interesting thruster setup, forward and down.
geraldine i guess that was again a good idea, perhaps i can gain a little interest in frontier-forums.
if not it's still the right place for the "on the edge" FFE conversions.
i guess pioneer needs a diet and this in alpha31 state not to talk about now, it needs a diet and concentration on the basic gameplay there is the game - just like the LMR FFE ships.
it needs beatable AI to be real fun, just as one aspect, to beat by me else i won't feel pride of what i did.
in despite of that i repeat myself, even with almost no missions it was a lot of fun in alpha9 state to beat up the pirates and to assasinate. i haven't forgot the one of the rare comments to my clips to one of a battle "which version is that?" yeah in which version you can have successful dog fights?
it might be to easy for a veteran, whatever since that i have still only one successful fight to note and i start to feel that this was pure luck.
it's no fun to add pirates close to you if you enter a insecure system, you will be blown to pieces so or so. so you avoid this and they are now spread quite far from you. in pioneer a persuer (you or the ai) can't overhaul thus they usually won't match up with you before you reached a station. the whole shit is "blocked" because of to hard AI. imho it downright destroys the basic gameplay.
it's slighly (but just a tiny little bit) better i feel since i use quite low angular thrust values.
experiences would be welcome, i feel they are ok like i said a ship like the transporter is as clumsy like in FE2. since i use a table with multipliers it's first easy to change that for all ships and second it increases the chances to win a battle against an assasination target because they are usually quite large ships, at least you can win against them if you lose against offending fighters.
it doesn't have to be easy as in FE2/FFE in this games you can hang on a large ships tail when you match speed and course and it can't evade you.
sometimes they are probably to weak, i just copied the thrust values from FFE and used the reverse thrust even as lateral, i noticed some ships can ladden hardly lift.
the "turner class" seems to steady run out of fuel (ands this in a small system), dunno i guees the large capacity and the "military drive 4" are the reason. the fuel consumption is dependant to the fitted default drive. i lowered that to a (quasi) "class 3 military" fueluse but it still runs out of fuel, i have to check this ship. that's maybe a bit mean to make it dependant to the drive class but it's a good way to make larger ships less interesting because as larger the ship as higher the fuelconsumption will be, it will be anyway due to the mass and this boosts it. also this needs experience, the best way is to give a larger fueltank recently i use "half of hullmass" but it seems to be to low for heavy ships.
i guess an expression (like i used for the timelimit) would be the coolest for fueltankmass and fueluse, instead to give each a special fueltankmass or a fueluse based on a table (which is also a method to standardize it).
dunno if that is possible, even better would be if the "cargo ships" (the ones you almost never see except when they are docked) would load some extra fuel like a player has, because i like that the fuelconsunption often exceeds the tanks capacity, you need to plan your missions, also this can make a simple thing a little more interesting, if you can't act blindfolded.
in principles it needs a calculation like i used for the timelimit to get a rough value for the needed fuel for a given distance, however i solve this such a background AI transporter i can also load by default half of it's capacity with water, it doesn't have to make sense you hardly will notice one.
it's posssible to shoot them down i guess, i'm not sure if you will be fined, i never tried.
i guess even if they are slow in a small system like the solar system the distance won't be far enough to overhaul one even if it's a lame transporter. each time you got closer he's further from you, it's really hard in pioneer to match up with a ship on it's way when it's in full flight.
i have to peep into this module to, first they need extra fuel second you will be fined for killing under any condition and/or it will be irreversibly noted.
a further idea for a gameplay (sort of) i had this week, i made a "isosol system" it's in principles a copy of the solar system but in a far out region. when i started to play there i had the idea to put this system named exactly like the solar system on the opposite side of the galaxy (btw, as only "sol" system to start in). that would be
extreeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeme
far from home

i recognized i can make any system to an "explored" one.
it would mean that i have to create waypoint systems or factions along the way (will someone ever find a single system between thousends?), they could or i guessed they will be in a distance of roundabout one year, the time you need for servicing, that means they will be "i don't know" you won't see them close to you, could be puzzling, to much puzzling.
i thought about to inrease the missions range so i can put the waypoints in this distance then they would occasionally appear as mission locations or i can script some "GNN" news which will lead you there by "rumors" (or even not).
"get home to sol" can be a treat through the half galaxy.
i could lead players to that supergiant blackhole which waits to be used for something.
btw, it isn't that bad to start in sol, that's the background for this idea, when i started in "Isosol" (resp. "Lososi" i mirrored all names) i recognized it's not such a bad place to start in.
the profit isn't high, but 150 bucks from earth to pluto aren't bad and it's to manage without extra fuel, it's quite easy to begin even if the profit isn't that high it took me several flights more to make the cash for the autopilot but therefore they wasn't long or difficult. a very bad idea it's to dock with "Ikarus" (a special station which i placed in solar system) i placed it in closest possible orbit to the sun and the autopilot usually can't handle the suns gravity with such a miserable ship as the ip shuttle, but it's possible to dock manually or half and half, at least you have to bring the ship in a close range and in a not to high acceleration then the autopilot manages it but when he tries to fly itself to the station the autopilot semms to miscalculate the suns gravity and gets faster and faster instead to break what means you are quite quick ashes. yep i'm satisfied with "Ikarus" a little to close to the sun.
pluto even when it looks like a potatoe deceives in its size, yeah he looks like a planetoid but "Pluto is a Planet". you will notice this when you ever fly manual to "pluto research station", it really deceives its size, you guess you are close due to it's irregular shape but you are still far away.
erm yes, i added the "factory names" table to the module(s recently only one) to replace the small table for "deliveries", it's used only in one mission choice but i like to change this, it's makes sense if someone works for this or that company. the companies vary from agricultural to nanotech and use a own surnames table as prefix i.e. "Schrader's Bolts & Nuts". i can make them depending on the station seed though it will be the same companies for a given station or on the system seed and it will be the same companies through the whole system. since i can only use the stations name to generate the adverts using the same tables it's at hand to use the same for the missions so advertises and company names in contracts will be the same. for the modules i could even request the economy type of a system to generate different companies reflecting the economy but i can't do this for the station adverts, which is on the other hand no problem why shouldn't a food company advertise in a mining system, it's the right place to make good profit but companies clients work for should or could reflect the economy.
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i thought a bit about the architectural problems, outdoor/hostile world, if i remeber tom right he said once this won't be possible. at least not like it is now, but i'm not sure what if i use different sets? if i make stations and buildings explicit? that the engine can use only a given set for a given planet type. i know else it's at least throughout the system but i guess there is a way to seperate them. i can name stations different based upon population or temperature (oxygenation is missing) though i guess i can select architecture in a similar way. and even if i have to update this table(s) manually it still would be worth a try.