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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 Alpha 15 released

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(@unclebob)
Estimable Member

I am aware that the random hyperspace arrival makes exact predictions impossible, but I wasn't really talking about in-system flight. Just displaying the duration of the hyperspace jump to a selected destination with the current ship configuration would be a great help and should be added sooner or later. It can stand right under the distance in the galaxy map, and I'm sure there's not too much number-crunching involved.

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Posted : October 23, 2011 10:13
(@brianetta)
Prominent Member
UncleBob wrote:
I am aware that the random hyperspace arrival makes exact predictions impossible, but I wasn't really talking about in-system flight. Just displaying the duration of the hyperspace jump to a selected destination with the current ship configuration would be a great help and should be added sooner or later. It can stand right under the distance in the galaxy map, and I'm sure there's not too much number-crunching involved.

That's already in there. Not under the distance, but to the right of it. It's been there since April.

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Posted : October 23, 2011 11:00
(@unclebob)
Estimable Member

Huh? Sorry, I'll have to get my eyes fixed in that case... 😳

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Posted : October 23, 2011 12:14
(@ollobrain)
Honorable Member

ANother suggestion for some delivery missions, start with a maximum payout by a set date and then a % reduction for every day it is late allowing some addiitonal variance.

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Posted : October 25, 2011 00:44
(@fluffyfreak)
Noble Member
ollobrain wrote:
ANother suggestion for some delivery missions, start with a maximum payout by a set date and then a % reduction for every day it is late allowing some addiitonal variance.

That should be pretty simple for you to implement if you wanted to give it a try?

It's a pretty awesome feeling actually getting something added to this game! 🙂

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Posted : October 26, 2011 00:29
(@durandal)
Eminent Member

Actually that is pretty bad idea and it breaks point of mission and gameplay as whole.

Instead you should get bonus if you deliver item much before due date.

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Posted : October 26, 2011 08:24
(@ollobrain)
Honorable Member
fluffyfreak wrote:
ollobrain wrote:
ANother suggestion for some delivery missions, start with a maximum payout by a set date and then a % reduction for every day it is late allowing some addiitonal variance.

That should be pretty simple for you to implement if you wanted to give it a try?

It's a pretty awesome feeling actually getting something added to this game! 🙂

any tips about how the lua system might work to achieve this is there a ability in there to time it behind the mission end date.

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Posted : October 26, 2011 21:48
(@unclebob)
Estimable Member
Quote:
That's already in there. Not under the distance, but to the right of it. It's been there since April.

Sorry, I finally had another few hours to play, and all that I find written to the right of the distance in the galaxy map is "1 t". If that is the time it takes for the jump, I have no idea what format it is in... plus it seems to be the same for pretty much any system I choose... ??

By the way, is there a short tutorial somewhere about how to add nissions to the game? I'd kind of like to try my hands on that.

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Posted : October 27, 2011 01:40
(@brianetta)
Prominent Member
UncleBob wrote:
Quote:
That's already in there. Not under the distance, but to the right of it. It's been there since April.

Sorry, I finally had another few hours to play, and all that I find written to the right of the distance in the galaxy map is "1 t". If that is the time it takes for the jump, I have no idea what format it is in... plus it seems to be the same for pretty much any system I choose... ??

From this image of the galaxy map, I cropped this:

fWzii.png

To the right of the distance comes fuel required,and the time it will take. It's the last number written in green, if you need further prompting, and it's in hours. Yours will be slightly different, since you're flying an Eagle with a class 1 hyperdrive (which is also why you never need more than one tonne to jump).

UncleBob wrote:
By the way, is there a short tutorial somewhere about how to add nissions to the game? I'd kind of like to try my hands on that.

Short depends on whether you know Lua or not. The API is documented, but there isn't a "getting started for newbies" at the moment. Basically, though, it boils down to: Any .lua files placed in the data/modules directory (or subdirectories therein) will get run by the game's Lua interpreter. That might change before release.

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Posted : October 27, 2011 02:13
(@unclebob)
Estimable Member

Thanks for the screenshot, The jump duration was indeed not shown on my screen. After thinking it through for a few seconds I concluded that the most probable cause is that I don't have enough fuel (i.e. none). Loaded a ton, and there came the time on the display. 🙂

Quote:
The API is documented

Thanks, found it on the Wiki. I don't know lua, but after C++ it should be relatively easy to learn. I guess I'll launch a few attempts of getting something done and see if my computer doesn't explode... 😕

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Posted : October 27, 2011 05:37
(@brianetta)
Prominent Member

Properly up to date API documentation can be found here:

http://eatenbyagrue.org/f/pioneer/codedoc/

The reason it doesn't give you jump duration when you don't have enough fuel is that the duration is dependent on mass, and that will change when you buy the fuel.

Sometimes, annoyingly, the amount of fuel that is apparently needed to jump to a system increases when you buy fuel. This only happens with higher classes of hyperdrive, which need multiple tonnes of fuel. I might raise it as a bug.

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Posted : October 27, 2011 05:55
(@unclebob)
Estimable Member
Quote:
Properly up to date API documentation can be found here:

Ohhhh nice, I was just about to post some questions after finding the documentation on the Wiki rather unsatisfactory. Together with the already included examplesthis should do nicely, thanks.

I'm trying to make a scout mission for starters, so far it looks like a scout mission, but doesn't really play like one, since I have to check for uninhabited bodies, have to have an occasional pirate ship waiting there etc. I think I should be able to come up with some solutions for those shortcomings now that I have the complete documentation.

Quote:
The reason it doesn't give you jump duration when you don't have enough fuel is that the duration is dependent on mass, and that will change when you buy the fuel.

Yeah, I figured that much after seeing your screenshot.

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Posted : October 27, 2011 09:20
(@trumpet)
Trusted Member

Been a while since I downloaded the OS X version... My god. It's full of stars...

😯

Hats off to you all - it is getting so much better! Went for a fly through the canyons of Titan and was very impressed - love the detail on earth... flew out to Charon...

bless

OMG Rings working around Saturn!!!

Crashed into the Sun just so I could see the textures

Was really really satisfying and hope you are very proud of the latest build - you are very clever. thankyou!

PS: Plotted astrogation nav course to Altair to take in the sight of a White Giant.... that was still a little lack-lustre/didn't seem incredibly large. I remember the first time in Frontier I jumped into the Altair system - the first giant I'd come across and me and my brother both just went 'wow!!!' the size of the star at 18 AU was simply massive...

Still great night flying like a madman around Sol.

There's a whole stack of celestial bodies I want to add to Sol... I've just got to get a grip on the numbers in the LUA and how they translate from numbers I can lift from wikipedia... I have aspirations to make some sort of converter in excel so you can dial in the number from wiki and it'll convert it to the LUA equivalent

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Posted : October 28, 2011 03:30
Geraldine
(@geraldine)
Famed Member
trumpet wrote:
I have aspirations to make some sort of converter in excel so you can dial in the number from wiki and it'll convert it to the LUA equivalent

That's a great idea trumpet. 🙂 Not only would that help with updating Sol, but it could also be used to update other star system's planets as they are discovered.

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Posted : October 28, 2011 03:52
(@fluffyfreak)
Noble Member
ollobrain wrote:
any tips about how the lua system might work to achieve this is there a ability in there to time it behind the mission end date.

Not personally familiar with it but I'd guess that you have the mission end date already, otherwise how would it know you have failed?

So you just need to get that, and it's start time (probably already recorded too), then work out whatever scaling factor you like:

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Posted : October 28, 2011 05:08
 OSH
(@osh)
Estimable Member

Error:OpenGL extension ARB_vertex_buffer_object not supported. Pionier can not run on your graphic card.

GT 440

😯

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Posted : November 2, 2011 01:51
(@fluffyfreak)
Noble Member

What operating system are you running and do you have the latest drivers installed for your graphics card?

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Posted : November 2, 2011 02:04
 OSH
(@osh)
Estimable Member

XP SP3

280.26

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Posted : November 2, 2011 02:31
(@luomu)
Estimable Member
OSH wrote:
Error:OpenGL extension ARB_vertex_buffer_object not supported. Pionier can not run on your graphic card.

GT 440

😯

Could you download either https://github.com/downloads/Luomu/pioneer/glewInfo.zip or https://sourceforge.net/projects/glew/f ... p/download. It contains a glewInfo.exe, run it and it will create a file glewInfo.txt which list all the supportex OpenGL extensions. Paste the file to pastebin.com or somewhere.

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Posted : November 2, 2011 02:56
(@fluffyfreak)
Noble Member

Seems like it should be ok then. I take it you've not had trouble with earlier versions?

Are there any other opengl errors outputted into the stdout.txt or stderr.txt log files in the Documents/Pioneer directory?

I don't have access to a similarly spec'ed machine to reproduce the error on and the information so far isn't a lot to go on.

The card should support VBOs, the drivers are recent, the OS is supported by our builds I think.

Have you tried another build such as one of the nightlies, or an earlier alpha?

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Posted : November 2, 2011 02:57
 robn
(@robn)
Noble Member
Luomu wrote:
OSH wrote:
Error:OpenGL extension ARB_vertex_buffer_object not supported. Pionier can not run on your graphic card.

GT 440

😯

Could you download either https://github.com/downloads/Luomu/pioneer/glewInfo.zip or https://sourceforge.net/projects/glew/f ... p/download. It contains a glewInfo.exe, run it and it will create a file glewInfo.txt which list all the supportex OpenGL extensions. Paste the file to pastebin.com or somewhere.

We should consider building these kind of diagnostics into the game, perhaps as Lua functions to be called from the console.

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Topic starter Posted : November 2, 2011 03:09
 OSH
(@osh)
Estimable Member

Ok, after installing newest drivers it works now...thanks for help guys 🙂

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Posted : November 2, 2011 10:45
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