New game mod: Pioneer Scout +
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Guest
RE: New game mod: Pioneer Scout +
Great news !And also congratulations for a fantastic job on Scout+, I only had a 2years old versions of Pioneer that I rarely played due to some cmputer problems, I recently downloaded Scout+ latest version and it's great.A few things I noticed that you might want to look at (thou some are probably Pionneer-related)- in system view (3D) all objects appear as white balls with no textures (maybe intended, but weird)- in the cargo list of the ship, when I jettison stuff, sometimes the order of the list changes, so I end up jettisonning some hydrogen with my radioactives....- autopilot has a tendency to crash in between landing pads when ordered to dock with planet basesLooking forward to next version !
RE: New game mod: Pioneer Scout +
@LostJameson Thanks for your concepts.Point 1: I do not quite understand what you mean. Could you put a screenshot here?Point 2: This is a wrong behavior of the Pioneer engine and it is very annoying, I do not have time to change it now, but surely I will in the next G31 version.Point 3: This has always been the case in the Pioneer engine when the time acceleration is at its maximum. The autopilot must do many mathematical calculations to calculate the braking distance, and many of these calculations do not complete, causing a crash against the planet or orbiting station. The solution, for the moment, which does not always work, is to decrease the acceleration of time to point 3, generally to 500,000 km or more, of the target.As you can see in the videos, I usually use quicksave, Ctrl + F9, before starting any risky maneuver. You can always go back and improve your experience. 
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Guest
RE: New game mod: Pioneer Scout +
Thanks for answering,on 1), I can't post a screenshot right now, but it's in the 3D system view with a green background and the orbits of all the planets, when I zoom to an object, any object, it always appears as a full white sphere, (exception is the space stations which don't appear at all, I can select them and zoom very close, but I only see the name tag of the station, not the 3D model), I have no other graphic glitch with this game.2)
3) Yes I knew that from Frontier, but here I was doing it at only point 2 accel, and even in real time (no acceleration) and it kept crashing (I came to within 10km of the spaceport, the ship started to line up at the vertical of the spaceport and to slow down while descending correctly, the only problem was that it wasn't at the vertical of the landing pad but at the vertical of a point that is in the middle of the landing pads, I suspect that's the middle of the whole spaceport), I only tried landing in some of the systems around Lave, on planets that are "small sphere of rock".ah also, I play in english and when I'm in a federation the welcome text in the main menu of the station tells me I'm in the "Federacion" (spanish)But otherwise, none of this is annoying (I can land manually), and I realy like your take on things.
RE: New game mod: Pioneer Scout +
@LostJameson1) That is just to help the navigation and I believe that it fulfills its function, I do not think that it changes much in that aspect, but everything is possible in the future.3) This is another old Pioneer engine problem that is currently being studied, see here [url]https://github.com/pioneerspacesim/pioneer/issues/3077[/url] , and an imminent solution is to be expected. Anyway, long ago I have taken precautions for of Pioneer Scout Plus missions to be fulfilled even when the ship can not dock to the station, but they can land in the vicinity.Federación will now be: Federation 
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Guest
RE: New game mod: Pioneer Scout +
Ah ok, sorry to have bothered you with stuff that is just Pioneer's present state, for the 1) I was so used to see the planets in System view just like they were in actual gameplay in Frontier/FFE that I forgot to check how it was supposed to be in Pioneer. I remember spending hours "exploring" the galaxy from the galactic map and system view, not even flying to the things... (well, I did also do all the stuff you'd expect, flying to Beta Lyrae to die on arrival, go to unexplored systems in hope my name would be recorded or something, Setting out to try to find that damn Supermassive Black Hole supposed to be in the center of the galaxy... and not being halfway there when my hyperdrive failed...)Yep, the autopilot is one hell of a crazy guy with its direction changes, I was quiet frightened on the first fly, but as long as it keeps away from planets it seems to know what it does... :)Another thing while we're at it, I had the same issue as described by Marcel in this thread: [url]http://spacesimcentral.com/forum/discussion/4211/things-related-to-scout#latest[/url] risk of failure warning in february 3200 (also with the lave start and only a few jumps in the meantime). Since you wrote that you would take care of it I think you might want to look at it (I did get the message and then it was mentionned in the Personal informations screen), The shipyard kept telling me my ship was in perfect condition, but I looked at the files (shiprepairs.lua) and I see the shipyard only takes care of the hull, not the yearly check of the engines (I'm not considering this as a bug, I understand there are people on the BBS who propose the service).Also, I saw a realy nice touch with the repairs of the hull that take a bit of time, very immersive.
RE: New game mod: Pioneer Scout +
Yes, Hyperdrive is often a problem; Are more modern than those used by the Pioneer engine. They have more power and less mass, but need more maintenance to keep running. You will need a crewmember with engineering skills if you intend to make a long journey beyond the border, where you will not have a space station at hand. I just found a crew engineer, it was not easy.The problem is that he has no ability as a pilot, that bothers me a lot. I've had better crew.Pirates are often a problem in areas of risk. I just had an incident when I was going to collect hydrogen from a gas giant,nothing very serious indeed.I should be more careful next time.As you will see, I am having a lot of fun trying the new version while I wait for the release date. 
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Guest
RE: New game mod: Pioneer Scout +
Yay, that's definitely how I've always wanted these things to work !
RE: New game mod: Pioneer Scout +
Been playing Frontier: Elite II for a little bit and just found out about Pioneer. I was checking out some gameplay videos and finally found one that showed some combat, but I'm disappointed to see that lasers travel at sub-light velocity (they don't fire at the speed of light like in the original Frontier), can anyone explain the reasons for this?
RE: New game mod: Pioneer Scout +
@Shodan They are plasma cannons; The laser cannons were discontinued in the 29th century by the amount of casualties caused by "friendly fire."
RE: New game mod: Pioneer Scout +
Interesting, thanks
RE: New game mod: Pioneer Scout +
**Pioneer Scout Plus G30 has been released!**More stable, and more improvements over previous versions.To the new exploration feature of unexplored systems, mentioned above, is added:Now, you can customize the registration of your ship.This is a high honor given to you in any of the following cases:* You have explored 50 or more unexplored systems.* You have a combat level of 2 or more (16 kills or more).* You have completed missions: successfully - failed = greater than or equal to 50Except in any of the following cases:* If you have a criminal record.* If you are not registered in the current faction.* If it is not docked at a space station.***A dual mark problem (SetNavtarget + SetCombatTarget) over the target ship when the beacon receiving system is used in SAR is solved, this was a problem of visual interference due to the overlap of the data provided by them.Now, a one click on target deactivates the marks, and then Ctrl + click on target, followed by F5 to synchronize the speed in zero and to be able to approach and maintain in the required position (<= 50Mts).And much more, impossible to describe here.Really worth a try, download it from here:[url]https://sourceforge.net/projects/pioneersp/[/url]
RE: New game mod: Pioneer Scout +
There was a last-minute change in the number of kills needed to access the ship's label edition. This occurred in the code, but was not modified in the published instructions.Where it says "You have a level of 2 or more (16 kills or more)," must say "You have a level of 3 or more (32 kills or more)." Sorry
RE: New game mod: Pioneer Scout +
Walterar! I've only just managed to log into the site. Thank you so much for the latest build of Scout Plus. I know I promised to give you a Christmas mention over on ModDB but there has not been any updates in the main Pioneer build since my last upload. I am guessing the dev team are taking a well deserved rest over the festive period, but rest assured once a new build comes out, info and links about Scout Plus will be there right alongside it. ;)In the meantime, I hope you had a wonderful Christmas and wish you the happiest of New Years. 
RE: New game mod: Pioneer Scout +
Thanks Geraldine, I hope you have started well the new year. 
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Guest
RE: New game mod: Pioneer Scout +
Thanks for this amazing mod/game that I would love to be able to keep enjoying but I stumbled with a problem with combat. The version is G30 (the latest at the time of posting)... The game works flawlessly for hours but I consistently have crashes while fighting......In particular when I'm looking at an enemy that's shooting me. The game just stays there frozen with a black screen and my W7 popup asks if I want to wait or close. I don't find any debug data of use I can upload and I have not found any problems so far in my plenty of travels around the universe but this one.Sometimes the same enemy, after a reload, can be beaten without the crash to happen... I also have observed that I have NEVER been subject to a missile launch which has led me to think that maybe it's related to some effect that triggers when the AI is trying to launch a missile? Just crazy guessing.Any console command of use here? To at least provide some more usefull data than... "Hey! I'm crashing" 
RE: New game mod: Pioneer Scout +
@oreganor Thanks for playing with Scout. :)I have not been able to reproduce the fault you say, in my system. The Pioneer engine has problems with some video cards, especially Intel. Which one do you have?That failure also occurs with auto combat?No one has yet implemented missile firing on NPC ships; Is something that I have to do. 
RE: New game mod: Pioneer Scout +
Broadband enabled! I just downloaded SP30. Now I have to get my avatars to finish the deliveries in their systems and get them to uninhabited systems. For me, there's a nice trade route between Sol and Wolf359. First I jump to Ross128, remember that place? You can never go home again.
RE: New game mod: Pioneer Scout +
Walterar, as promised, there is a bump for you over on [ModDB]([url]http://www.moddb.com/games/pioneer[/url] "ModDB"). Hope you get plenty of folks to try it out! 
RE: New game mod: Pioneer Scout +
I just played FFED3D for a bit. I started in the FE2 position at Ross 154. I confused the name with Ross 128. :s I never even got close to going home again!