Planetfall 2.0 (probably)

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Cholmondely
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

phkb wrote: Tue Apr 16, 2024 6:46 am
Cholmondely wrote: Tue Apr 16, 2024 6:40 am
Would all this be solved if it were possible to "remove various choices" from the various F1-F8 GUI screens?
Not sure what you mean here. If the F1-F8 options were removed after using the transit system, the only option left to the player is to return to their original landing site (using whatever mission screen interface cooked up for it), launch, fly to the spot they want to conduct business, and then land again. Is that what you meant?
No: to remove - say - just the F1 and F3 screens and just the station interfaces category from the F4 screen.
Comments wanted:
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Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Cholmondely wrote: Tue Apr 16, 2024 6:48 am
No: to remove - say - just the F1 and F3 screens and just the ship-station interfaces from the F4 screen.
Oh, right. Well, as I mentioned earlier, we can't disable F1 without essentially disabling all the function keys, because I would need to keep the player on a mission screen that doesn't allow interrupting. What you then do on that mission screen is a matter of how much time and effort goes into it. With the understanding that all the screens would have the limitations of Oolite 1.90 - that is, up and down arrows keys only, and press enter to select. Nothing fancy, like we can now do in Oolite 1.91.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

How about adding an "interrupt" to the F1 process?







<Presses F1>

Mission Screen:
___________________________________________________________________________________________

If you wish to launch, remember that while you are at <x>, your ship is currently at <y>.

Transporting your ship to <y> will take 7 hours and cost 370cr with a chance it might be damaged.

Do you wish to incur these costs?

[Yes]
[No]

___________________________________________________________________________________________
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?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

*chuckles*

You're determined, I'll give you that! :D

The only way I could interrupt the F1 process is to put a core code change through that would allow for it in some way.

However, what you're describing is close to what I have anyway, except I'm showing it on the screen where you request to transit to another location. I'll post some screenshots shortly.
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Transit system where player's ship is:
Image

Transit system where player's ship isn't:
Image
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

Cost for the train ride?



And 200₢ seems low for ship transfer fees. Trained pilot's time. Insurance. Rush job. et cetera

And does the time taken vary with distance?
Comments wanted:
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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?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Cholmondely wrote: Tue Apr 16, 2024 9:58 am
Cost for the train ride?
Public transport in the future is free. I saw a memo about it. And a book. And a movie. 100% guaranteed. Free. Totally free.

How much per ride?

And how much would be realistic for a ship transfer? 10k?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Cholmondely wrote: Tue Apr 16, 2024 9:58 am
And does the time taken vary with distance?
Yes, I'm doing a proper calculation of the distance between two points on a sphere, then varying the time with the TL-adjusted average speed of the trains.
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Re: Planetfall 2.0 (maybe)

Post by Cholmondely »

phkb wrote: Tue Apr 16, 2024 11:37 am
Public transport in the future is free. I saw a memo about it. And a book. And a movie. 100% guaranteed. Free. Totally free.
In Democracies, maybe. Feudals, definitely! But Corporates? Anarchies? Dictatorships?

And I do think that amounts should vary - as they do in real life. So 200₢ in the one system, but 535₢ in another...

In Venice, taking the Vaporetti used to cost €8.50 (in city - but not out to say ) for tourists but only €1.50 for local residents...

Image


If you do ever get out to Venice, going to Chioggia is fun - and takes forever. You jump on a vap taking you over the lagoon to the Lido. There you grab a bus which goes to the far end of the Malamocco islet where you disembark and take a ferry. From the far end you grab another bus which takes from one end to the other of the Pelestrina islet where the entire bus jumps onto another ferry which then takes you to Chioggia. Fun!!
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?
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Re: Planetfall 2.0 (maybe)

Post by phkb »

OK, version 2.3 of PlanetFall is now available here: PlanetFall2.oxz (approx 150mb)

In this version:
  • Added a planet-side transit system, so you don't have to launch and re-dock to visit another landing site on the same planet.
  • Transit costs are adjusted based on government types. Configurable via Library Config.
  • Ship transfer costs are adjusted based on government types. Configurable via Library Config.
  • Fixed shipyard transfer process to not run more than once per system.
  • Added fragment and vertex shaders to ensure all break patterns appear clearly and without shadow.
  • Removed yaw turbulence factor. Only pitch and roll turbulence will be now be set.
  • Fixed issue that was preventing subSurface colonies and moonSurface domes from being spawned.
  • Amount of reduction to service level is now configurable via Library Config.
  • Added a function (PlanetFall2.playerShipIsLocal) that can be called to determine if the player is near their ship or not.
  • Removed the Blackmonks and HoOpy Casino config options, and incorporated spawn chances in script_info object of shipdata and condition script.
Transit costs and Ship Transfer fees are adjusted by government type. There are Library Config entries for both types.

I think this is getting close to release quality now, but will be interested in any and all feedback. And especially from @DGill, if it's working on your system with this latest update.

For ease of access, here's the Feudal PlanetFall OXZ you'll need for Feudal States: Feudal_PlanetFall2.oxz
Last edited by phkb on Wed Apr 17, 2024 7:57 am, edited 2 times in total.
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Re: Planetfall 2.0 (maybe)

Post by phkb »

Just expanding on the whole Feudal States integration thing. The expectation is, for those Feudal systems that have Royal Courts, you will get 1 (one) and only one landing site on the main planet. Except for Digebiti, where a fully custom setup has been created. Extra planets and moons should have standard random sites. This was to keep in line with how the old PlanetFall worked, where landing on the main planet in a Feudal system with a Royal Court would guarantee you ended up in the Royal Court. The difference now is that there is a particular site you must head towards.

I think the plan would be to eventually create a custom setup for each Feudal system with a Royal Court. However, if DGill/Cholmondely would prefer adding some default random landing sites in, let me know and I'll come up with a tweak.

Telescope should pick up the landing sites now, if you're using it. And you can change the beacon range in Library Config. The current default is 200km, but you can take that up to 10000km if you prefer.

Fingers crossed, this will mean less craters on the planet. Remember to watch your speed on approach, don't try to approach the Ground Control Interface point from directly overhead, and be on the lookout for changes in direction of the turbulence. Easy, right? :)
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Re: Planetfall 2.0 (maybe)

Post by MrFlibble »

phkb wrote: Wed Apr 17, 2024 4:00 am
I think this is getting close to release quality now, but will be interested in any and all feedback.
:D I'm in. Still figuring out how to land. Attempt four.

Just paused the game at an altitude of 644.7267877715349m, which looks ugly. Can that be forced to an integer?
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Re: Planetfall 2.0 (maybe)

Post by MrFlibble »

Are markets implemented in PF2? I'm getting "This service is not available in this location.", with what I consider an unnecessary "Press Space, Commander". I've tried all locations on two planets so far.

The train-track-zoom animation happens twice for me. WIP?
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Re: Planetfall 2.0 (maybe)

Post by MrFlibble »

Flying at the ball from an altitude of less than 1km I've gone through it and out the other side a few times. As soon as I increased altitude to <=1km and pointed at the ball, I was landed.
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Re: Planetfall 2.0 (maybe)

Post by phkb »

MrFlibble wrote: Wed Apr 17, 2024 7:31 pm
Are markets implemented in PF2? I'm getting "This service is not available in this location.", with what I consider an unnecessary "Press Space, Commander". I've tried all locations on two planets so far.

The train-track-zoom animation happens twice for me. WIP?
Markets are implemented, but disabled by default. You can turn them on via settings in Library Config.

And yes, the zoom animation plays twice, for technical reasons (basically, covering a launch and redock). The first one should zoom in a lot more.
MrFlibble wrote: Wed Apr 17, 2024 7:56 pm
Flying at the ball from an altitude of less than 1km I've gone through it and out the other side a few times. As soon as I increased altitude to <=1km and pointed at the ball, I was landed.
Curious. Altitude shouldn’t play a part in the calculations. It’s all about distance from the ground control interface point, and how accurately you’re pointing at it. If you’re not aligned well enough, you could miss it. I’ll have a try coming at it from beneath and see what’s going on.
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