Planetfall 2.0 (apparently)

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

Moderators: winston, another_commander

User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Planetfall 2.0 (apparently)

Post by phkb »

Version 2.9 now available, which fixes a couple of bugs relating to the transit system.
User avatar
Cholmondely
Archivist
Archivist
Posts: 5381
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Planetfall 2.0 (apparently)

Post by Cholmondely »

Sorry: just discovered that Sotiqu has an "Immigration Control" point. Which, as an anarchy, it shouldn't!

I hope to go through the various systems/possible landing sites and come up with something better.




Question: should I be posting in this (your) thread, or, since the names supposedly come from a certain gentlebear's Galactic Almanac, should I be posting there?
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?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Planetfall 2.0 (apparently)

Post by phkb »

Post here; I recreated the methods from the Almanac, so bug fixes will be here.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Planetfall 2.0 (apparently)

Post by phkb »

New version of Planetfall 2 (v2.10) now available, which fixes a few bugs. Should be in the download manager shortly.
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 293
Joined: Thu Jan 01, 2009 9:45 am

Re: Planetfall 2.0 (apparently)

Post by DGill »

What does "NaN" mean?

Image
User avatar
Cholmondely
Archivist
Archivist
Posts: 5381
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Planetfall 2.0 (apparently)

Post by Cholmondely »

DGill wrote: Tue Aug 13, 2024 1:14 pm
What does "NaN" mean?
Not a Number?

I've seen it on my HUD just after launch when I'm too close to something - and then just an instant later, it becomes a distance reading.
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?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6696
Joined: Wed Feb 28, 2007 7:54 am

Re: Planetfall 2.0 (apparently)

Post by another_commander »

Not A Number. It's a bug.
Edit: Ninja'd - too slow.
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 293
Joined: Thu Jan 01, 2009 9:45 am

Re: Planetfall 2.0 (apparently)

Post by DGill »

Ok, thanks - it does not seem to affect anything.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Planetfall 2.0 (apparently)

Post by phkb »

Just posted a new version (2.11) that *might* fix this issue. Can you test this new version and let me know is the error persists?
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 293
Joined: Thu Jan 01, 2009 9:45 am

Re: Planetfall 2.0 (apparently)

Post by DGill »

phkb wrote: Sun Aug 18, 2024 11:49 pm
Just posted a new version (2.11) that *might* fix this issue. Can you test this new version and let me know is the error persists?
v2.11 makes no difference. NaN still displayed at Digebiti.

Image

Image
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Planetfall 2.0 (apparently)

Post by phkb »

DGill wrote: Mon Aug 19, 2024 10:08 am
v2.11 makes no difference. NaN still displayed at Digebiti.
You've added a new type of surface landing point, I think. An Estate? Can you send me the shipdata entry for this so I can get close to your setup?
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 293
Joined: Thu Jan 01, 2009 9:45 am

Re: Planetfall 2.0 (apparently)

Post by DGill »

phkb wrote: Tue Aug 20, 2024 1:52 am
DGill wrote: Mon Aug 19, 2024 10:08 am
v2.11 makes no difference. NaN still displayed at Digebiti.
You've added a new type of surface landing point, I think. An Estate? Can you send me the shipdata entry for this so I can get close to your setup?
I've sent you a PM with link to amended files.
User avatar
RockDoctor
---- E L I T E ----
---- E L I T E ----
Posts: 816
Joined: Sat May 01, 2010 9:05 pm
Location: Scotland

Re: Planetfall 2.0 (apparently)

Post by RockDoctor »

DGill wrote: Mon Aug 19, 2024 10:08 am
v2.11 makes no difference. NaN still displayed at Digebiti.
Could the NaNs be implying that no rail route exists between (Present.Location) and that destination. Thargoid bombing, triffid leaves on the line, or "the distance is too short to make a train link feasible. Which, crazy though it sounds, is actually a thing.

Assuming that the ground locations are stored as Lat.Long couples ... what distance formula is being used? Great circle, or something else? ISTR, when I was calculating 3d.Distance.From.Hazard, at least one of the seemingly obvious ways of getting an answer would fail if one point had a Lat (or Long) difference of 0 with the other point. I had to work out an alternative algorithm.
--
Shooting aliens for fun and ... well, more fun.
"Speaking as an outsider, what do you think of the human race?" (John Cooper Clark - "I married a Space Alien")
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 293
Joined: Thu Jan 01, 2009 9:45 am

Re: Planetfall 2.0 (apparently)

Post by DGill »

RockDoctor wrote: Sat Aug 24, 2024 9:01 am

Could the NaNs be implying that no rail route exists between (Present.Location) and that destination.
The rail route works fine. I can travel to or from the NaN location:

Image
User avatar
Wildeblood
---- E L I T E ----
---- E L I T E ----
Posts: 2466
Joined: Sat Jun 11, 2011 6:07 am
Location: Western Australia
Contact:

Re: Planetfall 2.0 (apparently)

Post by Wildeblood »

DGill wrote: Sat Aug 24, 2024 10:05 am
Image
That's cool, how in a thousand years time, they're still using steel rails with sleepers - none of that maglev nonsense. I wonder if Victoria will have standard gauge tracks by then? :evil: :shock: :roll:
Post Reply