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Re: Planetfall 2.0 (apparently)
Posted: Sat Jun 15, 2024 2:06 am
by phkb
Version 2.9 now available, which fixes a couple of bugs relating to the transit system.
Re: Planetfall 2.0 (apparently)
Posted: Thu Jul 11, 2024 12:43 pm
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?
Re: Planetfall 2.0 (apparently)
Posted: Fri Jul 12, 2024 8:51 am
by phkb
Post here; I recreated the methods from the Almanac, so bug fixes will be here.
Re: Planetfall 2.0 (apparently)
Posted: Mon Aug 05, 2024 12:17 pm
by phkb
New version of Planetfall 2 (v2.10) now available, which fixes a few bugs. Should be in the download manager shortly.
Re: Planetfall 2.0 (apparently)
Posted: Tue Aug 13, 2024 1:14 pm
by DGill
What does "NaN" mean?
Re: Planetfall 2.0 (apparently)
Posted: Tue Aug 13, 2024 1:53 pm
by Cholmondely
DGill wrote: ↑Tue Aug 13, 2024 1:14 pm
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.
Re: Planetfall 2.0 (apparently)
Posted: Tue Aug 13, 2024 1:54 pm
by another_commander
Not A Number. It's a bug.
Edit: Ninja'd - too slow.
Re: Planetfall 2.0 (apparently)
Posted: Tue Aug 13, 2024 2:29 pm
by DGill
Ok, thanks - it does not seem to affect anything.
Re: Planetfall 2.0 (apparently)
Posted: Sun Aug 18, 2024 11:49 pm
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?
Re: Planetfall 2.0 (apparently)
Posted: Mon Aug 19, 2024 10:08 am
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.
Re: Planetfall 2.0 (apparently)
Posted: Tue Aug 20, 2024 1:52 am
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?
Re: Planetfall 2.0 (apparently)
Posted: Tue Aug 20, 2024 7:53 am
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.
Re: Planetfall 2.0 (apparently)
Posted: Sat Aug 24, 2024 9:01 am
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.
Re: Planetfall 2.0 (apparently)
Posted: Sat Aug 24, 2024 10:05 am
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:
Re: Planetfall 2.0 (apparently)
Posted: Sat Aug 24, 2024 10:17 am
by Wildeblood