Pioneer Mods on SSC

This forum area is to share and discuss modding projects, models, music and other modding activities of Pioneer. Please use the 'Alpha Mods' or 'Beta Mods' folders to upload your files in the Pioneer section in the download area.
walterar
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RE: Pioneer Mods on SSC

Post by walterar »

@baobobafet This is the format I'm using.ncc1701-static-ship-vuzz-p66-pioneer-a28-waV1.zipIf you look inside the zip you will find this: readme.txt
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

argh, even more text...something else,"...it will be enough to replace the ships definition (or replace it with a empty one to disable one)", <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//dntknw.gif[/url] class='bbc_emoticon' alt=':dontknow:' />
walterar
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RE: Pioneer Mods on SSC

Post by walterar »

[background=rgb(33, 47, 58)]"argh, even more text..."[/background]You take care of the art. Leave these things for bureaucrats. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//punish.gif[/url] class='bbc_emoticon' alt=':punish:' /> <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

yes of course i could...i guess the idea was this,we post mods here everybody in the same manner, (of course one can still add the text to the zip)this will help users to get informed proper about what they will contain,further if they will be placed in the wiki, you will have a proper "data sheet".ergo,
MOD TAG
Mod category: SpacecraftMod name: Ships FE2 plus sub-models alpha27Date added: 31-10-2012Version: 1Valid for Alpha vers: 27, 28devContributor: gernotAdditional info:included to this mod are the needed new or revisited sub-models,they will actually ONLY work proper in conjunction with this mod or future mods created by "gernot" (unfortunately)this could lead probably to conflicts with existing ship-models (it's under construction)the mod contains a "user specified" pilot, it might be you don't like a baldheaded guy in a black dress. if you like to change the look of the default pilot open the zip folder and edit "pilot_style.lua" (it's located in topmost directory of the zip).it should be "self-explanatory", just enter your choices in the table in the same manner as they are filled in already.until i have a better idea, it will unfortunately change all "single" pilots to your choice.Further Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/W4FoHD[/url]
ok, folks, this will be almost the last thing you heard of me for a few days maybe a week, i have to move to "Ulisbach" and i have no web access there yet. therefore i can spend a lot of time on my new PC and work on the rest of my ships.expect perhaps for tomorrow some little mods like,"cargo", exchanges the cargo model (it will show a always proper sized text on the cargo model, if one is able to see this at all)and "specs up" the tombstone (just some rock texture and "RIP, Commander Jameson", a bit a smoother look also)."buildings", a set of buildings how i use them already"bodyshop", robns "bodyshop" script"space & groundstations""custom systems", which i made once"studcity shuttle", for "LEGO" fans <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />all of them are running already, perhaps i join some of them into one, if there is time left to do so.
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

@baobobafeti had a little closer look at the screenshots of the ncc-1701 with the shuttle, do you used a different texture or does the shuttle appear to you in this way?not that it would be a problem if you use a different texture, i was just wondering (this texture has to vanish anyway).
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

right on, let's add some stuff before i "vanish".first the "StudCity Shuttle"
MOD TAG
Mod category: SpacecraftMod name: StudCity ShuttleDate added: 31-10-2012Version: 1Valid for Alpha vers: 27, 28dev (probably even older)Contributor: gernotAdditional 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: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/TtW4F8[/url]
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: [url]http://sdrv.ms/TTDHWl[/url] "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,-6have phun!
baobobafet
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RE: Pioneer Mods on SSC

Post by baobobafet »

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 :DWalterar:(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 tagBTW, according to Gernot the NCC1701 was modeled by:Ian West[url]https://profiles.goo...941844843/about[/url] for the different shuttle, it's a mod of the original shuttle I made, called the interstellar ShuttleHere is updated version with new Readme + cred to you for the port.
MOD TAG
Mod category: SpacecraftMod name: Interstellar.Shuttle1700-ship-bao-p66-pioneer-a27-baoV1.1.zipDate added: 1-11-2012Version: 1.2Valid for Alpha vers: 27 - 28 (Alpha 29 version on Pioneer wiki or see below)Contributor: baobobafetAdditional 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: [url]http://spacesimcentr...and-refit-shop/[/url] location for alpha 27,28: [url]http://www.mediafire...xw5ns1xprj8wmju[/url] Alpha 29 version here: [url]http://www.mediafire.com/?ccp6w3j0fooa4vm[/url] 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: [url]http://www.mediafire.com/?46ci6m4677y5wg3[/url] 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
baobobafet
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RE: Pioneer Mods on SSC

Post by baobobafet »

Mod category: Spacecraft (static ship)Mod name: ncc1701a-static-ship-p66-bao-pioneer-a28-baoV1.1.zipDate added: 17-11-2012Version: 1.2Valid for Alpha vers: 28 (Alpha 29 version on wiki or see below)Contributor: baobobafetAdditional info: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: [url]http://spacesimcentr...and-refit-shop/[/url] location for alpha 27,28 vers: [url]http://www.mediafire...008oidsj5cro9v6[/url] for alpha 29 vers here: [url]http://www.mediafire.com/?g4ng4dk46kdns8v[/url] 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
walterar
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RE: Pioneer Mods on SSC

Post by walterar »

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 [url]http://spacesimcentral.com/forum/topic/2915-enterprise-refit/[/url]
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

hey, great job !!!i like the shuttle texture much looks really cool, especially the pinup <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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" inFE2. 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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.txtlocal 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//dirol.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//dirol.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//dirol.gif[/url] 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,348798121local 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//dirol.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//dirol.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//dirol.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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)
baobobafet
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RE: Pioneer Mods on SSC

Post by baobobafet »

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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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:[url]http://spacesimcentr...op/page__st__20[/url] direct: [url]http://www.mediafire...4uin1485yy8d46y[/url] to digest there is an understatement <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//nyam.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//tease.gif[/url] class='bbc_emoticon' alt=':tease:' /> ideas can't help but be useful in Pioneer,
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Geraldine
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RE: Pioneer Mods on SSC

Post by Geraldine »

Gernot! Your back! Where have you been? I guess you already know about Elite: Dangerous?
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

"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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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![url]http://sdrv.ms/SBg453[/url] sad, can't get this running from the browser...but expect them in my FE2 mod...
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Geraldine
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RE: Pioneer Mods on SSC

Post by Geraldine »

Gernot, hit this link now!!! [url][/url] you are kidding me <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gif[/url] class='bbc_emoticon' alt=':girlcrazy:' />
Potsmoke66
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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.
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Geraldine
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RE: Pioneer Mods on SSC

Post by Geraldine »


'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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gif[/url] class='bbc_emoticon' alt=':girlcrazy:' /> Anyways, good to see you back again Gernot!
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RE: Pioneer Mods on SSC

Post by Loki999 »

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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />Oh, and Geraldine you may have to update your sig if they get their funding. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gif[/url] class='bbc_emoticon' alt=':-D' />
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Geraldine
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RE: Pioneer Mods on SSC

Post by Geraldine »


'Loki999' wrote:
Oh, and Geraldine you may have to update your sig if they get their funding. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gif[/url] class='bbc_emoticon' alt=':D' />
Change the "IV" to a "V" and 1997 to 2014 maybe? <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gif[/url] class='bbc_emoticon' alt=':girlcrazy:' />Or maybe this if they reach their funding targetWell, at least nobody can say I am not patient <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gif[/url] class='bbc_emoticon' alt=':girlcrazy:' />
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

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="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] 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
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RE: Pioneer Mods on SSC

Post by Potsmoke66 »

erm, a very useful error msg.Number of factions added: 4attempt to redefine model pilot_1_litattempt to redefine model pilot_1attempt to redefine model clkminattempt to redefine model clkhrattempt to redefine model old_clockError: failed to read file (truncated)Abort traplogoutbut 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...
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