Re: Feudal Systems
Posted: Sun Apr 14, 2024 5:55 pm
For information and discussion about Oolite.
https://bb.oolite.space/
Have you sneaked a peek inside phkb's Feudal States variant for PFv.2 yet?
...version 2.1 is now available:
PlanetFall2.oxz
With this version, I've separated all the Feudal States code out and put it in an OXP of its own. This includes the Digebiti example of constructing a fully custom system. So, if you have Feudal States, and want to use PlanetFall2, you'll need this OXP as well.
Feudal_PlanetFall2.oxz
Airports are normally landside and airside, at least around here.
I haven't had the opportunity yet - but the next Feudal States sounds like it will have lots of potential.
Most of those goodies were purely skimmed straight out of the image pack you sent to me. I included them only to demonstrate what could be achieved and how to go about doing it. I make no claims about the appropriateness of the selections I made!Cholmondely wrote: ↑Sun Apr 14, 2024 8:11 pmHave you sneaked a peek inside phkb's Feudal States variant for PFv.2 yet?
There are some interesting goodies in there!
I now get the landing sites showing on the scanner upon launch from Digebiti station, which is great.
Are you using PF 2.4? There's an issue with earlier versions where flying in below 1km altitude would fly-through. Even with the fixes, it seems one needs to not be ascending at the beacon.DGill wrote: ↑Fri Apr 19, 2024 3:35 pmI now get the landing sites showing on the scanner upon launch from Digebiti station, which is great.
I get the flashing beacon and the landing instructions.
But I fly straight through the beacon without landing.
Do I need to do something else e.g. request landing permission?
Yes, PlanetFall2 version 2.4 and Feudal_PlanetFall2MrFlibble wrote: ↑Fri Apr 19, 2024 5:03 pmAre you using PF 2.4? There's an issue with earlier versions where flying in below 1km altitude would fly-through. Even with the fixes, it seems one needs to not be ascending at the beacon.DGill wrote: ↑Fri Apr 19, 2024 3:35 pmI now get the landing sites showing on the scanner upon launch from Digebiti station, which is great.
I get the flashing beacon and the landing instructions.
But I fly straight through the beacon without landing.
Do I need to do something else e.g. request landing permission?
Ummm.... are you sure that it is PF2? If you are using Deep Horizon Advanced Navigation Computer or Manual Witchspace Alignment then you should know that they operate by bunging in mysterious chunks of something metallic at extreme distances which give your ship something to aim at before jumping out of system.MrFlibble wrote: ↑Fri Apr 19, 2024 2:06 pmUsing the PF2 Feudal, I note that where there is a hunting lodge, there is another "dockable", the latter being 39000-ish km away from the star system.
Of course a player not using erm, debug tools (cough!) will probably never find these.
On investigation, the entity is invisible to telescope and scanner, though the scanner goes yellow and jump is mass locked.
Once found, the entity appears as a cargo container which cannot be scooped, lasers cannot lock on to, and can only be 'warmed up' with powerful lasers. It becomes hostile when shot according to TMI.
At Oneded in G2, I find one called "Keep of Gallantry (Royal Lodge)" on the first visit. Going in from the same save I find it called "Citadel of Nobility (Feudal Lodge)". Jump out and back in that same game-save, and the name sticks.
I'm curious as to why these manifest, why they get named if they're just a side-effect of something else, and why names aren't generated in a predictable way, maybe using planet description as a seed.
(edit) I see that the PF2 landing sites are just like this too. Cargo containers... far out!, they're all cargo containers!
I'm not using either of the OXPs you mentioned.Cholmondely wrote: ↑Fri Apr 19, 2024 5:11 pmUmmm.... are you sure that it is PF2? If you are using Deep Horizon Advanced Navigation Computer or Manual Witchspace Alignment then you should know that they operate by bunging in mysterious chunks of something metallic at extreme distances which give your ship something to aim at before jumping out of system.
I didn't find them by the normal means. PS.target.explode() sadly yields no barrels of Pan-Galactic Gargle Blaster or Obliging Meat Doners.