive of SW-XWA?

i would have the complete score ready as .3ds files with all textures to be converted to wavefront .obj and a proper texture sheet.

incl. the Blender project from the "B-Wing" to examine for you.

from my pov it would be... well half and half, personally i think: "copying is NO theft" in the meaning of "if i have a bicycle and a make a copy of it we would both have a bicycle".

but otherwise i know industry doesn't appreciate this.

but again, on the other hand the models will be "lost" (SW-XWA won't run on recent machines), thanks to this they stay "alive",

as a honor to the nameless modellers who made them in order of LucasArts.

of course a probable SW mod will never replace the original game, the goals are complete different.

while... hmm... if one had the patience to write the proper mission scripts it could get very close to.

because i guess such cargo deliveries as in SW-XWA we can do "like nothing",

but ok to battle the "death star" i don't know if that would make sense.

ReplyQuote
Topic starter Posted : November 18, 2012 06:35
(@potsmoke66)
Noble Member

NOW THE MINIMAL PIONEER,

needed to run my future (not so far future) complete mods.

also it will bring a big advance in speed for laptop users if they can forgo without textured models.

it runs "superfluid" on my MACbook, even the cities won't harm the framerate much.

it's not a mod, more a idea of me what a future pioneer build could contain as models,

this foremost to keep amount of files needed to exchange low.

the zip contains only the directories which have to be replaced completely

after that, pioneer will appear in a sort of "retro style", means it will contain only some old scripted models, feels a bit like two or three years before now.

like i said you will need this "slimmed" Pioneer to get my "complete mods" running (i will upload them also in a range of one or two days)

don't be surprised all is missing <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

probably you should wait until i released the "complete mods", before you alter your alpha28.

disclaimer this restricted version of pioneer won't run with any of the MODS we have already, foremost because the whole sub-model folder is missing

(actually it depends on if you delete the submodels folder from the build, but to run my "complete mods" you will have to, in future i won't replace all content of the submodels folder, perhaps some mod uses own, less, different, or no sub-models, it could lead to some compatibility problems if you leave them in the build when running one of the "complete mods".

edit: remove the submodels folder from the build also for this "minimal installation", it will lead else to a few unwanted displaced sub-models, no error, only some wrong positioned things.

because all what is needed is in the content of the linked zip file.

a short guide:

DELETE folder "sub_models" from "data".

REPLACE the content of "models" and "ships" in the stock alpha28 with the content of the ZIP

REPLACE "pimodels.lua" with the one in the ZIP, else you will get a error message because of missing sub-models folder.

that should do the trick.

after that pioneer will appear almost like two years ago and awaits to be enhanced with a mod.

playable of course and ideal to run on a notebook.

but all this is made to give the modders more freedom in building a complete mod, whatever it might be:

StarWars, StarTrek, Flash Gordon, Perry Rhodan, "whatever is on your mind - mod"

it's like i said only a idea it must be discussed i guess.

but i would apreciate it much to see future Pioneer builds handed out in this way.

the "minimal install" plus the "Pioneer std. mod" containing a selection of typical recent Pioneer Models.

devs. - players - let me know your thoughts about that please!

here's the link to the quite small content

http://sdrv.ms/WlY0SG

let's call it a "Pioneer Birthday install" even when it's not Pioneers birthday, but it will look a little like when it was born.

the whole idea might fail (i assume this) and i (or anyone) will have to replace the whole content of the models and ships folders, which i liked to have evaded with this.

if fails all, then you will have at least a build which you can look at later and think:

"thus it has looked when we started out".

also when the LMR is replaced finally, you have a build of which you can say:

"this was Pioneer before".

at least maybe just try it to take a look at the "station splash"

[attachment=1493:Bildschirmfoto 2012-11-18 um 17.07.44.png]

03:07:22, got it?

and it works, no matter which daytime, it's a nice little clock no?

besides "evil" dynamic from head to toe, with the "evil homemade" LMR, but a sneeze to get handled (strangewisely?)

my experience with the whole thing is, "one pixel" of texture cost's me far more as this clock.

to me it appears still as tomm presented it back then to me, "we have no real polygon limit in pioneer".

and truely i can fill the whole space with such things without getting problems.

little willy asks:

"can i do this still later on?"

ReplyQuote
Topic starter Posted : November 18, 2012 07:58
(@marcel)
Noble Member

What's the music in the 'pioneer alpha 27 minimal' clip, and is there a free and legal place to download it?

ReplyQuote
Posted : November 19, 2012 08:19
(@potsmoke66)
Noble Member

ok, marcel i have to keep it supershort, 10 mins left to the bus, tommorow i have to work for the community, argh what a stress.

erm, the music is "Russ Garcia - Fantastica" and if i'm not wrong i downloaded it from archive.org

but probably it's from somewhere else, anyway you can google now for it.

---

this means also a short delay of the mods i liked to present, but unfortunately i received this call today late afternoon.

---

two minutes left for the download...

ReplyQuote
Topic starter Posted : November 19, 2012 09:37
(@potsmoke66)
Noble Member

damned my rinse of a brain, i forgot my doorkeys...

i was already in "ulisbach" and had to return for them.

about russ's music, hmm... i relly assumed i downloaded it from archive org, but again my mind has tricked me.

can't say how legal this download link will be

http://www.filestube.com/ce067d96b368414703e9,g/Russ-Garcia-Fantastica.html

while if it's a vinyl cut it's at least halfaways legal...

i really hate all this copyright stuff, it makes sharing good things very complicated.

because i feel if one is addicted to something he wil for sure buy everything if he owns it three times already, it won't matter.

i know this from myself and i must have had all beatles records at least twice as LP as singles as extended plays and finally the CD's, a fan will collect everything.

just that you will have a complete, a really complete collection, you don't like if just one tune is missing, you will travel elsewhere to get the record, so what's the problem?

and if the difference between a UK and US release is only a cough at beginning of the song, you will need to have this, no matter what cost.

if you feel that a japanese release has the better printed cover, you will need to have it.

if you again see the same record as first release, you will need to have it.

perhaps there exists a picture disc? a must have for a collector.

you can easy say a addicted fan buys all the records which probably else will be copies on tape or mp3 (i see no difference between a tape and a mp3).

i mean the stuff i bought from the beatles would have been enough for five...

and i'm for sure not a exception, in case for the beatles there are millions who must have the records more then twice at home.

is there any else to say?

yeah, piracy is a crime...

a nice crime!

well perhaps the biggest fault of music industry was to make the CD so small <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />, there is no space for a really nice cover you must have, no space for a really nice picture disc. even if i owned "blues for allah" as picture CD, but it's not the same it's still a crappy CD, and if it's in the player you won't see the picture, it's not the same.

the only thing which has made it worth to collect was the arab translation in the booklet.

a CD you don't have to handle like a raw egg to preserve the quality, already this fact makes it crappy compared to a vinyl.

how do we have cared about them, some sealed them in a Nitric atmosphere or did whatever, gold can't be more precious as a vinyl.

digital music is "stinky" in some sort, it hasn't the same meaning anymore, but that's not the fault of sharing the music, we shared back then to.

taped them and exchanged them, where exactly is the difference?

anyway if you really liked the record the tape was never a replacement how good and virgin the vinyl you taped it from ever was.

also the massive amount which is available makes all only crappy, if i guess how far i travelled sometimes for a record.

today you can order it in the web, tomorrow you got the CD/DVD in your POBox, no matter how rare the vinyl was.

if i look at all this, they have simply digged their own grave.

if the offer is to big prices get to the ground, that's the rule of free market, nothing else.

if everything is available everywhere to everyone, there is no need to collect anymore.

you can't be proud of owning a CD's first release, there is no difference, not even a theoretical difference.

they try and released gold plated CD's, some i bought back then but this can't even replace the feeling of a vinyl.

they sell the DVD in 5.1 surround, but it neither replaces a first release of a vinyl, you can't collect this stuff, it has no worth, it's cheap crap.

besides i hate this surround "wischi waschi", it's like a blurred picture compared to stereo, even mono will have more depth as all this.

but the industry tells us: "you need at least a subwoofer (2.1) to get the real sound", what should i need bass from one channel? (i know vinyls have also the bass on the center channel, but this is a limitation of the vinyl and you couldn't say it HAS to be that way, if you ever heard a bass flipping around in space... in stereo space!)

that's why some original mono records sounds far more fresh and have far more depth as even the recreated crappy stereo.

perhaps you remember that strange psychedelic record of the "ceyleib people" i presented on the "pioneer musical..." it's printed on the cover STEREO, but in fact it's a mono record on two channels, a very funny thing to listen to. each channel has full depth, that's really exceptional, usually you hear only one channel, left or right, but when listen, especially if you don't know the record, you can get very surprised of it, at least all my friends was "trapped" by it.

you lean back and listen, you will forget that there is only one channel sounding, somehow the sound has enough depth, suddenly they blend in the second channel, "oops what's that? where does that sound come from?" a comrade of mine once really stood up because he thought someone was entering the room.

ReplyQuote
Topic starter Posted : November 19, 2012 15:03
(@potsmoke66)
Noble Member

here we go, a first "complete mod" to add to the "minimal install".

it leaks still of a few things, but actually i haven't so much time and it works flawlessly (cross fingers) so why shouldn't i upload it.

don't get nervous or in a hurry if something didn't works as expected or if you have questions, i'm not back before weekend (prob. Friday night).


MOD TAG


Mod category: Complete mod

Mod name: FFE

Date added: 2012/11/22

Version: 1

Valid for Alpha vers: alpha28 "minimal"

Contributor: Gernot

Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/

Download location: http://sdrv.ms/Y4pvRa

Additional info:

ATTENTION!

works only in conjunction with the "minimal install", (or you would have to disable certain scripts of the stock alpha28 yourself)


Description/Preview:

the idea behind this mod was to have a more FE2/FFE compliant game, of course it's still under construction (a second "Pioneer style mod" will follow)

it includes all (close to) FE2/FFE ships we have and i added some well known systems of FE2/FFE to the mod.

further some ripped music and sounds (to the "music" or the "chatter" it's NOT YET as i intented it, i will have to refine this, the music script has some heavy leaks, but it works)

obviousely you won't start at "Epsilon" you will have "Gateway" as a second starting system.

Lave is unchanged, but expect even little changes to that in future, of course only for this mod.

also you won't start with a Eagle in Gateway, since the proper ship is missing, i simply took the "Sidie".

all starting ships will have full hydrogene tanks far a maximum range right at start.

(pay no attention to "attempt to redifine model pilot_1" this is due to the fact that the pilot sub-models get generated by a script now and i still don't know how to achieve that the "default pilot" will be generated only once in one gender, while all the rest would have two genders. if you like to change the default pilot, you would have to change "pilot_style.lua", it's to find in the topmost directory of the mod's zip. please forgive me also that the pilots still wear no helmets, this has delayed a little, since it works and other things, like to create this mod had priority. also certain ships might have the decals or other little things still in a wrong position, this because i changed the sub-models for them slightly, they are all centered in the centre of the used quad, instead as before on the lower left corner, but it will make it in future a little easier to place them, especially to rotate them to the proper angle of the underlayed surface)

enough "bla, bla", now something to look at.

Let's take a brief look at Gateway

[attachment=1503:Bildschirmfoto 2012-11-22 um 00.30.49.png]

Both systems Gateway and Alioth are generated, but i feel fine with them in this way (even in FFE only a handful is "hardcoded", Gateway is a generated system as even Alioth, Barnards Star or Epsilon Eridani would be one, i guess if i remember right only Sol, Ross154 & Lave are "hard coded" in FFE. but ok. "epsilon" i scripted as well as "barnards star", perhaps i let follow more. if one feels ross128 looks like a copy of FE2, it's not, it's a generated system <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' /> (except for the description i copied around) )

[attachment=1505:Bildschirmfoto 2012-11-22 um 00.32.24.png]

[attachment=1506:Bildschirmfoto 2012-11-22 um 00.32.39.png]

[attachment=1504:Bildschirmfoto 2012-11-22 um 00.31.50.png]

have phun!

(hmm, i miss the recon missions of alpha28dev, sorry that i forgot to implement them here i would have liked to)

oh, and i hope nobody will be angry if i used some FFED3D buildings, but i felt in this way it looks a little more homogeneous.

REPORT IF YOU HAVE PROBLEMS WITH THE SEALED SPACEPORT, I HAVE HAD MASSIVE TROUBLES WITH IT AFTER I USED "dock one at a time please", I HAVE CHANGED IT BACK BUT STILL THERE COULD BE A PROBLEM; I HAVEN'T TESTED ALL POSSIBILITIES YET!

more to this problem another time, but i feel there is a leak (now?) in "dock one at a time please", that's why also sometimes AI ships get stuck in the big crappy, at least i noticed that, and the same shit has happened to my sealed spaceport when i use "dock one at a time please".

it uses now some complicated functions to grant the proper ship can dock/undock.

the reason is simple:

dynamic use of a collision mesh doesn't works anymore, docking target for bay2 to bay4 sometimes didn't get recognized since this.

even "dock one at a time" doesn't helps, it should but something is wrong since this change.

might be one missed it:

http://sdrv.ms/Y4pvRa

ReplyQuote
Topic starter Posted : November 21, 2012 14:46
(@baobobafet)
Estimable Member

When I first heard the space music I thought you edited it out of a "Lost In Space" episode. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//dance.gi f"' class='bbc_emoticon' alt=':dance:' />

Anyways, I love the B-Wing, it's always nice to have variety, I hope your Total Conversion T.C. Mod works out - don't get discouraged ( I like that you support small portable devices to play the game on).

...Also, there may be many people who will still ONLY play the latest version of Pioneer with only ship modifications - so please don't forget them. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//biggrin.gi f"' class='bbc_emoticon' alt=':biggrin:' />

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Posted : November 23, 2012 22:06
(@potsmoke66)
Noble Member

in clear text,

i should offer the updated models for a alpha-x as well

---

to my FE2/FFE mod, i encountered that my "sealed spaceport" still doesn't works.

---

actually this gives me a headake and i guess i have to remove it probably, because it won't work anymore, neither as "dock one at a time please" nor with any else method. don't ask me it wasn't my idea to "forbid" dynamic use of a collision check (which hasn't helped anything, except to make such impossible, hasn't helped even to save ONE frame per second. in despite of any theory that stands behind, the result is what counts to me, nothing else).

"better", "state of the art", i don't mind.

but "works", "works not", i mind much, no i don't mind much, it's the only thing that really counts to me.

while further if there are modelers who have problems with the LMR or LUA, why don't ask "gernötli"? to eager or what?

damned i'm not, and i never would be to eager to help one, "big" or "small".

i would be pleased to help one getting a model running in pioneer in exactly the way he imagined it.

but if no one asks, i can't help.

might be some other reasons that stands behind...

i guess if i would see all my broken models and wouldn't know that this isn't my fault, i would think "gernot is a idiot" (perhaps this was the goal?)

that's why i usually NEVER listen to someone else as myself...

to many people in this world do things sometimes only to hurt someone else, this is also experience of mine.

why, i will never understand, even if i would live as long as "Lazarus Long" (1000 years).

but one thing for sure, it's my decision not to be, it's the only way to counteract this.

might be the "world is evil", i'm not, i don't have to be and there is NO excuse for doing so, neither for myself.

"under THIS sign be victorious!"

don't tell me that this will be better in future, i won't believe it before i saw it. before i have made it proof myself (what i even don't understand and neither makes any sense to me, if there is somnething new and better ahead, why continously change the existng LMR? from my pov this makes no sense if a complete overhaul would be ahead. in the meaning of; i don't go and fix a motor if i'm up to replace it, i wouldn't even touch one screw of it, it makes no sense. evil part of me tells me: "it's a sort of vaporware, promised since a year but i never saw a glimpse of it". but well there is even another man inside of me and he still waits patiently. besides hmm... yet another experience of mine; if i don't see any further, ask someone "innocent" he might see what you aren't able to see because you are probably blinded by your own ideas).

at least i imagine this as a hard thing to do, the LMR is vital i guess, it's seems to me it's not a thing like a motor that could be exchanged easy, more like a bodily organ, something that can't be replaced without changing the whole organism.

Pioneer appears to me as based on geometry, if i like to change something on this, i have to change the whole thing, at least that's how i see it.

if you disrespect just a tiny bit of what is given it will never workout well.

we probably never reach the class of a $9mio production, but also i feel we haven't to.

---

nonetheless, like in any job i do, i will do my best.

[attachment=1507:Bildschirmfoto 2012-11-24 um 17.25.52.png]

this picture shows two things, first the proper (and somewhat changed) look of the ASP explorer, second something i miss in the windows build, the console window.

it is a very handy thing to see possible errors or even text output if you work on a model or any else script (might be you like to check some variables).

i have so far no more console output i the windows build even when i set "stdout = 0". but in certain cases it's far better to see this in the running game as to check "stdout" after closing. i.e. if i like to check the function of a spaceport, i need to see a output of the variables when the game runs, after shut down it didn't shows the same/all. when the game runs i can check if everything is called properly depending of course if i print them out, it makes it far easier to evaluate why or where something stucks.

---

fortunately i'm not the only one who makes errors <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

[attachment=1508:Bildschirmfoto 2012-11-24 um 18.34.37.png]

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Topic starter Posted : November 24, 2012 07:10
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