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	<updated>2026-05-07T08:17:10Z</updated>
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	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Transitioning_to_the_new_model_system&amp;diff=708</id>
		<title>Transitioning to the new model system</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Transitioning_to_the_new_model_system&amp;diff=708"/>
		<updated>2013-01-25T12:59:06Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is aimed at people wanting to convert their old Lua-based models to the new [[model system]].&lt;br /&gt;
&lt;br /&gt;
Please add to this page with your experiences and tips for others converting their models.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
Before you start, please read about the new [[model system]], try the test models, play with the new modelviewer and make yourself a simple model in your modelling package of choice (we recommend [http://www.blender.org/ Blender]). This job will be easier if you know what you're aiming for!&lt;br /&gt;
&lt;br /&gt;
The new model system is available from alpha 30 onwards. Stay upto date with new developments using the [https://twitter.com/pioneerspacesim nightly build].&lt;br /&gt;
&lt;br /&gt;
== Exporting LMR models ==&lt;br /&gt;
&lt;br /&gt;
In alpha 29 &amp;lt;tt&amp;gt;lmrmodelviewer&amp;lt;/tt&amp;gt; gained a new option, &amp;quot;Dump model to .obj&amp;quot;. When clicked, this button will create a new directory called &amp;lt;tt&amp;gt;model_dump&amp;lt;/tt&amp;gt; in your user data dir. For the current model, it will dump all models and submodels at all LODs, both static and dynamic, to Wavefront object files. Because of the number of parameters possible, dynamic sections will only be dumped with the current animation settings. It will also attempt to create material and texture files.&lt;br /&gt;
&lt;br /&gt;
It should be possible to load these exported files into any modelling package that can import Wavefront objects (pretty much all of them) and use them as a basis for models for the new model system.&lt;br /&gt;
&lt;br /&gt;
== Testing in-game ==&lt;br /&gt;
&lt;br /&gt;
The new model system is only partially hooked up to the game. While you can view your models in the [[model viewer]], you'll want to see them in game. To do that, just use the model name (the name of the .model file) in the &amp;lt;tt&amp;gt;model&amp;lt;/tt&amp;gt; parameter of the ship definition file.&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Transitioning_to_the_new_model_system&amp;diff=707</id>
		<title>Transitioning to the new model system</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Transitioning_to_the_new_model_system&amp;diff=707"/>
		<updated>2013-01-25T12:58:49Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is aimed at people wanting to convert their old Lua-based models to the new [[model system]].&lt;br /&gt;
&lt;br /&gt;
Please add to this page with your experiences and tips for others converting their models.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
Before you start, please read about the new [[model system]], try the test models, play with the new modelviewer and make yourself a simple model in your modelling package of choice (we recommend [http://www.blender.org/ Blender]). This job will be easier if you know what you're aiming for!&lt;br /&gt;
&lt;br /&gt;
The new model system is available from alpha 30 onwards. Stay upto date with new developments using the nightly build [https://twitter.com/pioneerspacesim nightly build].&lt;br /&gt;
&lt;br /&gt;
== Exporting LMR models ==&lt;br /&gt;
&lt;br /&gt;
In alpha 29 &amp;lt;tt&amp;gt;lmrmodelviewer&amp;lt;/tt&amp;gt; gained a new option, &amp;quot;Dump model to .obj&amp;quot;. When clicked, this button will create a new directory called &amp;lt;tt&amp;gt;model_dump&amp;lt;/tt&amp;gt; in your user data dir. For the current model, it will dump all models and submodels at all LODs, both static and dynamic, to Wavefront object files. Because of the number of parameters possible, dynamic sections will only be dumped with the current animation settings. It will also attempt to create material and texture files.&lt;br /&gt;
&lt;br /&gt;
It should be possible to load these exported files into any modelling package that can import Wavefront objects (pretty much all of them) and use them as a basis for models for the new model system.&lt;br /&gt;
&lt;br /&gt;
== Testing in-game ==&lt;br /&gt;
&lt;br /&gt;
The new model system is only partially hooked up to the game. While you can view your models in the [[model viewer]], you'll want to see them in game. To do that, just use the model name (the name of the .model file) in the &amp;lt;tt&amp;gt;model&amp;lt;/tt&amp;gt; parameter of the ship definition file.&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=UV_coordinates_in_Blender&amp;diff=614</id>
		<title>UV coordinates in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=UV_coordinates_in_Blender&amp;diff=614"/>
		<updated>2013-01-21T09:17:48Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* Basic method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for a crash course in UV coordinates in Blender.&lt;br /&gt;
&lt;br /&gt;
Links to good tutorials are welcome, as are tips from veterans, but the plan is to make a solid run-through for an absolute beginner, so if you're dealing with advanced topics likely to confuse a beginner please either leave them at the end, or perhaps consider a different page.&lt;br /&gt;
&lt;br /&gt;
Tested on Blender 2.65&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
TFM: http://wiki.blender.org/index.php/Doc:2.6/Manual&lt;br /&gt;
&lt;br /&gt;
A tutorial which isn't particularly directly applicable, but gives you a sense of what we're aiming for: http://www.youtube.com/watch?v=1nwEcWGkWOM&amp;amp;t=3m30s&lt;br /&gt;
&lt;br /&gt;
== What is UV unwrapping? ==&lt;br /&gt;
&lt;br /&gt;
Basically we're mapping a 2D texture onto a 3D mesh. Think of a world map's projection (like unpeeling an orange), or unfolding a cube to make a 2D surface.&lt;br /&gt;
&lt;br /&gt;
Every XYZ point on the surface of our mesh must be mapped to a UV point on our texture. Fortunately we don't have to do it point by point - the vertices in XYZ space have corresponding vertices in UV space, and Blender / Pioneer interpolate the surface in between for us.&lt;br /&gt;
&lt;br /&gt;
Even easier, Blender has methods for 'unwrapping' a mesh or part of a mesh, by projecting groups of faces onto the map algorithmically. By repeated selective unwrappings, the computer does most of the work, and we just fine tune it afterwards.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The main things you are trying to balance when unwrapping:&lt;br /&gt;
&lt;br /&gt;
* Size&lt;br /&gt;
** Maximise use of texture space: You want to make your texture files as small as possible to avoid straining the game engine. Pack polygons into the map as tightly as you can, using space efficiently. A single part of the texture can be mapped to multiple polygons, and any faces internal to the model (which should be avoided where possible to prevent z-buffer issues) can be shrunk to a point.&lt;br /&gt;
** Optimise detail: Parts of the mesh probably need more detail than others. The parts that should be highly detailed need more texture space, so should be made larger when unwrapped.&lt;br /&gt;
* Control distortion: You can distort polygons on the UV map for effect, or just to pack them in tighter, but assume to begin with that you want to minimise distortion. If your polygon is a square on the mesh, it should be square on the UV map.&lt;br /&gt;
* Alignment / orientation: Where texture detail crosses contiguous faces, it makes it much easier to line it up correctly if the faces are contiguous on the UV map too. For textures with 'grain' you may need to rotate parts of the map for it to look right.&lt;br /&gt;
&lt;br /&gt;
== Set up Blender ==&lt;br /&gt;
&lt;br /&gt;
* Select 'UV Editing' screen layout using the widget in the top left which probably says 'Default'&lt;br /&gt;
&lt;br /&gt;
The screen is divided in two, the 3D view on the right, the UV map on the left.&lt;br /&gt;
&lt;br /&gt;
* Select 'New' in the widget below the UV map. Choose your texture's size, which must be a power of 2. For 'Generated type' it can be helpful to select 'UV Grid' - this creates a 'fake' texture for you, so you can see how it maps to the mesh in the 3D window. Hit OK.&lt;br /&gt;
&lt;br /&gt;
* Switch the 3D view's 'Viewport Shading' mode to 'Texture'. Your mesh will turn white, because we haven't mapped anything to it yet...&lt;br /&gt;
&lt;br /&gt;
== Basic method ==&lt;br /&gt;
&lt;br /&gt;
First we're going to unwrap everything and place it off to the side of the texture, so we can see which faces we are yet to unwrap properly.&lt;br /&gt;
&lt;br /&gt;
* Select your mesh in the 3D view. Tab to edit mode. Ctrl-tab to face select mode. Hit 'a' key until all faces are selected.&lt;br /&gt;
* Hit 'u' key and choose 'Unwrap'. All faces will be mapped to the UV space - if you're on 'Texture' viewport shading mode in the 3D view you'll see your mesh covered in the grid texture.&lt;br /&gt;
* Hit 'a' key in the UV view on the left which selects all the polygons. Hit 'g' and move all the polygons to one side, so they're a decent way away from the grid. This gives us our pool of 'not done yet' faces (n.b. the mesh will still display the grid texture on it in the 3D view because the texture actually repeats itself. Don't worry about that - we're just clearing the faces out of the way in the UV view)&lt;br /&gt;
&lt;br /&gt;
Now we selectively unwrap and pack sections of the model. Choose a group of faces that are logically connected. Either they are going to look identical (perhaps windows, or engine outlet surfaces), or you're going to want them joined to each other in the UV map because they share edges, and will have a texture running over these common edges. &lt;br /&gt;
&lt;br /&gt;
* Select all the faces you want to unwrap together in the 3D view (shift right click works, as do 'b' for box or 'c' for circle select) - it might help to turn 'Clipped with depth buffer' on. Hit 'u', then choose an unwrapping method - you'll have to experiment to work out which one works best for the geometry you're dealing with. &lt;br /&gt;
* Move the polygons around in the UV map with 'g', 's' and 'r' until they're roughly where you want them. Switch to face or vertex mode to pack them together as tightly as possible, superimposing them if you want them to share texture. If you have multiple vertices you want at the same spot, select them, hit 'w' twice to weld them together, then shift-s and select snap to pixel.&lt;br /&gt;
&lt;br /&gt;
Make sure 'Keep UV and edit mode mesh selection in sync' is on, then box select the 'not done yet' faces we moved aside earlier in the UV view, to highlight all the parts you still have to do in the 3D view. Keep picking groups of logically connected faces, unwrapping and packing them until you're done.&lt;br /&gt;
&lt;br /&gt;
== Using seams ==&lt;br /&gt;
&lt;br /&gt;
I don't understand seams, someone else will have to write this bit :-)&lt;br /&gt;
&lt;br /&gt;
== Exporting the UV map to Gimp and importing the texture to the model ==&lt;br /&gt;
&lt;br /&gt;
In the 'UVs' menu in the bottom left, choose 'Export UV layout'. Load the file in Gimp and draw your texture, using the UV map as a stencil. Once done, back to Blender's Default screen layout, select your mesh, then on the panel on the right select 'Texture'. Set Type to 'Image or Movie' and Image to your file.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* If you've thoroughly stuffed it up and want to start again, switch to 'Default' screen layout, select your mesh, and switch the panel on the right to 'Object Data'. Hit the minus sign next to UVMap to delete the map entirely.&lt;br /&gt;
* Sometimes if you move one vertex on the UV map it'll move the corresponding vertices on other faces. Infuriating, but if you select all vertices with 'a' then switch 'Keep UV and edit mode mesh selection in sync' off it lets you move then individually. I don't really understand why this works at all, or if there's a better method...&lt;br /&gt;
* Easiest way to flip a polygon is to hit 's' for scale then 'x' or 'y' to choose your axis, then type '-1'.&lt;br /&gt;
* If you want to get the finished parts out of the way in the 3D view, select them (easiest to box select on the UV map with sync on), then hit 'h' to make them invisible (alt-h brings them back).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced techniques ==&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=UV_coordinates_in_Blender&amp;diff=613</id>
		<title>UV coordinates in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=UV_coordinates_in_Blender&amp;diff=613"/>
		<updated>2013-01-21T09:17:02Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* Basic method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for a crash course in UV coordinates in Blender.&lt;br /&gt;
&lt;br /&gt;
Links to good tutorials are welcome, as are tips from veterans, but the plan is to make a solid run-through for an absolute beginner, so if you're dealing with advanced topics likely to confuse a beginner please either leave them at the end, or perhaps consider a different page.&lt;br /&gt;
&lt;br /&gt;
Tested on Blender 2.65&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
TFM: http://wiki.blender.org/index.php/Doc:2.6/Manual&lt;br /&gt;
&lt;br /&gt;
A tutorial which isn't particularly directly applicable, but gives you a sense of what we're aiming for: http://www.youtube.com/watch?v=1nwEcWGkWOM&amp;amp;t=3m30s&lt;br /&gt;
&lt;br /&gt;
== What is UV unwrapping? ==&lt;br /&gt;
&lt;br /&gt;
Basically we're mapping a 2D texture onto a 3D mesh. Think of a world map's projection (like unpeeling an orange), or unfolding a cube to make a 2D surface.&lt;br /&gt;
&lt;br /&gt;
Every XYZ point on the surface of our mesh must be mapped to a UV point on our texture. Fortunately we don't have to do it point by point - the vertices in XYZ space have corresponding vertices in UV space, and Blender / Pioneer interpolate the surface in between for us.&lt;br /&gt;
&lt;br /&gt;
Even easier, Blender has methods for 'unwrapping' a mesh or part of a mesh, by projecting groups of faces onto the map algorithmically. By repeated selective unwrappings, the computer does most of the work, and we just fine tune it afterwards.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The main things you are trying to balance when unwrapping:&lt;br /&gt;
&lt;br /&gt;
* Size&lt;br /&gt;
** Maximise use of texture space: You want to make your texture files as small as possible to avoid straining the game engine. Pack polygons into the map as tightly as you can, using space efficiently. A single part of the texture can be mapped to multiple polygons, and any faces internal to the model (which should be avoided where possible to prevent z-buffer issues) can be shrunk to a point.&lt;br /&gt;
** Optimise detail: Parts of the mesh probably need more detail than others. The parts that should be highly detailed need more texture space, so should be made larger when unwrapped.&lt;br /&gt;
* Control distortion: You can distort polygons on the UV map for effect, or just to pack them in tighter, but assume to begin with that you want to minimise distortion. If your polygon is a square on the mesh, it should be square on the UV map.&lt;br /&gt;
* Alignment / orientation: Where texture detail crosses contiguous faces, it makes it much easier to line it up correctly if the faces are contiguous on the UV map too. For textures with 'grain' you may need to rotate parts of the map for it to look right.&lt;br /&gt;
&lt;br /&gt;
== Set up Blender ==&lt;br /&gt;
&lt;br /&gt;
* Select 'UV Editing' screen layout using the widget in the top left which probably says 'Default'&lt;br /&gt;
&lt;br /&gt;
The screen is divided in two, the 3D view on the right, the UV map on the left.&lt;br /&gt;
&lt;br /&gt;
* Select 'New' in the widget below the UV map. Choose your texture's size, which must be a power of 2. For 'Generated type' it can be helpful to select 'UV Grid' - this creates a 'fake' texture for you, so you can see how it maps to the mesh in the 3D window. Hit OK.&lt;br /&gt;
&lt;br /&gt;
* Switch the 3D view's 'Viewport Shading' mode to 'Texture'. Your mesh will turn white, because we haven't mapped anything to it yet...&lt;br /&gt;
&lt;br /&gt;
== Basic method ==&lt;br /&gt;
&lt;br /&gt;
First we're going to unwrap everything and place it off to the side of the texture, so we can see which faces we are yet to unwrap properly.&lt;br /&gt;
&lt;br /&gt;
* Select your mesh in the 3D view. Tab to edit mode. Ctrl-tab to face select mode. Hit 'a' key until all faces are selected.&lt;br /&gt;
* Hit 'u' key and choose 'Unwrap'. All faces will be mapped to the UV space - if you're on 'Texture' viewport shading mode in the 3D view you'll see your mesh covered in the grid texture.&lt;br /&gt;
* Hit 'g'''''' (Mike for me on windows the select all key is 'a')''''' key in the UV view on the left. Hit 'g' and move all the polygons to one side, so they're a decent way away from the grid. This gives us our pool of 'not done yet' faces (n.b. the mesh will still display the grid texture on it in the 3D view because the texture actually repeats itself. Don't worry about that - we're just clearing the faces out of the way in the UV view)&lt;br /&gt;
&lt;br /&gt;
Now we selectively unwrap and pack sections of the model. Choose a group of faces that are logically connected. Either they are going to look identical (perhaps windows, or engine outlet surfaces), or you're going to want them joined to each other in the UV map because they share edges, and will have a texture running over these common edges. &lt;br /&gt;
&lt;br /&gt;
* Select all the faces you want to unwrap together in the 3D view (shift right click works, as do 'b' for box or 'c' for circle select) - it might help to turn 'Clipped with depth buffer' on. Hit 'u', then choose an unwrapping method - you'll have to experiment to work out which one works best for the geometry you're dealing with. &lt;br /&gt;
* Move the polygons around in the UV map with 'g', 's' and 'r' until they're roughly where you want them. Switch to face or vertex mode to pack them together as tightly as possible, superimposing them if you want them to share texture. If you have multiple vertices you want at the same spot, select them, hit 'w' twice to weld them together, then shift-s and select snap to pixel.&lt;br /&gt;
&lt;br /&gt;
Make sure 'Keep UV and edit mode mesh selection in sync' is on, then box select the 'not done yet' faces we moved aside earlier in the UV view, to highlight all the parts you still have to do in the 3D view. Keep picking groups of logically connected faces, unwrapping and packing them until you're done.&lt;br /&gt;
&lt;br /&gt;
== Using seams ==&lt;br /&gt;
&lt;br /&gt;
I don't understand seams, someone else will have to write this bit :-)&lt;br /&gt;
&lt;br /&gt;
== Exporting the UV map to Gimp and importing the texture to the model ==&lt;br /&gt;
&lt;br /&gt;
In the 'UVs' menu in the bottom left, choose 'Export UV layout'. Load the file in Gimp and draw your texture, using the UV map as a stencil. Once done, back to Blender's Default screen layout, select your mesh, then on the panel on the right select 'Texture'. Set Type to 'Image or Movie' and Image to your file.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* If you've thoroughly stuffed it up and want to start again, switch to 'Default' screen layout, select your mesh, and switch the panel on the right to 'Object Data'. Hit the minus sign next to UVMap to delete the map entirely.&lt;br /&gt;
* Sometimes if you move one vertex on the UV map it'll move the corresponding vertices on other faces. Infuriating, but if you select all vertices with 'a' then switch 'Keep UV and edit mode mesh selection in sync' off it lets you move then individually. I don't really understand why this works at all, or if there's a better method...&lt;br /&gt;
* Easiest way to flip a polygon is to hit 's' for scale then 'x' or 'y' to choose your axis, then type '-1'.&lt;br /&gt;
* If you want to get the finished parts out of the way in the 3D view, select them (easiest to box select on the UV map with sync on), then hit 'h' to make them invisible (alt-h brings them back).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced techniques ==&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=UV_coordinates_in_Blender&amp;diff=612</id>
		<title>UV coordinates in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=UV_coordinates_in_Blender&amp;diff=612"/>
		<updated>2013-01-21T09:16:06Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* Basic method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for a crash course in UV coordinates in Blender.&lt;br /&gt;
&lt;br /&gt;
Links to good tutorials are welcome, as are tips from veterans, but the plan is to make a solid run-through for an absolute beginner, so if you're dealing with advanced topics likely to confuse a beginner please either leave them at the end, or perhaps consider a different page.&lt;br /&gt;
&lt;br /&gt;
Tested on Blender 2.65&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
TFM: http://wiki.blender.org/index.php/Doc:2.6/Manual&lt;br /&gt;
&lt;br /&gt;
A tutorial which isn't particularly directly applicable, but gives you a sense of what we're aiming for: http://www.youtube.com/watch?v=1nwEcWGkWOM&amp;amp;t=3m30s&lt;br /&gt;
&lt;br /&gt;
== What is UV unwrapping? ==&lt;br /&gt;
&lt;br /&gt;
Basically we're mapping a 2D texture onto a 3D mesh. Think of a world map's projection (like unpeeling an orange), or unfolding a cube to make a 2D surface.&lt;br /&gt;
&lt;br /&gt;
Every XYZ point on the surface of our mesh must be mapped to a UV point on our texture. Fortunately we don't have to do it point by point - the vertices in XYZ space have corresponding vertices in UV space, and Blender / Pioneer interpolate the surface in between for us.&lt;br /&gt;
&lt;br /&gt;
Even easier, Blender has methods for 'unwrapping' a mesh or part of a mesh, by projecting groups of faces onto the map algorithmically. By repeated selective unwrappings, the computer does most of the work, and we just fine tune it afterwards.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The main things you are trying to balance when unwrapping:&lt;br /&gt;
&lt;br /&gt;
* Size&lt;br /&gt;
** Maximise use of texture space: You want to make your texture files as small as possible to avoid straining the game engine. Pack polygons into the map as tightly as you can, using space efficiently. A single part of the texture can be mapped to multiple polygons, and any faces internal to the model (which should be avoided where possible to prevent z-buffer issues) can be shrunk to a point.&lt;br /&gt;
** Optimise detail: Parts of the mesh probably need more detail than others. The parts that should be highly detailed need more texture space, so should be made larger when unwrapped.&lt;br /&gt;
* Control distortion: You can distort polygons on the UV map for effect, or just to pack them in tighter, but assume to begin with that you want to minimise distortion. If your polygon is a square on the mesh, it should be square on the UV map.&lt;br /&gt;
* Alignment / orientation: Where texture detail crosses contiguous faces, it makes it much easier to line it up correctly if the faces are contiguous on the UV map too. For textures with 'grain' you may need to rotate parts of the map for it to look right.&lt;br /&gt;
&lt;br /&gt;
== Set up Blender ==&lt;br /&gt;
&lt;br /&gt;
* Select 'UV Editing' screen layout using the widget in the top left which probably says 'Default'&lt;br /&gt;
&lt;br /&gt;
The screen is divided in two, the 3D view on the right, the UV map on the left.&lt;br /&gt;
&lt;br /&gt;
* Select 'New' in the widget below the UV map. Choose your texture's size, which must be a power of 2. For 'Generated type' it can be helpful to select 'UV Grid' - this creates a 'fake' texture for you, so you can see how it maps to the mesh in the 3D window. Hit OK.&lt;br /&gt;
&lt;br /&gt;
* Switch the 3D view's 'Viewport Shading' mode to 'Texture'. Your mesh will turn white, because we haven't mapped anything to it yet...&lt;br /&gt;
&lt;br /&gt;
== Basic method ==&lt;br /&gt;
&lt;br /&gt;
First we're going to unwrap everything and place it off to the side of the texture, so we can see which faces we are yet to unwrap properly.&lt;br /&gt;
&lt;br /&gt;
* Select your mesh in the 3D view. Tab to edit mode. Ctrl-tab to face select mode. Hit 'a' key until all faces are selected.&lt;br /&gt;
* Hit 'u' key and choose 'Unwrap'. All faces will be mapped to the UV space - if you're on 'Texture' viewport shading mode in the 3D view you'll see your mesh covered in the grid texture.&lt;br /&gt;
* Hit 'g'''''' (Mike for me on windows the select all key is 'a')''''' key in the UV view on the left. Move all the polygons to one side, so they're a decent way away from the grid. This gives us our pool of 'not done yet' faces (n.b. the mesh will still display the grid texture on it in the 3D view because the texture actually repeats itself. Don't worry about that - we're just clearing the faces out of the way in the UV view)&lt;br /&gt;
&lt;br /&gt;
Now we selectively unwrap and pack sections of the model. Choose a group of faces that are logically connected. Either they are going to look identical (perhaps windows, or engine outlet surfaces), or you're going to want them joined to each other in the UV map because they share edges, and will have a texture running over these common edges. &lt;br /&gt;
&lt;br /&gt;
* Select all the faces you want to unwrap together in the 3D view (shift right click works, as do 'b' for box or 'c' for circle select) - it might help to turn 'Clipped with depth buffer' on. Hit 'u', then choose an unwrapping method - you'll have to experiment to work out which one works best for the geometry you're dealing with. &lt;br /&gt;
* Move the polygons around in the UV map with 'g', 's' and 'r' until they're roughly where you want them. Switch to face or vertex mode to pack them together as tightly as possible, superimposing them if you want them to share texture. If you have multiple vertices you want at the same spot, select them, hit 'w' twice to weld them together, then shift-s and select snap to pixel.&lt;br /&gt;
&lt;br /&gt;
Make sure 'Keep UV and edit mode mesh selection in sync' is on, then box select the 'not done yet' faces we moved aside earlier in the UV view, to highlight all the parts you still have to do in the 3D view. Keep picking groups of logically connected faces, unwrapping and packing them until you're done.&lt;br /&gt;
&lt;br /&gt;
== Using seams ==&lt;br /&gt;
&lt;br /&gt;
I don't understand seams, someone else will have to write this bit :-)&lt;br /&gt;
&lt;br /&gt;
== Exporting the UV map to Gimp and importing the texture to the model ==&lt;br /&gt;
&lt;br /&gt;
In the 'UVs' menu in the bottom left, choose 'Export UV layout'. Load the file in Gimp and draw your texture, using the UV map as a stencil. Once done, back to Blender's Default screen layout, select your mesh, then on the panel on the right select 'Texture'. Set Type to 'Image or Movie' and Image to your file.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* If you've thoroughly stuffed it up and want to start again, switch to 'Default' screen layout, select your mesh, and switch the panel on the right to 'Object Data'. Hit the minus sign next to UVMap to delete the map entirely.&lt;br /&gt;
* Sometimes if you move one vertex on the UV map it'll move the corresponding vertices on other faces. Infuriating, but if you select all vertices with 'a' then switch 'Keep UV and edit mode mesh selection in sync' off it lets you move then individually. I don't really understand why this works at all, or if there's a better method...&lt;br /&gt;
* Easiest way to flip a polygon is to hit 's' for scale then 'x' or 'y' to choose your axis, then type '-1'.&lt;br /&gt;
* If you want to get the finished parts out of the way in the 3D view, select them (easiest to box select on the UV map with sync on), then hit 'h' to make them invisible (alt-h brings them back).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced techniques ==&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=547</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=547"/>
		<updated>2013-01-18T18:28:44Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* How to install Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Available Mods ==&lt;br /&gt;
&lt;br /&gt;
=== How to install Mods ===&lt;br /&gt;
&lt;br /&gt;
Since Alpha 22, Pioneer has had support for modding. This is done by allowing core game data to be added to or given preference by data in your userdir (that is, &amp;lt;code&amp;gt;'My Docs/Pioneer/mods'&amp;lt;/code&amp;gt; for Windows, &amp;lt;code&amp;gt;'~/.pioneer/mods'&amp;lt;/code&amp;gt; for Linux, and &amp;lt;code&amp;gt;'~/Library/Application Support/Pioneer/mods'&amp;lt;/code&amp;gt; for OSX).&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded a mod, you simply place the .zip file in the /mods folder described above. There is no need to extract the files.&lt;br /&gt;
&lt;br /&gt;
If a file in a .zip  is identically named with one found in the Main pioneer/data directory, the version in the .zip will be used. You can use this fact to easily modify the core game files of Pioneer&lt;br /&gt;
&lt;br /&gt;
This method can be used for any file under the main Pioneer/data directory and applies to ships, buildings and stations, systems, music, fonts, textures, whatever.&lt;br /&gt;
&lt;br /&gt;
However, there are still some mods not packaged in the mod format (.zip). Overtime these are being repackaged by members of the Pioneer community, but in case you have a mod that is not in the correct format then the data in these style of mods must be placed in the correct folder within your main Pioneer/data directory and not in the mods directory described above. But be warned, make a back up of the files you are about to overwrite as this can not be undone and if you do want to return to a 'vanilla' Pioneer, you will have to re-install Pioneer.&lt;br /&gt;
&lt;br /&gt;
== List of known Mods ==&lt;br /&gt;
For information, questions and feedback on mods listed here:&lt;br /&gt;
http://spacesimcentral.com/forum/topic/3056-pioneer-mods-on-ssc/&lt;br /&gt;
Additional mods can be found here:&lt;br /&gt;
Other areas to explore:&lt;br /&gt;
http://spacesimcentral.com/forum/topic/2849-mods-listing/  Also: http://spacesimcentral.com/forum/files/category/73-pioneer/&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+== List of known Mods ==&lt;br /&gt;
|-&lt;br /&gt;
!Mod Type&lt;br /&gt;
!Link to SSC forum location&lt;br /&gt;
|-&lt;br /&gt;
|Ship Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3305-pioneer-ship-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Space Station &amp;amp; City Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3306-pioneer-station-city-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Total Conversion Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3307-pioneer-total-conversion-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Miscellaneous Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3308-pioneer-miscellaneous-mods-only/]&lt;br /&gt;
|}&lt;br /&gt;
Overtime all the mods here can also be found on the Pioneer Mods page at sourceforge https://sourceforge.net/projects/modsforpioneer/files/Alpha%2030%20mods/&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Current known Mod Packages&lt;br /&gt;
|-&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Mod Description&lt;br /&gt;
!Author(s)&lt;br /&gt;
!Version&lt;br /&gt;
!Tested with Pioneer*&lt;br /&gt;
!Size&lt;br /&gt;
!Download link&lt;br /&gt;
|-&lt;br /&gt;
|Graveyard&lt;br /&gt;
|Example of bundling multiple files in a mod. Adds a custom system &amp;quot;Graveyard&amp;quot; (up and to the right of Sol) and a script that does something when you jump there.&lt;br /&gt;
|[[User:RobN|RobN]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha22&lt;br /&gt;
|1kb&lt;br /&gt;
|[http://eatenbyagrue.org/f/pioneer/graveyard.zip graveyard.zip]&lt;br /&gt;
|-&lt;br /&gt;
|RedSol&lt;br /&gt;
|Example of replacing a core file. Replaces the system def for Sol with one that has a red star. &lt;br /&gt;
|[[User:RobN|RobN]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha22&lt;br /&gt;
|1kb&lt;br /&gt;
|[http://eatenbyagrue.org/f/pioneer/redsol.zip redsol.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Moon Heightmap&lt;br /&gt;
|Higher res heightmap which replaces the 2mb default heightmap.&lt;br /&gt;
|Ae-2222&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha26-30&lt;br /&gt;
|33Mb&lt;br /&gt;
|[http://wikisend.com/download/359748/moon-hi-res-heightmap.zip moon-hi-res-heightmap.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Apollo LEM Lunar orbit save file for Alpha26&lt;br /&gt;
|Low fuel LEM landing challenge (-w- cargo to jettison) 3 saves with Lunar lander in unpowered orbit over moon with low fuel(requires HighRes.Moon_Apollo.LEM.a26Mod)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha26&lt;br /&gt;
|520kb&lt;br /&gt;
|[http://www.mediafire.com/?sy5d6i4n8vz10c4]&lt;br /&gt;
|-&lt;br /&gt;
|Interstellar Shuttle 1700&lt;br /&gt;
|Adds a modified version of the standard shuttle to the ship roster with hyperdrive capability, ecm, missile, cargo/fuel scoop options and more cargo space.(includes a new shuttle skin and solar array for bottom of existing standard shuttle (readme inside zip file)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.3&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|3560kb&lt;br /&gt;
|[http://www.mediafire.com/?46ci6m4677y5wg3]&lt;br /&gt;
|-&lt;br /&gt;
|I,S. Shuttle 1700&lt;br /&gt;
|see above ^&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Alpha27 &amp;amp; 28&lt;br /&gt;
|3560kb&lt;br /&gt;
|[http://www.mediafire.com/?xw5ns1xprj8wmju]&lt;br /&gt;
|-&lt;br /&gt;
|Enterprise 1701a (static ship)&lt;br /&gt;
|Replaces the Long Range Cruiser (static Ship) with the NCC 1701a &amp;quot;Enterprise&amp;quot; at realistic scale. (readme inside zip file)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.2&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|1.78mb&lt;br /&gt;
|[http://www.mediafire.com/?g4ng4dk46kdns8v]&lt;br /&gt;
|-&lt;br /&gt;
|Enterprise 1701a static&lt;br /&gt;
|see above ^&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Alpha 27 &amp;amp; 28&lt;br /&gt;
|1.78mb&lt;br /&gt;
|[http://www.mediafire.com/?008oidsj5cro9v6]&lt;br /&gt;
|-&lt;br /&gt;
|Controller Templates&lt;br /&gt;
|This is the version 4.0 update soley for the 3D Pro Joystick supporting the new view options. Includes Extreme 3D Pro Joystick Xpadder profile, printable key &amp;amp; joystick button reference. More info: http://spacesimcentral.com/forum/topic/2944-pioneer-custom-game-controller-profiles/&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|2.3mb&lt;br /&gt;
|[http://www.mediafire.com/?m3c7q5n6ld3lcx7]&lt;br /&gt;
|-&lt;br /&gt;
|Controller Templates&lt;br /&gt;
|Not really a Mod - This is for people who have - or are familiar with either Xpadder, 3D Pro Joystick or the G-13 Gameboard. Extreme 3D Pro Joystick Xpadder profile and G-13 gameboard Basic Template - printable key &amp;amp; joystick button reference. Version 3  (More info see above)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.0&lt;br /&gt;
|Most Alphas up to 26&lt;br /&gt;
|4490kb&lt;br /&gt;
|[https://docs.google.com/open?id=0B5dK9aniVGUnM09GRU1qVFJWemM]   [http://www.mediafire.com/?ncnh6bpdvna34n2]&lt;br /&gt;
|-&lt;br /&gt;
| buildings_ground&amp;amp;spacestations-alpha30mods1.4&lt;br /&gt;
|improveds ground &amp;amp; space stations + cities with many enchanced buildings compatible alpha30&lt;br /&gt;
|[[Vuzz]]&lt;br /&gt;
|1.5&lt;br /&gt;
|Only Alpha 30&lt;br /&gt;
|30.7Mo&lt;br /&gt;
|[https://www.dropbox.com/s/guvacd17dcapazw/ground%26spacestations-alpha30mods1.3.zip]&lt;br /&gt;
|-&lt;br /&gt;
|ships_all_in_1_alpha30mods1.2&lt;br /&gt;
|more than 70 models of ships for alpha30&lt;br /&gt;
|[[Vuzz]]&lt;br /&gt;
|1.3&lt;br /&gt;
|Only Alpha 30&lt;br /&gt;
|140Mo&lt;br /&gt;
|[https://www.dropbox.com/s/gvz6sl47c4evcn3/ships_all_in_1_alpha30mods1.2.zip]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'' Version number represents what the module was tested/built against. There is no guarantee that it will work for later versions.''&lt;br /&gt;
&lt;br /&gt;
== List of known Mod Compilations ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Current known Mod Compilation Packages&lt;br /&gt;
|-&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Mod Description&lt;br /&gt;
!Author(s)&lt;br /&gt;
!Version&lt;br /&gt;
!Tested with Pioneer*&lt;br /&gt;
!Size&lt;br /&gt;
!Download link&lt;br /&gt;
|-&lt;br /&gt;
|HiRes Moon &amp;amp; Apollo LEM Mod&lt;br /&gt;
|High res Moon heightmap &amp;amp; flyable Apollo Eagle Lander with docs &amp;amp; nav maps.&lt;br /&gt;
|contrib by Ae-2222 &amp;amp; [[User:baobobafet|baobobafet]]&lt;br /&gt;
|2.0&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|35.3Mb&lt;br /&gt;
|[https://docs.google.com/open?id=0B4TOJEZxkYiVUGZqVklKVEE0WUE]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'' Version number represents what the module compilation was tested/built against. There is no guarantee that it will work for later versions.''&lt;br /&gt;
&lt;br /&gt;
'''''The who/when/where for mod storage/testing/package compilation is still to be established. As with all things concerning Pioneer it is up to interested parties to resolve this. There is the beginnings of a discussion on the [[Talk:Mods|discussion page]] as not everyone is on the mailing list yet (another could be started on a specific task page if anyone wants to). You need to register to edit pages and contribute.'''''&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=546</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=546"/>
		<updated>2013-01-18T17:46:30Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* How to install Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Available Mods ==&lt;br /&gt;
&lt;br /&gt;
=== How to install Mods ===&lt;br /&gt;
&lt;br /&gt;
Since Alpha 22, Pioneer has had support for modding. This is done by allowing core game data to be added to or given preference by data in your userdir (that is, &amp;lt;code&amp;gt;'My Docs/Pioneer/mods'&amp;lt;/code&amp;gt; for Windows, &amp;lt;code&amp;gt;'~/.pioneer/mods'&amp;lt;/code&amp;gt; for Linux, and &amp;lt;code&amp;gt;'~/Library/Application Support/Pioneer/mods'&amp;lt;/code&amp;gt; for OSX).&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded a mod, you simply place the .zip file in the /mods folder described above. There is no need to extract the files.&lt;br /&gt;
&lt;br /&gt;
If a file in a .zip  is identically named with one found in the Main pioneer/data directory, the version in the .zip will be used. You can use this fact to easily modify the core game files of Pioneer&lt;br /&gt;
&lt;br /&gt;
This method can be used for any file under the main Pioneer/data directory and applies to ships, buildings and stations, systems, music, fonts, textures, whatever.&lt;br /&gt;
&lt;br /&gt;
However, there are still some people who do not package a mod in the correct format (.zip). Overtime these are being repackaged by members of the Pioneer community, but in case you have a mod that is not in the correct format then the data in these style of mods must be placed in the correct folder within your main Pioneer/data directory. But be warned, make a back up of the files you are about to overwrite as this can not be undone and if you do want to return to a 'vanilla' Pioneer, you will have to re-install Pioneer.&lt;br /&gt;
&lt;br /&gt;
== List of known Mods ==&lt;br /&gt;
For information, questions and feedback on mods listed here:&lt;br /&gt;
http://spacesimcentral.com/forum/topic/3056-pioneer-mods-on-ssc/&lt;br /&gt;
Additional mods can be found here:&lt;br /&gt;
Other areas to explore:&lt;br /&gt;
http://spacesimcentral.com/forum/topic/2849-mods-listing/  Also: http://spacesimcentral.com/forum/files/category/73-pioneer/&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+== List of known Mods ==&lt;br /&gt;
|-&lt;br /&gt;
!Mod Type&lt;br /&gt;
!Link to SSC forum location&lt;br /&gt;
|-&lt;br /&gt;
|Ship Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3305-pioneer-ship-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Space Station &amp;amp; City Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3306-pioneer-station-city-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Total Conversion Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3307-pioneer-total-conversion-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Miscellaneous Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3308-pioneer-miscellaneous-mods-only/]&lt;br /&gt;
|}&lt;br /&gt;
Overtime all the mods here can also be found on the Pioneer Mods page at sourceforge https://sourceforge.net/projects/modsforpioneer/files/Alpha%2030%20mods/&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Current known Mod Packages&lt;br /&gt;
|-&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Mod Description&lt;br /&gt;
!Author(s)&lt;br /&gt;
!Version&lt;br /&gt;
!Tested with Pioneer*&lt;br /&gt;
!Size&lt;br /&gt;
!Download link&lt;br /&gt;
|-&lt;br /&gt;
|Graveyard&lt;br /&gt;
|Example of bundling multiple files in a mod. Adds a custom system &amp;quot;Graveyard&amp;quot; (up and to the right of Sol) and a script that does something when you jump there.&lt;br /&gt;
|[[User:RobN|RobN]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha22&lt;br /&gt;
|1kb&lt;br /&gt;
|[http://eatenbyagrue.org/f/pioneer/graveyard.zip graveyard.zip]&lt;br /&gt;
|-&lt;br /&gt;
|RedSol&lt;br /&gt;
|Example of replacing a core file. Replaces the system def for Sol with one that has a red star. &lt;br /&gt;
|[[User:RobN|RobN]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha22&lt;br /&gt;
|1kb&lt;br /&gt;
|[http://eatenbyagrue.org/f/pioneer/redsol.zip redsol.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Moon Heightmap&lt;br /&gt;
|Higher res heightmap which replaces the 2mb default heightmap.&lt;br /&gt;
|Ae-2222&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha26-30&lt;br /&gt;
|33Mb&lt;br /&gt;
|[http://wikisend.com/download/359748/moon-hi-res-heightmap.zip moon-hi-res-heightmap.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Apollo LEM Lunar orbit save file for Alpha26&lt;br /&gt;
|Low fuel LEM landing challenge (-w- cargo to jettison) 3 saves with Lunar lander in unpowered orbit over moon with low fuel(requires HighRes.Moon_Apollo.LEM.a26Mod)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha26&lt;br /&gt;
|520kb&lt;br /&gt;
|[http://www.mediafire.com/?sy5d6i4n8vz10c4]&lt;br /&gt;
|-&lt;br /&gt;
|Interstellar Shuttle 1700&lt;br /&gt;
|Adds a modified version of the standard shuttle to the ship roster with hyperdrive capability, ecm, missile, cargo/fuel scoop options and more cargo space.(includes a new shuttle skin and solar array for bottom of existing standard shuttle (readme inside zip file)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.3&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|3560kb&lt;br /&gt;
|[http://www.mediafire.com/?46ci6m4677y5wg3]&lt;br /&gt;
|-&lt;br /&gt;
|I,S. Shuttle 1700&lt;br /&gt;
|see above ^&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Alpha27 &amp;amp; 28&lt;br /&gt;
|3560kb&lt;br /&gt;
|[http://www.mediafire.com/?xw5ns1xprj8wmju]&lt;br /&gt;
|-&lt;br /&gt;
|Enterprise 1701a (static ship)&lt;br /&gt;
|Replaces the Long Range Cruiser (static Ship) with the NCC 1701a &amp;quot;Enterprise&amp;quot; at realistic scale. (readme inside zip file)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.2&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|1.78mb&lt;br /&gt;
|[http://www.mediafire.com/?g4ng4dk46kdns8v]&lt;br /&gt;
|-&lt;br /&gt;
|Enterprise 1701a static&lt;br /&gt;
|see above ^&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Alpha 27 &amp;amp; 28&lt;br /&gt;
|1.78mb&lt;br /&gt;
|[http://www.mediafire.com/?008oidsj5cro9v6]&lt;br /&gt;
|-&lt;br /&gt;
|Controller Templates&lt;br /&gt;
|This is the version 4.0 update soley for the 3D Pro Joystick supporting the new view options. Includes Extreme 3D Pro Joystick Xpadder profile, printable key &amp;amp; joystick button reference. More info: http://spacesimcentral.com/forum/topic/2944-pioneer-custom-game-controller-profiles/&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|2.3mb&lt;br /&gt;
|[http://www.mediafire.com/?m3c7q5n6ld3lcx7]&lt;br /&gt;
|-&lt;br /&gt;
|Controller Templates&lt;br /&gt;
|Not really a Mod - This is for people who have - or are familiar with either Xpadder, 3D Pro Joystick or the G-13 Gameboard. Extreme 3D Pro Joystick Xpadder profile and G-13 gameboard Basic Template - printable key &amp;amp; joystick button reference. Version 3  (More info see above)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.0&lt;br /&gt;
|Most Alphas up to 26&lt;br /&gt;
|4490kb&lt;br /&gt;
|[https://docs.google.com/open?id=0B5dK9aniVGUnM09GRU1qVFJWemM]   [http://www.mediafire.com/?ncnh6bpdvna34n2]&lt;br /&gt;
|-&lt;br /&gt;
| buildings_ground&amp;amp;spacestations-alpha30mods1.4&lt;br /&gt;
|improveds ground &amp;amp; space stations + cities with many enchanced buildings compatible alpha30&lt;br /&gt;
|[[Vuzz]]&lt;br /&gt;
|1.5&lt;br /&gt;
|Only Alpha 30&lt;br /&gt;
|30.7Mo&lt;br /&gt;
|[https://www.dropbox.com/s/guvacd17dcapazw/ground%26spacestations-alpha30mods1.3.zip]&lt;br /&gt;
|-&lt;br /&gt;
|ships_all_in_1_alpha30mods1.2&lt;br /&gt;
|more than 70 models of ships for alpha30&lt;br /&gt;
|[[Vuzz]]&lt;br /&gt;
|1.3&lt;br /&gt;
|Only Alpha 30&lt;br /&gt;
|140Mo&lt;br /&gt;
|[https://www.dropbox.com/s/gvz6sl47c4evcn3/ships_all_in_1_alpha30mods1.2.zip]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'' Version number represents what the module was tested/built against. There is no guarantee that it will work for later versions.''&lt;br /&gt;
&lt;br /&gt;
== List of known Mod Compilations ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Current known Mod Compilation Packages&lt;br /&gt;
|-&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Mod Description&lt;br /&gt;
!Author(s)&lt;br /&gt;
!Version&lt;br /&gt;
!Tested with Pioneer*&lt;br /&gt;
!Size&lt;br /&gt;
!Download link&lt;br /&gt;
|-&lt;br /&gt;
|HiRes Moon &amp;amp; Apollo LEM Mod&lt;br /&gt;
|High res Moon heightmap &amp;amp; flyable Apollo Eagle Lander with docs &amp;amp; nav maps.&lt;br /&gt;
|contrib by Ae-2222 &amp;amp; [[User:baobobafet|baobobafet]]&lt;br /&gt;
|2.0&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|35.3Mb&lt;br /&gt;
|[https://docs.google.com/open?id=0B4TOJEZxkYiVUGZqVklKVEE0WUE]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'' Version number represents what the module compilation was tested/built against. There is no guarantee that it will work for later versions.''&lt;br /&gt;
&lt;br /&gt;
'''''The who/when/where for mod storage/testing/package compilation is still to be established. As with all things concerning Pioneer it is up to interested parties to resolve this. There is the beginnings of a discussion on the [[Talk:Mods|discussion page]] as not everyone is on the mailing list yet (another could be started on a specific task page if anyone wants to). You need to register to edit pages and contribute.'''''&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=506</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=506"/>
		<updated>2013-01-18T12:59:34Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: /* List of known Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Available Mods ==&lt;br /&gt;
&lt;br /&gt;
=== How to install Mods ===&lt;br /&gt;
&lt;br /&gt;
Since Alpha 22 Pioneer has had support for modding. This is done by allowing core game data to be added to or overwritten by data in your userdir (that is, &amp;lt;code&amp;gt;'My Docs/Pioneer'&amp;lt;/code&amp;gt; for Windows, &amp;lt;code&amp;gt;'~/.pioneer'&amp;lt;/code&amp;gt; for Linux, and &amp;lt;code&amp;gt;'~/Library/Application Support/Pioneer'&amp;lt;/code&amp;gt; for OSX).&lt;br /&gt;
&lt;br /&gt;
You have two options for adding files:&lt;br /&gt;
&lt;br /&gt;
* Put them in userdir/data. Any files in this dir will be visible to the game as part of its normal data/ dir.&lt;br /&gt;
* Put them in a zip file in userdir/mods. The zip file contents will be visible to the game as part of its normal data/ dir.&lt;br /&gt;
&lt;br /&gt;
If a file in your userdir (data or mod) conflicts with one in the core datadir, your copy will be used. You can use this fact to replace core files.&lt;br /&gt;
&lt;br /&gt;
This mechanism can be used for any file under data/ - ships, models, systems, music, fonts, textures, whatever.&lt;br /&gt;
&lt;br /&gt;
== List of known Mods ==&lt;br /&gt;
For information, questions and feedback on mods listed here:&lt;br /&gt;
http://spacesimcentral.com/forum/topic/3056-pioneer-mods-on-ssc/&lt;br /&gt;
Additional mods can be found here:&lt;br /&gt;
Other areas to explore:&lt;br /&gt;
http://spacesimcentral.com/forum/topic/2849-mods-listing/  Also: http://spacesimcentral.com/forum/files/category/73-pioneer/&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+== List of known Mods ==&lt;br /&gt;
|-&lt;br /&gt;
!Mod Type&lt;br /&gt;
!Link to SSC forum location&lt;br /&gt;
|-&lt;br /&gt;
|Ship Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3305-pioneer-ship-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Space Station &amp;amp; City Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3306-pioneer-station-city-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Total Conversion Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3307-pioneer-total-conversion-mods-only/]&lt;br /&gt;
|-&lt;br /&gt;
|Miscellaneous Mods ONLY&lt;br /&gt;
|[http://spacesimcentral.com/forum/topic/3308-pioneer-miscellaneous-mods-only/]&lt;br /&gt;
|}&lt;br /&gt;
Overtime all the mods here can also be found on the Pioneer Mods page at sourceforge https://sourceforge.net/projects/modsforpioneer/files/Alpha%2030%20mods/&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Current known Mod Packages&lt;br /&gt;
|-&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Mod Description&lt;br /&gt;
!Author(s)&lt;br /&gt;
!Version&lt;br /&gt;
!Tested with Pioneer*&lt;br /&gt;
!Size&lt;br /&gt;
!Download link&lt;br /&gt;
|-&lt;br /&gt;
|Graveyard&lt;br /&gt;
|Example of bundling multiple files in a mod. Adds a custom system &amp;quot;Graveyard&amp;quot; (up and to the right of Sol) and a script that does something when you jump there.&lt;br /&gt;
|[[User:RobN|RobN]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha22&lt;br /&gt;
|1kb&lt;br /&gt;
|[http://eatenbyagrue.org/f/pioneer/graveyard.zip graveyard.zip]&lt;br /&gt;
|-&lt;br /&gt;
|RedSol&lt;br /&gt;
|Example of replacing a core file. Replaces the system def for Sol with one that has a red star. &lt;br /&gt;
|[[User:RobN|RobN]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha22&lt;br /&gt;
|1kb&lt;br /&gt;
|[http://eatenbyagrue.org/f/pioneer/redsol.zip redsol.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Moon Heightmap&lt;br /&gt;
|Higher res heightmap which replaces the 2mb default heightmap.&lt;br /&gt;
|Ae-2222&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha26-30&lt;br /&gt;
|33Mb&lt;br /&gt;
|[http://wikisend.com/download/359748/moon-hi-res-heightmap.zip moon-hi-res-heightmap.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Apollo LEM Lunar orbit save file for Alpha26&lt;br /&gt;
|Low fuel LEM landing challenge (-w- cargo to jettison) 3 saves with Lunar lander in unpowered orbit over moon with low fuel(requires HighRes.Moon_Apollo.LEM.a26Mod)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.0&lt;br /&gt;
|Alpha26&lt;br /&gt;
|520kb&lt;br /&gt;
|[http://www.mediafire.com/?sy5d6i4n8vz10c4]&lt;br /&gt;
|-&lt;br /&gt;
|Interstellar Shuttle 1700&lt;br /&gt;
|Adds a modified version of the standard shuttle to the ship roster with hyperdrive capability, ecm, missile, cargo/fuel scoop options and more cargo space.(includes a new shuttle skin and solar array for bottom of existing standard shuttle (readme inside zip file)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.3&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|3560kb&lt;br /&gt;
|[http://www.mediafire.com/?46ci6m4677y5wg3]&lt;br /&gt;
|-&lt;br /&gt;
|I,S. Shuttle 1700&lt;br /&gt;
|see above ^&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Alpha27 &amp;amp; 28&lt;br /&gt;
|3560kb&lt;br /&gt;
|[http://www.mediafire.com/?xw5ns1xprj8wmju]&lt;br /&gt;
|-&lt;br /&gt;
|Enterprise 1701a (static ship)&lt;br /&gt;
|Replaces the Long Range Cruiser (static Ship) with the NCC 1701a &amp;quot;Enterprise&amp;quot; at realistic scale. (readme inside zip file)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.2&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|1.78mb&lt;br /&gt;
|[http://www.mediafire.com/?g4ng4dk46kdns8v]&lt;br /&gt;
|-&lt;br /&gt;
|Enterprise 1701a static&lt;br /&gt;
|see above ^&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Alpha 27 &amp;amp; 28&lt;br /&gt;
|1.78mb&lt;br /&gt;
|[http://www.mediafire.com/?008oidsj5cro9v6]&lt;br /&gt;
|-&lt;br /&gt;
|Controller Templates&lt;br /&gt;
|This is the version 4.0 update soley for the 3D Pro Joystick supporting the new view options. Includes Extreme 3D Pro Joystick Xpadder profile, printable key &amp;amp; joystick button reference. More info: http://spacesimcentral.com/forum/topic/2944-pioneer-custom-game-controller-profiles/&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|2.3mb&lt;br /&gt;
|[http://www.mediafire.com/?m3c7q5n6ld3lcx7]&lt;br /&gt;
|-&lt;br /&gt;
|Controller Templates&lt;br /&gt;
|Not really a Mod - This is for people who have - or are familiar with either Xpadder, 3D Pro Joystick or the G-13 Gameboard. Extreme 3D Pro Joystick Xpadder profile and G-13 gameboard Basic Template - printable key &amp;amp; joystick button reference. Version 3  (More info see above)&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.0&lt;br /&gt;
|Most Alphas up to 26&lt;br /&gt;
|4490kb&lt;br /&gt;
|[https://docs.google.com/open?id=0B5dK9aniVGUnM09GRU1qVFJWemM]   [http://www.mediafire.com/?ncnh6bpdvna34n2]&lt;br /&gt;
|-&lt;br /&gt;
| buildings_ground&amp;amp;spacestations-alpha30mods1.4&lt;br /&gt;
|improveds ground &amp;amp; space stations + cities with many enchanced buildings compatible alpha30&lt;br /&gt;
|[[Vuzz]]&lt;br /&gt;
|1.4&lt;br /&gt;
|Only Alpha 30&lt;br /&gt;
|30.7Mo&lt;br /&gt;
|[https://www.dropbox.com/s/guvacd17dcapazw/ground%26spacestations-alpha30mods1.3.zip]&lt;br /&gt;
|-&lt;br /&gt;
|ships_all_in_1_alpha30mods1.2&lt;br /&gt;
|more than 70 models of ships for alpha30&lt;br /&gt;
|[[Vuzz]]&lt;br /&gt;
|1.2&lt;br /&gt;
|Only Alpha 30&lt;br /&gt;
|140Mo&lt;br /&gt;
|[https://www.dropbox.com/s/gvz6sl47c4evcn3/ships_all_in_1_alpha30mods1.2.zip]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'' Version number represents what the module was tested/built against. There is no guarantee that it will work for later versions.''&lt;br /&gt;
&lt;br /&gt;
== List of known Mod Compilations ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Current known Mod Compilation Packages&lt;br /&gt;
|-&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Mod Description&lt;br /&gt;
!Author(s)&lt;br /&gt;
!Version&lt;br /&gt;
!Tested with Pioneer*&lt;br /&gt;
!Size&lt;br /&gt;
!Download link&lt;br /&gt;
|-&lt;br /&gt;
|HiRes Moon &amp;amp; Apollo LEM Mod&lt;br /&gt;
|High res Moon heightmap &amp;amp; flyable Apollo Eagle Lander with docs &amp;amp; nav maps.&lt;br /&gt;
|contrib by Ae-2222 &amp;amp; [[User:baobobafet|baobobafet]]&lt;br /&gt;
|2.0&lt;br /&gt;
|Alpha 30&lt;br /&gt;
|35.3Mb&lt;br /&gt;
|[https://docs.google.com/open?id=0B4TOJEZxkYiVUGZqVklKVEE0WUE]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'' Version number represents what the module compilation was tested/built against. There is no guarantee that it will work for later versions.''&lt;br /&gt;
&lt;br /&gt;
'''''The who/when/where for mod storage/testing/package compilation is still to be established. As with all things concerning Pioneer it is up to interested parties to resolve this. There is the beginnings of a discussion on the [[Talk:Mods|discussion page]] as not everyone is on the mailing list yet (another could be started on a specific task page if anyone wants to). You need to register to edit pages and contribute.'''''&lt;/div&gt;</summary>
		<author><name>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=472</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=472"/>
		<updated>2013-01-14T11:48:59Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: &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;
Frontier had this, so it should be possible in Pioneer one day.&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>Metamartian</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=471</id>
		<title>Pioneer Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=471"/>
		<updated>2013-01-14T11:42:27Z</updated>

		<summary type="html">&lt;p&gt;Metamartian: &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;
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* [http://pioneerspacesim.net/download Download Pioneer] for Windows, Linux and Mac OSX&lt;br /&gt;
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* [http://sourceforge.net/projects/pioneerspacesim/files/nightly/ Development Builds] (warning, may be more unstable than a release) &lt;br /&gt;
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Please make this wiki nice. Add stuff about mods, dev, whatever. Be awesome! [[Getting started|How to get started]].&lt;br /&gt;
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And write a nice front page and get rid of this, ok? :)&lt;br /&gt;
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===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;
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===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;
* [[Music]]&lt;br /&gt;
* [[Sound Effects]]&lt;br /&gt;
* [[Translations]]&lt;br /&gt;
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===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;
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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>Metamartian</name></author>
		
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