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	<id>https://wiki.pioneerspacesim.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jpab</id>
	<title>PioneerWiki - User contributions [en]</title>
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	<updated>2026-05-04T09:04:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Commit_access&amp;diff=2292</id>
		<title>Commit access</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Commit_access&amp;diff=2292"/>
		<updated>2014-01-15T13:26:35Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Add section about changing git history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is commit access? ==&lt;br /&gt;
&lt;br /&gt;
Having commit access means you have the ability to push code directly to the main Pioneer repository.&lt;br /&gt;
&lt;br /&gt;
== How do I get commit access? ==&lt;br /&gt;
&lt;br /&gt;
Usually, just by asking. If you're known to the other committers to be someone who can be trusted to be a good steward of the project (usually shown by the quality of previous contributions) then you'll be given access to push to the repository. This is deliberately a subjective measure, but rest assured, the bar is set pretty low. Its mostly just a check to make sure you aren't going to do something stupid.&lt;br /&gt;
&lt;br /&gt;
In some circumstances you might be offered commit access. The same bar is set there. It usually happens when the other committers finds themselves thinking &amp;quot;this person would be a good committer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== What do I need to know when pushing? ==&lt;br /&gt;
&lt;br /&gt;
There's a few things that are special to the way we work that you need to know about.&lt;br /&gt;
&lt;br /&gt;
=== Code style ===&lt;br /&gt;
&lt;br /&gt;
We have a [[Code_style|code style guide]]. Learn it, love it. There's almost certainly something in there you'll hate, because we all have different opions on code style. Don't argue, just use it - its what we've got!&lt;br /&gt;
&lt;br /&gt;
=== Code review ===&lt;br /&gt;
&lt;br /&gt;
Read the page about the [[Code_review|code review process]]. You're expected to be reviewing your own code according to the guildlines set out there, and you're encouraged to find another person to review your code if its particularly large or complex. Read that page for more info about that.&lt;br /&gt;
&lt;br /&gt;
There is no obligation for commiters to review other people's work, but it would be very helpful if you could. If everyone is involved, then the total workload on any individual remains small, giving everyone time to work on their code.&lt;br /&gt;
&lt;br /&gt;
=== Update the changelog ===&lt;br /&gt;
&lt;br /&gt;
[https://github.com/pioneerspacesim/pioneer/blob/master/Changelog.txt Changelog.txt] is where we track the history of the project. Each time you make a change, add a brief description of it to the Changelog. Include the Github issue or pull request number if it has one. The description should be something that is understandable by players. Choose an appropriate category, start a new month header at the start of the month, and preserve the existing formatting. Have a look through the history to get a feel for how it works.&lt;br /&gt;
&lt;br /&gt;
=== Don't break the build ===&lt;br /&gt;
&lt;br /&gt;
Pioneer is regularly built by an autobuild script, sometimes as often as once per day. This is done using the Makefile/autotools system (all platforms). You must take care to ensure that everything that lands on the master branch builds correctly with the autotools/GCC build. This could be a problem for Windows-based developers using MSVC; please do the best you can and ask for help if you need it.&lt;br /&gt;
&lt;br /&gt;
=== Don't change existing git history ===&lt;br /&gt;
&lt;br /&gt;
Once a commit is in the master repository, it must stay there: You must never force-push. That means, never use the -f or --force switch to the 'git push' command when you're pushing to the pioneerspacesim repository. If you're getting an error when you push, ask for help, because forcing things is a guaranteed way to break the repository for everyone.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Code_review&amp;diff=2273</id>
		<title>Code review</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Code_review&amp;diff=2273"/>
		<updated>2014-01-15T10:51:41Z</updated>

		<summary type="html">&lt;p&gt;Jpab: /* When does it happen? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why do code review? ==&lt;br /&gt;
&lt;br /&gt;
Code review is simply getting someone to check your code before you it gets included in the Pioneer code proper to make sure that the code is of a good quality, is consistent with the rest of the codebase and takes Pioneer in the direction that the community wants it to go.&lt;br /&gt;
&lt;br /&gt;
== When does it happen? ==&lt;br /&gt;
&lt;br /&gt;
Code review can happen at any time, whenever you like. For small items of work it will get at least one review when it is submitted for inclusion (via a pull request). For a large development you may wish to find to someone to review your code periodically, to make sure you're on the right track. If you're starting to feel a bit unsure about what you're doing, that's probably a good time to ask someone!&lt;br /&gt;
&lt;br /&gt;
You don't have to do this of course, but be aware that the reviewers don't particularly being asked to review hundreds or thousands of lines of code changes that appear out of nowhere. You face a good chance of having your code rejected outright or ignored completely, and that sucks. So if you're going to do something massive, at least check in at the start to make sure someone knows about it.&lt;br /&gt;
&lt;br /&gt;
== Who can review code? ==&lt;br /&gt;
&lt;br /&gt;
Anyone that wants to! Anyone can use the review tools on Github to read and comment on code while its under development or test pull requests.&lt;br /&gt;
&lt;br /&gt;
In the case of a pull request, someone with commit access needs to do the final sign-off (typically, but not necessarily, at the same time as merging).  If you don't have commit access you can still help make life easier for that person by leaving comments and working with the original submitter.&lt;br /&gt;
&lt;br /&gt;
== I have commit access, does my code need to be reviewed? ==&lt;br /&gt;
&lt;br /&gt;
No, you have commit access for a reason - you've proven that you can be trusted to be a good steward for the project. You should feel free to change whatever you want or need to, but as you do you should be considering all the points normally covered by a review. Self-review, if you like.&lt;br /&gt;
&lt;br /&gt;
That said, no person is an island. Be sure to ask for help if you need it, even if its just a feeling that something isn't right.&lt;br /&gt;
&lt;br /&gt;
== What gets reviewed? ==&lt;br /&gt;
&lt;br /&gt;
Every single change is a candidate for review, no matter how small. Most review will happen in a pull request, but you can be reviewing code by reading the commit history or even by reading code as you're working on it.&lt;br /&gt;
&lt;br /&gt;
Here are some good things to look out for:&lt;br /&gt;
&lt;br /&gt;
* Bugs, logical errors, mathematical errors, typos (any simple, isolated code error). These are easy. If you find a bug during testing or by looking at the code, either fix it or tell the submitter to fix it. It's easy because everyone agrees that bugs need to be fixed.&lt;br /&gt;
&lt;br /&gt;
* Uncertainty about some code logic or behaviour (&amp;quot;Is this maths right?&amp;quot; &amp;quot;Did the submitter intend this weird behaviour?&amp;quot;). These are easy: Ask the submitter (obviously). Explanatory comments are usually the &amp;quot;fix&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
* Code style errors (braces, whitespace, naming conventions, etc). Same as bugs: fix it, or tell the submitter fix it. Not everyone agrees about the importance of code style, or perhaps even what style we should be using (particularly since the existing codebase is not totally consistent), but we have a code style guide and we want everything to conform to it. If there is some aspect of style not covered by the code style guide on the wiki, amend the guide and tell the submitter to fix their style. Yes, style is subjective, and it's not the submitter's fault that they didn't use the &amp;quot;correct&amp;quot; style, since it may not have been clear what was the &amp;quot;correct&amp;quot; style when they made the PR, but its not worth arguing about - the time and energy to discuss it costs more than just fixing the code.&lt;br /&gt;
&lt;br /&gt;
* Messy git history. Fix it or ignore it. The trouble with telling the submitter to fix it is that many of our contributors don't have enough confidence wth git to do it right and the ones that do tend not to submit messy histories in the first place. So its not worth arguing about.  Just do the best you can to keep your own history tidy, but if its not working out don't stress too much about. If you really need help, talk to someone that can drive Git well; they can help you out.&lt;br /&gt;
&lt;br /&gt;
* Game design uncertainty (&amp;quot;Do we want this feature?&amp;quot;, &amp;quot;Do we want it to behave this way?&amp;quot;). For the most part you should choose what you think is best. You should be paying attention to what the other developers and the players are asking for and be aware of what other developments are happening, and from there be able to make a reasonable decision. If you don't know, ask someone who does. But remember that you should not reject an idea simply because you prefer it a different way. Of course your opinion matters, but try to balance everyone's needs as much as possible. (This is hard. Please ask for help).&lt;br /&gt;
&lt;br /&gt;
* Code structure problems (&amp;quot;We want the feature, but not implemented like this&amp;quot;). Structural problems can take a significant effort to fix and they make future code maintenance harder. They're the ones that often end up needing to be ripped out or rewritten later. The difficulty is that its often a ridiculous amount of effort to do something the &amp;quot;right&amp;quot; way, especially if it relates to a very old piece of code. The rule of thumb then is to permit mess if its necessary, but do the best you can to keep it contained. Remember that you're now adding to the cleanup work that someone else will have to do in the future.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Roadmap&amp;diff=1391</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Roadmap&amp;diff=1391"/>
		<updated>2013-06-30T17:08:46Z</updated>

		<summary type="html">&lt;p&gt;Jpab: add items about the bulletin board&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First milestone ==&lt;br /&gt;
&lt;br /&gt;
Basically we want external interfaces to be stable.&lt;br /&gt;
&lt;br /&gt;
* New save file format&lt;br /&gt;
* Separate Player from Ship (breaks Lua)&lt;br /&gt;
* Turn Missiles into guided Projectiles&lt;br /&gt;
* Lua equipment&lt;br /&gt;
* Module manifest&lt;br /&gt;
* Convert to new UI (but not redesigned HUD)&lt;br /&gt;
* JSON data files (ship defs)&lt;br /&gt;
* Starsystem generation rewrite (plus custom systems)&lt;br /&gt;
&lt;br /&gt;
== Second milestone ==&lt;br /&gt;
&lt;br /&gt;
Gameplay stuff, redesigned UI. Dunno yet.&lt;br /&gt;
&lt;br /&gt;
== Older stuff ==&lt;br /&gt;
&lt;br /&gt;
Pioneer version 1.0 will be the first &amp;quot;stable&amp;quot; release. This will not be the final state of the game: development will continue, particularly adding a lot more content and game-play features, but features present in version 1.0 are expected to be supported for a long time.&lt;br /&gt;
&lt;br /&gt;
Things that must be done before we can release version 1.0:&lt;br /&gt;
&lt;br /&gt;
'''''Warning:''' This list is incomplete - and under active discussion so subject to change''&lt;br /&gt;
=== Technical features ===&lt;br /&gt;
* The save system will be changed to allow future versions to be made without breaking all prior saved games.&lt;br /&gt;
* Equipment control will be moved to Lua.&lt;br /&gt;
* All user-interface will be converted to use the new-ui system and be driven by Lua.&lt;br /&gt;
* Star system generation will be rewritten to allow partially custom systems, and to allow some types of changes to be made without having knock-on effects through the entire galaxy or system.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay features ===&lt;br /&gt;
* Military progression / treason.&lt;br /&gt;
* Something like the Scout missions the walterar has done, exploration jobs.&lt;br /&gt;
* No hypersace from in atmosphere / or too close to a planet surface.&lt;br /&gt;
* In-system hyperspace jumps to make assassination missions and piracy actually possible.&lt;br /&gt;
* Alternatively a Fast-As-Light drive, Shadmar has taken a hacked one I (fluffyfreak) wrote and updated it for Paragon.&lt;br /&gt;
&lt;br /&gt;
=== More proposed stuff ===&lt;br /&gt;
&lt;br /&gt;
From [[User:Luomu|Luomu]] ([[User talk:Luomu|talk]]) 17:09, 1 May 2013 (PDT)&lt;br /&gt;
&lt;br /&gt;
* New, fault tolerant save system: this is the most important thing ever&lt;br /&gt;
* Rewrite the HUD&lt;br /&gt;
** Gather a list of components before doing any visual design&lt;br /&gt;
* Controls&lt;br /&gt;
** New input system: do we need one, or can the current one be fixed?&lt;br /&gt;
** Current problems: conflicting binds, cannot bind multiple inputs per action&lt;br /&gt;
** Remove rarely used buttons?&lt;br /&gt;
* Camera&lt;br /&gt;
** Add chase camera, padlock&lt;br /&gt;
* Weapons&lt;br /&gt;
** goals: allow more than just laser bolts (beams, missiles), auto-tracking guns and turrets&lt;br /&gt;
** rewrite, basically&lt;br /&gt;
** turn missiles into guided projectiles instead of ships&lt;br /&gt;
** conflicts with lua trade goods/equipment?&lt;br /&gt;
* Star views and navigation&lt;br /&gt;
** combine system (orbit) view into star map&lt;br /&gt;
** maybe other streamlining as well?&lt;br /&gt;
** bookmarks, travel log&lt;br /&gt;
* Missions and station interface&lt;br /&gt;
** Redesign the bulletin board to allow filtering and searching (e.g., adverts have tags, as shown in this old mock-up: http://i.imgur.com/HJH9L.png)&lt;br /&gt;
** Centralise bulletin board within the station interface (ie, everything else hangs off the bulletin board; the BB is basically the station-wide-web)&lt;br /&gt;
** Replace the &amp;quot;standard&amp;quot; commodity market with multiple traders/shops advertising on the BB&lt;br /&gt;
** Replace the &amp;quot;standard&amp;quot; ship equipment and servicing screens with mechanics advertising on the BB&lt;br /&gt;
** Replace the &amp;quot;standard&amp;quot; ship purchase screen with specialist shops advertising on the BB, plus also individual pilots posting ship-for-sale and ship-wanted adverts&lt;br /&gt;
** Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere&lt;br /&gt;
* Separate Player from Ships&lt;br /&gt;
** to enable shuttlecraft and remote drones&lt;br /&gt;
** must be done during alpha, not sensible afterwards (breaks modules)&lt;br /&gt;
* Hitpoints: use generic HP value instead of mass&lt;br /&gt;
* Cargo: use kg instead of tons&lt;br /&gt;
* AI&lt;br /&gt;
** needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...)&lt;br /&gt;
** formations, anyone?&lt;br /&gt;
* Ship visual customization&lt;br /&gt;
* Space stations&lt;br /&gt;
** external docking&lt;br /&gt;
** traffic rules (don't allow modules to let ships idle forever)&lt;br /&gt;
* JSON for data files (ship defs etc)&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Roadmap&amp;diff=1348</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Roadmap&amp;diff=1348"/>
		<updated>2013-04-22T16:47:48Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Starting the roadmap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 1.0 ==&lt;br /&gt;
&lt;br /&gt;
Pioneer version 1.0 will be the first &amp;quot;stable&amp;quot; release. This will not be the final state of the game: development will continue, particularly adding a lot more content and game-play features, but features present in version 1.0 are expected to be supported for a long time.&lt;br /&gt;
&lt;br /&gt;
Things that must be done before we can release version 1.0:&lt;br /&gt;
&lt;br /&gt;
'''''Warning:''' This list is incomplete''&lt;br /&gt;
&lt;br /&gt;
* The save system will be changed to allow future versions to be made without breaking all prior saved games.&lt;br /&gt;
* Equipment control will be moved to Lua.&lt;br /&gt;
* All user-interface will be converted to use the new-ui system and be driven by Lua.&lt;br /&gt;
* Star system generation will be rewritten to allow partially custom systems, and to allow some types of changes to be made without having knock-on effects through the entire galaxy or system.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Deneb&amp;diff=1052</id>
		<title>Deneb</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Deneb&amp;diff=1052"/>
		<updated>2013-03-01T13:27:55Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Add the Deneb Transport&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Deneb Transport&lt;br /&gt;
|type = Freighter&lt;br /&gt;
|image =&lt;br /&gt;
|forward_thrust = 30e6&lt;br /&gt;
|reverse_thrust = 20e6&lt;br /&gt;
|up_thrust = 20e6&lt;br /&gt;
|down_thrust = 8e6&lt;br /&gt;
|left_thrust = 8e6&lt;br /&gt;
|right_thrust = 8e6&lt;br /&gt;
|angular_thrust = 30e6&lt;br /&gt;
|max_atmoshield = 1&lt;br /&gt;
|max_cargo = 235&lt;br /&gt;
|gun_mounts = 2&lt;br /&gt;
|max_laser = 1&lt;br /&gt;
|max_missile = 8&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|max_cargoscoop = 1&lt;br /&gt;
|max_fuelscoop = 1&lt;br /&gt;
|min_crew = 2&lt;br /&gt;
|max_crew = 3&lt;br /&gt;
|capacity = 235&lt;br /&gt;
|hull_mass = 100&lt;br /&gt;
|fuel_tank_mass = 100&lt;br /&gt;
|effective_exhaust_velocity = ???&lt;br /&gt;
|price = 430000&lt;br /&gt;
|hyperdrive_class = 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Deneb Transport is a medium capacity freighter. It's slow to turn, but its complement of missiles help to keep pirates at bay.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Asset_List&amp;diff=828</id>
		<title>Asset List</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Asset_List&amp;diff=828"/>
		<updated>2013-02-19T03:17:20Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Fighter is done. Shuttle is in progress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of models that we have/want/need in the core game.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Purpose&lt;br /&gt;
!Model&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
| Shuttle || Small shuttlecraft for in-system trips, package deliveries, etc. Not hyperspace-capable. || ip_shuttle || '''In progress''' [https://github.com/pioneerspacesim/pioneer/pull/2082 #2082]&lt;br /&gt;
|-&lt;br /&gt;
| Starter || Small multirole craft, capable of hyperspace and atmospheric flight. || natrix || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/2033 #2033]&lt;br /&gt;
|-&lt;br /&gt;
| Medium || Medium/large multirole craft, for cargo runs, exploration, etc. || lanner, wave || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/1957 #1957] [https://github.com/pioneerspacesim/pioneer/pull/2022 #2022]&lt;br /&gt;
|-&lt;br /&gt;
| Freighter || Large hyperspace-capable cargo ship || dsminer || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/2023 #2023]&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Small, fast short-range fighter, not hyperspace-capable. For use by police/pirates. || kanara || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/2037 #2037]&lt;br /&gt;
|-&lt;br /&gt;
| Bulk || Enormous supply ship, for positioning near stations (and later convoys etc). Non-playable || lrc, lynx || Needs to be replaced or converted from LMR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
&lt;br /&gt;
Surface and spacestations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Purpose&lt;br /&gt;
!Model&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
| Orbital || Ring-type space station with internal docking space for four ships. || big_crappy_spacestation || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/1964 #1964], updates in progress [https://github.com/pioneerspacesim/pioneer/pull/2046 #2046]&lt;br /&gt;
|-&lt;br /&gt;
| Surface || Open-air surface station with four 100x100m landing pads || ground_station_4 || Placeholder. Needs conversion from LMR or recreation. See [https://github.com/pioneerspacesim/pioneer/pull/1932 #1932]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Cargo container || A generic container, should be well visible&lt;br /&gt;
|-&lt;br /&gt;
| Gun || Ship weapon model, used for all types for now&lt;br /&gt;
|-&lt;br /&gt;
| Missile launcher || Weapon model attached to ships that carry missiles&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Fired missile model, used for all types&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Creating_Ships_and_Stations&amp;diff=827</id>
		<title>Creating Ships and Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Creating_Ships_and_Stations&amp;diff=827"/>
		<updated>2013-02-19T02:49:25Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Add stub for Station Properties section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before a ship or station can appear in the game, you have to specify its properties.&lt;br /&gt;
&lt;br /&gt;
== Ship Properties ==&lt;br /&gt;
&lt;br /&gt;
Ship definitions live in data/ships. Each .lua file in this directory contains one ship definition. The file name (minus the .lua extension) is used as a unique identifier for the ship type (e.g., &amp;quot;wave&amp;quot;), so that code (e.g., mission scripts) can refer to a particular ship type. That identifier is case sensitive -- it is best to stick to the convention used for existing ships (all lower case, using underscores instead of spaces).&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a ship is to copy an existing ship definition and then edit it. The properties you can set (as of alpha 31) are:&lt;br /&gt;
&lt;br /&gt;
 define_ship {&lt;br /&gt;
     -- Name of the ship shown to the player (e.g., in the shipyard)&lt;br /&gt;
     name = &amp;quot;&amp;quot;,&lt;br /&gt;
 &lt;br /&gt;
     -- Name of the model used for the ship (minus the &amp;quot;.model&amp;quot; extension. This is case sensitive)&lt;br /&gt;
     model = &amp;quot;&amp;quot;,&lt;br /&gt;
 &lt;br /&gt;
     -- Linear thruster power in Newtons&lt;br /&gt;
     forward_thrust = 65e5,&lt;br /&gt;
     reverse_thrust = 12e5,&lt;br /&gt;
     up_thrust = 18e5,&lt;br /&gt;
     down_thrust = 18e5,&lt;br /&gt;
     left_thrust = 18e5,&lt;br /&gt;
     right_thrust = 18e5,&lt;br /&gt;
 &lt;br /&gt;
     -- Angular thruster power&lt;br /&gt;
     -- This currently uses non-standard units, but is proportional to Newton-metres&lt;br /&gt;
     -- It is best to find the right value by experimenting in-game&lt;br /&gt;
     angular_thrust = 25e5,&lt;br /&gt;
 &lt;br /&gt;
     -- Table of gun mount positions&lt;br /&gt;
     -- note: in the future, gun positions will be specified as tag nodes in the model&lt;br /&gt;
     gun_mounts =&lt;br /&gt;
     {&lt;br /&gt;
         { v(0,-2,-46), v(0,0,-1), 5, 'HORIZONTAL' },&lt;br /&gt;
         { v(0,0,0), v(0,0,1), 5, 'HORIZONTAL' },&lt;br /&gt;
     },&lt;br /&gt;
 &lt;br /&gt;
     -- Equipment limits&lt;br /&gt;
     -- Each type of item or equipment has a particular slot that it can fit into;&lt;br /&gt;
     -- equipment can only be fitted if the ship has the right slot available,&lt;br /&gt;
     -- and also has enough capacity to carry the extra mass&lt;br /&gt;
     -- For most types of equipment, the slot limit should be set to&lt;br /&gt;
     -- 0 (to disable that equipment) or 1 (to enable it)&lt;br /&gt;
     -- Some types of equipment could have limits greater than 1 (e.g., cabins, shields)&lt;br /&gt;
 &lt;br /&gt;
     -- note: in the future, these slots will change, because a new Lua-driven equipment&lt;br /&gt;
     -- system is being created (see [https://github.com/pioneerspacesim/pioneer/pull/1719 github issue 1719])&lt;br /&gt;
 &lt;br /&gt;
     max_cargo = 100, -- usually the same as the 'capacity' value&lt;br /&gt;
     max_engine = 1, -- set to 0 to prevent fitting a hyperdrive&lt;br /&gt;
     max_laser = 2, -- should be &amp;lt;= the number of gun mounts you have specified&lt;br /&gt;
     max_missile = 4,&lt;br /&gt;
     max_ecm = 1,&lt;br /&gt;
     max_scanner = 1,&lt;br /&gt;
     max_radarmapper = 1,&lt;br /&gt;
     max_hypercloud = 1,&lt;br /&gt;
     max_hullautorepair = 1,&lt;br /&gt;
     max_energybooster = 1,&lt;br /&gt;
     max_atmoshield = 1,&lt;br /&gt;
     max_cabin = 2,&lt;br /&gt;
     max_shield = 5,&lt;br /&gt;
     max_fuelscoop = 1,&lt;br /&gt;
     max_cargoscoop = 1,&lt;br /&gt;
     max_lasercooler = 1,&lt;br /&gt;
     max_cargolifesupport = 1,&lt;br /&gt;
     max_autopilot = 1,&lt;br /&gt;
 &lt;br /&gt;
     -- crew limits&lt;br /&gt;
     -- note: in the future, the ship will not be able to launch with fewer than min_crew crew-members&lt;br /&gt;
     min_crew = 1,&lt;br /&gt;
     max_crew = 2,&lt;br /&gt;
 &lt;br /&gt;
     -- total capacity (in tonnes)&lt;br /&gt;
     capacity = 15,&lt;br /&gt;
     -- mass of the empty hull (in tonnes)&lt;br /&gt;
     hull_mass = 10,&lt;br /&gt;
     -- size of the propellant tank (in tonnes)&lt;br /&gt;
     fuel_tank_mass = 15,&lt;br /&gt;
 &lt;br /&gt;
     -- Exhaust velocity Vc [m/s] is equivalent of engine efficiency and depend on used technology.&lt;br /&gt;
     -- Higher Vc means lower fuel consumption. Smaller ships built for speed often mount engines&lt;br /&gt;
     -- with higher Vc. Another way to make faster ship is to increase fuel_tank_mass.&lt;br /&gt;
     effective_exhaust_velocity = 59167e3,&lt;br /&gt;
 &lt;br /&gt;
     -- base price of a ship with just a hyperdrive&lt;br /&gt;
     price = 70000,&lt;br /&gt;
     -- base hyperdrive fitted as standard (set to 0 if the ship is not hyperspace capable)&lt;br /&gt;
     hyperdrive_class = 0,&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Station Properties ==&lt;br /&gt;
&lt;br /&gt;
'''To be written...'''&lt;br /&gt;
&lt;br /&gt;
Note: The way that docking bays work is currently being improved. See [https://github.com/pioneerspacesim/pioneer/pull/2058 github issue 2058]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Creating_Ships_and_Stations&amp;diff=826</id>
		<title>Creating Ships and Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Creating_Ships_and_Stations&amp;diff=826"/>
		<updated>2013-02-19T02:46:36Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Write up notes about ship definition properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before a ship or station can appear in the game, you have to specify its properties.&lt;br /&gt;
&lt;br /&gt;
== Ship Properties ==&lt;br /&gt;
&lt;br /&gt;
Ship definitions live in data/ships. Each .lua file in this directory contains one ship definition. The file name (minus the .lua extension) is used as a unique identifier for the ship type (e.g., &amp;quot;wave&amp;quot;), so that code (e.g., mission scripts) can refer to a particular ship type. That identifier is case sensitive -- it is best to stick to the convention used for existing ships (all lower case, using underscores instead of spaces).&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a ship is to copy an existing ship definition and then edit it. The properties you can set (as of alpha 31) are:&lt;br /&gt;
&lt;br /&gt;
 define_ship {&lt;br /&gt;
     -- Name of the ship shown to the player (e.g., in the shipyard)&lt;br /&gt;
     name = &amp;quot;&amp;quot;,&lt;br /&gt;
 &lt;br /&gt;
     -- Name of the model used for the ship (minus the &amp;quot;.model&amp;quot; extension. This is case sensitive)&lt;br /&gt;
     model = &amp;quot;&amp;quot;,&lt;br /&gt;
 &lt;br /&gt;
     -- Linear thruster power in Newtons&lt;br /&gt;
     forward_thrust = 65e5,&lt;br /&gt;
     reverse_thrust = 12e5,&lt;br /&gt;
     up_thrust = 18e5,&lt;br /&gt;
     down_thrust = 18e5,&lt;br /&gt;
     left_thrust = 18e5,&lt;br /&gt;
     right_thrust = 18e5,&lt;br /&gt;
 &lt;br /&gt;
     -- Angular thruster power&lt;br /&gt;
     -- This currently uses non-standard units, but is proportional to Newton-metres&lt;br /&gt;
     -- It is best to find the right value by experimenting in-game&lt;br /&gt;
     angular_thrust = 25e5,&lt;br /&gt;
 &lt;br /&gt;
     -- Table of gun mount positions&lt;br /&gt;
     -- note: in the future, gun positions will be specified as tag nodes in the model&lt;br /&gt;
     gun_mounts =&lt;br /&gt;
     {&lt;br /&gt;
         { v(0,-2,-46), v(0,0,-1), 5, 'HORIZONTAL' },&lt;br /&gt;
         { v(0,0,0), v(0,0,1), 5, 'HORIZONTAL' },&lt;br /&gt;
     },&lt;br /&gt;
 &lt;br /&gt;
     -- Equipment limits&lt;br /&gt;
     -- Each type of item or equipment has a particular slot that it can fit into;&lt;br /&gt;
     -- equipment can only be fitted if the ship has the right slot available,&lt;br /&gt;
     -- and also has enough capacity to carry the extra mass&lt;br /&gt;
     -- For most types of equipment, the slot limit should be set to&lt;br /&gt;
     -- 0 (to disable that equipment) or 1 (to enable it)&lt;br /&gt;
     -- Some types of equipment could have limits greater than 1 (e.g., cabins, shields)&lt;br /&gt;
 &lt;br /&gt;
     -- note: in the future, these slots will change, because a new Lua-driven equipment&lt;br /&gt;
     -- system is being created (see [https://github.com/pioneerspacesim/pioneer/pull/1719 github issue 1719])&lt;br /&gt;
 &lt;br /&gt;
     max_cargo = 100, -- usually the same as the 'capacity' value&lt;br /&gt;
     max_engine = 1, -- set to 0 to prevent fitting a hyperdrive&lt;br /&gt;
     max_laser = 2, -- should be &amp;lt;= the number of gun mounts you have specified&lt;br /&gt;
     max_missile = 4,&lt;br /&gt;
     max_ecm = 1,&lt;br /&gt;
     max_scanner = 1,&lt;br /&gt;
     max_radarmapper = 1,&lt;br /&gt;
     max_hypercloud = 1,&lt;br /&gt;
     max_hullautorepair = 1,&lt;br /&gt;
     max_energybooster = 1,&lt;br /&gt;
     max_atmoshield = 1,&lt;br /&gt;
     max_cabin = 2,&lt;br /&gt;
     max_shield = 5,&lt;br /&gt;
     max_fuelscoop = 1,&lt;br /&gt;
     max_cargoscoop = 1,&lt;br /&gt;
     max_lasercooler = 1,&lt;br /&gt;
     max_cargolifesupport = 1,&lt;br /&gt;
     max_autopilot = 1,&lt;br /&gt;
 &lt;br /&gt;
     -- crew limits&lt;br /&gt;
     -- note: in the future, the ship will not be able to launch with fewer than min_crew crew-members&lt;br /&gt;
     min_crew = 1,&lt;br /&gt;
     max_crew = 2,&lt;br /&gt;
 &lt;br /&gt;
     -- total capacity (in tonnes)&lt;br /&gt;
     capacity = 15,&lt;br /&gt;
     -- mass of the empty hull (in tonnes)&lt;br /&gt;
     hull_mass = 10,&lt;br /&gt;
     -- size of the propellant tank (in tonnes)&lt;br /&gt;
     fuel_tank_mass = 15,&lt;br /&gt;
 &lt;br /&gt;
     -- Exhaust velocity Vc [m/s] is equivalent of engine efficiency and depend on used technology.&lt;br /&gt;
     -- Higher Vc means lower fuel consumption. Smaller ships built for speed often mount engines&lt;br /&gt;
     -- with higher Vc. Another way to make faster ship is to increase fuel_tank_mass.&lt;br /&gt;
     effective_exhaust_velocity = 59167e3,&lt;br /&gt;
 &lt;br /&gt;
     -- base price of a ship with just a hyperdrive&lt;br /&gt;
     price = 70000,&lt;br /&gt;
     -- base hyperdrive fitted as standard (set to 0 if the ship is not hyperspace capable)&lt;br /&gt;
     hyperdrive_class = 0,&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Station Properties ==&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=825</id>
		<title>Pioneer Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=825"/>
		<updated>2013-02-19T02:04:00Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Add a link to the (not-yet-created) &amp;quot;Creating Ships and Stations&amp;quot; page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pioneer is a space adventure game set in the milkyway galaxy at the turn of the 31st century. The game is open-ended, and you are free to explore the millions of star systems in the game. You can land on planets, slingshot past gas giants, and burn yourself to a crisp flying between binary star systems.&lt;br /&gt;
----&lt;br /&gt;
If you are new to pioneer you may want to know [[How to start| how to start]].&lt;br /&gt;
&lt;br /&gt;
* [http://pioneerspacesim.net/download Download Pioneer] for Windows, Linux and Mac OSX&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/pioneerspacesim/files/nightly/ Development Builds] (warning, may be more unstable than a release) &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Please make this wiki nice. Add stuff about mods, dev, whatever. Be awesome! [[Getting started|How to get started]].&lt;br /&gt;
&lt;br /&gt;
And write a nice front page and get rid of this, ok? :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#bbffbb; border:2px solid #99ee99;  padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
===Community===&lt;br /&gt;
* [http://pioneerspacesim.net/ Pioneer Space Sim Homepage]&lt;br /&gt;
* [http://pioneerspacesim.net/forum Forums]&lt;br /&gt;
* [http://webchat.freenode.net/?channels=#pioneer Pioneer Space Sim on IRC]&lt;br /&gt;
* [http://pioneerspacesim.net/+ Pioneer Space Sim] on Google+&lt;br /&gt;
* [http://twitter.com/pioneerspacesim @pioneerspacesim] on Twitter&lt;br /&gt;
----&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Keyboard and mouse controls]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Media Coverage]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#fff9b1; border:2px solid #f0fe66;  padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
===The Pioneer universe===&lt;br /&gt;
* [[Story]]&lt;br /&gt;
* [http://pioneerwiki.com/wiki/Category:Ships Ships] (work in progress)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#f0f0ff; border:2px solid #c6c9ff; padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Content Creation===&lt;br /&gt;
* [[Mods]]&lt;br /&gt;
* [[Introduction to Mission Scripting]]&lt;br /&gt;
** [[Interacting with the game: Event-based programming]]&lt;br /&gt;
** [[Interacting with the player: BBS forms]]&lt;br /&gt;
** [[Surviving a reload]]&lt;br /&gt;
* [http://eatenbyagrue.org/f/pioneer/codedoc/ Lua API Reference]&lt;br /&gt;
* Models&lt;br /&gt;
** [[Model system]]&lt;br /&gt;
** [[Model viewer]]&lt;br /&gt;
** [[Transitioning to the new model system]]&lt;br /&gt;
** Making models&lt;br /&gt;
*** [[Textures]]&lt;br /&gt;
*** [[Transparency]]&lt;br /&gt;
*** [[Optimising geometry]]&lt;br /&gt;
*** [[Stations]]&lt;br /&gt;
** [[3DS Max]]&lt;br /&gt;
** Blender&lt;br /&gt;
*** [[Blender Tips]]&lt;br /&gt;
*** [[UV coordinates in Blender]]&lt;br /&gt;
*** [[Asteroids and rocks in Blender]]&lt;br /&gt;
* [[Creating Ships and Stations]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Sound Effects]]&lt;br /&gt;
* [[Translations]]&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#fff3e3; border:2px solid #ffc9c9; padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
* [[Design Scope|Game Scope]]&lt;br /&gt;
* [[Getting Started with Development]]&lt;br /&gt;
** [[How to communicate]]&lt;br /&gt;
** [[Using git and GitHub]] (work in progress)&lt;br /&gt;
** [[Core Team]]&lt;br /&gt;
* [[Development Model]]&lt;br /&gt;
* [[Design_Workflow|Design and Project Management Workflow]]&lt;br /&gt;
* [https://github.com/pioneerspacesim/pioneer/issues Issue tracker]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pioneer is brung to you by a flock of [https://github.com/pioneerspacesim/pioneer/blob/master/AUTHORS.txt opensource beardy-weirdies], and is [http://www.gnu.org/licenses/gpl.html Free Software]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=821</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=821"/>
		<updated>2013-02-16T16:02:54Z</updated>

		<summary type="html">&lt;p&gt;Jpab: /* Can I hire crew for my ship? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frequently Asked Questions=&lt;br /&gt;
==What is Pioneer?==&lt;br /&gt;
Pioneer is a freeform single player space adventure in the spirit of [https://en.wikipedia.org/wiki/Frontier:_Elite_II Frontier: Elite II].&lt;br /&gt;
&lt;br /&gt;
==Is this a game or a simulation?==&lt;br /&gt;
Frontier was a game, but with a newtonian flight model and a slightly more scientific flavour to the universe than usually in space games. Pioneer will follow this same path.&lt;br /&gt;
&lt;br /&gt;
==Can I play online?==&lt;br /&gt;
There will be no multiplayer. This does not rule out the possibility of minor network features, but multiplayer as it is commonly known is not compatible with the core mechanics of Pioneer.&lt;br /&gt;
&lt;br /&gt;
==Can I colonize planets, build space stations or conquer the universe?==&lt;br /&gt;
No, these are out of the game scope. While the game universe might not stay static for the duration of a game, the player can not generally influence major events.&lt;br /&gt;
&lt;br /&gt;
==Can I walk around space stations and planets?==&lt;br /&gt;
No, you cannot exit your ship. The ship is always your avatar.&lt;br /&gt;
&lt;br /&gt;
==Is the universe pre-defined or randomly generated?==&lt;br /&gt;
There are millions of stars in the galaxy. A few hundred on them are based on real-world astronomic catalogues. some of the planets (obvious ones being in the Sol system) are pre-defined, but most things are procedurally generated. This means that a planet does not exist until you actually visit it, but it will be generated the same way for every player.&lt;br /&gt;
&lt;br /&gt;
==Can I hire crew for my ship?==&lt;br /&gt;
Yes. As of alpha 31, you can hire crew.&lt;br /&gt;
&lt;br /&gt;
==Are savegames compatible between releases?==&lt;br /&gt;
While the game is still in alpha, this cannot be guaranteed. The situation will stabilize in a few years.&lt;br /&gt;
&lt;br /&gt;
==Are savegames compatible between Mods?==&lt;br /&gt;
Again as with savegames between alpha versions, compatability between mods can not be guaranteed. It all depends on what mods you have installed.&lt;br /&gt;
&lt;br /&gt;
==Where is star system X from Frontier? Can I buy ship Y?==&lt;br /&gt;
Pioneer is not an exact clone of Frontier. You will have to figure out new trade routes!&lt;br /&gt;
&lt;br /&gt;
==How do I take screenshots?==&lt;br /&gt;
Ctrl+Printscreen saves .png files in the same directory where the game .ini and savegames are.&lt;br /&gt;
&lt;br /&gt;
==Where is the configuration file, saved games, screenshots?==&lt;br /&gt;
&lt;br /&gt;
* Windows: My Documents\Pioneer&lt;br /&gt;
* OS X: /Users/your_username/Library/Application Support/Pioneer&lt;br /&gt;
* Linux: /home/your_username/.pioneer&lt;br /&gt;
&lt;br /&gt;
==Technical FAQ==&lt;br /&gt;
&lt;br /&gt;
===I'm getting &amp;quot;ARB_vertex_buffer_object not supported&amp;quot; error on startup===&lt;br /&gt;
Your graphics card should support at least OpenGL 1.5 to run Pioneer in Legacy (non-shaders) mode. If your hardware is not hopelessly old, it could be just that the drivers supplied with your operating system are out of date.&lt;br /&gt;
* [http://www.nvidia.com/Drivers Nvidia]&lt;br /&gt;
* [http://support.amd.com/us/gpudownload/Pages/index.aspx AMD (ATI)]&lt;br /&gt;
* [http://downloadcenter.intel.com/ Intel]&lt;br /&gt;
&lt;br /&gt;
===I'm getting graphical issues, such as wrong textures on the intro screen===&lt;br /&gt;
Try turning off &amp;quot;Use shaders&amp;quot; in the options screen. Try updating your drivers.&lt;br /&gt;
&lt;br /&gt;
===The game freezes at the intro screen===&lt;br /&gt;
If you cannot start the game at all, edit the configuration file and change value DisableShaders to 1.&lt;br /&gt;
&lt;br /&gt;
===My joystick is &amp;quot;drifting&amp;quot;===&lt;br /&gt;
The game has a deadzone setting, but it is only accessible through the configuration file. Open config.ini and raise the JoystickDeadzone value.&lt;br /&gt;
&lt;br /&gt;
===I'm getting poor performance===&lt;br /&gt;
The heaviest part of the game is planetary terrain generation. Turn down the &amp;quot;Detail distance&amp;quot; and &amp;quot;Fractal detail&amp;quot; settings, they have the most impact for performance.&lt;br /&gt;
&lt;br /&gt;
===I've enabled anti-aliasing in the config file, but it does not work===&lt;br /&gt;
Make sure the AA settings are not overridden by your graphics card settings, on NVidia AA should be set to &amp;quot;application controlled&amp;quot; mode.&lt;br /&gt;
&lt;br /&gt;
===Full screen mode is incorrectly scaled===&lt;br /&gt;
&lt;br /&gt;
If you are on Windows, try:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Sounds like windows 7 desktop-scaling issues.&lt;br /&gt;
Try adding some compatability modes to the Pioneer.exe.&lt;br /&gt;
Right click it and Choose properties -&amp;gt; Compatability -&amp;gt; Tick&lt;br /&gt;
Disable desktop scaling, and Disable desktop composition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Asset_List&amp;diff=768</id>
		<title>Asset List</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Asset_List&amp;diff=768"/>
		<updated>2013-02-07T20:27:50Z</updated>

		<summary type="html">&lt;p&gt;Jpab: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of models that we have/want/need in the core game.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Purpose&lt;br /&gt;
!Model&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
| Shuttle || Small shuttlecraft for in-system trips, package deliveries, etc. Not hyperspace-capable. || ip_shuttle || Needs to be replaced or converted from LMR&lt;br /&gt;
|-&lt;br /&gt;
| Starter || Small multirole craft, capable of hyperspace and atmospheric flight. || natrix || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/2033 #2033]&lt;br /&gt;
|-&lt;br /&gt;
| Medium || Medium/large multirole craft, for cargo runs, exploration, etc. || lanner, wave || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/1957 #1957] [https://github.com/pioneerspacesim/pioneer/pull/2022 #2022]&lt;br /&gt;
|-&lt;br /&gt;
| Freighter || Large hyperspace-capable cargo ship || dsminer || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/2023 #2023]&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Small, fast short-range fighter, not hyperspace-capable. For use by police/pirates. || talon? || Needs to be replaced or converted from LMR&lt;br /&gt;
|-&lt;br /&gt;
| Bulk || Enormous supply ship, for positioning near stations (and later convoys etc). Non-playable || lrc, lynx || Needs to be replaced or converted from LMR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
&lt;br /&gt;
Surface and spacestations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Purpose&lt;br /&gt;
!Model&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
| Orbital || Ring-type space station with internal docking space for four ships. || big_crappy_spacestation || '''Done''' [https://github.com/pioneerspacesim/pioneer/pull/1964 #1964]&lt;br /&gt;
|-&lt;br /&gt;
| Surface || Open-air surface station with four 100x100m landing pads || ground_station_4 || Placeholder. Needs conversion from LMR or recreation. See [https://github.com/pioneerspacesim/pioneer/pull/1932 #1932]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Cargo container || A generic container, should be well visible&lt;br /&gt;
|-&lt;br /&gt;
| Gun || Ship weapon model, used for all types for now&lt;br /&gt;
|-&lt;br /&gt;
| Missile launcher || Weapon model attached to ships that carry missiles&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Fired missile model, used for all types&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Getting_Started_with_Development&amp;diff=714</id>
		<title>Getting Started with Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Getting_Started_with_Development&amp;diff=714"/>
		<updated>2013-01-25T13:38:02Z</updated>

		<summary type="html">&lt;p&gt;Jpab: /* Getting the Code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting the Code==&lt;br /&gt;
Pioneer is managed using Git, and is stored on [http://github.com Github]. The [http://github.com/pioneerspacesim/pioneer official repository] is the best one to get. To get it:&lt;br /&gt;
&lt;br /&gt;
 git clone git://github.com/pioneerspacesim/pioneer.git&lt;br /&gt;
&lt;br /&gt;
This will get you on the &amp;quot;master&amp;quot; branch, which is where new code is merged. This is the latest and greatest development and is quite unstable. To build a specific alpha, you need to checkout the appropriate release tag:&lt;br /&gt;
&lt;br /&gt;
 git checkout alpha30&lt;br /&gt;
&lt;br /&gt;
You may also need to clone the [https://github.com/pioneerspacesim/pioneer-thirdparty pioneer-thirdparty] repository, depending on what platform you're on. It is needed to build on Windows. You should clone this in a directory ''next to'' your clone of the pioneer directory (''not'' a sub-directory). Further instructions are in the COMPILING.txt file (linked below).&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
There are instructions for how to compile the code included in the repository:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]&lt;br /&gt;
&lt;br /&gt;
===Debugging===&lt;br /&gt;
&lt;br /&gt;
For developers on Linux, gdb can be used for debugging&lt;br /&gt;
&lt;br /&gt;
 gdb ./src/pioneer&lt;br /&gt;
 run&lt;br /&gt;
&lt;br /&gt;
Bugs, and feature requests, should be logged on the issue tracker.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Getting_Started_with_Development&amp;diff=713</id>
		<title>Getting Started with Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Getting_Started_with_Development&amp;diff=713"/>
		<updated>2013-01-25T13:33:47Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Scrap notes about how to build; point to COMPILING.txt in the repository instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting the Code==&lt;br /&gt;
Pioneer is managed using Git, and is stored on [http://github.com Github]. The [http://github.com/pioneerspacesim/pioneer official repository] is the best one to get. To get it:&lt;br /&gt;
&lt;br /&gt;
 git clone git://github.com/pioneerspacesim/pioneer.git&lt;br /&gt;
&lt;br /&gt;
This will get you on the &amp;quot;master&amp;quot; branch, which is where new code is merged. This is the latest and greatest development and is quite unstable. To build a specific alpha, you need to checkout the appropriate release tag:&lt;br /&gt;
&lt;br /&gt;
 git checkout alpha20&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
There are instructions for how to compile the code included in the repository:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]&lt;br /&gt;
&lt;br /&gt;
===Debugging===&lt;br /&gt;
&lt;br /&gt;
For developers on Linux, gdb can be used for debugging&lt;br /&gt;
&lt;br /&gt;
 gdb ./src/pioneer&lt;br /&gt;
 run&lt;br /&gt;
&lt;br /&gt;
Bugs, and feature requests, should be logged on the issue tracker.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Blender_Tips&amp;diff=667</id>
		<title>Blender Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Blender_Tips&amp;diff=667"/>
		<updated>2013-01-22T14:53:13Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &amp;quot;in easily groups for easy control&amp;quot;!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blender's UI =&lt;br /&gt;
&lt;br /&gt;
Some things to keep in mind when using Blender:&lt;br /&gt;
&lt;br /&gt;
* Do check the [http://wiki.blender.org/index.php/Doc:2.6/Manual Blender Manual]. It's not complete, but there ''is'' a lot of stuff in there.&lt;br /&gt;
* Always have one hand on the keyboard and one hand on the mouse. Blender has lots of keyboard shortcuts, but you'll want to use the mouse to move the view around and position/scale/rotate things.&lt;br /&gt;
* Most things in Blender are context sensitive, and that context includes: What is selected? Are you in edit mode? What window is the mouse cursor in? The last of those can be confusing, but it works as long as you stick to the golden rule of having one hand on the keyboard and one hand on the mouse (and it's necessary so that the keyboard shortcuts can be used efficiently). Operations that aren't available in the current context will typically not be shown at all, for example if you use the &amp;quot;Space Menu&amp;quot; when you're not in edit mode, then &amp;quot;Remove Doubles&amp;quot; (which is a mesh edit operation and therefore only works in edit mode) won't be listed at all.&lt;br /&gt;
* The middle mouse button controls the view in all windows. That means it also works as a way of scrolling control panels (you can drag them with the middle mouse button or use the scroll wheel), scrolling window headers (you can drag them with the middle mouse button or use the scroll wheel), dragging curve editors, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Selection and Simple Editing ===&lt;br /&gt;
&lt;br /&gt;
Basic controls that work in several places (e.g., 3D view, animation curve editor, UV map editor) include:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Select All&amp;quot;/&amp;quot;Deselect All&amp;quot;. 'A' key. If there is anything selected, this will deselect everything. If there is nothing selected, it will select everything. Extremely useful!&lt;br /&gt;
* &amp;quot;Grab&amp;quot;. 'G' key. For moving things around.&lt;br /&gt;
* &amp;quot;Delete&amp;quot;. 'X' key.&lt;br /&gt;
* &amp;quot;Toggle Edit Mode&amp;quot;. Tab key.&lt;br /&gt;
* &amp;quot;Space Menu&amp;quot;. Space key. Most things can be done through this menu; just open it and start typing the name of an operation (e.g., &amp;quot;Remove Doubles&amp;quot;, or just &amp;quot;Doubles&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
And probably a load more.&lt;br /&gt;
&lt;br /&gt;
= Object Management =&lt;br /&gt;
&lt;br /&gt;
=== Layers ===&lt;br /&gt;
&lt;br /&gt;
Use Blender's layers to keep your objects in groups for easy control of selection and visibility. For example, the Lanner uses separate layers for:&lt;br /&gt;
&lt;br /&gt;
# High detail static mesh&lt;br /&gt;
# High detail landing gear components (the animated bits)&lt;br /&gt;
# Medium/low detail static mesh &amp;amp; landing gear&lt;br /&gt;
# Collision mesh&lt;br /&gt;
# Thruster and navigation light tag nodes&lt;br /&gt;
# Decal meshes and label tag nodes&lt;br /&gt;
# Blender lamp &amp;amp; camera objects (you could just delete these, but they're needed if you want to make renders of the object outside the game)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;select all&amp;quot; toggle ('A' key) only works on the selectable objects on currently enabled layers. So, when exporting the objects I use turn on a different combination of layers for different purposes. For the high LOD I turn on the high detail layers and the tag layers. For medium/low LOD I turn on the medium detail layer and the thruster/light tag layer (but leave decals &amp;amp; labels off). For the collision mesh I just turn on the collision layer.&lt;br /&gt;
&lt;br /&gt;
[[File:blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visibility &amp;amp; Selectability ===&lt;br /&gt;
&lt;br /&gt;
The 'H' key hides currently selected objects. Alt-H unhides everything on the currently enabled layers. You can also control visibility for each object with the 'eye' icon in the Outliner window.&lt;br /&gt;
&lt;br /&gt;
Selectability is useful too. This is controlled with the 'mouse cursor' icon in the Outliner window. In the Lanner, I have actual Blender text nodes attached to my label tag objects, so that I can get a better idea of where the text will go (actually this doesn't work great yet because the text in game is centered vertically on the node I think). I turn off selectability for the text objects, which lets me use the &amp;quot;select all&amp;quot; toggle to select everything for export while still excluding the text.&lt;br /&gt;
&lt;br /&gt;
[[File:blender-outliner-visibility-selectability.png]]&lt;br /&gt;
&lt;br /&gt;
= Meshing Tips =&lt;br /&gt;
&lt;br /&gt;
=== Mesh Modifier: Mirror ===&lt;br /&gt;
&lt;br /&gt;
Lots of things you might want to model are symmetrical. There's no point doubling the work you have to do by modelling both halves separately, or awkwardly using manual duplicate &amp;amp; mirror operations to cope with this. Instead, just turn on the mirror modifier. You usually want to mirror the X axis, and have &amp;quot;Merge&amp;quot; turned on (so that vertices on the centre-line aren't duplicated).&lt;br /&gt;
&lt;br /&gt;
Here is the Lanner's mesh in edit mode. Note that only half of it exists. The other half is being maintained by the mirror modifier.&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-half-mesh.png]]&lt;br /&gt;
&lt;br /&gt;
Here are the mirror modifier controls:&lt;br /&gt;
&lt;br /&gt;
[[File:blender-mirror-modifier.png]]&lt;br /&gt;
&lt;br /&gt;
=== Mesh Modifier: Edge Split ===&lt;br /&gt;
&lt;br /&gt;
The way the model responds to lighting depends on the surface normal. The surface normal is the direction that the surface is facing. A surface facing directly towards a light will be bright; a surface at a glancing angle to a light will be dim. The surface normal that Pioneer uses comes from the mesh data, but it doesn't actually come from the faces, it comes from the ''vertices''. For a particular point in a triangle, the normal used for lighting is calculated by interpolating from the normals that are taken from the three vertices of the triangle. This is useful for curved surfaces, because although the triangle itself is flat, the interpolation of the normals makes the surface look like it's curved because the shading is right. However, it means that where two triangles meet, they have the same normal for lighting, which means that even if they're at a sharp angle (not just an internal edge of a curved surface) the lighting will make it look like it's not a sharp edge.&lt;br /&gt;
&lt;br /&gt;
Here is part of the Lanner, with really weird lighting caused by having a sharp edge that shares normals.&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-sharp-edge-incorrect-lighting.png]]&lt;br /&gt;
&lt;br /&gt;
And here is what it's supposed to look like:&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-sharp-edge-lighting.png]]&lt;br /&gt;
&lt;br /&gt;
One way to achieve this is to duplicate the vertices along each sharp edge, so that the two sides of the edge can use different normals (note: this is what the &amp;quot;Rip&amp;quot; tool does). But that's a massive pain to edit and maintain because then if you want to reposition one of those vertices or change its UV coordinates, you have to make sure you move both copies at the same time, and for corners that connect more than one sharp edge you get even more duplicates.&lt;br /&gt;
&lt;br /&gt;
The right way to do it is to use the &amp;quot;Edge Split&amp;quot; modifier. Edge Split does the same duplication of vertices that you can do by hand, but because it's a modifier you can just turn it on and it will manage the duplicates for you. Edge Split needs some way to decide which edges are supposed to be &amp;quot;sharp&amp;quot; so that it ''only'' duplicates vertices on the sharp edges. It has two ways of deciding whether an edge is sharp: you can give it an angle threshold, so all edges greater than the specified angle will be sharp, or you can mark edges manually. Here is the control panel for Edge Split:&lt;br /&gt;
&lt;br /&gt;
[[File:blender-edge-split-modifier.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, I've used a high threshold to avoid making too many edges sharp, and I've marked some edges manually as well. Here the manually marked edges are shown in blue:&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-mesh-sharp-edges.png]]&lt;br /&gt;
&lt;br /&gt;
To mark edges as sharp, select them in edit mode and use the &amp;quot;Mark Sharp&amp;quot; tool (type it in the &amp;quot;Space Menu&amp;quot;). The tool is a little confusing, because it has a mode toggle: in one mode it marks edges as sharp, in the other mode it ''clears'' the marks. So, first select the edges you want to (un)mark, then use the tool, and then if necessary toggle the check-box marked &amp;quot;Clear&amp;quot; in the tool controls panel.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The tool controls panel is at the bottom of the 3D view tool panel, which can be toggled with the 'T' key.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Blender_Tips&amp;diff=639</id>
		<title>Blender Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Blender_Tips&amp;diff=639"/>
		<updated>2013-01-21T18:35:58Z</updated>

		<summary type="html">&lt;p&gt;Jpab: /* Mesh Modifier: Edge Split */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blender's UI =&lt;br /&gt;
&lt;br /&gt;
Some things to keep in mind when using Blender:&lt;br /&gt;
&lt;br /&gt;
* Do check the [http://wiki.blender.org/index.php/Doc:2.6/Manual Blender Manual]. It's not complete, but there ''is'' a lot of stuff in there.&lt;br /&gt;
* Always have one hand on the keyboard and one hand on the mouse. Blender has lots of keyboard shortcuts, but you'll want to use the mouse to move the view around and position/scale/rotate things.&lt;br /&gt;
* Most things in Blender are context sensitive, and that context includes: What is selected? Are you in edit mode? What window is the mouse cursor in? The last of those can be confusing, but it works as long as you stick to the golden rule of having one hand on the keyboard and one hand on the mouse (and it's necessary so that the keyboard shortcuts can be used efficiently). Operations that aren't available in the current context will typically not be shown at all, for example if you use the &amp;quot;Space Menu&amp;quot; when you're not in edit mode, then &amp;quot;Remove Doubles&amp;quot; (which is a mesh edit operation and therefore only works in edit mode) won't be listed at all.&lt;br /&gt;
* The middle mouse button controls the view in all windows. That means it also works as a way of scrolling control panels (you can drag them with the middle mouse button or use the scroll wheel), scrolling window headers (you can drag them with the middle mouse button or use the scroll wheel), dragging curve editors, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Selection and Simple Editing ===&lt;br /&gt;
&lt;br /&gt;
Basic controls that work in several places (e.g., 3D view, animation curve editor, UV map editor) include:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Select All&amp;quot;/&amp;quot;Deselect All&amp;quot;. 'A' key. If there is anything selected, this will deselect everything. If there is nothing selected, it will select everything. Extremely useful!&lt;br /&gt;
* &amp;quot;Grab&amp;quot;. 'G' key. For moving things around.&lt;br /&gt;
* &amp;quot;Delete&amp;quot;. 'X' key.&lt;br /&gt;
* &amp;quot;Toggle Edit Mode&amp;quot;. Tab key.&lt;br /&gt;
* &amp;quot;Space Menu&amp;quot;. Space key. Most things can be done through this menu; just open it and start typing the name of an operation (e.g., &amp;quot;Remove Doubles&amp;quot;, or just &amp;quot;Doubles&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
And probably a load more.&lt;br /&gt;
&lt;br /&gt;
= Object Management =&lt;br /&gt;
&lt;br /&gt;
=== Layers ===&lt;br /&gt;
&lt;br /&gt;
Use Blender's layers to keep your objects in easily groups for easy control of selection and visibility. For example, the Lanner uses separate layers for:&lt;br /&gt;
&lt;br /&gt;
# High detail static mesh&lt;br /&gt;
# High detail landing gear components (the animated bits)&lt;br /&gt;
# Medium/low detail static mesh &amp;amp; landing gear&lt;br /&gt;
# Collision mesh&lt;br /&gt;
# Thruster and navigation light tag nodes&lt;br /&gt;
# Decal meshes and label tag nodes&lt;br /&gt;
# Blender lamp &amp;amp; camera objects (you could just delete these, but they're needed if you want to make renders of the object outside the game)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;select all&amp;quot; toggle ('A' key) only works on the selectable objects on currently enabled layers. So, when exporting the objects I use turn on a different combination of layers for different purposes. For the high LOD I turn on the high detail layers and the tag layers. For medium/low LOD I turn on the medium detail layer and the thruster/light tag layer (but leave decals &amp;amp; labels off). For the collision mesh I just turn on the collision layer.&lt;br /&gt;
&lt;br /&gt;
[[File:blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visibility &amp;amp; Selectability ===&lt;br /&gt;
&lt;br /&gt;
The 'H' key hides currently selected objects. Alt-H unhides everything on the currently enabled layers. You can also control visibility for each object with the 'eye' icon in the Outliner window.&lt;br /&gt;
&lt;br /&gt;
Selectability is useful too. This is controlled with the 'mouse cursor' icon in the Outliner window. In the Lanner, I have actual Blender text nodes attached to my label tag objects, so that I can get a better idea of where the text will go (actually this doesn't work great yet because the text in game is centered vertically on the node I think). I turn off selectability for the text objects, which lets me use the &amp;quot;select all&amp;quot; toggle to select everything for export while still excluding the text.&lt;br /&gt;
&lt;br /&gt;
[[File:blender-outliner-visibility-selectability.png]]&lt;br /&gt;
&lt;br /&gt;
= Meshing Tips =&lt;br /&gt;
&lt;br /&gt;
=== Mesh Modifier: Mirror ===&lt;br /&gt;
&lt;br /&gt;
Lots of things you might want to model are symmetrical. There's no point doubling the work you have to do by modelling both halves separately, or awkwardly using manual duplicate &amp;amp; mirror operations to cope with this. Instead, just turn on the mirror modifier. You usually want to mirror the X axis, and have &amp;quot;Merge&amp;quot; turned on (so that vertices on the centre-line aren't duplicated).&lt;br /&gt;
&lt;br /&gt;
Here is the Lanner's mesh in edit mode. Note that only half of it exists. The other half is being maintained by the mirror modifier.&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-half-mesh.png]]&lt;br /&gt;
&lt;br /&gt;
Here are the mirror modifier controls:&lt;br /&gt;
&lt;br /&gt;
[[File:blender-mirror-modifier.png]]&lt;br /&gt;
&lt;br /&gt;
=== Mesh Modifier: Edge Split ===&lt;br /&gt;
&lt;br /&gt;
The way the model responds to lighting depends on the surface normal. The surface normal is the direction that the surface is facing. A surface facing directly towards a light will be bright; a surface at a glancing angle to a light will be dim. The surface normal that Pioneer uses comes from the mesh data, but it doesn't actually come from the faces, it comes from the ''vertices''. For a particular point in a triangle, the normal used for lighting is calculated by interpolating from the normals that are taken from the three vertices of the triangle. This is useful for curved surfaces, because although the triangle itself is flat, the interpolation of the normals makes the surface look like it's curved because the shading is right. However, it means that where two triangles meet, they have the same normal for lighting, which means that even if they're at a sharp angle (not just an internal edge of a curved surface) the lighting will make it look like it's not a sharp edge.&lt;br /&gt;
&lt;br /&gt;
Here is part of the Lanner, with really weird lighting caused by having a sharp edge that shares normals.&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-sharp-edge-incorrect-lighting.png]]&lt;br /&gt;
&lt;br /&gt;
And here is what it's supposed to look like:&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-sharp-edge-lighting.png]]&lt;br /&gt;
&lt;br /&gt;
One way to achieve this is to duplicate the vertices along each sharp edge, so that the two sides of the edge can use different normals (note: this is what the &amp;quot;Rip&amp;quot; tool does). But that's a massive pain to edit and maintain because then if you want to reposition one of those vertices or change its UV coordinates, you have to make sure you move both copies at the same time, and for corners that connect more than one sharp edge you get even more duplicates.&lt;br /&gt;
&lt;br /&gt;
The right way to do it is to use the &amp;quot;Edge Split&amp;quot; modifier. Edge Split does the same duplication of vertices that you can do by hand, but because it's a modifier you can just turn it on and it will manage the duplicates for you. Edge Split needs some way to decide which edges are supposed to be &amp;quot;sharp&amp;quot; so that it ''only'' duplicates vertices on the sharp edges. It has two ways of deciding whether an edge is sharp: you can give it an angle threshold, so all edges greater than the specified angle will be sharp, or you can mark edges manually. Here is the control panel for Edge Split:&lt;br /&gt;
&lt;br /&gt;
[[File:blender-edge-split-modifier.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, I've used a high threshold to avoid making too many edges sharp, and I've marked some edges manually as well. Here the manually marked edges are shown in blue:&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-mesh-sharp-edges.png]]&lt;br /&gt;
&lt;br /&gt;
To mark edges as sharp, select them in edit mode and use the &amp;quot;Mark Sharp&amp;quot; tool (type it in the &amp;quot;Space Menu&amp;quot;). The tool is a little confusing, because it has a mode toggle: in one mode it marks edges as sharp, in the other mode it ''clears'' the marks. So, first select the edges you want to (un)mark, then use the tool, and then if necessary toggle the check-box marked &amp;quot;Clear&amp;quot; in the tool controls panel.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The tool controls panel is at the bottom of the 3D view tool panel, which can be toggled with the 'T' key.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Blender_Tips&amp;diff=637</id>
		<title>Blender Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Blender_Tips&amp;diff=637"/>
		<updated>2013-01-21T17:44:53Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Write out some tips for using Blender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blender's UI =&lt;br /&gt;
&lt;br /&gt;
Some things to keep in mind when using Blender:&lt;br /&gt;
&lt;br /&gt;
* Do check the [http://wiki.blender.org/index.php/Doc:2.6/Manual Blender Manual]. It's not complete, but there ''is'' a lot of stuff in there.&lt;br /&gt;
* Always have one hand on the keyboard and one hand on the mouse. Blender has lots of keyboard shortcuts, but you'll want to use the mouse to move the view around and position/scale/rotate things.&lt;br /&gt;
* Most things in Blender are context sensitive, and that context includes: What is selected? Are you in edit mode? What window is the mouse cursor in? The last of those can be confusing, but it works as long as you stick to the golden rule of having one hand on the keyboard and one hand on the mouse (and it's necessary so that the keyboard shortcuts can be used efficiently). Operations that aren't available in the current context will typically not be shown at all, for example if you use the &amp;quot;Space Menu&amp;quot; when you're not in edit mode, then &amp;quot;Remove Doubles&amp;quot; (which is a mesh edit operation and therefore only works in edit mode) won't be listed at all.&lt;br /&gt;
* The middle mouse button controls the view in all windows. That means it also works as a way of scrolling control panels (you can drag them with the middle mouse button or use the scroll wheel), scrolling window headers (you can drag them with the middle mouse button or use the scroll wheel), dragging curve editors, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Selection and Simple Editing ===&lt;br /&gt;
&lt;br /&gt;
Basic controls that work in several places (e.g., 3D view, animation curve editor, UV map editor) include:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Select All&amp;quot;/&amp;quot;Deselect All&amp;quot;. 'A' key. If there is anything selected, this will deselect everything. If there is nothing selected, it will select everything. Extremely useful!&lt;br /&gt;
* &amp;quot;Grab&amp;quot;. 'G' key. For moving things around.&lt;br /&gt;
* &amp;quot;Delete&amp;quot;. 'X' key.&lt;br /&gt;
* &amp;quot;Toggle Edit Mode&amp;quot;. Tab key.&lt;br /&gt;
* &amp;quot;Space Menu&amp;quot;. Space key. Most things can be done through this menu; just open it and start typing the name of an operation (e.g., &amp;quot;Remove Doubles&amp;quot;, or just &amp;quot;Doubles&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
And probably a load more.&lt;br /&gt;
&lt;br /&gt;
= Object Management =&lt;br /&gt;
&lt;br /&gt;
=== Layers ===&lt;br /&gt;
&lt;br /&gt;
Use Blender's layers to keep your objects in easily groups for easy control of selection and visibility. For example, the Lanner uses separate layers for:&lt;br /&gt;
&lt;br /&gt;
# High detail static mesh&lt;br /&gt;
# High detail landing gear components (the animated bits)&lt;br /&gt;
# Medium/low detail static mesh &amp;amp; landing gear&lt;br /&gt;
# Collision mesh&lt;br /&gt;
# Thruster and navigation light tag nodes&lt;br /&gt;
# Decal meshes and label tag nodes&lt;br /&gt;
# Blender lamp &amp;amp; camera objects (you could just delete these, but they're needed if you want to make renders of the object outside the game)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;select all&amp;quot; toggle ('A' key) only works on the selectable objects on currently enabled layers. So, when exporting the objects I use turn on a different combination of layers for different purposes. For the high LOD I turn on the high detail layers and the tag layers. For medium/low LOD I turn on the medium detail layer and the thruster/light tag layer (but leave decals &amp;amp; labels off). For the collision mesh I just turn on the collision layer.&lt;br /&gt;
&lt;br /&gt;
[[File:blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visibility &amp;amp; Selectability ===&lt;br /&gt;
&lt;br /&gt;
The 'H' key hides currently selected objects. Alt-H unhides everything on the currently enabled layers. You can also control visibility for each object with the 'eye' icon in the Outliner window.&lt;br /&gt;
&lt;br /&gt;
Selectability is useful too. This is controlled with the 'mouse cursor' icon in the Outliner window. In the Lanner, I have actual Blender text nodes attached to my label tag objects, so that I can get a better idea of where the text will go (actually this doesn't work great yet because the text in game is centered vertically on the node I think). I turn off selectability for the text objects, which lets me use the &amp;quot;select all&amp;quot; toggle to select everything for export while still excluding the text.&lt;br /&gt;
&lt;br /&gt;
[[File:blender-outliner-visibility-selectability.png]]&lt;br /&gt;
&lt;br /&gt;
= Meshing Tips =&lt;br /&gt;
&lt;br /&gt;
=== Mesh Modifier: Mirror ===&lt;br /&gt;
&lt;br /&gt;
Lots of things you might want to model are symmetrical. There's no point doubling the work you have to do by modelling both halves separately, or awkwardly using manual duplicate &amp;amp; mirror operations to cope with this. Instead, just turn on the mirror modifier. You usually want to mirror the X axis, and have &amp;quot;Merge&amp;quot; turned on (so that vertices on the centre-line aren't duplicated).&lt;br /&gt;
&lt;br /&gt;
Here is the Lanner's mesh in edit mode. Note that only half of it exists. The other half is being maintained by the mirror modifier.&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-half-mesh.png]]&lt;br /&gt;
&lt;br /&gt;
Here are the mirror modifier controls:&lt;br /&gt;
&lt;br /&gt;
[[File:blender-mirror-modifier.png]]&lt;br /&gt;
&lt;br /&gt;
=== Mesh Modifier: Edge Split ===&lt;br /&gt;
&lt;br /&gt;
The way the model responds to lighting depends on the surface normal. The surface normal is the direction that the surface is facing. A surface facing directly towards a light will be bright; a surface at a glancing angle to a light will be dim. The surface normal that Pioneer uses comes from the mesh data, but it doesn't actually come from the faces, it comes from the ''vertices''. For a particular point in a triangle, the normal used for lighting is calculated by interpolating from the normals that are taken from the three vertices of the triangle. This is useful for curved surfaces, because although the triangle itself is flat, the interpolation of the normals makes the surface look like it's curved because the shading is right. However, it means that where two triangles meet, they have the same normal for lighting, which means that even if they're at a sharp angle (not just an internal edge of a curved surface) the lighting will make it look like it's not a sharp edge.&lt;br /&gt;
&lt;br /&gt;
Here is part of the Lanner, with really weird lighting caused by having a sharp edge that shares normals.&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-sharp-edge-incorrect-lighting.png]]&lt;br /&gt;
&lt;br /&gt;
And here is what it's supposed to look like:&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-sharp-edge-lighting.png]]&lt;br /&gt;
&lt;br /&gt;
One way to achieve this is to duplicate the vertices along each sharp edge, so that the two sides of the edge can use different normals (note: this is what the &amp;quot;Rip&amp;quot; tool does). But that's a massive pain to edit and maintain because then if you want to reposition one of those vertices or change its UV coordinates, you have to make sure you move both copies at the same time, and for corners that connect more than one sharp edge you get even more duplicates.&lt;br /&gt;
&lt;br /&gt;
The right way to do it is to use the &amp;quot;Edge Split&amp;quot; modifier. Edge Split does the same duplication of vertices that you can do by hand, but because it's a modifier you can just turn it on and it will manage the duplicates for you. Edge Split needs some way to decide which edges are supposed to be &amp;quot;sharp&amp;quot; so that it ''only'' duplicates vertices on the sharp edges. It has two ways of deciding whether an edge is sharp: you can give it an angle threshold, so all edges greater than the specified angle will be sharp, or you can mark edges manually. Here is the control panel for Edge Split:&lt;br /&gt;
&lt;br /&gt;
[[File:blender-edge-split-modifier.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, I've used a high threshold to avoid making too many edges sharp, and I've marked some edges manually as well. Here the manually marked edges are shown in blue:&lt;br /&gt;
&lt;br /&gt;
[[File:lanner-mesh-sharp-edges.png]]&lt;br /&gt;
&lt;br /&gt;
To mark edges as sharp, select them in edit mode and use the &amp;quot;Mark Sharp&amp;quot; tool (type it in the &amp;quot;Space Menu&amp;quot;). The tool is a little confusing, because it has a mode toggle: in one mode it marks edges as sharp, in the other mode it ''clears'' the marks. So, first select the edges you want to (un)mark and then if necessary toggle the check-box marked &amp;quot;Clear&amp;quot; in the tool controls panel.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The tool controls panel is at the bottom of the 3D view tool panel, which can be toggled with the 'T' key.&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-sharp-edge-incorrect-lighting.png&amp;diff=634</id>
		<title>File:Lanner-sharp-edge-incorrect-lighting.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-sharp-edge-incorrect-lighting.png&amp;diff=634"/>
		<updated>2013-01-21T17:24:43Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-sharp-edge-lighting.png&amp;diff=633</id>
		<title>File:Lanner-sharp-edge-lighting.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-sharp-edge-lighting.png&amp;diff=633"/>
		<updated>2013-01-21T17:24:28Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Blender-edge-split-modifier.png&amp;diff=629</id>
		<title>File:Blender-edge-split-modifier.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Blender-edge-split-modifier.png&amp;diff=629"/>
		<updated>2013-01-21T17:14:44Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-mesh-sharp-edges.png&amp;diff=628</id>
		<title>File:Lanner-mesh-sharp-edges.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-mesh-sharp-edges.png&amp;diff=628"/>
		<updated>2013-01-21T17:14:20Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Blender-mirror-modifier.png&amp;diff=627</id>
		<title>File:Blender-mirror-modifier.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Blender-mirror-modifier.png&amp;diff=627"/>
		<updated>2013-01-21T17:13:59Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-half-mesh.png&amp;diff=626</id>
		<title>File:Lanner-half-mesh.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Lanner-half-mesh.png&amp;diff=626"/>
		<updated>2013-01-21T17:13:45Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Blender-outliner-visibility-selectability.png&amp;diff=624</id>
		<title>File:Blender-outliner-visibility-selectability.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Blender-outliner-visibility-selectability.png&amp;diff=624"/>
		<updated>2013-01-21T16:38:42Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Blender-layer-controls.png&amp;diff=623</id>
		<title>File:Blender-layer-controls.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Blender-layer-controls.png&amp;diff=623"/>
		<updated>2013-01-21T16:38:27Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=621</id>
		<title>Pioneer Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=621"/>
		<updated>2013-01-21T16:15:03Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Add a Blender Tips item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pioneer is a space adventure game set in the milkyway galaxy at the turn of the 31st century. The game is open-ended, and you are free to explore the millions of star systems in the game. You can land on planets, slingshot past gas giants, and burn yourself to a crisp flying between binary star systems. &lt;br /&gt;
&lt;br /&gt;
* [http://pioneerspacesim.net/download Download Pioneer] for Windows, Linux and Mac OSX&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/pioneerspacesim/files/nightly/ Development Builds] (warning, may be more unstable than a release) &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Please make this wiki nice. Add stuff about mods, dev, whatever. Be awesome! [[Getting started|How to get started]].&lt;br /&gt;
&lt;br /&gt;
And write a nice front page and get rid of this, ok? :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#bbffbb; border:2px solid #99ee99;  padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
===Community===&lt;br /&gt;
* [http://pioneerspacesim.net/ Pioneer Space Sim Homepage]&lt;br /&gt;
* [http://pioneerspacesim.net/forum Forums]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Keyboard and mouse controls]]&lt;br /&gt;
* [http://twitter.com/pioneerspacesim @pioneerspacesim] on Twitter&lt;br /&gt;
* [[Media Coverage]]&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#f0f0ff; border:2px solid #c6c9ff; padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Content Creation===&lt;br /&gt;
* [[Mods]]&lt;br /&gt;
* [[Introduction to Mission Scripting]]&lt;br /&gt;
** [[Interacting with the game: Event-based programming]]&lt;br /&gt;
** [[Interacting with the player: BBS forms]]&lt;br /&gt;
** [[Surviving a reload]]&lt;br /&gt;
* [http://eatenbyagrue.org/f/pioneer/codedoc/ Lua API Reference]&lt;br /&gt;
* Modeling&lt;br /&gt;
** [[Model system]]&lt;br /&gt;
** [[Model viewer]]&lt;br /&gt;
** [[Transitioning to the new model system]]&lt;br /&gt;
** [[3DS Max]]&lt;br /&gt;
** Creating Models with Blender&lt;br /&gt;
*** [[Blender Tips]]&lt;br /&gt;
*** [[UV coordinates in Blender]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Sound Effects]]&lt;br /&gt;
* [[Translations]]&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#fff3f3; border:2px solid #ffc9c9; padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
* [[Design Scope|Game Scope]]&lt;br /&gt;
* [[Getting Started with Development]]&lt;br /&gt;
** [[Using git and GitHub]] (work in progress)&lt;br /&gt;
** [[Core Team]]&lt;br /&gt;
* [[Development Model]]&lt;br /&gt;
* [[Design_Workflow|Design and Project Management Workflow]]&lt;br /&gt;
* [https://github.com/pioneerspacesim/pioneer/issues Issue tracker]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pioneer is brought to you by a flock of [https://github.com/pioneerspacesim/pioneer/blob/master/AUTHORS.txt opensource beardy-weirdies], and is [http://www.gnu.org/licenses/gpl.html Free Software]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Model_viewer&amp;diff=564</id>
		<title>Model viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Model_viewer&amp;diff=564"/>
		<updated>2013-01-20T14:47:52Z</updated>

		<summary type="html">&lt;p&gt;Jpab: Expand notes about starting the model viewer a little for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting the Model Viewer =&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
Create a shortcut to pioneer.exe. Edit shortcut properties, and add &amp;quot; -mv&amp;quot; to the end of the Target box, so that the whole Target is something like:&lt;br /&gt;
&lt;br /&gt;
    C:\Users\jpab\pioneer\Pioneer.exe -mv&lt;br /&gt;
&lt;br /&gt;
Then you can run the model viewer by using the shortcut.&lt;br /&gt;
&lt;br /&gt;
Or use the command line (like Linux)&lt;br /&gt;
&lt;br /&gt;
=== OS X ===&lt;br /&gt;
&lt;br /&gt;
Hold down the Option key while clicking on the pioneer.app icon to launch the model viewer instead of the game.&lt;br /&gt;
&lt;br /&gt;
Or use the command line (like Linux)&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
Pass the &amp;quot;-mv&amp;quot; flag when running the game:&lt;br /&gt;
&lt;br /&gt;
    pioneer -mv &amp;lt;optional model name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hotkeys =&lt;br /&gt;
&lt;br /&gt;
Esc: Quit&lt;br /&gt;
&lt;br /&gt;
Tab: Toggle UI&lt;br /&gt;
&lt;br /&gt;
PrintScr: Screenshot&lt;br /&gt;
&lt;br /&gt;
Space: Reset camera view + thruster sliders&lt;br /&gt;
&lt;br /&gt;
G: Cycle grid mode&lt;br /&gt;
&lt;br /&gt;
R: Randomize colour sliders&lt;br /&gt;
&lt;br /&gt;
Z: Toggle wireframe mode&lt;br /&gt;
&lt;br /&gt;
Camera view presets are like Blender:&lt;br /&gt;
&lt;br /&gt;
* Numpad 1 - Front view&lt;br /&gt;
* Ctrl+Numpad - Rear view&lt;br /&gt;
* Numpad 3 - Right view&lt;br /&gt;
* Ctrl+Numpad 3 - Left view&lt;br /&gt;
* Numpad 7 - Top view&lt;br /&gt;
* Ctrl+Numpad 7 - Bottom view&lt;br /&gt;
* Numpad2/4/6/8: Rotate view&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Github_Wiki_Migration&amp;diff=325</id>
		<title>Github Wiki Migration</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Github_Wiki_Migration&amp;diff=325"/>
		<updated>2012-11-09T13:38:40Z</updated>

		<summary type="html">&lt;p&gt;Jpab: add Idea.Network-features, which was missing from the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Page checklist from the old wiki: https://github.com/pioneerspacesim/pioneer/wiki/_pages&lt;br /&gt;
&lt;br /&gt;
See a red link? Convert the page! Compare with [[Special:AllPages]] if you think the content might already exist under another name.&lt;br /&gt;
&lt;br /&gt;
* [[Blender Model Export]]&lt;br /&gt;
* [[Ship AI]]&lt;br /&gt;
* [[Coding Conventions]]&lt;br /&gt;
* [[Compiling]]&lt;br /&gt;
* [[Custom Systems]]&lt;br /&gt;
* [[Design]] (index page)&lt;br /&gt;
** [[Design Process]]&lt;br /&gt;
* [[Design Scope]]&lt;br /&gt;
* [[Development Model]]&lt;br /&gt;
* [[Active Discussions]] (index page)&lt;br /&gt;
** [[Discussion Storyline, Background, Narrative]]&lt;br /&gt;
** [[Discussion Celebrities]]&lt;br /&gt;
** [[Discussion FTL Jumps]]&lt;br /&gt;
** [[Discussion Input System]]&lt;br /&gt;
** [[Discussion Model System Overhaul]]&lt;br /&gt;
** [[Discussion Modelling Guidelines]]&lt;br /&gt;
** [[Discussion Planetary System Information]]&lt;br /&gt;
** [[Discussion Political Entitites]]&lt;br /&gt;
** [[Discussion Sysgen and Custom Systems]]&lt;br /&gt;
** [[Discussion Timeline]]&lt;br /&gt;
* [[Pioneer UI]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Game Data]]&lt;br /&gt;
* [[Getting Started with Development]]&lt;br /&gt;
* [[Ideas and Requests]] (Index page)&lt;br /&gt;
** [[Idea Crew]]&lt;br /&gt;
** [[Idea Escape Capsules]]&lt;br /&gt;
** [[Idea Power Use in Ships]]&lt;br /&gt;
** [[Idea Space Only Ships]]&lt;br /&gt;
** [[Idea Network features]]&lt;br /&gt;
* [[Introduction to Mission Scripting]]&lt;br /&gt;
* [[Lua Module Tutorial]]&lt;br /&gt;
* [[Lua Scripting]]&lt;br /&gt;
* [[Missions and NPC Interaction]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
* [[Modelling]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Planet Heightmaps]]&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Sound Effects]]&lt;br /&gt;
* [[Story]]&lt;br /&gt;
* [[Translations]]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=223</id>
		<title>Pioneer Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=223"/>
		<updated>2012-10-17T17:56:56Z</updated>

		<summary type="html">&lt;p&gt;Jpab: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pioneer is a space adventure game set in the milkyway galaxy at the turn of the 31st century. The game is open-ended, and you are free to explore the millions of star systems in the game. You can land on planets, slingshot past gas giants, and burn yourself to a crisp flying between binary star systems. &lt;br /&gt;
&lt;br /&gt;
* [http://pioneerspacesim.net/download Download Pioneer] for Windows, Linux and Mac OSX&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/pioneerspacesim/files/nightly/ Development Builds] (warning, may be more unstable than a release) &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Please make this wiki nice. Add stuff about mods, dev, whatever. Be awesome! [[Getting started|How to get started]].&lt;br /&gt;
&lt;br /&gt;
And write a nice front page and get rid of this, ok? :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#bbffbb; border:2px solid #99ee99;  padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
===Community===&lt;br /&gt;
* [http://pioneerspacesim.net/ Pioneer Space Sim Homepage]&lt;br /&gt;
* [http://pioneerspacesim.net/forum Forums]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Keyboard and mouse controls]]&lt;br /&gt;
* [http://twitter.com/pioneerspacesim @pioneerspacesim] on Twitter&lt;br /&gt;
* [[Media Coverage]]&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#f0f0ff; border:2px solid #c6c9ff; padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Content Creation===&lt;br /&gt;
* [[Mods]]&lt;br /&gt;
* [[Introduction to Mission Scripting]]&lt;br /&gt;
** [[Interacting with the game: Event-based programming]]&lt;br /&gt;
** [[Interacting with the player: BBS forms]]&lt;br /&gt;
** [[Surviving a reload]]&lt;br /&gt;
* [http://eatenbyagrue.org/f/pioneer/codedoc/ LUA API Reference]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Sound Effects]]&lt;br /&gt;
* [[Translations]]&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; style=&amp;quot;background:#fff3f3; border:2px solid #ffc9c9; padding:2px 2px 4px 4px; vertical-align: top&amp;quot;|&lt;br /&gt;
===Development===&lt;br /&gt;
* [[Design Scope|Game Scope]]&lt;br /&gt;
* [[Getting Started with Development]]&lt;br /&gt;
* [[Development Model]]&lt;br /&gt;
* [[Design_Workflow|Design and Project Management Workflow]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pioneer is brung to you by a flock of [https://github.com/pioneerspacesim/pioneer/blob/master/AUTHORS.txt opensource beardy-weirdies], and is [http://www.gnu.org/licenses/gpl.html Free Software]&lt;/div&gt;</summary>
		<author><name>Jpab</name></author>
		
	</entry>
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