Planetfall 2.0 (apparently)

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phkb
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Re: Planetfall 2.0 (apparently)

Post by phkb »

Version 2.9 now available, which fixes a couple of bugs relating to the transit system.
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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?
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Re: Planetfall 2.0 (apparently)

Post by phkb »

Post here; I recreated the methods from the Almanac, so bug fixes will be here.
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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.
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Re: Planetfall 2.0 (apparently)

Post by DGill »

What does "NaN" mean?

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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.
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Re: Planetfall 2.0 (apparently)

Post by another_commander »

Not A Number. It's a bug.
Edit: Ninja'd - too slow.
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Re: Planetfall 2.0 (apparently)

Post by DGill »

Ok, thanks - it does not seem to affect anything.
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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?
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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.

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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?
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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.
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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.
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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:

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Re: Planetfall 2.0 (apparently)

Post by Wildeblood »

DGill wrote: Sat Aug 24, 2024 10:05 am
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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:
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