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-
I hope! I know they've already mentioned fixing the save compatibility between versions (just so i dont have to start over on the way to the center). TBH that would great to figure out, just dont rush yourselves. I'm still not far enough for it to matter, if a new version came out at this point I would just jump over to Edfala on the new game and continue on from there.
It would be nice to get an idea of what the devs imagine the 'final product' of the game to be. Or are you going to keep it in development for as long you can?
Hey guys, sorry I havent been posting for a while. I am still out of town with my family for the holidays but I will be returning home on Thursday and I will be continuing my Let's Play.
Patience!
Amazing series! I enjoyed them a lot. But we want more! 😀
uploading this in youtube is a great aportation to Pioneer, The devs can see the gamer/user point of view, and the youtube user can discover the potential and the virtues of this project. Great propaganda bchimself!
Thanks for the mnemotechnic way of learning, finally, the star types, s2odan 🙂 I have now them marked in my memory 😀 😀
Greetings
I've started to watch you serie and I found it cool. It's a kind of trip that we can follow and that's very cool. I hope you will reach the center of the universe !
We were just talking about you in IRC, wondering if you're dead. Are you doing ok? 🙂
We were just talking about you in IRC, wondering if you're dead. Are you doing ok? 🙂
Lol, I'm not dead but real life has been kicking me in the ass recently. I started filming of two episodes this week but had to scrap them due to mistakes. I will be starting again tonight [hopefully].
We're glad you're not dead, both because dead is bad mmkay and because we like your work. Take care mate 🙂

Ep 9 up, next one in progress. 🙂
Episode 10 is up, watch out for the glitchy arphi star!
Looks like Arphi's white dwarf is somewhere inside the primary M class star. That might explain the glitches and the crashes when the white dwarf is selected as an autopilot destination.
Haha, very weird. If that happened in actual space, hmm...would it destroy the two stars or would it restart the fusion process and create a larger more stable star?
Curious. We did some work on this a few months ago and it should now be impossible for a body's orbit to be inside another body.
Arphi has all sorts of weirdness as noted in the video. I'll be checking it out tonight or tomorrow sometime. I love test cases 🙂
Just finished watching episodes 9 and 10. I love this series, mostly because its a great way to see a bit of the universe we're making. We devs don't get let out much. Creating a whole galaxy takes a while and you don't get much time off.
Some notes and responses to questions you asked. From episode 9:
[*:3buiq7hx]There's been no changes to terrain for alpha 18. You just found one that looked nice. There's lots of terrain variation possible, and some look nicer than others.
[*:3buiq7hx]We don't have specific plans for lava flows at this time. We do have a lot we want to do with terrains though, and some realtime effects (lava, water, weather) are definitely on the list.
Episode 10:
[*:3buiq7hx]There's been no changes to political stuff. Anything relating to politics, factions, economy, crime, etc is on hold until we put together a coherent design that incorporates all of these things.
[*:3buiq7hx]HDR does cause some flicker. We've known about it for a while but it hasn't really been investigated. Arphi certainly does it more than I've seen. I'm going to guess there's some kind of overflow in the GPU code that handles star intensity. I'll stare at it a while and see if I can make sense of it.
[*:3buiq7hx]Between HDR and that white dwarf crash, Arphi is looking like a great testing system. Thanks for finding it!
[*:3buiq7hx]The "unstable" qualifier on the orange giant star simply means that its brightness varies over time, presumably because its in a transitional state between phases. If that's the case (its somewhat theoretical), then there's still millions of years between phases, so its not a useful instability on human scale. I'm not really good with the details of this. One of our amateur astronomers can probably provide more detail.
[*:3buiq7hx]The option to remove the HUD is coming. The UI code is currently a godforsaken hellmouth. Basically almost ever UI thing you see (button, image, text, etc) exists independently of everything else, so to turn it off you have to run through them all and switch them off. Its complicated though because some things switch themselves off and on as part of their normal operation (eg the target list, navigation/comms options, etc). We're slowly restructuring it all so eventually will have a single button that performs a single "disable hud" operation, and that's the end of it. Expect it this year sometime (because I'll go quite insane if I'm still working on UI code this time next year).
[*:3buiq7hx]Right now objects don't cast shadows on other objects, which is why your ship is all lit up on the dark side of the planet. There's a patch in the queue to add body-to-body shadows (ie eclipses) which we're hoping to have in by alpha 19. Full shadows everywhere will hopefully come not long after that.
[*:3buiq7hx]A lot of planets and your ship are drawn overbright and washed-out when they're close to star. This is part of the way our HDR implementation currently works and as you saw, it just looks terrible in some situations. We've known we need to do something about it but nobody has really given it enough thought to know what to do exactly.
[*:3buiq7hx]It would probably be good to show temperatures in kelvin and celsius. Celsius is good when temperatures are in ranges that humans are familiar with, and kelvin is good for the extremes. If we just showed both we'd deal with it everywhere.
In a few videos you've wondered if something was new in the current release. The list of new stuff ships with the builds in Changelog.txt, which are also available here: https://github.com/pioneerspacesim/pion ... ngelog.txt
Looking forward to episode 11!
Some notes and responses to questions you asked. From episode 9:
[*:dqbkk3pz]There's been no changes to terrain for alpha 18. You just found one that looked nice. There's lots of terrain variation possible, and some look nicer than others.
[*:dqbkk3pz]We don't have specific plans for lava flows at this time. We do have a lot we want to do with terrains though, and some realtime effects (lava, water, weather) are definitely on the list.
Episode 10:
[*:dqbkk3pz]There's been no changes to political stuff. Anything relating to politics, factions, economy, crime, etc is on hold until we put together a coherent design that incorporates all of these things.
[*:dqbkk3pz]HDR does cause some flicker. We've known about it for a while but it hasn't really been investigated. Arphi certainly does it more than I've seen. I'm going to guess there's some kind of overflow in the GPU code that handles star intensity. I'll stare at it a while and see if I can make sense of it.
[*:dqbkk3pz]Between HDR and that white dwarf crash, Arphi is looking like a great testing system. Thanks for finding it!
[*:dqbkk3pz]The "unstable" qualifier on the orange giant star simply means that its brightness varies over time, presumably because its in a transitional state between phases. If that's the case (its somewhat theoretical), then there's still millions of years between phases, so its not a useful instability on human scale. I'm not really good with the details of this. One of our amateur astronomers can probably provide more detail.
[*:dqbkk3pz]The option to remove the HUD is coming. The UI code is currently a godforsaken hellmouth. Basically almost ever UI thing you see (button, image, text, etc) exists independently of everything else, so to turn it off you have to run through them all and switch them off. Its complicated though because some things switch themselves off and on as part of their normal operation (eg the target list, navigation/comms options, etc). We're slowly restructuring it all so eventually will have a single button that performs a single "disable hud" operation, and that's the end of it. Expect it this year sometime (because I'll go quite insane if I'm still working on UI code this time next year).
[*:dqbkk3pz]Right now objects don't cast shadows on other objects, which is why your ship is all lit up on the dark side of the planet. There's a patch in the queue to add body-to-body shadows (ie eclipses) which we're hoping to have in by alpha 19. Full shadows everywhere will hopefully come not long after that.
[*:dqbkk3pz]A lot of planets and your ship are drawn overbright and washed-out when they're close to star. This is part of the way our HDR implementation currently works and as you saw, it just looks terrible in some situations. We've known we need to do something about it but nobody has really given it enough thought to know what to do exactly.
[*:dqbkk3pz]It would probably be good to show temperatures in kelvin and celsius. Celsius is good when temperatures are in ranges that humans are familiar with, and kelvin is good for the extremes. If we just showed both we'd deal with it everywhere.
In a few videos you've wondered if something was new in the current release. The list of new stuff ships with the builds in Changelog.txt, which are also available here: https://github.com/pioneerspacesim/pion ... ngelog.txt
Looking forward to episode 11!
Glad I could provide some bug testing for you guys! Thanks for the great answers to my questions, I am very satisfied, although I'm sure more questions will pop up soon.
Episode 11 currently uploading to YT, will post here once it processes!
Ep. 11 up!
And Episode 12! I'm working on 13 as well, might be more. I gotta make up for the time I was gone!
Episode 13 is up now! I will start work on the next one at some point today but it is currently not in production.
Landing on an asteroid (and a planet, for that matter) requires that your wheels are lined up with the centre of the asteroid, not with the surface. This is why you had trouble landing on Ceay B a.
Didn't you revert the christmas changes? If you did then there will be one change, just to the amount of ice in the galaxy 🙂 So a handful of terrains may have changed from planet to planet.
And Episode 12!
Episode 13 is up now!
Cool! Plenty of cool stuff to watch tonight now 🙂
P.S. That bright gas giant is cool 🙂
There's been no changes to terrain for alpha 18. You just found one that looked nice. There's lots of terrain variation possible, and some look nicer than others.
Didn't you revert the christmas changes? If you did then there will be one change, just to the amount of ice in the galaxy 🙂 So a handful of terrains may have changed from planet to planet.
Oh yeah, I forgot about that 😳
In Completed Models for Pioneer, s2odan wrote,
I'm throwing that back at you, with a CC to bchimself! 😀
I'm throwing that back at you, with a CC to bchimself! 😀
Thank you, sir!
Episode 14 is up! I found another potential buggy system you guys might want to check out.
That you did, sir. I think you've already sampled in depth a greater variety of systems than most people have.
That you did, sir. I think you've already sampled in depth a greater variety of systems than most people have.
Hah, it is a game of exploration!