I'm not sure this is 100% ready for release, but it's also probably time I got some feedback on where it's at.
The first big change is the size. It's weighing in at a little under 130mb at the moment, which is on the large size. Much of that is made up of arrival report background screens, of which there are a few. If you don't like them, you can turn them off via Library Config.
Speaking of Library Config, there are a lot of settings you can tweak for this OXP. Pretty much everything is configurable, from the number of sites per planet, to the type of market you want at each location type, or whether the F3 screen is available at a location. You can adjust the spawning chances for different location types, and how much impact TL will have of the spawning of various landing types. There are lots of ways to get your ideal setup via the config options. If you think I've left something out, or the options need further explanation, please let me know.
The method of landing has changed a bit, as you would have seen in the demo videos I've posted. Landing at a planetary location requires you to line up one of the ground control interface points, and approach it at a non-acute angle. So don't try diving directly down towards it. If your angle is too sharp, you could take damage on landing.
Another big change is clear air turbulence. That's right: when entering the atmosphere of a planet, your ship will begin to be buffeted by turbulence, which will require you to work reasonably hard to maintain your flight path towards the ground control interface point. I *think* this addresses some of the skill factor involved in planetary landings, to make it require at least some piloting skill, like manually docking at a station in orbit does. If you don't want turbulence, or don't like the implementation, again, you can turn it off via Library Config. I'll be interested in how players find this, especially in ships other than the Cobra MKIII I've been testing in.
The "Planetary Landing Capability" equipment has been turned into "Atmospheric Stabilisers", and is an optional purchase to reduce the impact of turbulence. It retains the original equipment key ("EQ_PLANETFALL"), so any OXP that is looking for it can still find it. However, it is now optional. So, if an OXP is looking for that piece of equipment to know if planet landings are possible, they will need to be adjusted.
By default, I've turned off all markets at planetary locations. My reasoning: GalCop's treaty with each planet restricts access to planetary markets for interstellar travelers. If you don't like my reasoning, you can choose to have 1 of 3 different market styles: the original market, as was active in PlanetFall before the markets were broken by updates to Oolite; a market similar to what is used in "Stations for Extra Planets", where prices are adjusted based on distance from the main station; or a market that is a copy of the main station market, as was applied via the "Planetfall Markets" mod. Note that any change to the market type will require the system to be regenerated ie You need to jump out and then back in again.
I've employed the logic Littlebear used for naming planetary locations in his Galactic Almanac OXP. If you prefer a more prosaic naming method, you can turn this off via Library Config. Any names generated will be reused if the game is saved. If you, say, did a number of jumps and in the last system are killed on your way to the station, when the game is reloaded, the names for any landing sites in any system you visited since your last save will be regenerated and will be different from your first visit. Once the game is saved, all names generated for every system you have visited will be permanent (assuming you don't tweak the spawning parameters later).
I believe I've addressed most of the compatibility issues. So, any existing mod that uses PlanetFall 1.51 should work with this one. That includes the samples Thargoid originally created (Black Monk Monasteries, HoOpy Casino, PlanetFall - OoHaul), as well as In-System Taxi and In-System Cargo Delivery. I'm monkey-patching a few OXP's to ensure 100% compatibility. In-System Taxi and In-System Cargo delivery probably need some deeper tweaks though. Because the original PlanetFall allowed you to land anywhere, there was no distinction between landing sites on a particular planet. It was a random roll as to the type of location that spawned. The two "In-System" OXP's therefore didn't need to worry about *where* in particular you landed. They should still work now, but they could be made to work better with the specific sites now being created.
So, the $64000 question: Have I addressed the "Why"? As in, "Why would I want to visit a planetary location?" For this release, it's probably a "Maybe" at best. All (or most) shipyards have been relocated to be on the planet surface, which means if you want to buy a new ship, you have to visit the planet. The "Maintenance Overhaul" has also been moved to the main planet, rather than on main stations. With both of these, if you don't want it, you can turn it off via Library Config. If you do that, then the answer is definitely a "No", in that there is no compelling reason to land on a planet with the default settings (as markets are also disabled by default).
I do have a mission pack planned for this OXP, which will hopefully turn the "Maybe" into a "Slightly More Likely". But I think, to save over-complicating this OXP, I'll keep the missions separate for now.
Obviously, I'm after feedback on where I've taken this to. Good spot? Bad spot? Don't care/won't use spot? Let me know what you think.
You can download this version here:
PlanetFall2.oxz