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RE: New game mod: Pioneer Scout +
Posted: Tue Apr 22, 2014 12:56 pm
by Geraldine
No worries walterar, next time it happens I will. The thing is it's not just tied to one system so possibly it's a Pioneer issue rather than to do with Scout. Regardless, great work as always walterar! :queen:
RE: New game mod: Pioneer Scout +
Posted: Wed Apr 23, 2014 11:10 pm
by Styggron
Same her Walterar, if I get it again I will have that file ready for you.I'm going to do some more testing here to see if I can get it to happen again. Again thank YOU for all your hard work. Pioneer with Scout+ is what I play the most. :good:
RE: New game mod: Pioneer Scout +
Posted: Thu Apr 24, 2014 11:35 am
by Marcel
I've been meaning to mention a minor bug I've seen for many months. After about 20 game saves the lights on the landing pads stop flashing. I don't know if it happens in the stock Pioneer because I always play Scout +.
RE: New game mod: Pioneer Scout +
Posted: Thu Apr 24, 2014 1:10 pm
by walterar
@Geraldine @Styggron @Marcel Thanks, your help is always well appreciated. :preved: @Marcel It's another old problem with Pioneer engine. It is reported, but no one has addressed to resolve.

RE: New game mod: Pioneer Scout +
Posted: Thu Apr 24, 2014 1:24 pm
by Vuzz
It's another old problem with Pioneer engine Not very old , in genesia that work fine , so we can say that it's after the alpha 31 ( the suround of SGM ). Maybe it's a problem from the SGM models and need some adjusts of the engine relative to this ?
RE: New game mod: Pioneer Scout +
Posted: Thu Apr 24, 2014 2:23 pm
by walterar
Yes Vuzz. I meant "in the new Pioneer engine". Of course, with SGM. More than a year already.
RE: New game mod: Pioneer Scout +
Posted: Wed Apr 30, 2014 8:13 pm
by walterar
Pioneer Scout Plus G17 Full is released! All in one!* More fast.* More stable.* More missions.* More traffic.* More action.* More visible ships.* New Police Robot.* More fun, really Pioneer Scout Plus continues in full version, built on the last master of Pioneer Space Sim to the published version. * Cities that starts the game is now random. Start on Earth could fall in the following cities: Shanghai, Mexico City, London, Moscow, Brasilia, or Los Angeles. Moreover, Start in New Hope, randomly start: Itzalean, New Hope, Gandhi's Revenge, or Epsilon Cove. Finally, Start in Achernar, will be: Shepherd City, Newtown, Morris base, or Chekovport. Lave remains unchanged. * Trafic module is replaced by Traffic (more "English"), and this is the continuation of the previous module with many and continuous improvements. Traffic has increased and improved. Much more movement of ships taking off and jumping into hyperspace near the player. The docking is more funny, but you should fly with caution on some systems. Traffic now controls to the police ship. * A new concept of Police Ship is presented in this version: MechaniCop (thanks NiankoSensei) A police robot has many advantages, and, although still they somewhat awkward and not well trained, do their job discreetly. At least not accept bribes (for now) although, in the galaxy of the year 3100 everything is measured in money. Nothing has changed in this regard in over a thousand years. Many screens have been improved. And many, many other continuous improvements inposible describing here. Best you discover it. The free complete sources of Scout+ are here: [url]https://github.com/walterar/pioneer-sp[/url] You can watch, download or Clone, and build your own binary, as desired. Specially for Mac users (OSX) Or you can free download Pioneer Scout G17 Plus full version from here: Windows32 Linux32 or Linux64 The new version uses its own directory: DocumentsPioneersp on Win32 or ~/.pioneersp on Linux Therefore you can have installed (and run, concurrently if desired and your computer supports it) Pioneer Space Sim, and Pioneer Scout Plus Enjoy this. :scout:
RE: New game mod: Pioneer Scout +
Posted: Thu May 01, 2014 1:27 am
by Vuzz
Using this model from NiankoSensei as a "Robocop" ship is a very nice idea !
RE: New game mod: Pioneer Scout +
Posted: Thu May 01, 2014 4:16 am
by Geraldine
I agree Vuzz, it kind of reminds me of an old Amiga game I still have called Nemac IV.
RE: New game mod: Pioneer Scout +
Posted: Thu May 01, 2014 10:26 am
by walterar
@Geraldine @Vuzz Thanks! You will see that, in this versión of Scout+, the police has not only changed the ship, also their behavior. For now makes few things, but differently from what was before. This is just the beginning. There are many things to do yet. You will see it grow in the next versions. Just like everything else. :mole: Hope you enjoy and be alert to report any bug that has escaped me. :sorry: Bugs Hunters are welcome. :hunter: :preved:
RE: New game mod: Pioneer Scout +
Posted: Sun May 04, 2014 6:14 am
by Styggron
Fantastic Walterar. Thank you so much. Goodness you must be tired of me always saying thank you but I think your work is just SOOOOO outstandingly brilliant I have to say it :hi:

I seriously play your Scoutmod more than Oolite and even FE2. Downloading Scout G17 now will report back any bugs etc. I could never reproduce that bug I mentioned to you for G16 above, but I will ensure I keep the file you asked for if anything happens in G17. Both you and Vuzz are my heroes for Pioneer mods. :yahoo: Actually a really good thing would be something that notes what we paid for our cargo so we don't need to write it down to remember the price when we want to sell or keep

RE: New game mod: Pioneer Scout +
Posted: Mon May 05, 2014 1:25 am
by Marcel
I just took a mission to map a pirate base in the LHS 288 system in G17. Upon arrival I looked at the system view and saw my position and a track of my current trajectory! Fantastic! Is that from Scout+ or Pioneer?
RE: New game mod: Pioneer Scout +
Posted: Mon May 05, 2014 2:01 am
by Vuzz
Its both pioneer and genesia if you talk about that : its an old improvement
RE: New game mod: Pioneer Scout +
Posted: Mon May 05, 2014 11:25 am
by Marcel
OK, I finally noticed it!

RE: New game mod: Pioneer Scout +
Posted: Mon May 05, 2014 11:55 am
by Vuzz
OK, I finally noticed it!

:victory:
RE: New game mod: Pioneer Scout +
Posted: Thu May 15, 2014 7:20 pm
by walterar
Small fix pack that solves the failure reported by Marcel here . Just download zz-pioneersp-g17f-fixpack01.zip and place it, as is, in the mods folder, without extracting. If in doubt, ask. Thanks for playing Scout+ :victory:
RE: New game mod: Pioneer Scout +
Posted: Sun May 18, 2014 10:19 pm
by Marcel
:pioneer: I'm here to report that I have nothing to report. I installed your fix pack and my saved game loaded correctly. I've had no problems at space stations. When landing at ground stations on autopilot I sometimes see ships launching but we don't collide. I assume it's because of the distance between the pads.
RE: New game mod: Pioneer Scout +
Posted: Mon May 19, 2014 9:14 pm
by Marcel
:pioneer: Sir, I have a bug report. I was at Wolfeville in the Tau Ceti system. I accepted a postal run to Eridani Commercial Center. When I arrived at Epsilon Eridani I attempted to save the game and got a CTD. I tried two more times, the third time I arrived in the middle of a dogfight and got hit, but left the area with a Sidewinder pursuing. I tried to save and again got a CTD. That time I zipped up the opengl and output files for you to look at.[attachment=2596:pioneersp_output.zip]I tried one more time. I intended to not save until I arrived at my destination. Unfortunately, I got a CTD while travelling. I didn't note the exact distance from the target, but it was approximately 0.3 AU. Here's the files from that attempt.[attachment=2597:pioneersp_output2.zip]
RE: New game mod: Pioneer Scout +
Posted: Mon May 19, 2014 10:22 pm
by walterar
I've had no problems at space stations. When landing at ground stations on autopilot I sometimes see ships launching but we don't collide. I assume it's because of the distance between the pads. The risk is in the orbital ports. Faced with the danger of a collision, you can try this: 1 - ABORT AUTOPILOT with F5 2 - ENGINES IN REVERSE with K 3 - UP, DAWN, LEFT or RIGHT thrust (with U, O, J or L), as appropriate. 4 - IF EVEN YOU NOT HAVE CHOSEN YOUR GOD NOW IS THE TIME. :rabbi: I attempted to save the game and got a CTD This is strange. I am studying the files and I think there may be problem with some mod, it is even likely that the saved file is corrupted. But I want to study it better, to be safe. :pioneer:
RE: New game mod: Pioneer Scout +
Posted: Tue May 20, 2014 11:40 am
by Marcel
Here's the saved game I started from. I can try it again after removing the skybox mods and changing my ship via the console. I can't remove the hometowns mod because missions to Earth cities are in the bulletin board. I'll do some more testing today. Maybe I'll first try keeping everything as it is and going somewhere else.[attachment=2598:2014-05-18 20;57 Wolfeville.zip] Ok, this time I went to NN3140 instead. I jumped to the system and saved the game without a crash. I saw in the output.txt for Epsilon Eridani a lot of spaceports relocated because they were underwater or on rough terrain. This was true for Sol and Epsilon Eridani both. This surprised me because the hometowns were placed at the location of the city's airports.[attachment=2599:.pioneersp_output3.zip] AHA! There was a postal mission to NN3140, but I forgot to accept it before I launched. I tried again, this time accepting the mission. This time it crashed![attachment=2600:.pioneersp_output4.zip] I also noticed that I posted this issue in the wrong thread. :fie: Should we ask a moderator to move it to "Things related to Scout +"?