New game mod: Pioneer Scout +

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.
Vuzz
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RE: New game mod: Pioneer Scout +

Post by Vuzz »

? 0_° i'm completly lost ... for pioneer 09.48? what pacht must be aplied ? the 01 or the 02 ? 
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

Vuzz, both
Potsmoke66
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RE: New game mod: Pioneer Scout +

Post by Potsmoke66 »

walterar,it would be nice if you would rename the viperssince this isn't my model i find "viper p66" a bit annoying,properly it would be "Viper coolhand", no matter how much time i spent to keep them available for all the pioneer conversions, it's coolhands model.but also to give all variations simply the name (appearing Name, not the models name) "Viper" would work. of course you won't know which viper it is before you see the ship, but that was my idea, since they (still?) have slightly diff. specs,obviously a "heavy wear" will be worn and thus the thrust is a liitle less good.i know to differ between "heavy wear" and "med wear" is difficult by looking at the ship, but even this i think is ok,one shouldn't know so easy which viper it is. probably you should remove the police viper if you have the kanara already as police ship,personally i find it a bit strange to buy a police vessel anyway.i.e. in switzerland it's forbidden to drive a police carresp. something that looks like police or emergency, every sign even the colors must be changed before they can be sold,i know already in the E.U. it's allowed to have i.e. a white car with a glowing orange stripe which looks like a medical emergency careither you are police, emergency, army or not. multiple tonal horns which could sound like sirens are even forbidden,also because we don't want that every john & henry can frighten ower animals and obviously because of above reason,it should be clear what sort of car is heading or crossing on a small single track street in the alps, that could be as well aliner, they need horns to warn the traffic to stay clear to give space for the bus, it's anyway no good idea to make a HP competition with a bus.whatever, i think this is reasonable. a second idea would be to define the police ship (which ever one preferes to use) as "define_static_ship"it will work the same for the cops, but it won't appear in the shipyard additionally the police ship could be tuned to give them a advantage.there is a little problem that a "static" police vessel will act like any static ship and park in front of a station (but it won't act like police).i guess it's still possible to exclude this ships by giving a range of tons for the selection of static ships i.e. only static ships which are heavyer as 100 tonsget parked.at least i did this once, but i know the script has changed and it needs a little investigation to work this out. today i won't have much time to check how this works, but i will keep you informed.
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

Gernot: P66 is the "shipyard", ie the model builder. The author then you can see within the definition files of the ship ie ships / viper_police.lua...- Model by Coolhand, converted to GSM system Pioneer 2013 by Gernot.- Balanced for Pioneer Scout + by walterar <walterar2@gmail.com>- Licensed under the terms of CC-BY-SA 3.0. See licenses/CC-BY-SA-3.0.txt define_static_ship {name = 'Viper-P66-Police',model = 'viper_police'... Tell me if I'm missing some data. You see, it was always defined as static ship.The "kanara police" has set a price of 0, ie, that never appear for sale. Neither are for sale static ships.I separated the models because it needed more ships. Although they were not finished. The beginnings were difficult. :) But I'll work on that. :mole:Finally, the ships are "characters" in the game, and are balanced so that they can fulfill all missions. Even the most urgent. There is no "mission impossible" in Scout+ When I have a sufficient number of ships, balancing surely be more suitable for other forms of gambling. ;)
Potsmoke66
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RE: New game mod: Pioneer Scout +

Post by Potsmoke66 »

thanks that's cool, because i didn't knew (ah, i didn't remembered) that ships with a price of 0 won't appear in the shipyard.thus means for sure one could use the police viper in the same way as the canara, just by renaming the wanted police vessel as "kanara.lua".somehow i really only forgot this (price 0). "shipyard P66", that's nice, i didn't knew that i'm a "shipyard owner", that's quite something.and thanks that you maintained them, in fact this would be then "United Shipyards P66 & Walterar". [attachment=2261:POC.jpg] 
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

Oh no, I do not build ships, only buy and sell. :codemafia:
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Geraldine
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RE: New game mod: Pioneer Scout +

Post by Geraldine »

Ports Of Call!! I loved that game on the Amiga! :girlcrazy:
nighting
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RE: New game mod: Pioneer Scout +

Post by nighting »

Hello,I use pioneer 71 with scout + G9 and the fix pack G9.02.When I open the ship information, I got an error message (see attach file).Someone can help me ? Thx.
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

You must have installed the two fix packs: zz-PioneerScoutPlus-FixPack-G9.01.zip and zz-PioneerScoutPlus-FixPack-G9.02.zip They are not cumulative. One fix one thing and another, another. :good:
nighting
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RE: New game mod: Pioneer Scout +

Post by nighting »

Thx for all !It's works perfectly !
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

Is coming! Pioneer Scout Plus. G10 version
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

Again with you. Tenth release, for ten consecutive months! It's here!Pioneer Scout Plus G10 version News! Now, to ships SPA members, will install a sophisticated new experimental active defense system. In case of attack (detected impact of plasma, and if you are armed with cannons), the system will take control of his ship and attempt to destroy the hostile ship, or disable their electronic systems. This system has not yet gone on sale in the market and is, for the moment, for the exclusive use of members of SPA. Now, when requesting takeoff (or press F5), the ship is heading skyward. This gives the pilot time to take action, without worrying about the sometimes complicated takeoff tasks. Now, the "Knights hackers", attack to you only if it detects that your ship is equipped with cannons. If you is a SPA member and have installed the new active defense systems, it gets interesting. Else, god help you. In case you win (destroy him), you can get a juicy reward. If you are not armed, she only take some of your money. Although in some cases is possible to escape, in others can not do anything. Now, the crew is able to perform more useful tasks: New information on "Personal Info", very important for Scout missions: In "state" of the Scout mission, added: "Mapping" and "Suspended" In the Scout mission: If the mapping is finished, and you are (deceived) sent to a different faction than the source (now can make checking "Previous Faction"), shall be fined, but not counted as failed mission. Module enhancements "Ship Resale". Now not displayed duplicate ships. New sound effects. When entering a system, you hear the distinct sound of the faction. You're going to "hear" when the faction is "different" than usual. New buildings are added, converted to SGM by potsmoke66 (Gernot) All ships have been rebalanced and optimized to avoid system ruptures. Wave: Return to original 30T capacityDS-Minner: It keeps its original capacity of 500Tetc Fixed bug when viewing Personal Info in hyperspace. General improvements and code optimization. Download free from here: Pioneer Scout+ G10 (all platforms) Applicable to Pioneer Space Sim 20131011 (or higher). Download free "Pioneer Space Sim 20131011" from here: Win32 Linux32 Linux64 OSX If you do not know Scout+ I strongly recommend you read the post from the begining. Instructions for installing it are here: How to install the mod I hope you enjoy this as much as I do. :giverose: 
NiankoSensei
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RE: New game mod: Pioneer Scout +

Post by NiankoSensei »

Nice Name for the Kanara_civ :preved:
sapog662
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RE: New game mod: Pioneer Scout +

Post by sapog662 »

If you've played the Paragon, you could see a lot of npc ships. The game became a living. How to do well in the Pioneer?
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@sapog662 In Scout+ G10, you'll find more of NPC ships. Have not you noticed? But some are very aggressive and bite. Are alive! As the Pioneer core becomes more stable, and permits, more will be added. For now, prioritized stability. @NiankoSensei I not incorporate your 14 station platforms because of the small bug. I hope your can fix that, before the G11, to have more NPC in sight.
NiankoSensei
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RE: New game mod: Pioneer Scout +

Post by NiankoSensei »

 @NiankoSensei I not incorporate your 14 station platforms because of the small bug. I hope your can fix that, before the G11, to have more NPC in sight. Bug ? You tell about pad lighting, negative stock values or something in the model ? By now is hard incorporate the 14 pad version inside pioneer for that i have made a 6 pad version.When i have time (probably today) i want make a 8 pad and see if it work fine for now
Vuzz
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RE: New game mod: Pioneer Scout +

Post by Vuzz »

@ walterar I'll be very intersting to implement your ""auto lauch sequence of ships " on Geneisa too , i knw its not on the source , but where is the mod ? lib/ship ? or on another lua ? 
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@Vuzz Here is the function you want, in mod format: Improved_Launch_System_to_PioneerAlpha31_or_Genesia.zip :good:
Vuzz
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RE: New game mod: Pioneer Scout +

Post by Vuzz »

thanks !! as usual you're alway terribly pro ^^
MV2000
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RE: New game mod: Pioneer Scout +

Post by MV2000 »

Is it me or the Xylophis shuttle doesn't have any model folder? I've just tried the G10 BTW. Also, are those 9.01 and 9.02 fixes obsolete now?
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