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Autopilot

Posted: Thu Nov 11, 2010 6:52 am
by Guest
Hi,Can someone tell me how to use the autopilot? My ship's status screen seems to indicate that I have one. :) The only documentation I could find is the Quickstart.txt in de source directory. Is there more?Thanks!

RE: Autopilot

Posted: Thu Nov 11, 2010 9:19 am
by Marcel
Simply click on the planet or station you want to target. When it's marked with a green box press F4 or click the phone icon and a menu will appear.

RE: Autopilot

Posted: Thu Nov 11, 2010 2:01 pm
by Guest
Thanks!So, is there a way to select targets in the Planetary Info screen (F7) or the solar system model screen (F6), or can I only pick targets by seeing them in my window?Also, do I need to convert my hydrogen to hyperspace fuel? I seem to have 10T of hydrogen, but insufficient fuel for a jump that needs about 10T.

RE: Autopilot

Posted: Thu Nov 11, 2010 4:14 pm
by s2odan

diederick76 wrote:
Thanks!So, is there a way to select targets in the Planetary Info screen (F7) or the solar system model screen (F6), or can I only pick targets by seeing them in my window?Also, do I need to convert my hydrogen to hyperspace fuel? I seem to have 10T of hydrogen, but insufficient fuel for a jump that needs about 10T.
Hi.Unfortunately there's no way to select targets like that... yet..Thats an interesting idea about converting the hydrogen into fuel... But no thats not what you need to do, its possible you have a military drive and you need military fuel for that. Otherwise regular hydrogen is just fine.

RE: Autopilot

Posted: Fri Nov 12, 2010 3:43 am
by Guest

s20dan wrote:
Thats an interesting idea about converting the hydrogen into fuel... But no thats not what you need to do, its possible you have a military drive and you need military fuel for that. Otherwise regular hydrogen is just fine.
Well, maybe I meant refuelling or somehow making the hydrogen I have in the cargo hold available to the jump drive, because I can't seem to hyperspace jump. This is just the begin situation I am talking about, where I just clicked "start a new game on Earth". I have a class 4 drive (range 32.3, max. 51.6) and 10T of hydrogen and I want to make the jump to Barnard's Star (5.98 ly, 2T required), yet when I hit F7 nothing happens and the 3D-map of the stellar neighbourhood says "insufficient fuel".What am I missing here?

RE: Autopilot

Posted: Fri Nov 12, 2010 10:33 am
by Marcel
That's puzzling. Which ship are you using?

RE: Autopilot

Posted: Fri Nov 12, 2010 11:11 am
by Guest

Marcel wrote:
That's puzzling. Which ship are you using?
The ship that I get when starting a new game. I believe its called an Eagle Long Range fighter. Is that relevant?

RE: Autopilot

Posted: Fri Nov 12, 2010 12:25 pm
by Marcel
I think so. I'm @ work and can't look it up, but I don't think you should be able to fit a class 4 drive and 10 tons of fuel in the Eagle. You may have discovered a bug. I know you start with -1 ton of cargo space. Try the default configuration. You should have no problem jumping to Barnard's Star.

RE: Autopilot

Posted: Fri Nov 12, 2010 6:05 pm
by s2odan

Quote:
maybe I meant refuelling or somehow making the hydrogen I have in the cargo hold available to the jump drive
Sorry I forgot that you had to do that in the older games :) You dont have to do that in Pioneer, I suppose all ships are equipped with an automatic-refueler ;)Its odd, like Marcel said there should be no way of fitting a class4 drive to an Eagle.You can have a class2 plus 10tons of fuel on that ship for a range of 32LY.

RE: Autopilot

Posted: Sat Nov 13, 2010 5:35 am
by Guest
Seems like a bug then, yes. When I start a new game, I get these figures:Eagle Long Range FighterHyperdrive: Class 4 HyperdriveCapacity: 20tFree: -37tUsed: 57tAll-up-weight: 62tWhen I go to the ship yard and sell my hyper drive, that changes into:Eagle Long Range FighterHyperdrive: NoneCapacity: 20tFree: 3tUsed: 17tAll-up-weight: 22tThen I can fit a class 1 drive, and jump (up, up and away).

RE: Autopilot

Posted: Sat Nov 13, 2010 9:58 am
by s2odan

diederick76 wrote:
Seems like a bug then, yes. When I start a new game, I get these figures:Eagle Long Range FighterHyperdrive: Class 4 HyperdriveCapacity: 20tFree: -37tUsed: 57tAll-up-weight: 62t
Are you totally sure you are using Alpha 6? Because Alpha6 should not have that bug.In alpha 6 you will start with:Eagle Long Range FighterClass 1 hyperdrive2MW pulse cannonAtmospheric shieldingAutopilot 10t HydrogenCapacity: 20tFree: -1tUsed: 21tAll-up-weight: 26tAnd there is no way of starting with anything else as the Code doesn't lie, or allow for any other options.In the code, those are the ship and equipment specified to start with, there is no other way around that as far as I know.So you can try deleting pioneer and reinstalling alpha 6, if you still get that bug then I have no bloody idea, because your pc would have developed a mind of its own and has decided to ignore code that cannot be ignored ;)So while pioneer may play with bugs to you, at least you may have developed the worlds first AI :lol:

RE: Autopilot

Posted: Sat Nov 13, 2010 10:13 am
by Guest

s20dan wrote:
Are you totally sure you are using Alpha 6? Because Alpha6 should not have that bug.
On http://pioneerspacesim.net/download the alphas are only provided for Windows. I use Linux, so I've checked out the master branch at github on November 7th. I can't find any branch for alpha 6. Should I do another checkout of the master?

RE: Autopilot

Posted: Sat Nov 13, 2010 10:47 am
by Marcel
I can't help you with Linux, but I checked out the starting situation and bought an X-wing with a 15 ton capacity that came with a class 8 hyperdrive and has -565 tons free! :lol:

RE: Autopilot

Posted: Sat Nov 13, 2010 10:55 am
by s2odan
Ah-ha, it begins to make some sense :)Tomm's Pioneer Master was last updated Nov 7th and last I checked it compiled fine as the Alpha 6.1, although it doesn't mention alpha 6 in the notes, but that is what it is.So it looks like you are already totally up to date.Hmm, ok in the source code you downloaded can you look for the file pi.cpp in the /src folder?Now head to line 580 or around there, this section is the code for the players starting ship.It should look like this:
Code:
player = new Player("Eagle Long Range Fighter");player->m_equipment.Set(Equip::SLOT_ENGINE, 0, Equip::DRIVE_CLASS1);player->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_2MW);player->m_equipment.Add(Equip::HYDROGEN, 10);player->m_equipment.Add(Equip::ATMOSPHERIC_SHIELDING);player->m_equipment.Add(Equip::MISSILE_UNGUIDED);player->m_equipment.Add(Equip::MISSILE_UNGUIDED);player->m_equipment.Add(Equip::MISSILE_GUIDED);player->m_equipment.Add(Equip::MISSILE_GUIDED);player->m_equipment.Add(Equip::MISSILE_SMART);player->m_equipment.Add(Equip::MISSILE_NAVAL);player->m_equipment.Add(Equip::AUTOPILOT);player->SetMoney(10000);Space::AddBody(player);
If its different then somehow the versions have got mixed up, but if its the same I have no idea what is happening :roll:
Quote:
but I checked out the starting situation and bought an X-wing with a 15 ton capacity that came with a class 8 hyperdrive and has -565 tons free!
YEah any ship that used to start with a military class1 now starts with a class8, but just a small change in the ship defs in the LUA from the number 8 to the number 10 will fix that, it will be the last number at the bottom of the ship-defs:
Code:
'X-Wing', { 3*10^6,-6*10^6,1*10^6,-1*10^6,-1*10^6,1*10^6 },6*10^6,{{ v(0,0,-11.5), v(0,0,-1) },{ v(0,-.8,4.5), v(0,0,1) },},{ 15, 1, 2, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1 },15, 5, 3300000, 8

RE: Autopilot

Posted: Sat Nov 13, 2010 11:03 am
by Guest
Here's lines 580-593 from my Pi.cpp:
Code:
player = new Player("Eagle Long Range Fighter");player->m_equipment.Set(Equip::SLOT_ENGINE, 0, Equip::DRIVE_CLASS4);player->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_2MW);player->m_equipment.Set(Equip::SLOT_LASER, 1, Equip::PULSECANNON_1MW);player->m_equipment.Add(Equip::HYDROGEN, 10);player->m_equipment.Add(Equip::MISSILE_UNGUIDED);player->m_equipment.Add(Equip::MISSILE_UNGUIDED);player->m_equipment.Add(Equip::MISSILE_GUIDED);player->m_equipment.Add(Equip::MISSILE_GUIDED);player->m_equipment.Add(Equip::MISSILE_SMART);player->m_equipment.Add(Equip::MISSILE_NAVAL);player->m_equipment.Add(Equip::AUTOPILOT);player->SetMoney(10000);Space::AddBody(player);
Seems you nailed it.

RE: Autopilot

Posted: Sat Nov 13, 2010 11:12 am
by s2odan
Cool, at least we're getting somewhere :)Ok I reckon somehow the version you have there is a slightly older one.I would try a fresh new folder and redownload the source. Try downloading the source from this link:http://download.github.com/tomm-pioneer-6367994.zipThat should be a direct download of the latest Pioneer master.Im just downloading that to check, but Im pretty sure you just extract that somewhere then just compile. No need to use Git.How did you get the source before? Did you use Git to 'pull' the source or to clone it?Edit/Obviously you could just replace those lines in the pi.cpp, but I would think that there are other files that are going to be out of date too, so best to start afresh.I compiled the code from that link, its the latest version and seems to work just fine.

RE: Autopilot

Posted: Sat Nov 13, 2010 1:06 pm
by Marcel
Thanks for the tip on the military drive issue s20dan. :)

RE: Autopilot

Posted: Sat Nov 13, 2010 4:37 pm
by Guest

s20dan wrote:
Try downloading the source from this link:http://download.github.com/tomm-pioneer-6367994.zipThat should be a direct download of the latest Pioneer master.
When I go to https://github.com/tomm/pioneer there is a Downloads button which allows me to choose between a tar.gz and a zip archive. I downloaded the tomm-pioneer-6367994.tar.gz and compiled that one. The problem is gone. Thanks!