Planetfall 2.0 (apparently)

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phkb
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Cholmondely wrote: Sun Apr 14, 2024 7:54 am
?

But I've got the entire SW suite loaded (except for PlanetLand). And PF v.2.0... (not 2.1)

I landed on Digebiti just fine. And I saved my game. And I took off just fine!
That’s surprising. Feel free to take the conflicts out of the manifest and see if it still works. If I get time I’ll have another look to see why it’s working - I certainly didn’t expect it to.
Last edited by phkb on Sun Apr 14, 2024 10:56 pm, edited 1 time in total.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

This is my current cocktail recipe:

Code: Select all

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    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.cim.combat-simulator.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Ramirez.FuelTank.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Svengali.Pagroove.BGSSoundset.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.stranger.OrbitalStations.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.CmdCheyd.DH_AdvancedNavigationComputer.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.phkb.ExpandedWeaponInfo.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/LitF+v0.06.1.oxp
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.phkb.ExtraRockHermits_1.3.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Norby.HUDSelector-1.26.oxz
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.DrNil.YAH-SetF.oxz
    ~/Library/Application Support/Oolite/AddOns/griff_HP_CobraMK3_v0.1.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Commander_McLane.Anarchies.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Runghold.SecComFinder for Switeck's GalacticNavy_0.6.3.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.EricWalch.DeepSpaceDredger.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.cim.ships-library free:old.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Mandoman.MandotechIndStationV1.4.tweaked.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.SimonB.ubertharg.oxp
    ~/Library/Application Support/Oolite/AddOns/Feudal_States 3.4.0.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.okti.Coyote's Run.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.csotb.MilitaryTargettingSystem.v1.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.stranger.Famous Planets Music Pack.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Submersible.Povray_Planets_Galaxy1_Textures_(tweaked)_v1.1.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.phkb.Cargo_Handling.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Commander_McLane.Asteroids3D1.2.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Norby.MinerCobra.oxp
    ~/Library/Application Support/Oolite/AddOns/FaceSun.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.spara.behemoth.oxp
    ~/Library/Application Support/Oolite/AddOns/Thargoid_Witchspace_Drive_0.9.4_2012.04.20.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Ramirez.Dictators._(Cholly'd).oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Staer9.Icesteroids.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.phkb.StationDockControl.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.redspear.weapon_laws(1.4) tweaked.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.stranger.Famous Planets ST Texture Pack C.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Thargoid.YAH_Constore_Remover_1.01.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Draco_Caeles.GenerationShips.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.stranger.Famous Planets ST Texture Pack B.oxp
    ~/Library/Application Support/Oolite/AddOns/Ships_Accountant.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.stranger.Famous Planets ST Texture Pack A.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Submersible.Povray_Planets_Galaxy5_Textures.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Submersible.Povray_Planets_Galaxy2_Textures.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.spara.ImperialAstrofactory.v.2.4.2.(cholly'd).oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.stranger.Famous Planets Overhaul 1.3.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.LittleBear.AssassinsGuild.oxp
    ~/Library/Application Support/Oolite/AddOns/Wildefire_Help.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Ramirez.ResistanceCommander_1.6.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Submersible.Povray_Planets_Galaxy7_Textures.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Griff.Asteroids_ice_versions.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Okti.LongRangeScanner v0.3.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Killer Wolf.nephthys_station.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.dertien.Z_GrOovY_SmallSystemStations.oxp
    ~/Library/Application Support/Oolite/AddOns/DigebitiSubject.0.91.oxp
    ~/Library/Application Support/Oolite/AddOns/Digebiti.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Murgh.wpb.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.KillerWolf.IsisInt.oxp
    ~/Library/Application Support/Oolite/AddOns/Hathor_phkb-Tweaked.oxz
    ~/Library/Application Support/Oolite/AddOns/AutoSkim.0.9.5.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Spara.galactic navy facelift (cholly'd).oxp
    ~/Library/Application Support/Oolite/AddOns/Galactic Navy 5.4.3 Switeck's MOD.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.phkb.Digebiti.v.1.2.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Pagroove.Superhub.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Griff.Cargopods2014_withGlow.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Ngalo.NPC_Equipment_Damage.12.21.oxp
    ~/Library/Application Support/Oolite/AddOns/oolite.oxp.Draco_Caeles.Transhab.oxp
08:51:03.829 [shipData.load.begin] +[OOShipRegistry(Singleton) allocWithZone:] (OOShipRegistry.m:1689): Loading ship data.
08:51:05.927 [startup.complete] -[GameController applicationDidFinishLaunching:] (GameController.m:269): ========== Loading complete in 3.23 seconds. ==========
...
08:51:14.704 [script.load.world.listAll] +[ResourceManager loadScripts] (ResourceManager.m:2132): Loaded 435 world scripts:
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    Anarchies 2.9.2
    assassins
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    asteroids3D 1.2
    AsteroidStorm 4.03
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    AstroLibrary 4.3
    audible_docking_clearance 1.3.1
    Automatic ECM System 0.3.2 - for Oolite 1.75 and later
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    AutoPrimeEquipment 1.2
    AutoRefuel 1.0
    autoSkimmer-Main 0.9.5
    BarrelRoll 1.1
    behemoth 3.1.1
    BGS 2.5.3
    BGS-PAGsoundsetv2 2.3
    bigShips_populator 1.3
    BountySystem_Core 0.13
    BountySystem_MostWanted 0.16
    BountySystem_NPCScan 0.13
    BountySystem_WarrantScanner 0.13
    Breakable_Energy_Unit 1.1
    Breakable_Engines 1.1
    Breakable_HUD_IFF_Scanner 1.2
    Breakable_Shield_Generators 1.2
    Breakable_TorusDrive 1.1
    Breakable_WitchDrive 1.3.2
    BroadcastCommsMFD 1.3.7
    BulletinBoardSystem 2.6.2
    cagsdebug 1.0
    Cargo_Handling_Time 1.0
    Cargo_Wreck_Teaser 1.7.1
    cargoSpotter_worldScript.js 1.1
    CargoTypeExtension 2.0
    CargoTypeExtension-Auctions 2.0
    CargoTypeExtension-Base 2.0
    CargoTypeExtension-DefaultMarket 2.0
    CargoTypeExtension-Dynamic 2.0
    CargoTypeExtension-FetchContracts 2.0
    CargoTypeExtension-OpenContract 2.0
    CargoTypeExtension-Permits 2.0
    CargoTypeExtension-Regional 2.0
    CargoTypeExtension-Scavenger 2.0
    CargoTypeExtension-Station-Astrofactory 2.0
    CargoTypeExtension-Station-ConStore 2.0
    CargoTypeExtension-Station-Galnavy 2.0
    CargoTypeExtension-Station-GRS 2.0
    CargoTypeExtension-Station-HoopyCasino 2.0
    CargoTypeExtension-Station-KiotaBiosphere 2.0
    CargoTypeExtension-Station-KiotaFactory 2.0
    CargoTypeExtension-Station-KiotaHabitat 2.0
    CargoTypeExtension-Station-KiotaRelay 2.0
    CargoTypeExtension-Station-KiotaResearch 2.0
    CargoTypeExtension-Station-KiotaSolar 2.0
    CargoTypeExtension-Station-PlanetFall 2.0
    CargoTypeExtension-Station-RockHermit 2.0
    CargoTypeExtension-Station-RRSWaystation 2.0
    CargoTypeExtension-Station-SalvageGang 2.0
    CargoTypeExtension-Station-SpaceBar 2.0
    CargoTypeExtension-Station-SuperHub 2.0
    CargoTypeExtension-Station-Taranis 2.0
    CargoTypeExtension-Station-TianvePulsarStation 2.4
    CargoTypeExtension-Station-ZGF 2.0
    CargoTypeExtension-TraderNet 2.0
    ChangeViewSound 1.0
    CollapsShields 2.7
    Combat Simulator 1.1
    combat_MFD 1.17
    commandersLog 1.01
    Comms Pack A 0.5
    CommsLogMFD 1.7.10
    communist_population 2.18
    communist_population_orbit 1.2
    ContractsOnBB 1.11
    Coyote-Main 2.3
    DayDiplomacy_000_Engine 0.19
    DayDiplomacy_010_Systems 0.19
    DayDiplomacy_015_GNN 0.19
    DayDiplomacy_020_History 0.19
    DayDiplomacy_030_EconomyEngine 0.19
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    DayDiplomacy_045_War 0.19
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    DeathComms 1.7
    Deep_Horizon_Adv_Nav_Comp 1.0.5
    deep_space_dredger 2.4.6
    DeepSpaceDredgers_Facelift 1.0
    dfl_imperial_astrofactory 2.1
    dictators.js 1.2
    Dictators_Conditions 2.5.1
    DigebitiSubject 0.9
    display_reputations 1.3
    Distant_Realms 1.0
    EmailSystem 1.7.9
    Emergency Docking Clearance 1.1
    engine_sound 1.2
    EnhancedPassengerContracts 0.4
    EnhancedPassengerMFD 0.4
    EquipmentRemoveItemColor 1.4
    EquipmentStorage 1.8
    Escort Formations Randomiser 1.3
    exhibitions 1.21
    Explorers Club 1.4.4
    ExternalDockSystem 1.7
    extra_tanks_script.js 1.8
    facesun.js.anon-script 0.1
    Famous Planets Overhaul 1.2
    FastTargetSelector 1.6
    feudal-additionalMissions.js 1.0
    feudal-challenge.js 9.1
    feudal-fireW 1.2
    feudal-formation 1.2
    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
    feudal_pad.js 2.1
    fighter_hud2 1.4.1
    fireworks 1.1
    FlightLog 1.11
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    fps_monitor 1.2
    freighterconvoys 1.3
    FTZ_Core 0.31
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    GalCopBB_CargoMonitor 0.6.7
    GalCopBB_CargoStopper 0.6.7
    GalCopBB_Charity 0.6.7
    GalCopBB_CoreMissionValues 0.6.7
    GalCopBB_DataCache 0.6.7
    GalCopBB_Defend 0.6.7
    GalCopBB_Delivery 0.6.7
    GalCopBB_Derelict 0.6.7
    GalCopBB_DiseaseOutbreak 0.6.7
    GalCopBB_Earthquake 0.6.7
    GalCopBB_EjectionDamper 0.6.7
    GalCopBB_EscapePods 0.6.7
    GalCopBB_GoonSquads 0.6.7
    GalCopBB_HitTeams 0.6.7
    GalCopBB_Investigations 0.6.7
    GalCopBB_LifeSupport 0.6.7
    GalCopBB_MeetShip 0.6.7
    GalCopBB_MissionDetails 0.6.7
    GalCopBB_Missions 0.6.7
    GalCopBB_Missions_MFD 0.6.7
    GalCopBB_PirateBases 0.6.7
    GalCopBB_RangeFinder_MFD 0.6.7
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    GalCopBB_Satellites 0.6.7
    GalCopBB_ShipInteractions 0.6.7
    GalCopBB_SoftwareInstall 0.6.7
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    galdrive_worldscript 1.3
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    Hathor-populator.js 1.1
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    Hints_Station_Bar.js 0.0.93
    hofd 5.3.0
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    IronHide Armour Script 3.06
    Jaguar Company 2.6
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    KWiiprices.js.anon-script
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    LaserArrangement 1.3
    lave_mission_1 2.0
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    lave_missions 2.0
    lave_populator 2.0
    LaveAcademy 2.0
    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
    Library book: EFTTCAOIL 1.2
    liners_populator_script.js 1.6.2
    LinersMarkets 1.4
    LITF 0.7.3, + dev ver 0.06
    LITF_Common 0.7.3, + dev ver 0.06
    LITF_EventsCatalog 0.7.3, + dev ver 0.06
    LITF_Navigation 0.7.3, + dev ver 0.06
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    LITF_RPGElements 0.7.3, + dev ver 0.06
    LMSS_Core 2.6
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    Mandotech_Ind_Station_testPopulator 2.0
    market_inquirer 1.14.1
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    Mauiby's Wormhole Drones 1.1
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    Missile Beep 1.3
    mo-traders_rating3 3.7
    MRP01_ressource_spawn 0.53
    murphy-thargoid-drive.js 0.9.4
    Naval-GalDrive-Programmer 1.3
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    oolite-II
    oolite-libPriorityAI 1.90
    oolite-nova 1.90
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    oolite-primable-equipment-register 1.90
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    Orbiter Market Saver 0.3
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    Povray Planets Galaxy1 Textures 1.2
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    Povray Planets Galaxy5 Textures 0.1
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    randomshipnames 1.6
    RandomStationNames 0.92
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    Rescue Scenario 1b 1.5.4
    Rescue Scenario 2 1.5.4
    Rescue Scenario 2a 1.5.4
    Rescue Scenario 2b 1.5.4
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    Rescue Scenario 4 1.5.4
    Rescue Scenario 4a 1.5.4
    Rescue Scenario 4b 1.5.4
    Rescue Scenario 5 1.5.4
    Rescue Scenario 5a 1.5.4
    Rescue Scenario 6 1.5.4
    Rescue Scenario 6a 1.5.4
    Rescue Stations 1.5.4
    RingRacer 1.20
    RiskyBusiness_Main 0.2
    RockHermitBeacons 1.3
    RoutePlanner 0.2
    RoutePlanner_Interface 0.2
    RoutePlanner_InterfaceLib 0.2
    RRSBlackBoxHC 0.1
    safetycatch 1.3
    Satellite 1.10
    SE-main-script 2.9
    sell_equipment 1.5
    Ship_Storage_Helper.js 0.38
    Ships Library 0.8
    ShrewsRights 0.5
    ShrewsRights_ads_horz 0.5
    ShrewsRights_comms 0.5
    ShrewsRights_yah 0.5
    Skilled NPCs 1.6
    Smugglers_BlackMarket 1.2
    Smugglers_Contracts 2.4
    Smugglers_CoreFunctions 2.4
    Smugglers_DockMaster 2.4
    Smugglers_Equipment 2.4
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    Smugglers_Oolite_Contracts_Fix 2.4
    sniperlock 1.0
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    SpaceBarFaceLift 1.0
    Spawn-sothis 1.0.1
    Spawn_Stations 2.6
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    spicy_hermits_abandoned 1.0.3
    spicy_hermits_relocator 1.0.3
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    SSLaneIndicator 0.52
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    station_options 1.1
    StationDockControl 1.1.26
    StationDockControl_EscortLaunch 1.1.26
    StationDockControl_HackChip 1.1.26
    StationDockControl_Interface 1.1.26
    StationDockControl_MFD 1.1.26
    StationDockControl_Populator 1.1.26
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    stealth_missionScript 1.05
    Steampunk_hud 1
    Sunskimmers 0.2
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    System Features: Rings 2.10.3
    System Features: Sunspots 1.5
    taranis_one 2.0
    TargetSystemPlugins_FilterSort 0.81
    TargetSystemPlugins_SharedHandlers 0.81
    TargetSystemPlugins_ShortRangeSnapshot 0.81
    TargetSystemPlugins_TargetMemoryInterface 0.81
    TeaMakerScript.js 1.2
    tech_ref_lib 1.0.1
    telescope 2.0.2
    telescope_debug 1.0
    telescope_fps_monitor 1.2
    telescopeeq 2.0.1
    Tionisla Chronicle Array OXP 1.04
    Tionisla Reporter 1.3.9
    tlxn_waypointHere_eq 0.8
    togy_Cabal_Common_PhraseGen 0.98.2
    togy_Cabal_Common_PhraseGenWords 0.98
    TOGY_Main 2.4
    towbar 0.103
    towbarmissions 0.103
    Tracker 1.05
    Traffic Lights 1.1
    TrafficControl 2.02
    trails 1.11
    trophy_col 2.3.0
    Undocumented Launch 1.0
    useful_MFDs 0.6
    VimanaX_Alerts 1.16
    VimanaX_HUD 1.16
    wanted_market_observer 1.0.1
    wanted_station_ads 1.0.1
    wanted_yah 1.0.1
    WarpDrive 2.8
    Waypoint_Here_MFD 0.8
    Welcome Information Script 1.13
    Wildefire_HELP 1.0
    Xenon UI Resource Pack H (16:10) 2.1
    XenonUI 3.7
    XenonUI_Compatibility 3.7
    XenonUI_CoreMissionFixes 3.7
    XenonUI_SWEconomy_Addition 1.0
    yah_ad_service 4.5.1
    YAH_mobile_populator 1.0
    yah_more_ads 1.2
    yah_set_a 4.5
    yah_set_b 4.5
    yah_set_c 4.5
    yah_set_d 4.5
    yah_set_e 4.5
    yah_set_f 4.5
    yah_set_g 4.5
I have two oxps which might influence the loading order. Yours (oolite.oxp.phkb.CommiesOrbitUpdate.v1.2.oxz) and Alnivel's (Alnivel.SWBeforePopulators.oxz - not currently loaded).
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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Cholmondely
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

i problemi:
Latest.log with a "PlanetFall" search

Code: Select all

    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.phkb.PlanetFall2.1.oxp
    ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.phkb.Feudal_PlanetFall2.oxp
    CargoTypeExtension-Station-PlanetFall 2.0
    feudal-planetfall.js 3.1
    Feudal_PlanetFall2 1.0
    PlanetFall2 2.1
    planetFall2_Markets 2.1
    PlanetFall2_MonkeyPatch 2.1
    PlanetFall2_Names 2.1
    PlanetFall2_Shipyards 2.1
    PlanetFall2_Turbulence 2.1
21:51:37.916 [LogEvents] GlobalLog (OOJSGlobal.m:266): ship got EQ_PLANETFALL
21:51:39.471 [PlanetFall2_MonkeyPatch] GlobalLog (OOJSGlobal.m:266): Monkey-patching $missionActualInfo function of In-System Cargo Delivery
21:51:39.471 [Feudal_PlanetFall2] GlobalLog (OOJSGlobal.m:266): Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script
21:51:39.778 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (PlanetFall2 2.1): TypeError: this.nameStore[galaxyNumber] is undefined
Needless to say, nothing obvious on the GA's F4 screen display or on the Telescope MFDs whilst whizzing around Digebiti. Unlike the (edited) v.2.0
Comments wanted:
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Lore: The economics of ship building How many built for Aronar?
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Re: Planetfall 2.0 (maybe)

Post by Thargoid »

One other thought, concerning the planetside locations.

As yours are somewhat less random than mine used to be, how about adding options to travel between them planetside perhaps?
Assuming of course there's some way to catch or block launching (or work around it) so you can't launch from any other location than the one you landed at, and you need to go back there to get your ship.

Oh and personally I prefer planetside to downplanet, as I've seen in some of the mission screenshots.
There's some discussion on that topic in the feudal systems thread in discussions.
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Thargoid wrote: Sun Apr 14, 2024 9:06 pm
Assuming of course there's some way to catch or block launching (or work around it) so you can't launch from any other location than the one you landed at, and you need to go back there to get your ship.
Yeah, not sure how I'd accomplish that! I'll ponder a bit.

One way would be to accept you can't stop it, but have a warning before you leave the place you landed at that launching at another location will incur both a monetary fee (costs to transfer your ship to the new landing spot) and time penalty (say, 2 hours to get the transfer done).

I'll investigate whether I can block all external views during a launch and instant redock.
Cholmondely wrote: Sun Apr 14, 2024 9:02 pm
Needless to say, nothing obvious on the GA's F4 screen display or on the Telescope MFDs whilst whizzing around Digebiti. Unlike the (edited) v.2.0
OK, I think I've fixed this in version 2.2 of PlanetFall2.oxz and version 1.1 of the Feudal_PlanetFall2.oxz
PlanetFall2.oxz
Feudal_PlanetFall2.oxz
Cholmondely wrote: Sun Apr 14, 2024 11:38 am
I have two oxps which might influence the loading order. Yours (oolite.oxp.phkb.CommiesOrbitUpdate.v1.2.oxz) and Alnivel's (Alnivel.SWBeforePopulators.oxz - not currently loaded).
I think I see what was happening. You were probably only getting landing sites on the main planet before with version 2.0. In version 2.2 you *might* also get landing sites on planets with atmospheres (but not gas giants) when using Planetary Systems and the SWBeforePopulators.oxz is loaded. You won't get landing sites on moons, though, as SWBeforePopulators doesn't seem to address the populating functions of Moons.

I haven't done much testing with Planetary Systems - you might have to be the guinea pig on this one!
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Well, I've come up with *something* for the planet-side transit system.

In the following video, I'm docked at a planetary location. There are 4 sites on the planet. There's a new F4 interface screen, which opens to ... well, you can watch and see!

Youtube - PlanetFall2 Transit system

I can't seem to stop the HUD from popping up - I suspect an OXP is forcing it to be on when launching as a catch-all for OXP's that hide the HUD for whatever reason. I also can't stop the normal launch/dock sounds from playing. But I added some train sound FX to mask it a bit.

The amount of time is calculated based on what the average speed of the train, scaled by the TL factor for the main planet. So, higher TL systems will have faster trains, and so on. I haven't changed the player for using the system, because public transport in the future will be free, right? Right?

Thoughts?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

By the way, if somebody knows how to have a texture on a model be 100% lit, regardless of it's alignment to the sun, could you drop me a hint or two? The dark tunnel on one section of the video is due to the alignment of the player on launch causing it to be in shadow.
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Re: Planetfall 2.0 (maybe)

Post by another_commander »

phkb wrote: Mon Apr 15, 2024 6:58 am
By the way, if somebody knows how to have a texture on a model be 100% lit, regardless of it's alignment to the sun, could you drop me a hint or two? The dark tunnel on one section of the video is due to the alignment of the player on launch causing it to be in shadow.
You need to override the shader for that entity. The diffuse light calculation should be changed to not depend on the cosine of the angle between the normal and the light direction vectors. That's the simple idea behind it. Getting that shader override implemented might be the tough nut in this case,
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Re: Planetfall 2.0 (maybe)

Post by phkb »

another_commander wrote: Mon Apr 15, 2024 7:10 am
You need to override the shader for that entity.
Shaders, of course! Thanks a_c!
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Re: Planetfall 2.0 (maybe)

Post by Thargoid »

phkb wrote: Mon Apr 15, 2024 6:51 am
Well, I've come up with *something* for the planet-side transit system.

In the following video, I'm docked at a planetary location. There are 4 sites on the planet. There's a new F4 interface screen, which opens to ... well, you can watch and see!

Youtube - PlanetFall2 Transit system

I can't seem to stop the HUD from popping up - I suspect an OXP is forcing it to be on when launching as a catch-all for OXP's that hide the HUD for whatever reason. I also can't stop the normal launch/dock sounds from playing. But I added some train sound FX to mask it a bit.

The amount of time is calculated based on what the average speed of the train, scaled by the TL factor for the main planet. So, higher TL systems will have faster trains, and so on. I haven't changed the player for using the system, because public transport in the future will be free, right? Right?

Thoughts?
It's very much what I had in mind, so thumbs up from me.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

phkb wrote: Mon Apr 15, 2024 6:51 am
Well, I've come up with *something* for the planet-side transit system.

In the following video, I'm docked at a planetary location. There are 4 sites on the planet. There's a new F4 interface screen, which opens to ... well, you can watch and see!

Youtube - PlanetFall2 Transit system

I can't seem to stop the HUD from popping up - I suspect an OXP is forcing it to be on when launching as a catch-all for OXP's that hide the HUD for whatever reason. I also can't stop the normal launch/dock sounds from playing. But I added some train sound FX to mask it a bit.

The amount of time is calculated based on what the average speed of the train, scaled by the TL factor for the main planet. So, higher TL systems will have faster trains, and so on. I haven't changed the player for using the system, because public transport in the future will be free, right? Right?

Thoughts?
My only thought is that you are giving us the tools to really make something of what might happen planetside.

The possibilities are superb!

Just thinking about the missions I've played...
Spoiler
Constrictor Hunt: on Xeer, one could arrive at the Main Orbital, get a visa to visit the military base and then actually land at the military base on the planet and get a proper briefing
Long Way Round: Not quite yet but possibly in the future: deliver the deposed on the planet at a secret location (disclosed by the deposed himself in flight, with a beacon which pops up when he or the player signals), be attacked on the way down, and witness a tumultuous welcome!
Tionisla Reporter: land on the planet and conduct another interview there


(What a crying shame that BeeTLe BeTHLeHeM never managed to finish LitF which gives the tools for out-of-ship Role Playing! But that might not matter, if one never gets into fights.)





Another Issue

The landing/launching technique seems to involve a lot of complicated engineering and a lot of money.

How would a TL1 anarchy manage it?

Unlike their Coriolis, funded by GalCop, they would not have the capability to organise it or to keep it going (a lone millionaire might manage, buying in the know-how, but why would he bother?).

And you have to run the gauntlet to get there! - and there would be local pirates if the area was not in the aegis (after all, where do all these pirates really come from?)

I would suspect that in such rare cases the landing sites are either
(i) run by gangs of pirates, with a suitable welcome and an appropriate market
(ii) run by others: aid charities or religions/stable local systems after political gain/evangelising idealogues: probably providing hospitals or schools or providing serviced technology to help the economy
(iii) run by tourist corporations capitalising on their ability to make money out of tourism (visit the Bibeian Lethal Brandy Distillery!)
(iv) other Corporations making money out of grabbing local resources



This of course raises another question - landing without all this kerfuffle.

Presumably done by dedicated ships (shuttles, worms, transporters. Adders? - how do Refugee Adders get into space? Not with a launcher, presumably)


And another. Who pays for the launcher? And the complicated non-DIY landing?
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: Mon Apr 15, 2024 8:56 am
How would a TL1 anarchy manage it?
Good question. Should there be a cutoff, based on say TL and government, where planetary landing sites aren't available?
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Re: Planetfall 2.0 (maybe)

Post by Thargoid »

Or run the risk of getting robbed/mugged/murdered on landing and if there's any kind of ground transfer done too perhaps?

Either part or all of the cargo, or even the ship itself going walkabout or getting damaged, or getting stung for additional "fees" to leave maybe?
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Re: Planetfall 2.0 (maybe)

Post by hiran »

phkb wrote: Mon Apr 15, 2024 9:14 am
Cholmondely wrote: Mon Apr 15, 2024 8:56 am
How would a TL1 anarchy manage it?
Good question. Should there be a cutoff, based on say TL and government, where planetary landing sites aren't available?
If the tech level/anarchy is not sufficient for a planetary landing site, how come they do have a space station then?

From my perspective it should be possible for a spaceship to land in the jungle, especially needed for uninhabited planets. After some time several landing sites would pop up, and even later a space station would be founded. If it is only one space station then it is likely governmental. If the space stations are private, why would not a second company try to setup another space station to offer their services?

But I know it was easier for Oolite to assume every star has a planet, and every planet has a station. We are just about to break this dogma.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

hiran wrote: Mon Apr 15, 2024 10:39 am
If the tech level/anarchy is not sufficient for a planetary landing site, how come they do have a space station then?

From my perspective it should be possible for a spaceship to land in the jungle, especially needed for uninhabited planets. After some time several landing sites would pop up, and even later a space station would be founded. If it is only one space station then it is likely governmental. If the space stations are private, why would not a second company try to setup another space station to offer their services?

But I know it was easier for Oolite to assume every star has a planet, and every planet has a station. We are just about to break this dogma.
Our dogma (dates back at least to Commander McLane c.2007) is that the main orbital space station is not owned by the planet. It is owned and managed by GalCop.

But.

The local system government pays some money towards GalCop for it - and contributes to the cost of policing.

Anarchies have no government to give GalCop anything - not even a bent farthing. So Anarchy Corioli are run at a loss, with GalCop trying to claw back every penny it can of the costs. Hence the pathetic police patrols, hence the dominance of the pirates.

Feudals are not much better. They give a bit of dosh for the station and slightly improved policing. The money pouring into GalCops coffers (and the level of police protection) increases until one arrives at the Corporates who are reeking of the stuff - and who get the fanciest stations - and the best police patrols.



That is why the local orbital station obeys the dictates of GalCop on illegal trade. And on criminals. Explaining TL variation is more difficult, but examples of Handwavium do exist (just ask Redspear, our current Lord High Poobah of such matters!).

As the system pays more and more into the GalCop coffers, it presumably gets a bigger say in the running of the station (and Icohedra/Dodecahedra/Superhubs, etc.). See the proposals for LitF's orbital station design here.

And that is why the other stations in a system are either GalCop-aligned or are independent in some way (reference: https://wiki.alioth.net/index.php/Oolit ... allegiance). I'm unsure about how Commie SLAPUs and Dictatorial Imperial Astrofactories really differ from GalCop Main Orbitals in their behaviour. Perhaps local government alignment should have been given as another station allegiance. And I'm unsure as to the extent that vanilla Oolite code distinguished between GalCop police and local government police (eg Vipers <> Dictatorial Junta Enforcers <> Commie Thought Police). I'm sure that all this can probably be built in (if we can ever produce an OXP detailing the breakdown of GalCop we'll need to... maybe there is something useful in Ramirez's Resistance Commander OXP?).
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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