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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-

[Sticky] !! Pioneer Question Time !! - Ask them here

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(@neuralkernel)
Reputable Member

On the subject of Gravity Slingshots... I can't really tell since the engines are so powerful... is the Oberth Effect modelled?

http://en.wikipedia.org/wiki/Oberth_effect

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Posted : June 23, 2013 10:19
(@Anonymous)
New Member

I think so, because the readme says yes we can.

I think  is only Possible without Autopilot, but I do not know how to do it in Manual mode (without autopilot)

I also would like to know how.

 

Use the system orbit view (F2-F6). It's very useful for this kind of things. You can see your path or orbit and the planet's orbits. You can also move forward and back in time.

For this two videos, I tried to do plan an elliptical orbit around Europa with periapsis in the point where you can see Sol and Jupiter rising.

http://spacesimcentral.com/ssc/topic/3616-lets-make-a-pioneer-promo-video/?p=39375

 

 

https://www.box.com/s/vs6rqo5vj4q2sy31cf14

https://www.box.com/s/jf08sf8maz6o3xnwaq8n

 

Sometimes it's not very precise (but that's ok, because I am much more imprecise in my manouvers 😀 ), and it don't take account of the atmosphear (so, if you want to do your slingshot or your orbit too low, it might not work), but it's very useful in most occasions.

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Posted : June 23, 2013 10:52
(@vbishop91)
Active Member

ok thanks for all the feedback. But its still not working just says i dont have enough money. even when im trying to buy a lunar shuttle in a new game with the default wave heavy hypersonic fighter that you star out with. and when i go into the ship data file and change the price of the lunar shuttle to 1 dollar, when i buy it replaces the wave, and i lose a dollar. so i dont get the difference. i mean my main goal here is to just start out with a crappy ship and work my way up. can i change something in the games data that will let me choose the ship you start a new game with? thanks a bunch. and i really really really cant wait to try slingshotting. thats too friggin cool.

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Posted : June 23, 2013 11:14
(@marcel)
Noble Member

vbishop91 said;

ok thanks for all the feedback. But its still not working just says i dont have enough money.

I think you've discovered a bug. I'm seeing the same thing. It used to be that ships less expensive than yours would have their prices listed in negative numbers. Anyone else seeing this behaviour?

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Posted : June 23, 2013 17:24
(@fluffyfreak)
Noble Member

I've added an issue to the GitHub issues page so we can track this.

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Posted : June 24, 2013 01:35
(@walterar)
Prominent Member

@vbishop91 @Marcel @fluffyfreak

 

 

Resale of ships is broke in Alpha 32 and reported this in #2087 "The Shipyard does not accept the old ship in exchange."

 

ShipResaleA32.png

 

I'm waiting for how to present the picture of the ship moving in lua. But, the immediate solution is to use Scout+ mod.

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Posted : June 24, 2013 03:58
(@walterar)
Prominent Member

"i mean my main goal here is to just start out with a crappy ship and work my way up."

 

This is exactly the mechanism proposed in the mod game Scout+

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Posted : June 24, 2013 04:25
(@vbishop91)
Active Member

thank you sir. thank you.

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Posted : June 24, 2013 14:12
(@vbishop91)
Active Member

unfortunatly there is another problem. I downloaded the scout module. Do I replace the data file in my alpha 32 pioneer folder or would I just extract the shipsresale module. Ive succeded in adding all the ships but when I replace the data file with the one from the link above, replacing everything, theres an error and pioneer wont even start. Just says it has to close down in an unusual manner. Ive tried adding the shipsresale module soley to the moulde folder in a vanilla 32 version of pioneer. To no avail. Shows nothing. Is there something else im supposed to add in conjunction with the shipsresale module? A natrix/lunershuttle would be sweet equiped with nothing and hardly any money. That way i have no choice but to do interplanetary missions till i can afford to leave the atmosphere.

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Posted : June 25, 2013 06:48
(@fluffyfreak)
Noble Member

No Scout is a mod, it doesn't need extracting 🙂

I'm assuming that you're running Windows;

  • Goto your "My Documents" folder,
  • in it there should be one called "Pioneer",
  • go into the "Pioneer" folder,
  • inside that should be a "mod" folder,
    • if not just create one called "mod",
  • place the scout zip file into the "mod" folder.

That's it, now just run Pioneer.

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Posted : June 25, 2013 07:04
(@fluffyfreak)
Noble Member

For future reference there is a Pioneer Wiki with a lot of this information on it.

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Posted : June 25, 2013 07:06
(@walterar)
Prominent Member

 

I may not have explained well. Do not worry, we are here to help. Best we go step by step.

 

Which operating system using your computer?

 

If Windows, download the latest version of Pioneer from here: http://sourceforge.net/projects/pioneerspacesim/files/pioneer-201306.24-win32.7z/download

 

Now install it and tell me if it works.

 

 

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Posted : June 25, 2013 07:16
(@walterar)
Prominent Member

Andy, I had not seen your explanation. It is a universal fact that nobody reads the manuals. Accept this.

 

I have the same problem with my son and my grandchildren. 🙂

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Posted : June 25, 2013 07:42
 Vuzz
(@vuzz)
Reputable Member

 It is a universal fact that nobody reads the manuals. 

 

 

 

You mean this F... manual ? ^^

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Posted : June 25, 2013 08:09
(@marcel)
Noble Member

@vbishop91 It looks like from what you've done, you need to delete your Pioneer folder, extract it again from your download file, then put the PioneerScoutPlus-G6.zip file into your mods folder. I think you'll like it! 😀

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Posted : June 25, 2013 10:31
Geraldine
(@geraldine)
Famed Member

Was looking at Nevil's X-Frontier discussion there about clouds, then saw this post by fluffyfreak. It gave me hope that perhaps we will see clouds in Pioneer one day. If possible (with regards to Gas Giants and fuel scooping) could there be "hydrogen gas pockets" centred on the clouds themselves? That way, when scooping, you aim for the clouds to get fuel more quickly. Just thought it would add a bit of fun to the gameplay.

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Posted : June 28, 2013 21:57
(@neuralkernel)
Reputable Member

Holding SHIFT while firing a thruster will fire it at the reduced power setting you selected. Without holding SHIFT the thrusters will always fire at full power.

 

Actually, it might not be SHIFT by default... I changed my key bindings quite a bit, but I'm pretty sure that one stayed the same...

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Posted : June 29, 2013 05:40
(@ausdoug)
New Member

Hi all.

I just discovered this game the other day, and I love it.

 

Just been doing a few courier missions until I get used to everything, and I have a question:

 

On courier missions where you are likely to be attacked, is there a set distance from the delivery location that once reach it you will be attacked.

 

That is, will I not be attacked until I get within, say, 10000km of the delivery location?

 

When I come out of hyperspace, I'll put autopilot on and set the game speed to super fast-forward; this means that often I'll get blown up without any warning.

 

If I knew when I was likely to be killed, I could slow the game back down, take off autopilot, dispatch whoever was trying to kill me, and be on my way.

 

Thanks in advance,

AUSDoug.

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Posted : June 29, 2013 20:07
 Vuzz
(@vuzz)
Reputable Member

the stardreamer was coutin off  automatically when a ship is near , "near " mean a very big distance  in space, so in theory the enemy can't shot you whithout finish his approach .

 

Atip : when you are in alert , pause the game imediately , so you have time to found the intruder an lock him .

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Posted : June 29, 2013 20:34
(@ausdoug)
New Member

U need to learn how to fly the ship without Autopilot, The autopilot don´t combat for you, and if you don+t know how to drive the ship.

in combat you can RIP.

 

I know the Autopilot won't fight for me.

 

I'll phrase my question differently:

 

I come out of Hyperspace, and begin flying towards my delivery destination.

It's a hell of a long way, so I put the game on fast-forward.

But while it's on fast-forward, I don't know that I'm under attack until it's too late.

 

So is there a distance away from my destination that I become a target and should revert to normal game speed?

 

Or is the bloke that's trying to kill me after me as soon as I come out of hyperspace?

 

Cheers,

AUSDoug.

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Posted : June 29, 2013 22:57
 Vuzz
(@vuzz)
Reputable Member

I don't know that I'm under attack until it's too late.

 

Too late for what ? avoid attack ?  

 

The enemy are spoted in with random function, so you can't know where and when .

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Posted : June 29, 2013 23:07
(@thebob)
Trusted Member

Hello all, long time no post.

 

In case of confusion, I was (technically still am) registered here as UncleBob, but in my long absence I forgot my password and the email address registered with the account has become unvalid, so a new account seemed to be the easiest solution to getting to post again.

 

My long absence has some reasons, mostly familial, including early birth of twins, down syndrome, complicated heart surgery on a 4-months old, and general adaptation to an altogether entirely new live. I didn't have much time for anything, but slowly I'm getting something resembling a routine again, if there can be such a thing with two 14-months old boys crawling around the appartment and the somewhat unexpected job as manager of a goat farm (don't ask, long story. As a humanitairian, you've got to be flexible...)

 

Anyways, it's been a while, but I picked up some scripting and coding in my spare time again. I was delighted to find that Walterar took the somewhat messy and untested scout code and made it into something useful. I had some other mission ideas which I started back then, and of which I dusted of the code to make it work with the new Alpha (lots of changes I see... and factions! Yay!!).

 

Still, since I haven't been keeping track with development this last year, there's a few things I would like to ask, that maybe are answered elsewhere already, but I couldn't find it, so here goes:

 

1. A year ago, it wasn't yet possible to mod in additional cargoes. Has this been made possible in the meantime?

2. I once asked for the possibility for a character to initiate dialog with you, so not everyone sits just around waiting until you phone them. It would also make for more interaction possibilities with characters during missions (enemies, passengers and even crewmembers could talk to you by other means that just a simple message). Is this possible now?

3. I'm working on research missions, and as a little gimmick I would like to let the accompanying scientists "find" stuff like exotic lifeforms etc. This would not have any impact on gameplay whatsoever, it would just be a different kind of reward for explorers and something to make missions more exciting and provide some unpredictability without involving a firefight. Trouble is, without some kind of database where these discoveries are noted and looked up at a later time, it's a bit pointless. Is there a way to improvise a ships database with the current architecture? Possibilities that crossed my mind were a dummy mission in the missions tab that would note your discoveries, but that would become very disorderly quite fast. Another possibility that crossed my mind was a database tab in the comm/Autopilot menu, but I don't know if that would have to be hardcoded or if that menu is accessable by Lua-scripts.

4. For the same purpose, It'd be nice to have a description of the atmosphere type. As far as I can see in the API doc, you can only check whether the planet has an atmosphere or not, but not what it is composed of. Is it planned to add that?

5. I take it mineral composition is not in yet either, is it?

6. Factions don't currently seem to have any relations, at least nothing that could be accessed in the API. Is it advisable for a LUA module to create and manage a relation matrix and run some meta-diplomacy, or is that planned to be added to the core at a later stage?

 

Yup, I think that's about that with the questions currently... Ill probably have more once I get a bit into steam again.

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Posted : June 30, 2013 02:23
(@fluffyfreak)
Noble Member

 

But while it's on fast-forward, I don't know that I'm under attack until it's too late.

 

Hi AUSDoug,

 

That sounds like a bug actually, it's supposed to turn off the time acceleration when you get attacked so that you have a chance to defend yourself or escape.

 

Does it always happen? Or only with certain types of mission?

 

We might need to look into it.

 

Andy

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Posted : June 30, 2013 04:11
(@fluffyfreak)
Noble Member

Welcome back Bob! 😀 Sounds like you've had a crazy time whilst you've been away.

 

1. A year ago, it wasn't yet possible to mod in additional cargoes. Has this been made possible in the meantime?

 

2. I once asked for the possibility for a character to initiate dialog with you, so not everyone sits just around waiting until you phone them. It would also make for more interaction possibilities with characters during missions (enemies, passengers and even crewmembers could talk to you by other means that just a simple message). Is this possible now?

 

3. I'm working on research missions, and as a little gimmick I would like to let the accompanying scientists "find" stuff like exotic lifeforms etc. This would not have any impact on gameplay whatsoever, it would just be a different kind of reward for explorers and something to make missions more exciting and provide some unpredictability without involving a firefight. Trouble is, without some kind of database where these discoveries are noted and looked up at a later time, it's a bit pointless. Is there a way to improvise a ships database with the current architecture? Possibilities that crossed my mind were a dummy mission in the missions tab that would note your discoveries, but that would become very disorderly quite fast. Another possibility that crossed my mind was a database tab in the comm/Autopilot menu, but I don't know if that would have to be hardcoded or if that menu is accessable by Lua-scripts.

 

4. For the same purpose, It'd be nice to have a description of the atmosphere type. As far as I can see in the API doc, you can only check whether the planet has an atmosphere or not, but not what it is composed of. Is it planned to add that?

 

5. I take it mineral composition is not in yet either, is it?

 

6. Factions don't currently seem to have any relations, at least nothing that could be accessed in the API. Is it advisable for a LUA module to create and manage a relation matrix and run some meta-diplomacy, or is that planned to be added to the core at a later stage?

 

1. That's still in progress, people get busy with other things :/

 

2. I don't think anything has been done on that, did you make an issue for it? If it was requested on the forums then it probably just got forgotten.

 

3. That's be cool but you'll have to hope Brianetta or Robn see it because I don't know.

 

4 & 5. What sort of stuff would you like to have?

 

6. Factions are static and I have no plans to add anything to them currently but if there's something you want then just ask 🙂

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Posted : June 30, 2013 10:39
(@thebob)
Trusted Member

 

Welcome back Bob!   Sounds like you've had a crazy time whilst you've been away.

 

 

 

The past tense isn't quite accurate, but otherwise you're spot on... 😆

 

1. That's still in progress, people get busy with other things :/

 

 

Sure they do. It looks like I can do most stuff with currently existing cargoes, so unless there's other demand for that feature it can probably be left out. After all, I can just load up a bunch of Robots, I don't really  need a "robotic survey vehicle" cargo. And instead of a "Geology Lab" equipment, I can just have the mission giver request a cargo bay live support and enough free cargo space to load up a bunch of computers so they can build their lab somewhere in the cargo bay.

 

 

2. I don't think anything has been done on that, did you make an issue for it? If it was requested on the forums then it probably just got forgotten.

 

 

 

Yeah, that's why I'm asking. I'd hate to make a request for something that's alredy there.

 

 

4 & 5. What sort of stuff would you like to have?

 

 

 

I really don't have any ideas about the mineral composition, it would be more of a gimick for my purposes, somewhat more important if anyone wants to do some more indept mining stuff. It would have to be integrated with several other parts of the game, so it could be quite an effort. Could make for a nice basis for some real economy, but I don't know if that's anywhere on the roadmap. Just wanted to make sure that I'm up to date. If anyone thinks he could use it, I still got a (almost) complete periodic table with all important properties of the elements in csv format lying around. Took me an eternity to make the bugger back then, and I never got around to use it, too... (the elements with a half-life shorter than a second are missing).

 

The atmosphere type on the other hand should be quite simple. There already are atmosphere types as can be seen in the system overview, they are just not accessible through the API. A call to return the atmosphere type (and pressure) to a LUA script would be entirely sufficient for my purposes. I'll probably fire up a request once I get to a stage where I could use it. Just checking that it isn't there already and I didn't see it for some reason.

 

 

6. Factions are static and I have no plans to add anything to them currently but if there's something you want then just ask

 

 

 

Well that's already the answer I require. My major point of interest is faction behavior towards the player, which must depend a lot on what faction the player belongs to and how the relation of another faction to that faction in general is. All this can be very easily handled by script, including some baseline diplomacy model that influences and changes faction relations based on events and to a limited degree by player action (if citizen Jameson of faction X blows up a transport of faction Y, both factions will probably just be out for him personally, but if modern major general Jameson does the same it might have troubling diplomatic consequences...), it just would be rather pointless to do if stuff like that was planned to be added to the core anytime soon.

 

Anyways, I'm not there yet by far. I only had the Idea after thinking about different types of recon and survey missions and "recon behind enemy lines" suddenly popped up, for which I'd need to establish "enemy lines" first. A barebones diplomacy and faction relations thingy seemed the most logical step, and pretty simple to do in LUA. For the future it might be nice to have some more faction information, like for example number of controled star systems and general industrial strength, and the ability to make a system change hands between factions, but I'm not going to get around to using that in a while, if ever. In any case, I think more than these three wouldn't be necessary to make a completely dynamic faction environment purely by script. Including big battles and all... ah, the future is an undiscovered land...

 

Anyways, thanks for your replies! I'll call back in if I come up with something useful (hopefully without excessive use of "CallEvery" this time), or if I get stuck... 

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Posted : June 30, 2013 12:38
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