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Planetfall 2.0 (probably)

Discussion and information relevant to creating special missions, new ships, skins etc.

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Cholmondely
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

phkb wrote: Thu Apr 11, 2024 8:57 am
...we'll see what happens!

Code: Select all

    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.phkb.PlanetFall2.oxp
    CargoTypeExtension-Station-PlanetFall 2.0
    feudal-planetfall.js 3.1
    PlanetFall2 2.0
    planetFall2_Markets 2.0
    PlanetFall2_MonkeyPatch 2.0
    PlanetFall2_Names 2.0
    PlanetFall2_Shipyards 2.0
    PlanetFall2_Turbulence 2.0
10:03:02.731 [LogEvents] GlobalLog (OOJSGlobal.m:266): ship got EQ_PLANETFALL
10:03:04.816 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script
10:03:04.816 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching showAlmanac2 function of Galactic Almanac script
10:03:04.816 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching $missionActualInfo function of In-System Cargo Delivery
10:03:05.098 [PlanetFall2] GlobalLog (OOJSGlobal.m:266): final count for main planet: 1
10:03:09.737 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): pos = (-2.1837e+08, 1.37663e+09, -1.89648e+08)
10:03:09.737 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): key = feudal-planetFall_mainSurface_FSRoyalCourt
10:03:09.737 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): displayName = Chateau of Temperance (Regal Court)
10:03:09.737 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): entPos = (0, 0, 751320)
10:03:09.737 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): radius = 67030
10:03:09.737 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): 0 = -218370172.03228673, 1 = 1376630085.2247076, 2 = -189648462.8690106
10:03:09.745 [script.javaScript.exception.uncaughtException] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): uncaught exception: Invalid settings: position property is not an array
  "pf_sub_feudal-planetFall_mainSurface_FSRoyalCourt":{"deterministic":1,"coordinates":[-218370176,1376630144,-189648464],"priority":500,"location":"COORDINATES"},
10:03:22.788 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:23.827 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:24.827 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:25.778 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:26.795 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:27.793 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:28.783 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:29.793 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined
10:03:30.783 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.0): TypeError: stn.linkedVE is undefined

... ad nauseam

Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

.....
It's just not fair :(
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Lightbulb!
Cholmondely wrote: Thu Apr 11, 2024 6:31 am
Herewith the latest Latest.log
Cholmondely, can you check what version of the "External Dock System" you are running? Latest is 1.7.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

phkb wrote: Thu Apr 11, 2024 9:37 am
Lightbulb!
Cholmondely wrote: Thu Apr 11, 2024 6:31 am
Herewith the latest Latest.log
Cholmondely, can you check what version of the "External Dock System" you are running? Latest is 1.7.
v.1.3

Updating now.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (maybe)

Post by DGill »

Cholmondely wrote: Thu Apr 11, 2024 6:23 am

Paging DGill! Paging DGill!
Not sure what you are asking?

PlanetFall2.oxp does not work for me.

Installing Feudal_States 2.1.oxp, ExternalDockingSystem_1.7.oxp, MarketScriptInterface_1.1.oxp and PlanetFall2.oxp - when approaching Digebiti planet surface the scanner shows "R - Planet - Royal Court" but no beacon or landing instructions and I crash into the planet surface. When trying at Inonri the same happens but the scanner shows "C - Planet - capital city".

On deleting Feudal_States 2.1.oxp all works well, I see the beacon, get landing instructions, etc and I land on the planet.

Feudal_States 2.1.oxp shipdata has:

"feudal-planetFall_mainSurface_FSRoyalCourt" = {
//conditions = ("systemGovernment_number equal 1",);
condition_script = "feudal-planetfall-conditions.js";
like_ship = "planetFall_genericSurface";
is_external_dependency = yes;
name = "Royal Court";
roles = "planetFall_mainSurface_FSRoyalCourt planetFall_feudalStates planetFall_mainSurface_externalOXP(1000) station(0) \tplanetFall_surface";
};

and also feudal-planetfall.js:

"use strict";
this.name = "feudal-planetfall.js";
this.author = "Thargoid/Ramirez";
this.copyright = "Creative Commons: attribution, non-commercial, sharealike.";
this.description = "Locations for Feudal States";
this.version = "3.1";

this.shipWillLaunchFromStation = this.shipWillExitWitchspace = function () {
if (system.government == 1) {
if (galaxyNumber == 0 && system.techLevel >= 7 || galaxyNumber == 1 && system.techLevel >= 5 || galaxyNumber == 2 && system.techLevel >= 7 || galaxyNumber == 4 && system.techLevel >= 7 || galaxyNumber == 5 && system.techLevel >= 8) {
if (worldScripts.PlanetFall)
worldScripts.PlanetFall.planetFallOverride = true; // set the override, so only external OXP locations appear
}
}
}

this.shipWillEnterWitchspace = function () {
if (system.government == 1) {
if (galaxyNumber == 0 && system.techLevel >= 7 || galaxyNumber == 1 && system.techLevel >= 5 || galaxyNumber == 2 && system.techLevel >= 7 || galaxyNumber == 4 && system.techLevel >= 7 || galaxyNumber == 5 && system.techLevel >= 8) {
if (worldScripts.PlanetFall)
worldScripts.PlanetFall.planetFallOverride = false; // set things back to normal
}
}
}

Presumably the above above needs to be amended somehow to reference Planetfall2?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

DGill wrote: Thu Apr 11, 2024 11:42 am
Presumably the above above needs to be amended somehow to reference Planetfall2?
It should all be getting updated as part of the PlanetFall2 package.
DGill wrote: Thu Apr 11, 2024 11:42 am
PlanetFall2.oxp does not work for me.
Is anything showing up in the log file?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

DGill wrote: Thu Apr 11, 2024 11:42 am
and I crash into the planet surface
hiran wrote: Thu Apr 11, 2024 7:05 am
At altitude 0 there is the lethal crash
PlanetFall 2.0 - creating craters since 2024!
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Re: Planetfall 2.0 (maybe)

Post by Cody »

phkb wrote: Thu Apr 11, 2024 11:54 am
PlanetFall 2.0 - creating craters since 2024!
Great! Can I has one named after me?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

Well that was it. Apologies for the wild goose chase. :oops:

Landed on Feudal Digebiti.

A major improvement over PlanetFall 1.0! Thank You!!



Notes.

0) Air Turbulence

I notice that the Air Turbulence stops the moment I come to a halt in mid-air! Very helpful... but seems very odd!



1) Landing

Took quite some time to find the beacon. I circumnavigated Digebiti first and only then checked the poles. It was at the north pole (immersively over the land!). Approaching it was quite a hair-raising exercise. Congratulations! You have also created the first good argument for joysticks (non-immersive) in Oolite! Doing this on the keyboard was difficult, to say the least. It took quite some time.

It will be interesting to see if it moves the next time I try it.



2) Disembarking (I've HDBG & LitF running.)

On landing I tried to disembark (using LitF+v0.06.1.oxp). I saw the ugly HDBG-A.oxp "no disembarking" screen (Dead_End_Final_by_Kheng_Teoh.png) which does not fit a space port at all!

I do not know if this is worth sorting out. My fault for selecting the option on the F4 menu. And I can't see too many people using LitF for an extended period until a better version is properly published.



3) Commodity Markets

I'd selected "3 = Original PF markets" for Capital Cities, Leisure Complexes and Factories on the Config for AddOns (F3/F8 Main Planet > show values) - no market for the other choices. But the market at the capital (was it really the capital?) was identical to that of the main station (prices/quantities).

Is that a mistake?



4 Probably unnecessary!


Latest Log (for Jameson docked at planet, checking markets)

Code: Select all

    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.phkb.PlanetFall2.oxp
    CargoTypeExtension-Station-PlanetFall 2.0
    feudal-planetfall.js 3.1
    PlanetFall2 2.0
    planetFall2_Markets 2.0
    PlanetFall2_MonkeyPatch 2.0
    PlanetFall2_Names 2.0
    PlanetFall2_Shipyards 2.0
    PlanetFall2_Turbulence 2.0
13:23:45.157 [LogEvents] GlobalLog (OOJSGlobal.m:266): ship got EQ_PLANETFALL
13:23:47.115 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script
13:23:47.115 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching $showDistances function of Market Inquirer script
13:23:47.115 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching showAlmanac2 function of Galactic Almanac script
13:23:47.115 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching $missionActualInfo function of In-System Cargo Delivery
13:23:47.357 [PlanetFall2] GlobalLog (OOJSGlobal.m:266): final count for main planet: 1
13:23:53.463 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): pos = (-2.1837e+08, 1.37663e+09, -1.89648e+08)
13:23:53.463 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): key = feudal-planetFall_mainSurface_FSRoyalCourt
13:23:53.463 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): displayName = Citadel of Temperance (Feudal Lodge)
13:23:53.463 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): entPos = (0, 0, 751320)
13:23:53.463 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): radius = 67030
13:23:53.463 [PlanetFall2_populator] GlobalLog (OOJSGlobal.m:266): 0 = -218370172.03228673, 1 = 1376630085.2247076, 2 = -189648462.8690106
  "pf_sub_feudal-planetFall_mainSurface_FSRoyalCourt":{"deterministic":1,"coordinates":[-218370176,1376630144,-189648464],"priority":500,"location":"COORDINATES"},
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Cholmondely wrote: Thu Apr 11, 2024 12:54 pm
I notice that the Air Turbulence stops the moment I come to a halt in mid-air! Very helpful... but seems very odd!
I can certainly keep buffeting the ship when fully stopped. I just won't scale the effect to zero with speed.
Cholmondely wrote: Thu Apr 11, 2024 12:54 pm
It will be interesting to see if it moves the next time I try it.
It should be in the same place every time.
Cholmondely wrote: Thu Apr 11, 2024 12:54 pm
On landing I tried to disembark (using LitF+v0.06.1.oxp). I saw the ugly HDBG-A.oxp "no disembarking" screen (Dead_End_Final_by_Kheng_Teoh.png) which does not fit a space port at all!

I do not know if this is worth sorting out. My fault for selecting the option on the F4 menu. And I can't see too many people using LitF for an extended period until a better version is properly published.
I'll have a look at what might be happening.
Cholmondely wrote: Thu Apr 11, 2024 12:54 pm
Is that a mistake?
If you're landing at a Royal Court, then the markets are out of my control. Those markets would be part of the Feudal States OXP. The F3/F8 settings only cover the default landing sites. And any change you make won't be visible until you exit the system and return.
Cholmondely wrote: Thu Apr 11, 2024 12:54 pm
Latest Log (for Jameson docked at planet, checking markets)
You can remove those log file lines if you like. Not required now.
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Re: Planetfall 2.0 (maybe)

Post by hiran »

Cholmondely wrote: Thu Apr 11, 2024 12:54 pm
0) Air Turbulence

I notice that the Air Turbulence stops the moment I come to a halt in mid-air! Very helpful... but seems very odd!
In Ooniverse physics follows slightly different rules. One of the effects is you must never, under no circumstance ever, run out of fuel when landing somewhere. The ship would come to a full halt and be stuck until refueled.

My thoughts are with the pilots who went into such situations and were never to be seen again. Some are waiting even today...
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Re: Planetfall 2.0 (maybe)

Post by DGill »

phkb wrote: Thu Apr 11, 2024 11:50 am
DGill wrote: Thu Apr 11, 2024 11:42 am
Presumably the above above needs to be amended somehow to reference Planetfall2?
It should all be getting updated as part of the PlanetFall2 package.
DGill wrote: Thu Apr 11, 2024 11:42 am
PlanetFall2.oxp does not work for me.
Is anything showing up in the log file?
Log file:

14:33:00.497 [PlanetFall2_MonkeyPatch]: Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script
14:33:00.614 [PlanetFall2]: final count for main planet: 1
14:34:39.147 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: p.position is undefined
14:34:39.312 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: position is undefined
14:34:40.146 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: p.position is undefined
14:34:40.313 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: position is undefined
14:34:41.130 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: p.position is undefined
14:34:41.313 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: position is undefined
14:34:42.131 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: p.position is undefined
14:34:42.315 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: position is undefined
14:34:43.133 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: p.position is undefined
14:34:43.315 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: position is undefined
14:34:44.133 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: p.position is undefined
14:34:44.316 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: position is undefined
14:34:45.134 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: p.position is undefined
14:34:45.317 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (genericHUDswitch.js 2.0): TypeError: position is undefined
14:34:45.826 [shipData.load.begin]: Loading ship data.
14:34:46.154 [script.load.world.listAll]: Loaded 77 world scripts:
Additional Planets 0.5.5
BGS 2.5.4
blackmonk_fuel 2.2.1
blackmonks 2.2.1
Cabal_Common_Briefing 1.7
Cabal_Common_Functions 1.7
Cabal_Common_MissionHandling 1.7
Cabal_Common_Music 1.7
Cabal_Common_Overlay 1.7
Cabal_Common_OXPStrength 1.7.1
Comms Pack A 0.5
customshields 0.83
deep_space_pirates 1.5
EmailSystem 1.7.9
ExternalDockSystem 1.7
farsun 1.05
feudal-challenge.js 9.1
feudal-mission.js 9.1
feudal-planetfall.js 3.1
feudal-promotion.js 6.1
feudal-ranks.js 5.1
feudal-tournament.js 10.1
galaxy_info 1.1.0
GalCopAdminServices 1.7.9
GalDrivePod_main_script 1.4
gates_masterScript 1.13
genericHUDswitch.js 2.0
GNN 1.2
GNN_PhraseGen 1.2
GNN_Words 1.2
Hoopy_Casino.js 1.0
Lib_2DCollision 1.7.1
Lib_Animator 1.7.1
Lib_BinSearch 1.7.1
Lib_Config 1.7.1
Lib_Crypt 1.7.1
Lib_Cubecode 1.7.1
Lib_EntityStrength 1.7.1
Lib_GUI 1.7.1
Lib_Main 1.7.1
Lib_MissionCoord 1.7.1
Lib_Music 1.7.1
Lib_PAD 1.7.1
Lib_PAD_Events 1.7.1
Lib_Starmap 1.7.1
MarketScriptInterface_Main 1.1
navi_mfd 1.8.1
Oolite Equipment Control 1.90
Oolite Ship Library 1.90
oolite-cloaking-device 1.90
oolite-constrictor-hunt 1.79
oolite-contracts-cargo 1.90
oolite-contracts-helpers 1.90
oolite-contracts-parcels 1.90
oolite-contracts-passengers 1.90
oolite-libPriorityAI 1.90
oolite-nova 1.90
oolite-populator 1.90
oolite-primable-equipment-register 1.90
oolite-registership 1.90
oolite-thargoid-plans 1.90
oolite-trumbles 1.90
oolite-tutorial 1.90
PlanetFall2 2.0
planetFall2_Markets 2.0
PlanetFall2_MonkeyPatch 2.0
PlanetFall2_Names 2.0
PlanetFall2_Shipyards 2.0
PlanetFall2_Turbulence 2.0
Random_Hits 1.11.3
RemoveIndividualPylon 1.0
reticle_target_sensitive 1.2.1
stationrotation 1.0
tianve-rebecca.js 1.0
trails 1.11
troomp 0.9
wildShip_pics.js 1.0
14:34:46.410 [PlanetFall2_MonkeyPatch]: Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script
14:34:46.532 [PlanetFall2]: final count for main planet: 1
14:34:49.036 [exit.context]: Exiting: Shift-escape pressed.
14:34:49.045 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2024-04-11 14:34:49 +0100.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

DGill wrote: Thu Apr 11, 2024 11:42 am
Not sure what you are asking?
Simply this: PlanetFall v.1 randomized the landing site, so that wherever you landed on the planet (there are no fixed points/docks in v.1) would be randomly labelled as the capital city, a field, a factory, a military base, etc.


Feudal States OXP stopped that randomization. Wherever you land on a "Feudal State OXP" feudal state will always be the Royal Palace.

PlanetFall v.2 introduces different sites for the first time. You can now choose where you want to go. You can go in one direction and land at the capital city. Or in another and land at a factory.

The names of these sites are up for grabs (currently generated randomly by The Galactic Almanac OXZ).





Question for you:

Phkb has kept the v.1 lack of selection for the "Feudal State OXP" feudal states.

The "non-Feudal State OXP" feudals (Qubeen, Anarlaqu, Xeesle etc.) get a selection of landing sites - the capital city, and possibly a military site, and possibly a tourist site, etc.

Should there just be the one Royal Palace landing site at a Feudal State from the OXP (Digebiti/Aronar/Tibecea)? Or several?


Argument for just the one landing site: compatibility with the original version (Phkb's reasoning ,if you read his comments). Simplicity.

Argument for more than one site: ability to visit other cities/shrines/factories etc. This would allow visiting an estate some distance from the capital, for example. Or if we created, say, a Tibecea add-on, we could have one site at the Doge's Palace, another at the Grand Cathedral on the other side of the planet, a third at some space-ship factory, a fourth at an artist's colony, et cetera.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (maybe)

Post by DGill »

Cholmondely wrote: Thu Apr 11, 2024 3:52 pm
DGill wrote: Thu Apr 11, 2024 11:42 am
Not sure what you are asking?
Simply this: PlanetFall v.1 randomized the landing site, so that wherever you landed on the planet (there are no fixed points/docks in v.1) would be randomly labelled as the capital city, a field, a factory, a military base, etc.


Feudal States OXP stopped that randomization. Wherever you land on a "Feudal State OXP" feudal state will always be the Royal Palace.

PlanetFall v.2 introduces different sites for the first time. You can now choose where you want to go. You can go in one direction and land at the capital city. Or in another and land at a factory.

The names of these sites are up for grabs (currently generated randomly by The Galactic Almanac OXZ).





Question for you:

Phkb has kept the v.1 lack of selection for the "Feudal State OXP" feudal states.

The "non-Feudal State OXP" feudals (Qubeen, Anarlaqu, Xeesle etc.) get a selection of landing sites - the capital city, and possibly a military site, and possibly a tourist site, etc.

Should there just be the one Royal Palace landing site at a Feudal State from the OXP (Digebiti/Aronar/Tibecea)? Or several?


Argument for just the one landing site: compatibility with the original version (Phkb's reasoning ,if you read his comments). Simplicity.

Argument for more than one site: ability to visit other cities/shrines/factories etc. This would allow visiting an estate some distance from the capital, for example. Or if we created, say, a Tibecea add-on, we could have one site at the Doge's Palace, another at the Grand Cathedral on the other side of the planet, a third at some space-ship factory, a fourth at an artist's colony, et cetera.
Unfortunately I cannot run Planetfall v.2 so difficult for me to full appreciate your questions. Also I cannot try out any changes I do to the Feudal States oxp.

What version of Feudal States are you currently using?

I've tried a fresh start of Oolite with only the following oxps in the Addons folder: ExternalDockingSystem_1.7.oxp, Feudal_States_2.1.oxp, GNN1.2.oxp, Library1.7.1.oxp, MarketScriptInterface_1.1.oxp, and PlanetFall2.oxp - I get the C-Planet-Capital City and the buffeting but no beacon or landing instructions resulting in a crash on the planet surface.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

DGill wrote: Thu Apr 11, 2024 4:17 pm
What version of Feudal States are you currently using?

I've tried a fresh start of Oolite with only the following oxps in the Addons folder: ExternalDockingSystem_1.7.oxp, Feudal_States_2.1.oxp, GNN1.2.oxp, Library1.7.1.oxp, MarketScriptInterface_1.1.oxp, and PlanetFall2.oxp - I get the C-Planet-Capital City and the buffeting but no beacon or landing instructions resulting in a crash on the planet surface.
Feudal_States 3.4.0

I managed to fight my way down to the surface, discovered the new links on the F4 screen - and then discovered that the Chancery were currently all asleep! After I almost killed myself to get down there!! :cry:

I'll probably want to think about the interface (F4 screen Chancery/Livery Office). I had no luck bumping into anybody at Digebiti orbital station.

I found the Digebiti port on the top of the planet, away from the rings. Near a river on Phkb's Digebiti.oxp texture. It took quite some searching to find it. Nothing on Telescope - I only found it by cycling the ASC (range 100km for this), and there was nothing to see until I got within 70km or so. A small blinking white light. And I did get a couple of messages from the planetary landing authorities.

The other three times, like you, nothing. No beacon, no message, etc. Just "Press space, Commander". And cargo pods flying everywhere.

But, you know, the combination of Phkb's new PF together with your work on FS add an entirely new dimension to the game. A better feel. More sophisticated. Enjoying it!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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