Welcome to the forum, ThornEel!
ThornEel wrote:
Do you intend to make a mouse-control for piloting? Changing direction with the keyboard lack precision, which makes, say, combat very difficult.Here is the best system I saw so far : when moving the mouse, you move a 'cursor' crosshair indicating the direction you want the ship to point at. (If the 'cursor' is outside of the screen, it is replaced with an arrow, whose length indicates how far from the border it is.) Then, the ship fires its thrusters to point there as best as it can. I saw other systems, but this one is clearly the best, IMO.So, have you any plans for something like that? Or do you want to keep it the old way, for the sake of the challenge? Or is it complicated to code?
That sounds exactly like the system Pioneer already has!

Just right-click and drag. You'll see a yellow cursor that the ship will point to.
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Staying combat-related, why are the bolts so slow? I don't mind them having a finite speed instead of a hit-scan (which could break fighting gameplay), but every single space game I played at had bolts at least two time faster, if not much more, and it makes battles more dynamic. So, is there a particular reason for that?
Nothing about combat is really nailed down yet. The plan by the devs is to hold off nailing down any details about combat until the systems are in place to have it happening more often in-game, such as in-system FTL. I agree that the speed of blaster fire should be boosted when we come to it, though (I'm imagining that bullet-like fire in the style of Battlestar Galactica would be appropriate.)
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I read somewhere that it would be very difficult to generate a skybox with the 'true' stars in it. Could you detail why?
I don't know too much about that. It would be great to do something like Infinity claims to have and be able to select stars to hyperspace to by clicking it from the ordinary camera view, but it would require loading up every system within a bunch of light-years from your current position, which may be tricky.
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How will in-system jumps work?
Figuring out the details of in-system faster-than-light travel is still a matter of active discussion in our IRC channel. Here is a good summary of the discussion so far.
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My competences are mostly with web thingies like PHP, and UI design/ergonomics, and only basic skills in C/C++. Apart from making suggestions, is there something I could do to help if I find the time?
I've just started contributing a little to Pioneer myself, and the advice that I heard was "start a game, fly around for 10 minutes, write down things that bother you, go into the code and fix them."

If you'd like inspiration, we have an issue tracker where we note problems and feature requests. There's still a lot of very low-hanging fruit, and patches are welcome from anybody!
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Oh, and some alphas ago, I found something very strange on Triton (IIRC). It was a long line on the ground, like a shallow cliff a dozen meters high. But it was completely rectilinear, and made by a succession of small highs and red-coloured (still IIRC) lows. It made me think about a zip, somehow. It was absolutely fascinating. Chances to find it were negligible, as it was only some meters large on a remote satellite, and it gave me a sense of wonder, what was it, why was it here, who created it... Unfortunately, I didn't pay attention to where it was exactly, which alpha it was, or simply taking screenshots.So, was it a bug? Was it intentional? Is it still there, somewhere? Are there other things like that elsewhere?
I don't know much about this subject, but word among devs is that terrain generation still has some problems and could stand to be improved. There was a big terrain refactor some time ago, but work hasn't stopped. Hopefully some of the more longstanding devs could tell us more.
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By the way, don't try too hard to make it a realistic game. Some people spend time and efforts trying to foresee what space battles will look like (ex: here or here). And the conclusion is that there won't be space fighters, that battles will be done with constellations of autonomous/remote controlled weapon platforms without human intervention below strategic scale, that stealth in space is impossible (though I think I found a loophole), that light seconds will be the unit for short ranges... So it's simply impossible to make Pioneer realistic.Making it believable, on the other hand...
I too don't think human-controlled dogfights are realistic at all, given that any seriously-designed AI would cream any human in Newtonian space combat. But personally I still think we can create a fun combat system that's still believable as long as we stick to two assumptions:
[*:25726jfk]There are no combat AIs in-universe.[*:25726jfk]There is no instantaneous weapon fire.Hope I cleared some stuff up!