It won't have a big impact Geraldine.
Recently i discovered that Tom Morton still has his old project in several states on GitHub, the oldest version reaches 12 years back. That is when i moved in.
"What's the purpose?" one might ask, the purpose is that i can get rid of certain dislikes i have, it looks (i can't tell exactly actually) like i can restart at alpha10. The recent mission scripting exceeds my capabilities in the state it is (as well alpha31). It is to blown up to chain a couple of missions to a larger mission and it's horrible to script or alter just a bit, further i don't need to have 200 transcriptions in other languages, Phoenix is played in English 'cause English will be the only remaining language in 3200, pretty much it will be (i never played FE2/FFE in German, FE2-Pioneer-Phoenix isn't very complicated to understand and the used sentences are simple, must be to be generated if i can achieve this, there in lies also the problem with languages, it's quite easy to construct with English and a possible generation of sentences would 100% fail in a different language, just such nitpicking things as the article which has no gender). Also other functions which have been thrown out due to the neglect of the LMR, i often stumble over things which was possible but aren't anymore because the team prepared the remove of the LMR a long time before it was definitely removed. I really can't tell right now if that will help me or what i will use. Perhaps i restart at the earliest release i can obtain. It would be also somewhat fair and differ Phoenix more from the recent Pioneer. Sure i will lose tons of things which was developed since then, but i always liked to step back you know it. I will lose the face generation most probably and return to the noise in the screen, but i always had something a bit different in mind as the cluttered faces even if i like them. I will lose much of how the planets surface looks now, that has not only drawbacks sometimes i dislike the repetitive appearance they have, nine ciphers to generate them but only about 10 results with slight variations, but of the spiky asteroids we don't got rid, they still exist. I don't like to criticize s20dans work on them it's just that i think they are to repetitive. I will resurrect some old bugs but will avoid a couple of which later appeared. It will mean that i would have to review all of my model and function scripts on the other hand i get rid of the wrong mirrored "Z" projection plane which was altered due to a misunderstanding of right handed and left handed coordinate system. This error, this willingly implemented error, has always annoyed me - theoretically more - three years ago when i wrote the functions to texture automated it became a monster bug in reality and it happened what i promised, it's wrong as wrong can be and in this way i can't rotate an objects projection. to explain i don't need to rotate dynamical, but for perfection of the "texture projection function" i need to be able to tell with the 3x3 matrix from which angle i like to project, this is blocked because the Z plane works now inverted to the other two (what is + becomes -) and this prevents from a equal behave which i need to project from a given angle, especially i only like to enter "dimension, position, projection angle" and the object should be textured, it works but it only works as long as i don't project in angles, as soon as i like to tilt the projection angle it doesn't works anymore because one plane is inverted. This i elaborated when i made the function and started to use for this a cube and this texture:
[attach]106[/attach]
When everything is proper the "0" position must meet in one vector of the cube, it doesn't do this if i use for all projections the same positive values, Z plane is negative. Recently in alpha31 and for all the rest it is wrong, it's just one won't recognize this and guess, and this was the fault, because blender uses the texture inverted to Pioneer, but blender has a right handed Pioneer a left handed coordinate system and the texture must be mirrored, also the models point in the "wrong" direction, in fact the model is inverted, quasi inside out thus the texture obviously has to be inverted to, due to the fact that they only inverted the Z plane the texture appears now to be right in blender but it stays wrong for the theory and not only for this it will be wrong as wrong if you start to use this theory in praxis. Well perhaps to peep in a old old explanation from the '70s about coordinate system, planes and texture UV would have helped (as i did when i started the texture calculator) but they never felt to listen to little me. A small nit picking thing with a high impact on the LMR, since it's no "stupid CAD". The stupidity i have to write myself, e.g. the texture calc, or rotation helpers but for this everything must reflect the theory and most of all the same coordinate system and not flip for one plane to the inverted coordinate system just because it appears wrong in the mirrored coordinate system, already the idea makes me angry, you don't change something vital which is rooted in the way we display meshes. Further i don't guess it can be made better as it was planned a long time ago, in fact there are no changes allowed to this. Cartesian coordinate system and the projection planes are a law and no suggestion.
So far for the lamento.
Unrelated to this i dig out a rather old project (at least three years old) and this it how it looks:
[attach]108[/attach]
[attach]107[/attach]
It leaks of a landing gear anim (in work) and a cockpit, what for do i have to mind about transporters, when i have one in the box?
It covers the by me intended max. bounding radius of 100m (slightly more) and has recently a capacity of 600tons (the hull is damaged because the hull mass and capacity was far lower when i saved the "test game" as when i reloaded it).
The only thing which is missing now is a team mate

But at least i have Geraldine who supports me.
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Links:
I found interesting things in the web while i was looking for Tom's old website (it seems to be down now).
[url]https://www.goodolddays.net/game/id%2C255/Frontier-Elite-2.html[/url]
(cool, my clips got somewhere else posted)
and this
[url]https://www.rockpapershotgun.com/2011/12/06/back-to-frontier-pioneer/[/url]
Which brings back good and not so good memories.
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[attach]109[/attach]
Your suggestion for the landing pad firing has lead to a new idea i thought of to make a (in reality rather impractical as i've read) landing pad from hexagonal tiles, most will be lookalikes and a few will be lit (the '80s disco pad). Impractical because attempts to make a solar power road strip in such a manner clearly failed, the tiles are to fragile for such, under lit tiles will/would have the same weakness but it is 3200 and apart from antigravity everything works (even this if you look at my not to serious meant shuttles with poop deck, soda machine and coin-op, but in general i like to avoid the idea of "magical devices", thrusters should maneuver the ship not antigravity, else i don't need any thruster if i could make advantage of antigravity and the ship would fly in any direction with exactly the same acceleration. I i have antigravity i won't need rotating space stations with a ring, the rotation is only for the purpose of artificial gravity, the design was brought to paper almost a century ago. (while von Braun's wheel is very tiny, the center of the wheel is about the size of a manned capsule. It has the attitude to be realizable not like giant artificial moons of which we have no idea how long it would take to construct them and how and from where to get the material needed, already a station in the size as on my picture above would need a giant effort to build and is impractical in reality, at least to us).
Worst i have seen in an old game i dig out for the MIDI music, "Millennia".
Pardon me the questionable game is "Far Gate", it shows ships that crawl like a doo-dah through space, they wind their body to the left and the ship moves to the left, ridiculous, the ship would still move straight no matter where the rotational head points to. A total abstinence of any physics, looks like a fish which dives in the sea, it might look somehow good but it's impossible. Like for most, no near to all space games the ships have giant main thrusters and that's it, how they maneuver no one knows. One could imagine an antigravity device but this makes thrusters obsolete, but anyway it won't point his head in direction if the course to maneuver, not at all, such a ship could accelerate in any direction the same no matter which end or side points in which direction.
Pardon me Millennia is the rather Elite type of both:
[attach]110[/attach]
(The shot is titled "ecgame" because it runs in DOSBox ECE and not because it's an "ec" (easy) game).
The plot of Millennia is, as far as i understood that, to build up certain things for the alien race then they will let you go home. I haven't played it yet but it looks like a combination of strategy and space shooter.
It was the strategic game "Far Gate" with the winding ships, recently i can't show a screenshot of it because i need the CD-ROM or an image of it to run it.
The music of Millennia is quite good, space related MIDI with a own sound, a bit short because the tracks are loops. Wherefore the score of "Far Gate" is stereotype marching music no matter CD audio.
The cockpit of Millennia is inspiring, not as much the holographic alien as the fact that it rotates for each purpose, navigation, communication, battle panel all is in a different direction in a thought sphere, you actually see how the spherical cockpit rotates around you, really a good idea.