Hi folks (how many "folks" that ever might be).
I started to again tinker somewhat on "Phoenix" since i had the idea to make it more fun to play.
First i removed the quite strong fighters from the starting positions and moved the starting systems to the rim of known space.
After this very basic change i recognized that the travel time for interplanetary runs such as reconning or delivery are not only to short with a fixed value of 4 days, as well for interplanetary distances of some systems if you jump in them to complete a mission, systems aren't all like Sol with a extension of a couple of AU, some are many hundred AU wide.
Have a look at it how that works now:
Whichever position you choose you will have a rotten "Lander" with ZERO! equipment and a lousy 100 bucks.
One who like to play this game, and this will stay for all future releases of mine, will haved to learn first how to fly the ship manually.
It's not as hard.
The "Lander" is a very basic vessel but you can transform it to a quite good multipurpose ship.
It has (together with my little large Shuttle) twice capacity as cargo space, this will allow you to mount up to 11 extra cabins.
The "standard" is mentioned five (as many windows as you see on this erm... yes, spaceship). after mounting the 5 cabins you still have 30 tons for cargo left but the ship will be overloaded due to such, this means you probably can't lift anymore from a planets surface and for sure it boosts fuel consumption because your acceleration will be lowered to a couple of G.
The fuel consumption i chose for all ships is quite high and it anything else as easy to manage time and fuel for long distances (refere to the clip, when i contracted to the second mission i loaded 12 tons of additional fuel but still i nearly ran out of fuel and was very luck to have enough spare time to complete the mission with the few drops of water left in the fueltank (the autopilot can manage it if you use up 10 tons manually and use another 10 tons to break with the autopilot - but unfortunately you won't have an autopilot).
Additionally i did a mean treat and bound the consumption to the standard drive fittet to a ship, thus look out for ships wihich have a small drive because they will keep their lower fuel consumption compared to one with a larger drive and same capacity.
Overall and since i still didn't worked on vital stuff like trading the game is still bareboned and not really well to play.
But it's already good if you start it, to advance to something useful and leave the sytem for the first time is already a goal.
It can be interesting to find a way back to Sol, of courseb you know where it is - sector 0,0,0 but well how to get there (without to lose the track).
Recently only the interplanetary cargo runs use the new expression for travel time but i will add this to all timed missions.
The idea behind is that one can get a life only by performing action in the starting system also this is needed because you start with the lame Lander and no equipment.
The recent expression i use is as follows (someone might be interested in it, especially if this still stays in Pioneer):
predefined variables:
-- typical distance in one day (approx. 2AU/day, this is a "while playing" evaluated value)
local meters_per_day = 300000000000
-- make seconds
local day_in_seconds = 84600 (simply 24*60*60 as one number)
addition to the interplanetry cargo missions (at very bottom of the "make_advert" function "local delivery" section):
local traveltime = (dist / meters_per_day) / math.log(dist / meters_per_day)
-- distance to target divided with approx. 2AU/day (results in days for distance to target, 1 AU = 149'597'828'680m) divided with logarithm of traveltime*86400 (24*60*60, results in seconds) provides a shorter traveltime for longer interplanetary distances, this is needed because in 4 days you never will reach a possible distance of i.e. 100 AU or greater.
the expression looks maybe a bit strange, but that was the best way i found how to use the logarithm for it, it will divide the time for long distances more as for short and that was my goal because if you travel a long distance your mediacre speed will be far above 2AU per day and for short runs under 2AU per day.
due = Game.time + (traveltime * day_in_seconds) * (Engine.rand:Number(1.0,2.0) - urgency)
-- reduced bandwith of rand, we have time enough but missions with a high urgency will be very short in time due to that
the whole thing needs still some finetuning, up to 3 Months for 700 AU (likewise in the clip) is still to much, if i wouldn't have run out of fuel i would have made it in 2 months.
This can be reached by setting the "meters_per_day" value higher for the logarithm or lowering the "meters_per_day" for the typical traveltime.
Recently it looks good to me, in other test runs i had only about 2 months time to complete the mission which was my intentional goal and what i evaluated in this quite special system.
Any of the 4 starting positions is equal or almost equal to this situation, multiple star systems with short and long distances between the stations/cities.
The fuel consumption i will keep this high because this means fighters aren't suitable to make deliveries and shuttles aren't useful to fight.
Each ship for its special purpose which probably means you will have to change the ship to fulfill a certain mission.
I assume one with more depth in understanding maths will know a better way how to use math.log to lower the traveltime for very long distances.
Sidenote, i discovered a system where the accompainig stars orbit goes through the central star, i liked to make a clip of it but unfortunately the mass reading of the central star is that high you never get in orbit around it's partner thus i would have to wait to long if i can't use the "stardreamer". But i realy would have liked to see how this looks if a star inclusive his planets dives into another.
(how in all the galaxy can they have a orbit? and how do they survive this?)
erm yes - i fixed "new york" by moving it a tidbit, the "dry" position is:
latitude = 40.43
longitude = 74.1
it must have been placed before unluckyly in the hudson river
