I decided long ago that Lave is the name of the planet, not the star
Pretty much all the fiction seems to agree on that, and it can easily be handwaved that the map refers to the planets because those are the interesting things from a travel point of view, not the stars. Similarly the F7 screen I think has already made that decision, so I think that's fine - it's what to call the star.
Maybe it's easiest to leave that open, actually - give the star a name property, but default it to just "Star", and then let OXPs set up proper names if desired. I have an idea for a "constellations" OXP already...
Stars (and galaxies etc) today mostly just have a number, commonly from the New General Catalogue, so the Spiral Galaxy is NGC 3982.
Perhaps we could have a GGC (GalCop General Catalogue) which uses the chart and system numbers for identification, so Tionisla's system star would be GGC 0-124.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Okay, let's give this a try then: added planetinfo.plist properties planet_name and sun_name with defaults if unset of "%H" (system name) and "Star" respectively.
sun.name and planet.name both now exist as JS properties, too.
… whilst we're talking about planets and the ASC can we not add extra spawned planets to the ASC? I know there's an OXP that does this but I think this should be part of the core game as well,
I'm not so sure about this, because the core game doesn't have extra spawned planets, and I'm not too keen on cluttering the ASC. For me only the main planet is of any interest as a target, and with some extra stations I already find myself having to hit '\' far too often for my liking in order to switch to a new target. Being forced through some additional hoops for extra planets that in my game are pure eye candy and will never be visited anyway doesn't sound like a good idea. So in my view that's a classical OXP functionality.
A few bugfixes recently, the main ones being:
- high-accuracy AIs should be back to evading when hit, which an interaction with the new JS AIs had broken
- high-precision vectors now work as shader uniforms. (This should fix the weird display problems with the Rings OXP in previous nightly builds)
Just re-installed the latest development version. Left it awhile back, secondary to being forced to live with minimal detail, but I began missing all the clever new stuff in 1.79. My 1.77 commander developed an alter ego, purchased an OXP ship geared for bounty hunting, and is cruising the lanes meeting the challenge head-on. Tip of the hat to the dev's!
A few changes recently:
- the download manager now reports a count of available and installed OXPs, and will from tonight have an extra option for quick access to check whether your currently installed OXPs are up-to-date.
- core missile AIs are updated so they will collide with the launching ship less often.
- some slight tweaks have been done to the comms roles to let OXPers optionally separate out the comms messages for sub-types of ship (e.g. "trader" vs "trader-courier")
- planets should now appear without corners when viewed at the wrong range, unless the graphics settings are turned right down
- various bug fixes, including in tonight's build hopefully a final fix for the all-white planet bugs
And for those who have yet to try 1.79 - the OXZ manager now contains over 100 OXZ's for your delectation and delight (114 at my last list update). All looks to be working perfectly with it, so a Right On Commander to Cim and the other devs for their stirling work on it.
How does the market save work now that there is the option to save at a non-main station? Does the game save the main station market and the particular non-main station's market?