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		<id>https://wiki.pioneerspacesim.net/index.php?title=User:Joonicks&amp;diff=4761</id>
		<title>User:Joonicks</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=User:Joonicks&amp;diff=4761"/>
		<updated>2026-02-08T16:08:36Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Created page with &amp;quot;How about now?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How about now?&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Timeline_of_the_Pioneer_universe&amp;diff=4760</id>
		<title>Timeline of the Pioneer universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Timeline_of_the_Pioneer_universe&amp;diff=4760"/>
		<updated>2026-02-08T16:08:03Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Test edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* '''2200 - 2300 Humanity expands into the solar system.'''&lt;br /&gt;
** Third World War erupts against the two main governing bodies of Earth, United Countries of the West  (UCW) and Asia Revolutionist Party (ARP).&lt;br /&gt;
** WW3 ends on Earth, but space is another matter. Moon is UCW territory, and it reaches to Mars. ARP aims for Io and Titan.&lt;br /&gt;
* '''2259 - first colony ship launched.'''&lt;br /&gt;
** Earth's Pride headed to Epsilon Eridani.&lt;br /&gt;
** No other colony ship is launched for decades, due to cost and policy restrictions.&lt;br /&gt;
** ARP also tries to launch its colonization effort, but hit several roadblocks. The only finished ship is allegedly destroyed during departure from Jupiter's vicinity by a reactor failure. Rumors still circulate about it surviving the explosion and still wandering in interstellar space.&lt;br /&gt;
* '''2279 - Earth's Pride makes landfall''', establishing New Hope, mankind's first extra-solar colony. &lt;br /&gt;
* '''2281 ARP concentrates on Io''', but a catastrophe in 2281 leaves it crippled.&lt;br /&gt;
** Haber reacts quickly and a coup later it assumes control over its territory, converting it a corporate state.&lt;br /&gt;
** With this move Haber gained enough power, to initiate a covert coup in UCW leadership too within years. With this move Earth and the solar system are united under one rule for the first time.&lt;br /&gt;
			&lt;br /&gt;
* '''2285-2325 - [[Diaspora]]''' to the surrounding star systems on relativistic colony ships.&lt;br /&gt;
** 25 registered colony ship leaves Earth.&lt;br /&gt;
*** 17 reported landfall in 12 systems.&lt;br /&gt;
*** The rest were never heard from again. Presumed lost.&lt;br /&gt;
** Haber aims for the stars.&lt;br /&gt;
* '''2328 - 2350  Earth is ravaged''', its environment is in ruins. No intention from the leadership to renovate it. Extrasolar colonies start to make a foothold.&lt;br /&gt;
** Haber loses rooting on Earth and in the solar system. Stretched thin by trying to manage 17 colonies without any means of superluminal travel or communications makes it weak and disorganized.&lt;br /&gt;
** Civil war erupts, and eventually Haber is removed. It's CEO board members either got killed or flee. &lt;br /&gt;
** The surviving Haber personnel and mercenary body along with as much civilians they could kidnap flee the solar system with the last commissioned colony ship to a then unknown system.&lt;br /&gt;
** Earth fell into a dark and chaotic and stagnant period.&lt;br /&gt;
** Epsilon Eridani, Arcturus, Tau Ceti, Sirius colonies are starting to thrive.&lt;br /&gt;
* '''2350 - Solar Federation emerges''' from the chaos as the new government of Sol.&lt;br /&gt;
** After almost 25 years of chaos a new governmental body finally emerges from the anarchy and slowly assumes control of Mars, and then the inner Sol system.&lt;br /&gt;
** Communication is restored with the now independent and growing Epsilon Eridani colony New Hope, and indirectly with other colonies. Mars welcomes New Hope to the Federation, only to receive no word back. &lt;br /&gt;
** After a period of rebuilding and fighting, SolFed brings the whole balkanized outer solar system under its control.&lt;br /&gt;
** Now SolFed is able to slowly concentrate on proper expansion and exploration.&lt;br /&gt;
* '''2337 - Tolan Oberon''' - leader of one presumed lost colony ship makes landfall in the far out system which later become the Tolan Kingdom.&lt;br /&gt;
* '''2452 - The fleeing Haber''' generation ship makes landfall in Ioqufa, and slowly start to rebuild its corporate state far from the eyes of humanity.&lt;br /&gt;
* '''2595 - Hyperdrive''' is serendipitously invented by the team of Henry Winkler experimenting with space-time manipulation.&lt;br /&gt;
** Fifty years of directed research and development on space-time manipulation lead to discoveries which then manifested in the birth of the first hyperdrive.&lt;br /&gt;
** The first examples were rudimentary, and limited to short ranges and long travel times compared to later models, but a 5 year torchship trip to Alpha Centauri reduced into several months.&lt;br /&gt;
** This gave the means of massive expansion into the hands of the SolFed.&lt;br /&gt;
* '''2600 - 2700 - Re-establishing contact''' with the colonies. Founding of new colonies.&lt;br /&gt;
** SolFed is the largest military power, which came from the need to take control of the chaos in Sol.&lt;br /&gt;
** The colonies were eventually swept under indirect SolFed control, turned into tributaries. &lt;br /&gt;
** With the new way of travel among the stars, large scale exploration started, which then led to the constant founding of new colonies.&lt;br /&gt;
** SolFed exerts tight control over hyperdrive manufacturing, trade and research, since it is one of the edge they have over the colonies. It can't uphold this monopoly too long though, thanks to industrial espionage and reverse-engineering.&lt;br /&gt;
** Sol's focused government means tight and controlled life, which gave a strong appeal to these emerging and less controlled colonies. This led to a massive diaspora not only from SolFed, but the old worlds too. Secessionist mood gets stronger around the colonies, which slowly shifts to radical proportions.&lt;br /&gt;
** 2612 - Explorers make contact with the Tolan kingdom. A seemingly simple isolationist feudal society largely uninterested in the rest of the galaxy.&lt;br /&gt;
** Around 2650 the first explorers reach Haber's small sphere of influence to quickly disappear and get their hyperdrives poorly reverse engineered.&lt;br /&gt;
** 2698 - Haber tries to occupy and integrate the resource-rich Tolan kingdom, but finds itself easily repelled by the surprisingly strong and disciplined Tolan forces.&lt;br /&gt;
** By the turn of the century, hyperdrive became widespread technology and SolFed's monopoly on it dwindles.&lt;br /&gt;
* '''2714 - 2725 Crushing the uprising.'''The SolFed friendly government of New Hope was overthrown after riots gaining strength planet-wide.&lt;br /&gt;
** The secessionist mood erupted into riots and a coup on New Hope, leading to the announcement of the Free Republic. Reinforcements weeks away, the Navy outposts and ships were seized. &lt;br /&gt;
** After months of failed negotiations, SolFed sent in its third fleet. &lt;br /&gt;
** 2715 - The SolFed navy bombards New Hope from orbit to crush the rebellion, and installs a puppet government. &lt;br /&gt;
** SolFed rules the inner parts of Epsilon Eridani, but peripheral bases were able to grow secretly under the oppression to the point where they can oppose the SolFed fleet. &lt;br /&gt;
** Haber explorer crafts cautiously start to gather intelligence on the state of affairs around Sol right around the start of the war. While a good opportunity, the Haber CEO board opts to wait until the dust is settled, because they aren't powerful enough yet. &lt;br /&gt;
* '''2723 -2725 The War of Hope''' soon reached an impasse, and fell into stagnation.&lt;br /&gt;
** 2723 - The first battle signifies the announcement of Commonwealth of Independent Worlds (CIW)&lt;br /&gt;
** The newly formed CIW forces fought out of desperation to protect their homeland, and fight off the SolFed fleet three times.&lt;br /&gt;
** SolFed has the numbers on its side, with the 4th fleet on its way. The fierce battle after its arrival seemed to bleed out the remaining CIW forces.&lt;br /&gt;
** Virtually at the last moment, combined reinforcements arrived from  the other colonies fed up with the SolFed oppression, and the situation turns into an impasse.&lt;br /&gt;
** The population of SolFed  shifted toward anti-war mood by this time, and the government gave up on further attempts on attack and slowly withdrew.&lt;br /&gt;
* '''2725 - SolFed abandoned the war''' and the crippled in victory CIW has its much sought after freedom. Peace never formally announced.&lt;br /&gt;
** CIW starts to rebuild and expand aggressively, concentrating on habitable worlds. Their main aim is to build a strong military force and stable faction which is able to oppose any SolFed attack in the future.&lt;br /&gt;
** Expansion and rebuild alone wouldn't cut it in the beginning, so CIW diplomats start to persuade old worlds and new colonies alike to join their ranks against the oppressive SolFed.&lt;br /&gt;
** SolFed also rebuilds and expands extensively, and try to maintain an image of peace, prosperity and freedom among its citizens and outwards. At high levels it still seeks to bring back all of humanity under its wings.&lt;br /&gt;
* '''2729 - Haber makes its presence known''' by establishing formal contact in outter SolFed systems on the SolFed-CIW border. Allegedly with peaceful and friendly manner. &lt;br /&gt;
** SolFed reacts with a cringe, which robs enough concentration from the cold war with CIW to make it solidified.&lt;br /&gt;
** The CIW government reacts in a cold and distant manner, knowing Haber's past all too well.&lt;br /&gt;
* '''2780 - Stagnant cold war''' period between CIW and SolFed. Borders and trade are tightly controlled, and official communication is minimal. Intelligence operations are everyday business.&lt;br /&gt;
** Small scale proxy wars are common, mostly along the SolFed-CIW border, but both parties are actively avoiding open conflict.&lt;br /&gt;
** Haber covertly involves itself in some of these proxy wars, aiming to destabilize and to measure up the forces of the opponents. &lt;br /&gt;
* '''3012 - Ambassador Meredith Pells''' diplomatic visit for trade talks and her alleged spying attempt erupts into the largest military mobilization in almost 200 years, around New Hope. It turns into a stalemate. which is later broken, nobody knows by whom, and the SolFed fleet withdraws. Ambassador Pell, or her body is unaccounted for, and both parties prohibit media speculation on the matter.&lt;br /&gt;
* '''3012-3098 - After the Pell incident''', the relationship between the two factions became tight and cold for a long time.&lt;br /&gt;
* '''3098 - present''' - Negotiations slowly start again on trade and travel, which again loosens the tight mood after the Pell incident. Both parties actively avoid mentioning anything related to it, or the never announced peace, and the talks became very formal in the end. &lt;br /&gt;
** Borders are formally opened up in a limited and controlled manner, and trade slowly starts to gain traction. &lt;br /&gt;
** The parties agree on a border plane perpendicular to the line between Epsilon Eridani and Sol, and that their expansion is limited to their side of the border.&lt;br /&gt;
** Isolation of the two superpower loosens, but their relationship is still distant and cold.&lt;br /&gt;
&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=4743</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=4743"/>
		<updated>2025-06-04T16:27:15Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* My OpenGL Version is below 3.2, &amp;quot;Pioneer cannot run on your graphics card&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
== About the Game ==&lt;br /&gt;
&lt;br /&gt;
=== What is Pioneer? ===&lt;br /&gt;
&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;
&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 follows this same path.&lt;br /&gt;
&lt;br /&gt;
=== Can I play multiplayer online? ===&lt;br /&gt;
&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. See for instance [[Network_features|Network features]], and [[ServerAgent|ServerAgent]] for more, or our dev forum [https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=216 here]. Pioneer will never have multiple players in different ships, as this is incompatible with time acceleration feature. For comparison: the Elite Dangerous dev-team chose to prioritize multiplayer over Newtonian mechanics, and make it more like the original Elite, we choose to stay true to the core concepts of Frontier Elite II, which is Newtonian mechanics, with time acceleration.&lt;br /&gt;
&lt;br /&gt;
=== Can I colonize planets, build space stations or conquer the universe? ===&lt;br /&gt;
&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;
&lt;br /&gt;
No, you cannot exit your ship. The ship is always your avatar. The development team does have [https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=454 aspirations] to push in this direction, for future versions.&lt;br /&gt;
&lt;br /&gt;
=== Is the universe pre-defined or randomly generated? ===&lt;br /&gt;
&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;
&lt;br /&gt;
Yes. You can hire crew. But they don't do very much at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Are savegames compatible between releases? ===&lt;br /&gt;
&lt;br /&gt;
The development of the game can happen in sudden bursts, some of which change the game universe, or save/load routine, such that old saves are blocked from loading, lest the game might crash. The player can start a new game, and &amp;quot;give&amp;quot; themselves back money, kills, reputation, ship, as it was in the old save, by using the [[Lua_Console|lua console]]. You probably want to keep a copy of your old Pioneer, to read off your player statistics, write them down, then download and open the latest Pioneer version, and give yourself those stats. Note: it's only cheating if you give yourself back more than you had, remember: God is watching over your shoulder!&lt;br /&gt;
&lt;br /&gt;
=== Are savegames compatible between Mods? ===&lt;br /&gt;
&lt;br /&gt;
Again as with savegames between different versions of pioneer, compatibility 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;
&lt;br /&gt;
Although Pioneer started out as a clone of Frontier, it no longer is, thus references to the Frontier universe have been removed, and we aim at making Pioneer far better than Frontier. Thus, you will have to figure out new trade routes! But don't worry, Newtonian physics will remain, as well as single player.&lt;br /&gt;
&lt;br /&gt;
=== Can I build and control a fleet, or a factory, or run/own a station? ===&lt;br /&gt;
&lt;br /&gt;
No, this is not on the agenda, and none of the developers are motivated to push for this, but who knows, perhaps in the future, some skilled developer, who knows how to implement this in a way that makes game play interesting, joins the dev-team. However, we are currently planning to have mining machines (like in Frontier Elite II), and ship system management (heat, energy, repair components, etc.) on the agenda.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== How do I take screenshots? ===&lt;br /&gt;
&lt;br /&gt;
Ctrl+Printscreen saves .png files in the same directory where the game .ini and savegames are. You can cycle through full HUD/HUD without labels and cursor/No HUD and cockpit using TAB as described in [http://pioneerwiki.com/wiki/Keyboard_and_mouse_controls#In_flight [1]].&lt;br /&gt;
&lt;br /&gt;
=== How do I record a video? ===&lt;br /&gt;
To record video directly from Pioneer you will need to add the line RecordVideo=1 somewhere within your config.ini file. Then once ingame you can press Ctrl+ScrLk to start or stop recording.&lt;br /&gt;
&lt;br /&gt;
=== How do I find star X in the star map ===&lt;br /&gt;
&lt;br /&gt;
First it is important to note that just like in real life, names are not unique. The star map allows the player to search for either name or coordinates of a system. The search is done in the local region of the currently selected system.&lt;br /&gt;
&lt;br /&gt;
Thus a standard way of finding a system is to type in the name in the search field in the star map (generally refereed to as &amp;quot;sector view&amp;quot;). If you know the system is within a few ly from your position, then have your current location selected when you do the search, since it only does a &amp;quot;local&amp;quot; search in space. If the search fails, go to the sector where the star is supposed to be, either by typing the coordinates into the search field, or by using arrows, mark a nearby star in that system, and do another search. You can scroll the star map super fast by holding in the Shift key.&lt;br /&gt;
&lt;br /&gt;
=== I have a Taxi mission to system X, but which starport? ===&lt;br /&gt;
&lt;br /&gt;
For Taxi missions any starport will do, as long as you dock before the deadline.&lt;br /&gt;
&lt;br /&gt;
=== Starsystem names are not unique ===&lt;br /&gt;
&lt;br /&gt;
This is not a bug, space is big, and just here on Earth it is quite common with cities and villages sharing the same name, sometimes quite close.&lt;br /&gt;
&lt;br /&gt;
=== I picked up a mission to a starport in a system, but when I search for the system, it seems that it doesn't have the destination starport, or even uninhabited. ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, there could be multiple systems with the same name. Each mission states the coordinates (Sirius (1,0,-1) for example) of the destination system, and you can enter them into the search field on the sector map, to find the correct system.&lt;br /&gt;
&lt;br /&gt;
=== I end up &amp;quot;a big number&amp;quot; AU away from the star when I hyper jump to a system ===&lt;br /&gt;
&lt;br /&gt;
This happens in binary star systems. You can select the star you want to jump to from the [[Manual#System_info|System View]].&lt;br /&gt;
&lt;br /&gt;
=== Map survey / scan mission does not progress ===&lt;br /&gt;
Make sure: &lt;br /&gt;
* if you have an orbit scan mission, you need an orbit scanner, and if you have a surface scan mission you need a surface scanner. &lt;br /&gt;
* Also make sure you're flying above the minimum altitude, and below the max. &lt;br /&gt;
* Also make sure you're in the right system (both coordinates and name must match), and at the right body.&lt;br /&gt;
&lt;br /&gt;
=== Major/Minor Import/Export is wrong ===&lt;br /&gt;
There are two levels: system and station. A system can be an importer of X, but a station in that system can be an exporter of X relative the system as a whole, meaning the import/export of a specific station is relative to the import/export price of the system as a whole.&lt;br /&gt;
&lt;br /&gt;
== Technical FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== What is the system requirement for runing the game? ===&lt;br /&gt;
&lt;br /&gt;
Current &amp;quot;stable&amp;quot; (if indeed we have one) [https://pioneerspacesim.net/page/download/ release] is 2021-02-03, and is built on Ubuntu 20.04 Linux machine and a Windows machine, and requires OpenGL 3.2 compatible hardware.&lt;br /&gt;
We also offer a [https://flathub.org/apps/details/net.pioneerspacesim.Pioneer flatpak] script. If you want to compile the game, then please install requirements listed in [https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]&lt;br /&gt;
&lt;br /&gt;
=== Installing the game ===&lt;br /&gt;
&lt;br /&gt;
The releases are made when developers feel it's been &amp;quot;a while&amp;quot;, relative to the number of new additions that have been added that they want players to enjoy / playtest. Releases for Windows and GNU/Linux are now (2021) found on the [https://github.com/pioneerspacesim/pioneer/releases github releases page], and Linux versions are currently built on a [https://github.com/pioneerspacesim/pioneer/blob/master/.github/workflows/build-ci.yml Ubuntu 20.04] (virtual) machine, thus that system should not have any compatibility issues.&lt;br /&gt;
&lt;br /&gt;
==== Build from source ====&lt;br /&gt;
&lt;br /&gt;
The best way to ensure your pioneer is compatible with you Linux system, and of latest, &amp;quot;bleeding edge&amp;quot;, version is to install from source. This is described in [https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]. Playing this way is also the best way you can help the developers, i.e. find and report the latest bugs you encounter.&lt;br /&gt;
&lt;br /&gt;
==== Installing using flatpak ==== &lt;br /&gt;
If you're having trouble getting pioneer to run on your Linux distribution, and you do not want to build from source, then we recommend [https://flathub.org/apps/details/net.pioneerspacesim.Pioneer flatpak] that resolves dependencies for you. Follow [https://flatpak.org/setup/ this] on how to use it, if need be. E.g. on Linux Mint these images are already [https://flatpak.org/setup/Linux%20Mint included] by default in their app store. On other distributions it is at most needed to install flatpak and then issue, from a terminal:&lt;br /&gt;
&lt;br /&gt;
  flatpak install net.pioneerspacesim.Pioneer&lt;br /&gt;
&lt;br /&gt;
==== Error loading shared libraries (e.g.libassimp.so.&amp;lt;x&amp;gt;) ====&lt;br /&gt;
&lt;br /&gt;
The linux version of Pioneer is build on a Ubuntu 20 machine. Currenlty (2021-05), this can cause some debian machines, that have an older verison of libassimp, to throw an error, e.g.:&lt;br /&gt;
&lt;br /&gt;
    error while loading shared libraries: libassimp.so.5:&lt;br /&gt;
    cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
This is fixed either by building pioneer from source, against the shared libraries that are on your particular machine (then you get an even more updated &amp;quot;bleeding edge&amp;quot; build of pioneer!), or install the correct version of the package that is missing: https://packages.debian.org/unstable/libassimp5 (or try to find an older release)&lt;br /&gt;
&lt;br /&gt;
==== Where is the Mac version? ====&lt;br /&gt;
&lt;br /&gt;
Pioneer's development team is mainly on Linux and Windows, and does currently not have the ability to build and maintain a Mac version. To build a Mac release we actually need access to a Mac machine, which, unfortunately, none of the developers currently have. If you have a Mac which can compile and upload pioneer for us on a regular basis, then please contact us (IRC).&lt;br /&gt;
&lt;br /&gt;
Update: OSX builds have been discontinued due to lack of maintainer and Apple's deprecation of OpenGL. We do not intend to offer them in the near future - we will need to migrate the rendering path to Vulkan and have enough of a user base to warrant spending time on OSX compatibility.&lt;br /&gt;
&lt;br /&gt;
==== Where do I find nightly builds of Pioneer ====&lt;br /&gt;
&lt;br /&gt;
They're available on github [https://github.com/pioneerspacesim/pioneer/actions?query=workflow%3A%22Build+Pioneer%22+branch%3Amaster actions page]. Note: thuis currently requires [https://github.com/actions/upload-artifact/issues/51 login to github] to download. A new build is made each time a pull request is merged with new code, and also each proposed pull request is built, which is a great way to test features prior to them being merged into the master branch.&lt;br /&gt;
&lt;br /&gt;
==== Where do I find older versions of Pioneer ====&lt;br /&gt;
&lt;br /&gt;
You can find older versions starting from December 2014 (2014-12-05) on our [http://sourceforge.net/projects/pioneerspacesim/files sourceforge] page. 2014-11-18 was the last version supporting OpenGL 2, between 2014-11-19 to 2014-12-07 Pioneer required OpenGL 3.2. From 2014-12-08 only OpenGL 3.1 is required. Over at [http://www.moddb.com/games/pioneer/downloads moddb] they have windows version going further back in time.&lt;br /&gt;
&lt;br /&gt;
==== How do I play on old computer ====&lt;br /&gt;
&lt;br /&gt;
Your best bet is to use an older version, or if you have another computer you can use virtualGL to let pioneer run on a remote (modern) machine and forward it to an older machine, as described on the [https://spacesimcentral.com/community/pioneer/a-request-for-instrumental-pioneer/ forum], this command works best (but combat/action is too laggy, so it is only a viable solution for playing peaceful missions):&lt;br /&gt;
&lt;br /&gt;
  vglconnect user@server_executing_pioneer_ip -CY -p SSH_port 'cd /path_of_pioneer_compilation_folderme/ &amp;amp;&amp;amp; ./pioneer'&lt;br /&gt;
&lt;br /&gt;
=== How/where do I report my bug/crash ===&lt;br /&gt;
&lt;br /&gt;
Bug reporting is the most important part where you as a player can help the community. When you encounter something that seems strange or odd in the game, please report it, preferably to our [https://github.com/pioneerspacesim/pioneer/issues issue tracker], but you can also stop by the [[IRC|IRC channel]]. When you report it, always mention pioneer verision (shown in lower right hand corner in the starting screen [https://user-images.githubusercontent.com/18342621/118388006-6ee03080-b62a-11eb-8d48-bf66f0820d5f.png png])&lt;br /&gt;
&lt;br /&gt;
When having problems with graphics, or pioneer not starting/crashing, please attach the files '''output.txt''' and '''opengl.txt''' from the pioneer [http://pioneerwiki.com/wiki/FAQ#Where_is_the_configuration_file.2C_saved_games.2C_screenshots.3F config folder] in your home folder / My Documents folder. If you didn't get the '''output.txt''' file, then make sure '''RedirectStdio=1''' in '''config.ini'''.&lt;br /&gt;
&lt;br /&gt;
It is important to include as much of the following information as possible in each issue report, much of this is available to use from the '''output.txt''' and '''opengl.txt''' but if you cannot attach them then please tell us:&lt;br /&gt;
&lt;br /&gt;
*The version of pioneer you are trying to run (''build date or ingame version number'') &lt;br /&gt;
*What operating system you are running, Windows XP/Vista/7/8/10, Linux (''what distribution''), OSX. &lt;br /&gt;
*Your computers system specifications - CPU / RAM / Graphics card. &lt;br /&gt;
*Whether you have downloaded it from our site, or if you are building it from the source code.&lt;br /&gt;
&lt;br /&gt;
=== Debug backtrace ===&lt;br /&gt;
When the game crashes, one of most valuable pieces of information you can provide the development team, is a backtrace. To get a backtrace, the game must have been compiled in debug mode, and then started through a debugger. If you compile the game yourself, from source, it will by default build a debug mode.&lt;br /&gt;
&lt;br /&gt;
==== Windows Visual Studio ====&lt;br /&gt;
&lt;br /&gt;
* Compile the game in debug mode (should be the default setting). &lt;br /&gt;
* After building it, press F5 or go to Debug-&amp;gt;Start Debugging. Note: it will run slowly, starting a new game or loading a new one in particular. That's normal.&lt;br /&gt;
* Instead of a full out crash, you'll get a freeze and it should automatically switch back to Visual Studio. If it freezes and doesn't switch back, do that manually.&lt;br /&gt;
* At that point, Visual Studio should have opened a couple new panes/sub windows at the bottom. One of these is 'Call Stack.' Right click in it, select 'Select All.' Then right click in there again and select 'Copy with source paths.'&lt;br /&gt;
* Then paste that information into the bug-report (preferably as a [https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet code formatted block])&lt;br /&gt;
* After that you can Debug-&amp;gt;Stop to shut down Pioneer again.&lt;br /&gt;
&lt;br /&gt;
==== Linux gdb ====&lt;br /&gt;
* Make sure gdb (The GNU Debugger) is installed on you system (available in package managers of all Linux distributions).&lt;br /&gt;
* Then start pioneer by prefixing the command with gdb followed by the normal command to start pioneer. Eg. if you normally do:&lt;br /&gt;
&lt;br /&gt;
  cd pioneer/&lt;br /&gt;
  ./build/pioneer&lt;br /&gt;
&lt;br /&gt;
then to run in debug mode, you need to run it through gdb:&lt;br /&gt;
&lt;br /&gt;
  cd pioneer/&lt;br /&gt;
  gdb ./build/pioneer&lt;br /&gt;
&lt;br /&gt;
then from inside gdb, type &amp;quot;run&amp;quot;, which starts pioneer. Play until you get the crash, which drops you out to gdb again. Type 'bt' or 'backtrace' in the gdb command line, and save the output to you bug-report.&lt;br /&gt;
&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;
Update 2024-10: Pioneer now prefers storing its user data in $XDG_DATA_HOME/pioneer, falling back to ~/.local/share/pioneer if that variable is not set. ~/.pioneer is used only for backwards-compatibility reasons.&lt;br /&gt;
&lt;br /&gt;
=== New pioneer version doesn't start ===&lt;br /&gt;
This could be because new configuration is incompatible with the local, try removing your pioneer configuration folder, such that the game will auto-generate new configuration file anew.&lt;br /&gt;
&lt;br /&gt;
=== I'm getting blank black screen on start ===&lt;br /&gt;
This is usually an antialiasing issue. Change &amp;quot;AntiAliasingMode&amp;quot; to 0 in config.ini.&lt;br /&gt;
&lt;br /&gt;
=== I'm getting graphical issues ===&lt;br /&gt;
&lt;br /&gt;
Such as wrong textures, ships missing from the view, text display glitches. '''Updating the display drivers usually solve these problems.'''&lt;br /&gt;
&lt;br /&gt;
These usually occur on older graphics adapters, or because of outdated GPU drivers. Not too old NVidia and ATI cards are usually enough to play the game, but integrated GPUs are usually not enough.&lt;br /&gt;
&lt;br /&gt;
=== I'm getting graphical issues, such as snow-like sky and transparent terrain ===&lt;br /&gt;
&lt;br /&gt;
This is probably caused by the eclipse shader which isn't supported by some open source graphic drivers. You could install the proprietary drivers, if available, or disable the eclipse effect by adding DisableEclipse=1 to your pioneer configuration file (config.ini).&lt;br /&gt;
&lt;br /&gt;
=== My OpenGL Version is below 4.2, &amp;quot;Pioneer cannot run on your graphics card&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
UPDATE: Pioneer dropped 2.1 support in September, 2018. You need to checkout and compile a version prior to this, and do:&lt;br /&gt;
&lt;br /&gt;
If your hardware isn't extraordinarily old, OpenGL 4.3 should be supported if you update your drivers.&lt;br /&gt;
&lt;br /&gt;
You can also find older versions (pre 20141119) on [http://www.moddb.com/games/pioneer/downloads moddb].&lt;br /&gt;
&lt;br /&gt;
=== I see blank untextured Gas Giants and I'm using an ATI graphic card under GNU/Linux with open source drivers (Mesa R600) ===&lt;br /&gt;
&lt;br /&gt;
With chipsets using the R600 gallium drivers the shader fails to compile. There is a workaround that uses less noise octaves. This produces less detailed texture maps for the gas/ice giants but they still look good and at least the program runs.&lt;br /&gt;
&lt;br /&gt;
Try setting &amp;lt;code&amp;gt;AMD_MESA_HACKS=1&amp;lt;/code&amp;gt; in ~/.pioneer/config.ini or disable GPU jobs entirely by setting &amp;lt;code&amp;gt;EnableGpujobs=0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I'm getting text rendering artefacts ===&lt;br /&gt;
&lt;br /&gt;
Some system monitoring HUD utilities, like MSI Afterburner, and Steam overlay&amp;amp;nbsp;can cause distorted text rendering. Try switching them off.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== The game freezes at the intro screen ===&lt;br /&gt;
&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;
=== The game crashes on start with an error message about imgui_draw.cpp ===&lt;br /&gt;
&lt;br /&gt;
Check if any parent folder of Pioneer has any accented letters (e.g éáűúóü etc.). If so, copy the game to somewhere, where there's none of these in the folder tree.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes after the loading screen. I'm using ATI free drivers on GNU/Linux. ===&lt;br /&gt;
&lt;br /&gt;
If you are getting a GL_INVALID_ENUM in console, could be because some ships uses textures in a format that, because of patents, is not included in the main mesa package. Search for libtxc-dxtn or libtxc_dxtn in your distribution and install it.&lt;br /&gt;
&lt;br /&gt;
=== The game hangs when I turn on the ''Enable Cockpit (EXPERIMENTAL)'' option ===&lt;br /&gt;
&lt;br /&gt;
It's because it's an experimental feature right now, infrastructure mostly. You need a cockpit model for to be able to use it.&lt;br /&gt;
&lt;br /&gt;
You can find one heavily WIP one posted on the Community Forums. Note that it's a highly experimental feature right no, so please treat it accordingly.&lt;br /&gt;
&lt;br /&gt;
=== My joystick is &amp;quot;drifting&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
It's recommended that you calibrate your joystick using the OS facilities (Joystick Settings on Windows, jstest-gtk on linux) as this fixes 99% of all issues with incorrectly configured joysticks. However, if you want to adjust specific parameters for each joystick axis, support for customizable deadzone and sensitivity is available through the configuration file. Open config.ini and adjust the deadzone (DZ) and sensitivity exponent curve (CV) values of the corresponding axis to your liking.&lt;br /&gt;
&lt;br /&gt;
 ; example joystick configuration&lt;br /&gt;
 [Joystick.03000000a30600006404000000010000]&lt;br /&gt;
 Axis0=DZ0.0 CV1.0&lt;br /&gt;
 Axis1=DZ0.0 CV1.0&lt;br /&gt;
 Axis2=DZ0.0 CV1.0&lt;br /&gt;
 Axis3=DZ0.0 CV1.0&lt;br /&gt;
 Name=Saitek Cyborg USB Stick&lt;br /&gt;
&lt;br /&gt;
=== I'm getting poor performance ===&lt;br /&gt;
&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. Reducing screen resolution is also recommended, this can be done in the [[Settings_Menu|Settings Menu]], or manually to a custom values by editing your personal configuration file, on Linux: &amp;lt;code&amp;gt;~/.pioneer/config.ini&amp;lt;/code&amp;gt;. On Windows: &amp;lt;code&amp;gt;Documents/pioneer/config.ini&amp;lt;/code&amp;gt; Look for &amp;lt;code&amp;gt;ScrHeight&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ScrWidth&amp;lt;/code&amp;gt; entries. Also consider reducing number of buildings in cities.&lt;br /&gt;
&lt;br /&gt;
=== I've enabled anti-aliasing in the config file, but it does not work ===&lt;br /&gt;
&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;
&lt;br /&gt;
=== Full screen mode is incorrectly scaled ===&lt;br /&gt;
&lt;br /&gt;
If you are on Windows, try:&lt;br /&gt;
&amp;lt;pre&amp;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;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== What's the history of Pioneer ===&lt;br /&gt;
&lt;br /&gt;
The project started in 2008 by Tom Morton, and was [https://web.archive.org/web/20150326115725/http://spacesimcentral.com/ssc/topic/742-pioneer-new-gpl-frontier-elite-2-style-game/ announced in 2010] on the Space Sim Central forum (for space games), and on [https://forums.frontier.co.uk/threads/the-pioneer-thread.1596/ frontier forum]. For more history, see [http://www.rockpapershotgun.com/2011/12/06/back-to-frontier-pioneer/ Rock Paper Shotgun article], and [[Media_Coverage]]&lt;br /&gt;
&lt;br /&gt;
=== How much development is being made? ===&lt;br /&gt;
&lt;br /&gt;
Development is sporadic, but no month goes by without some change to the source, fixing bugs, cleaning up code, introducing new content and/or features; see [https://github.com/pioneerspacesim/pioneer/blob/master/Changelog.txt Changelog.txt]. All contributors work on pioneer for free when they have time and motivation.&lt;br /&gt;
&lt;br /&gt;
=== What's the deal with the inconsistent UI interface? ===&lt;br /&gt;
Basically, Pioneer has during the 2013-2020s had up to three different, simulteneous, UI systems, for a background and screen shots, please refer to:&lt;br /&gt;
[[GUI_introduction#Background_history]]&lt;br /&gt;
&lt;br /&gt;
=== Do you accept contributions? ===&lt;br /&gt;
&lt;br /&gt;
Hell yes! Pioneer is not any one persons personal project. It is the sum of the contributions made by the people who play and care about the continued development of the game. See: [[How_you_can_contribute|How to contribute]].&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4738</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4738"/>
		<updated>2025-04-09T15:00:53Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* List of known Mods */ Adding pebblegarden's skyboxes&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;
&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;
|Skyboxes&lt;br /&gt;
|Seven new skyboxes, ranging from slight variations on the Milky Way backdrop to spectacular nebulae.&lt;br /&gt;
|[https://github.com/pebblegarden pebblegarden]&lt;br /&gt;
|0.1&lt;br /&gt;
|20250203&lt;br /&gt;
|12 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/cbzretcjuvgg2sxjivjcq/pebblegarden-skyboxes-v0.1.zip?rlkey=74byb7c1phsgqhx4jpvi6vet5&amp;amp;st=jk13ntui&amp;amp;dl=0 skyboxes]&lt;br /&gt;
|-&lt;br /&gt;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of four reworked OPLI ships: Amphiesma, Xylophis Sinonatrix and Natrix.&lt;br /&gt;
|[https://github.com/Maks2103 Maks2103]&lt;br /&gt;
|0.7&lt;br /&gt;
|20250203&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/fx4w9j1nvo7ydevgb33rh/retro-0.7.zip?rlkey=0wu609kk5isv4r7v1p1u9wcgo&amp;amp;st=bsbf0epi&amp;amp;dl=0 retro ships]&lt;br /&gt;
|-&lt;br /&gt;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of three reworked OPLI ships: Amphiesma, Xylophis and Sinonatrix.&lt;br /&gt;
|[https://github.com/Maks2103 Maks2103]&lt;br /&gt;
|0.6&lt;br /&gt;
|20240710&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/wf2r59dzr2sfvfwto812x/retro-0.6.zip?rlkey=cqlbhf4ctkm5cztzedt65sgvy&amp;amp;e=1&amp;amp;st=phbzmg0k&amp;amp;dl=0 retro ships]&lt;br /&gt;
|-&lt;br /&gt;
|ARGH's original unabridged Extend Sol&lt;br /&gt;
|The original unabridged version of extended Sol, with additional dwarfs, many more major asteroids and a high populated system&lt;br /&gt;
|ARGHouse&lt;br /&gt;
|1.3.1&lt;br /&gt;
|20210818&lt;br /&gt;
|65.7 kb&lt;br /&gt;
|[https://drive.google.com/file/d/1NGTbK1xLdjY4NkN92FtvZc5L6seXlgvW/view?usp=sharing]&lt;br /&gt;
|-&lt;br /&gt;
|Sol Extended&lt;br /&gt;
|Extends the Sol system with additional dwarf planets and spaceports.&lt;br /&gt;
|EpsilonEridani&lt;br /&gt;
|Work-In-Progress&lt;br /&gt;
|20210818&lt;br /&gt;
|25.5 kb&lt;br /&gt;
|[https://libera.ems.host/_matrix/media/r0/download/matrix.org/BJozxFpJFXnoHiRMQNqpVPiG/00_sol_extended.lua 00_sol_extended.lua]&lt;br /&gt;
|-&lt;br /&gt;
|Honk&lt;br /&gt;
|A simple mod which gives the player the ability to sound various car or ship horns.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|1.0&lt;br /&gt;
|2021-02-03&lt;br /&gt;
|~60 kb&lt;br /&gt;
|[https://www.dropbox.com/s/nq0rh3dexibi0pe/honk.zip?dl=0]&lt;br /&gt;
|-&lt;br /&gt;
|Monolithic Carrier&lt;br /&gt;
|A not-that-big bulk cargo ship by Haber Corporation.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|0.9&lt;br /&gt;
|2022-02-03&lt;br /&gt;
|3.3 MB&lt;br /&gt;
|[https://www.dropbox.com/s/n2gyaqbt9e5xe79/monocarrier.zip?dl=0]&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;
|20131229&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;
|Skyboxes&lt;br /&gt;
|Nebula backgrounds when in space&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer/i-dont-like-the-skybox/#post-46527 pebblegarden]&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://spacesimcentral.com/ssc/index.php?app=core&amp;amp;module=attach&amp;amp;section=attach&amp;amp;attach_id=2563]&lt;br /&gt;
|-&lt;br /&gt;
|Lanner ship&lt;br /&gt;
|The Lanner ship&lt;br /&gt;
|unclear&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|1.58 Mb&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/lanner-for-current-pioneer-build/#post-4439]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Vuzz's Milkyway skybox&lt;br /&gt;
|Vuzz's skybox is the most realistic version of the Milky Way for Pioneer.&lt;br /&gt;
|[[User:impaktor|impaktor]]&lt;br /&gt;
|&lt;br /&gt;
|20150912&lt;br /&gt;
|1.34MB&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/vuzzs-milky-way-skybox-mod/#post-4460]&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  - - (all current versions)&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;
|Character Generator Upgrade (facegen mod)&lt;br /&gt;
|A small upgrade that adds some new hair, eyes, clothing, uniforms, additional accessories and other improvements to the existing character &lt;br /&gt;
generator.&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Compatible with most as well as current v20140217&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/pr55p4r7g87s9uf/facegen_mod_bao_pioneer20140205_bao_V1.1.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|HiRes2048x2048_Wave-e -see info below or visit https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|18Mb&lt;br /&gt;
|[http://www.mediafire.com/download/s7d4rqk2fio9gwu/Ship2048x2048_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|LoRes1024x1024 version of the Wave-e (for increased graphics performance on lower end systems) see info below or visit: https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/dgxjgo2tf7dgob3/Ship1024x1024_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&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;
|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;
|-&lt;br /&gt;
|Ship Decals Mod 256x256&lt;br /&gt;
|This is version 4.0 - includes 8 ship decals.           IMAGE here: http://img708.imageshack.us/img708/7146/decalsversion4.png &lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|3mb&lt;br /&gt;
|[http://www.mediafire.com/?14bchs29dn06nn2]&lt;br /&gt;
|-&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
|3DPro Joystick Profile&lt;br /&gt;
|This is an update supporting the new view keys, for Extreme 3D Pro Joystick Xpadder profile with Template - printable joystick button reference. Version 5  (see pic: http://imageshack.us/a/img822/864/ztf.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|5.0&lt;br /&gt;
|Alphas after 28 (all current versions)&lt;br /&gt;
|2.31mb&lt;br /&gt;
|[http://www.mediafire.com/?btgkn3sjx0ianuu]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer default keyboard reference&lt;br /&gt;
|In pdf printable format(see PNG pic: http://img203.imageshack.us/img203/2079/5dh.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|v201305.93bao&lt;br /&gt;
|Alphas after 28(all current versions)&lt;br /&gt;
|7.3mb&lt;br /&gt;
|[http://www.mediafire.com/?y5a2sapya7vfhhr]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer custom mouse pointers&lt;br /&gt;
|Small simple mods containing only custom mouse pointers&lt;br /&gt;
|[[User:Joonicks|joonicks]]&lt;br /&gt;
|&lt;br /&gt;
|20151001&lt;br /&gt;
|1-4kb&lt;br /&gt;
|[http://joonicks.eu/pioneer_mods]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
*'' 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;br /&gt;
&lt;br /&gt;
== Creating A New Ship Mod ==&lt;br /&gt;
This is in response to the couple of people who are interested in doing art, perhaps even leading the direction it can go in.&lt;br /&gt;
&lt;br /&gt;
For programmers there's a path which involves creating a GitHub account, forking the Pioneer repository, creating branches, configuring remotes, making commits and submitting Pull Requests.&lt;br /&gt;
&lt;br /&gt;
For Artists and scripters there's another way which is hopefully preferrable for everyone! &lt;br /&gt;
&lt;br /&gt;
To follow this &amp;quot;tutorial&amp;quot; you'll need at least a way of creating &amp;quot;.zip&amp;quot; files, on Windows I use the 7-zip program.&lt;br /&gt;
&lt;br /&gt;
This example is being written for Windows but the ideas are broadly transferrable even if the exact file paths and locations aren't.&lt;br /&gt;
&lt;br /&gt;
=== MyFirstShip mod ===&lt;br /&gt;
There's links to a few existing mods above but they're very simple things:&lt;br /&gt;
* They're just zip files containing some directories and files,&lt;br /&gt;
* Their contents are &amp;quot;Added&amp;quot; to Pioneer unless replace something like a script, ship, texture, etc,&lt;br /&gt;
* They use the same directory structure as Pioneer.&lt;br /&gt;
The example that most players are enthusiastic about is adding a new ship which is the first step on the long road to a total conversion! &lt;br /&gt;
&lt;br /&gt;
(For additional information see: [https://wiki.pioneerspacesim.net/wiki/Making_your_first_ship Making_your_first_ship] )&lt;br /&gt;
&lt;br /&gt;
To start with we want to make this task easy for ourselves so lets try the following to create a &amp;quot;mod&amp;quot; called &amp;quot;myfirstship&amp;quot;:&lt;br /&gt;
* Go to wherever you've extracted your Pioneer download to,&lt;br /&gt;
* Open the folder &amp;quot;data&amp;quot; and look down the folder names as there's two we're interested in,&lt;br /&gt;
** &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* open the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the file &amp;quot;wave.lua&amp;quot; to &amp;quot;myfirstship.lua&amp;quot;,&lt;br /&gt;
** open the file in a text editor and change the following lines like so&lt;br /&gt;
*** from: name='Wave Heavy Hypersonic Fighter'&lt;br /&gt;
*** from: model='wave',&lt;br /&gt;
*** To: name='My First Ship Tutorial'&lt;br /&gt;
*** To: model='myfirstship',&lt;br /&gt;
*** save your changes to the &amp;quot;myfirstship.lua&amp;quot; file,&lt;br /&gt;
*** now go back up to the data folder,&lt;br /&gt;
* open the &amp;quot;models&amp;quot; folder, then the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the folder &amp;quot;wave&amp;quot; to &amp;quot;myfirstship&amp;quot;,&lt;br /&gt;
** open the &amp;quot;myfirstship&amp;quot; folder,&lt;br /&gt;
*** rename the file &amp;quot;wave.model&amp;quot; to &amp;quot;myfirstships.model&amp;quot;,&lt;br /&gt;
Now run Pioneer with the parameter &amp;quot;-mv myfirstship&amp;quot; so the command line should look like &amp;quot;pioneer.exe -mv myfirstship&amp;quot; this will open it in the modelviewer mode so you can see if everything has worked.&lt;br /&gt;
&lt;br /&gt;
If you run Pioneer as usual then you should be able to go to the ship yard and buy your very own &amp;quot;My First Ship Tutorial&amp;quot; spaceship. Of course it will look like the Wave heavy Hypersonic Fighter, and it will handle like it and be like it in every possible way because it's a perfect copy of it &lt;br /&gt;
 &lt;br /&gt;
If you want to make it look different so it's easier to spot then a quick thing you can do is edit the texture &amp;quot;wave.png&amp;quot; in your &amp;quot;/data/models/ships/myfirstship/&amp;quot; folder, perhaps just paint the white a bright red or something which will make it easy to tell that you've changed it.&lt;br /&gt;
 &lt;br /&gt;
Obviously we're not done turning all this effort into a mod yet, we've just copied a ship definition (&amp;quot;myfirstship.lua&amp;quot;) and the model data for it.&lt;br /&gt;
&lt;br /&gt;
So lets open a new folder window (if on Windows) and:&lt;br /&gt;
* Create a new folder somewhere you won't lose it, &amp;quot;My Documents&amp;quot; for windows users or the home folder on Linux etc, call it &amp;quot;tutorial&amp;quot; this time (to avoid confusion),&lt;br /&gt;
* In this folder create two more called &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* With the &amp;quot;models&amp;quot; folder create another folder called &amp;quot;ships&amp;quot;,&lt;br /&gt;
* by now you should have something that looks like:&lt;br /&gt;
** /tutorial/ships/&lt;br /&gt;
** /tutorial/models/ships/&lt;br /&gt;
* now you're going to _move_ the &amp;quot;myfirstships.lua&amp;quot; file you edited earlier out of the &amp;quot;/pioneer/data/ships/&amp;quot; into the folder &amp;quot;/tutorial/ships/&amp;quot; folder,&lt;br /&gt;
* next you must _move_ the folder &amp;quot;myfirstship&amp;quot; from &amp;quot;/pioneer/data/models/ships/&amp;quot; to &amp;quot;/tutorial/models/ships/&amp;quot;,&lt;br /&gt;
* now create a &amp;quot;readme.txt&amp;quot; file in the &amp;quot;tutorial&amp;quot; folder and add your name to it for now,&lt;br /&gt;
* Add everything inside the &amp;quot;tutorial&amp;quot; folder to a zip archive - to do this with 7-zip just selected everything inside the tutorial folder, right-click, open the 7-zip submenu and choose the &amp;quot;Add to archive&amp;quot;,&lt;br /&gt;
* Make sure that you choose to use &amp;quot;zip&amp;quot; compression and call the archive &amp;quot;myfirstship.zip&amp;quot;.&lt;br /&gt;
* Finally, put the file &amp;quot;myfirstship.zip&amp;quot; into the &amp;quot;mods&amp;quot; directory - this IS NOT usually where you extracted the Pioneer download.&lt;br /&gt;
** On Windows it will be in a folder under your &amp;quot;My Documents&amp;quot;/&amp;quot;Documents&amp;quot; directory for example:&lt;br /&gt;
*** &amp;quot;/My Documents/Pioneer/mods/&amp;quot;&lt;br /&gt;
* Now double check that you really did MOVE the files and folders, i.e; go back to where you first copied the wave files and folders and make sure that there aren't any &amp;quot;myfirsthip&amp;quot; files or folder there because they should now all be inside the zip file (and safely backed up in the &amp;quot;tutorial&amp;quot; folder).&lt;br /&gt;
** The reason this step is important is that you might have made a mistake with the zipping process and the mod is actually now broken, however it will look like it works because the original files are still being found by Pioneer in it's own data directory.&lt;br /&gt;
* Finally, the mod should have been packaged up into a zip, it should be in the &amp;quot;mods&amp;quot; directory, and you've made sure the Pioneer data folder is clean.&lt;br /&gt;
* Run Pioneer and make sure your mod works.&lt;br /&gt;
 &lt;br /&gt;
There are many steps that take just a second or two and lots of bits you can skip once you know what you're doing.&lt;br /&gt;
 &lt;br /&gt;
You can have as many ships within a single mod as you like, this technique just gives you a copy of the Wave to edit and play with.&lt;br /&gt;
&lt;br /&gt;
You can, and should, replace it with your own mesh and edit the parameters it uses for thrust and equipment etc.&lt;br /&gt;
&lt;br /&gt;
=== So how does this get my ships into the Pioneer download? ===&lt;br /&gt;
Easy, you create your mod, test it, try it out, share it via this forums download area so that others can play it, respond to criticisms to improve it and then ask the Core Team to include it in the main distribution.&lt;br /&gt;
&lt;br /&gt;
This is basically the same process that we go through for programmers submissions but without having to understand Git and GitHub.&lt;br /&gt;
&lt;br /&gt;
It's also more direct to players and fans of the game who often use several mods together to make Pioneer play how they want it too.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=How_to_start&amp;diff=4726</id>
		<title>How to start</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=How_to_start&amp;diff=4726"/>
		<updated>2025-03-15T18:17:51Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Installing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Pioneer ==&lt;br /&gt;
&lt;br /&gt;
'''You have found a game called Pioneer? Great!'''&amp;lt;br/&amp;gt;Pioneer is a space adventure game, and the best is: it is completely free!&amp;lt;br/&amp;gt;Windows, Linux builds are made regularly so you can also have the newest updates if you can't compile the game.&amp;lt;br/&amp;gt;Of course you can also pull the latest source from Git and compile it yourself. We'd love for you to take Pioneer for a spin, but you should be aware that this game is not finished, thus may crash and exhibit other weirdness occasionally.&lt;br /&gt;
&lt;br /&gt;
==Installing==&lt;br /&gt;
If you want to play the game you can download it on the [https://pioneerspacesim.net/page/download/ pioneer download site].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Microsoft Windows'''&lt;br /&gt;
 If you use Microsoft Windows, just download the installer file from the &amp;quot;Windows&amp;quot; section.&lt;br /&gt;
 Then it can be launched to install the game. If you already have it installed, it will update the existing installation.&lt;br /&gt;
 To play, simply execute &amp;quot;pioneer.exe&amp;quot; to start the game. That's it!&lt;br /&gt;
'''Linux'''&lt;br /&gt;
 If you use Linux and you want to use the binaries, just download them from the &amp;quot;Linux&amp;quot; section.&lt;br /&gt;
 To find out if you need the linux-32 or the linux-64 version, open your commandline and enter&lt;br /&gt;
 '''uname -m'''&lt;br /&gt;
 If the output is &amp;quot;x86_64&amp;quot;, take the linux-64 version, else take the linux-32 version.&lt;br /&gt;
 If you are not sure what to take, take the linux-32 version.&lt;br /&gt;
'''Source'''&lt;br /&gt;
 You can also compile the game from source code.&lt;br /&gt;
 The code can be downloaded from here:&lt;br /&gt;
 https://github.com/pioneerspacesim/pioneer/archive/master.zip&lt;br /&gt;
 ----&lt;br /&gt;
 For a guide how to compile the source code on Linux, take a look here: &lt;br /&gt;
 http://pioneerwiki.com/wiki/Compiling&lt;br /&gt;
&lt;br /&gt;
== Playing Pioneer ==&lt;br /&gt;
&lt;br /&gt;
After successfully installing Pioneer and starting it you should see the start screen.&amp;lt;br/&amp;gt; On the left hand side of the screen you can see a spinning ship model, and on the right hand side there are a few buttons:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*'''Continue Game''' &lt;br /&gt;
**Load and continue from your latest saved game if you have one.   &lt;br /&gt;
*'''Start at Mars''' &lt;br /&gt;
**Take off from Cydonia on the planet Mars.   &lt;br /&gt;
*'''Start at New Hope''' &lt;br /&gt;
**Take off from New Hope, an ice planet in the system Epsilon Erdiani.   &lt;br /&gt;
*'''Start at Barnard's Star''' &lt;br /&gt;
**Undock from an orbital platform in Barnard's Star System.   &lt;br /&gt;
*'''Load Game''' &lt;br /&gt;
**If you have saved a game you can load your game here.   &lt;br /&gt;
*'''Options''' &lt;br /&gt;
**Configure Pioneer to best suit your hardware and wishes.   &lt;br /&gt;
*'''Quit''' &lt;br /&gt;
**Exit Pioneer.   &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
There is a series of tutorials that is work in progress at the moment.&lt;br /&gt;
We are sorry for the inconvenience and try to update all tutorials as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
Click here to read the ''' [[Basic_flying_tutorial | Basic Flying tutorials]]. '''&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=How_to_start&amp;diff=4725</id>
		<title>How to start</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=How_to_start&amp;diff=4725"/>
		<updated>2025-03-15T18:16:37Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Welcome to Pioneer */ removing mac&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Pioneer ==&lt;br /&gt;
&lt;br /&gt;
'''You have found a game called Pioneer? Great!'''&amp;lt;br/&amp;gt;Pioneer is a space adventure game, and the best is: it is completely free!&amp;lt;br/&amp;gt;Windows, Linux builds are made regularly so you can also have the newest updates if you can't compile the game.&amp;lt;br/&amp;gt;Of course you can also pull the latest source from Git and compile it yourself. We'd love for you to take Pioneer for a spin, but you should be aware that this game is not finished, thus may crash and exhibit other weirdness occasionally.&lt;br /&gt;
&lt;br /&gt;
==Installing==&lt;br /&gt;
If you want to play the game you can download it on the [https://pioneerspacesim.net/page/download/ pioneer download site].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Microsoft Windows'''&lt;br /&gt;
 If you use Microsoft Windows, just download the file from the &amp;quot;Windows&amp;quot; section.&lt;br /&gt;
 Then the file can be unzipped with the free archiver [http://www.7-zip.org/ 7zip].&lt;br /&gt;
 Simply execute &amp;quot;pioneer.exe&amp;quot; to start the game. That's it!&lt;br /&gt;
'''Linux'''&lt;br /&gt;
 If you use Linux and you want to use the binaries, just download them from the &amp;quot;Linux&amp;quot; section.&lt;br /&gt;
 To find out if you need the linux-32 or the linux-64 version, open your commandline and enter&lt;br /&gt;
 '''uname -m'''&lt;br /&gt;
 If the output is &amp;quot;x86_64&amp;quot;, take the linux-64 version, else take the linux-32 version.&lt;br /&gt;
 If you are not sure what to take, take the linux-32 version.&lt;br /&gt;
'''Source'''&lt;br /&gt;
 You can also compile the game from source code.&lt;br /&gt;
 The code can be downloaded from here:&lt;br /&gt;
 https://github.com/pioneerspacesim/pioneer/archive/master.zip&lt;br /&gt;
 ----&lt;br /&gt;
 For a guide how to compile the source code on Linux, take a look here: &lt;br /&gt;
 http://pioneerwiki.com/wiki/Compiling&lt;br /&gt;
&lt;br /&gt;
== Playing Pioneer ==&lt;br /&gt;
&lt;br /&gt;
After successfully installing Pioneer and starting it you should see the start screen.&amp;lt;br/&amp;gt; On the left hand side of the screen you can see a spinning ship model, and on the right hand side there are a few buttons:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*'''Continue Game''' &lt;br /&gt;
**Load and continue from your latest saved game if you have one.   &lt;br /&gt;
*'''Start at Mars''' &lt;br /&gt;
**Take off from Cydonia on the planet Mars.   &lt;br /&gt;
*'''Start at New Hope''' &lt;br /&gt;
**Take off from New Hope, an ice planet in the system Epsilon Erdiani.   &lt;br /&gt;
*'''Start at Barnard's Star''' &lt;br /&gt;
**Undock from an orbital platform in Barnard's Star System.   &lt;br /&gt;
*'''Load Game''' &lt;br /&gt;
**If you have saved a game you can load your game here.   &lt;br /&gt;
*'''Options''' &lt;br /&gt;
**Configure Pioneer to best suit your hardware and wishes.   &lt;br /&gt;
*'''Quit''' &lt;br /&gt;
**Exit Pioneer.   &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
There is a series of tutorials that is work in progress at the moment.&lt;br /&gt;
We are sorry for the inconvenience and try to update all tutorials as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
Click here to read the ''' [[Basic_flying_tutorial | Basic Flying tutorials]]. '''&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=How_to_start&amp;diff=4724</id>
		<title>How to start</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=How_to_start&amp;diff=4724"/>
		<updated>2025-03-15T18:16:04Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Removing mac download section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Pioneer ==&lt;br /&gt;
&lt;br /&gt;
'''You have found a game called Pioneer? Great!'''&amp;lt;br/&amp;gt;Pioneer is a space adventure game, and the best is: it is completely free!&amp;lt;br/&amp;gt;Windows, Linux and Mac OS X builds are made regularly so you can also have the newest updates if you can't compile the game.&amp;lt;br/&amp;gt;Of course you can also pull the latest source from Git and compile it yourself. We'd love for you to take Pioneer for a spin, but you should be aware that this game is not finished, thus may crash and exhibit other weirdness occasionally.&lt;br /&gt;
&lt;br /&gt;
==Installing==&lt;br /&gt;
If you want to play the game you can download it on the [https://pioneerspacesim.net/page/download/ pioneer download site].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Microsoft Windows'''&lt;br /&gt;
 If you use Microsoft Windows, just download the file from the &amp;quot;Windows&amp;quot; section.&lt;br /&gt;
 Then the file can be unzipped with the free archiver [http://www.7-zip.org/ 7zip].&lt;br /&gt;
 Simply execute &amp;quot;pioneer.exe&amp;quot; to start the game. That's it!&lt;br /&gt;
'''Linux'''&lt;br /&gt;
 If you use Linux and you want to use the binaries, just download them from the &amp;quot;Linux&amp;quot; section.&lt;br /&gt;
 To find out if you need the linux-32 or the linux-64 version, open your commandline and enter&lt;br /&gt;
 '''uname -m'''&lt;br /&gt;
 If the output is &amp;quot;x86_64&amp;quot;, take the linux-64 version, else take the linux-32 version.&lt;br /&gt;
 If you are not sure what to take, take the linux-32 version.&lt;br /&gt;
'''Source'''&lt;br /&gt;
 You can also compile the game from source code.&lt;br /&gt;
 The code can be downloaded from here:&lt;br /&gt;
 https://github.com/pioneerspacesim/pioneer/archive/master.zip&lt;br /&gt;
 ----&lt;br /&gt;
 For a guide how to compile the source code on Linux, take a look here: &lt;br /&gt;
 http://pioneerwiki.com/wiki/Compiling&lt;br /&gt;
&lt;br /&gt;
== Playing Pioneer ==&lt;br /&gt;
&lt;br /&gt;
After successfully installing Pioneer and starting it you should see the start screen.&amp;lt;br/&amp;gt; On the left hand side of the screen you can see a spinning ship model, and on the right hand side there are a few buttons:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*'''Continue Game''' &lt;br /&gt;
**Load and continue from your latest saved game if you have one.   &lt;br /&gt;
*'''Start at Mars''' &lt;br /&gt;
**Take off from Cydonia on the planet Mars.   &lt;br /&gt;
*'''Start at New Hope''' &lt;br /&gt;
**Take off from New Hope, an ice planet in the system Epsilon Erdiani.   &lt;br /&gt;
*'''Start at Barnard's Star''' &lt;br /&gt;
**Undock from an orbital platform in Barnard's Star System.   &lt;br /&gt;
*'''Load Game''' &lt;br /&gt;
**If you have saved a game you can load your game here.   &lt;br /&gt;
*'''Options''' &lt;br /&gt;
**Configure Pioneer to best suit your hardware and wishes.   &lt;br /&gt;
*'''Quit''' &lt;br /&gt;
**Exit Pioneer.   &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
There is a series of tutorials that is work in progress at the moment.&lt;br /&gt;
We are sorry for the inconvenience and try to update all tutorials as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
Click here to read the ''' [[Basic_flying_tutorial | Basic Flying tutorials]]. '''&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=User:Nozmajner&amp;diff=4723</id>
		<title>User:Nozmajner</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=User:Nozmajner&amp;diff=4723"/>
		<updated>2025-03-11T21:50:15Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Working on modeling and all kinds of visual stuff for Pioneer.&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/a/ulkoa Newer album.]&lt;br /&gt;
&lt;br /&gt;
bszlrd on irc and github&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=User:Nozmajner&amp;diff=4722</id>
		<title>User:Nozmajner</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=User:Nozmajner&amp;diff=4722"/>
		<updated>2025-03-11T21:49:58Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Working on modeling and all kinds of visual stuff for Pioneer.&lt;br /&gt;
&lt;br /&gt;
[http://picasaweb.google.com/114396283540873280380/Pioneer?authuser=0&amp;amp;authkey=Gv1sRgCOPo58agr7ujkgE&amp;amp;feat=directlink Pioneer images.]&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/a/ulkoa Newer album.]&lt;br /&gt;
&lt;br /&gt;
bszlrd on irc and github&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4720</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4720"/>
		<updated>2025-02-12T22:30:01Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* 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 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;
&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;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of four reworked OPLI ships: Amphiesma, Xylophis Sinonatrix and Natrix.&lt;br /&gt;
|Maks2103&lt;br /&gt;
|0.7&lt;br /&gt;
|20250203&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/fx4w9j1nvo7ydevgb33rh/retro-0.7.zip?rlkey=0wu609kk5isv4r7v1p1u9wcgo&amp;amp;st=bsbf0epi&amp;amp;dl=0 retro ships]&lt;br /&gt;
|-&lt;br /&gt;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of three reworked OPLI ships: Amphiesma, Xylophis and Sinonatrix.&lt;br /&gt;
|Maks2103&lt;br /&gt;
|0.6&lt;br /&gt;
|20240710&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/wf2r59dzr2sfvfwto812x/retro-0.6.zip?rlkey=cqlbhf4ctkm5cztzedt65sgvy&amp;amp;e=1&amp;amp;st=phbzmg0k&amp;amp;dl=0 retro ships]&lt;br /&gt;
|-&lt;br /&gt;
|ARGH's original unabridged Extend Sol&lt;br /&gt;
|The original unabridged version of extended Sol, with additional dwarfs, many more major asteroids and a high populated system&lt;br /&gt;
|ARGHouse&lt;br /&gt;
|1.3.1&lt;br /&gt;
|20210818&lt;br /&gt;
|65.7 kb&lt;br /&gt;
|[https://drive.google.com/file/d/1NGTbK1xLdjY4NkN92FtvZc5L6seXlgvW/view?usp=sharing]&lt;br /&gt;
|-&lt;br /&gt;
|Sol Extended&lt;br /&gt;
|Extends the Sol system with additional dwarf planets and spaceports.&lt;br /&gt;
|EpsilonEridani&lt;br /&gt;
|Work-In-Progress&lt;br /&gt;
|20210818&lt;br /&gt;
|25.5 kb&lt;br /&gt;
|[https://libera.ems.host/_matrix/media/r0/download/matrix.org/BJozxFpJFXnoHiRMQNqpVPiG/00_sol_extended.lua 00_sol_extended.lua]&lt;br /&gt;
|-&lt;br /&gt;
|Honk&lt;br /&gt;
|A simple mod which gives the player the ability to sound various car or ship horns.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|1.0&lt;br /&gt;
|2021-02-03&lt;br /&gt;
|~60 kb&lt;br /&gt;
|[https://www.dropbox.com/s/nq0rh3dexibi0pe/honk.zip?dl=0]&lt;br /&gt;
|-&lt;br /&gt;
|Monolithic Carrier&lt;br /&gt;
|A not-that-big bulk cargo ship by Haber Corporation.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|0.9&lt;br /&gt;
|2022-02-03&lt;br /&gt;
|3.3 MB&lt;br /&gt;
|[https://www.dropbox.com/s/n2gyaqbt9e5xe79/monocarrier.zip?dl=0]&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;
|20131229&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;
|Skyboxes&lt;br /&gt;
|Nebula backgrounds when in space&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer/i-dont-like-the-skybox/#post-46527 pebblegarden]&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://spacesimcentral.com/ssc/index.php?app=core&amp;amp;module=attach&amp;amp;section=attach&amp;amp;attach_id=2563]&lt;br /&gt;
|-&lt;br /&gt;
|Lanner ship&lt;br /&gt;
|The Lanner ship&lt;br /&gt;
|unclear&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|1.58 Mb&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/lanner-for-current-pioneer-build/#post-4439]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Vuzz's Milkyway skybox&lt;br /&gt;
|Vuzz's skybox is the most realistic version of the Milky Way for Pioneer.&lt;br /&gt;
|[[User:impaktor|impaktor]]&lt;br /&gt;
|&lt;br /&gt;
|20150912&lt;br /&gt;
|1.34MB&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/vuzzs-milky-way-skybox-mod/#post-4460]&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  - - (all current versions)&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;
|Character Generator Upgrade (facegen mod)&lt;br /&gt;
|A small upgrade that adds some new hair, eyes, clothing, uniforms, additional accessories and other improvements to the existing character &lt;br /&gt;
generator.&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Compatible with most as well as current v20140217&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/pr55p4r7g87s9uf/facegen_mod_bao_pioneer20140205_bao_V1.1.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|HiRes2048x2048_Wave-e -see info below or visit https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|18Mb&lt;br /&gt;
|[http://www.mediafire.com/download/s7d4rqk2fio9gwu/Ship2048x2048_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|LoRes1024x1024 version of the Wave-e (for increased graphics performance on lower end systems) see info below or visit: https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/dgxjgo2tf7dgob3/Ship1024x1024_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&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;
|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;
|-&lt;br /&gt;
|Ship Decals Mod 256x256&lt;br /&gt;
|This is version 4.0 - includes 8 ship decals.           IMAGE here: http://img708.imageshack.us/img708/7146/decalsversion4.png &lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|3mb&lt;br /&gt;
|[http://www.mediafire.com/?14bchs29dn06nn2]&lt;br /&gt;
|-&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
|3DPro Joystick Profile&lt;br /&gt;
|This is an update supporting the new view keys, for Extreme 3D Pro Joystick Xpadder profile with Template - printable joystick button reference. Version 5  (see pic: http://imageshack.us/a/img822/864/ztf.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|5.0&lt;br /&gt;
|Alphas after 28 (all current versions)&lt;br /&gt;
|2.31mb&lt;br /&gt;
|[http://www.mediafire.com/?btgkn3sjx0ianuu]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer default keyboard reference&lt;br /&gt;
|In pdf printable format(see PNG pic: http://img203.imageshack.us/img203/2079/5dh.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|v201305.93bao&lt;br /&gt;
|Alphas after 28(all current versions)&lt;br /&gt;
|7.3mb&lt;br /&gt;
|[http://www.mediafire.com/?y5a2sapya7vfhhr]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer custom mouse pointers&lt;br /&gt;
|Small simple mods containing only custom mouse pointers&lt;br /&gt;
|[[User:Joonicks|joonicks]]&lt;br /&gt;
|&lt;br /&gt;
|20151001&lt;br /&gt;
|1-4kb&lt;br /&gt;
|[http://joonicks.eu/pioneer_mods]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
*'' 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;br /&gt;
&lt;br /&gt;
== Creating A New Ship Mod ==&lt;br /&gt;
This is in response to the couple of people who are interested in doing art, perhaps even leading the direction it can go in.&lt;br /&gt;
&lt;br /&gt;
For programmers there's a path which involves creating a GitHub account, forking the Pioneer repository, creating branches, configuring remotes, making commits and submitting Pull Requests.&lt;br /&gt;
&lt;br /&gt;
For Artists and scripters there's another way which is hopefully preferrable for everyone! &lt;br /&gt;
&lt;br /&gt;
To follow this &amp;quot;tutorial&amp;quot; you'll need at least a way of creating &amp;quot;.zip&amp;quot; files, on Windows I use the 7-zip program.&lt;br /&gt;
&lt;br /&gt;
This example is being written for Windows but the ideas are broadly transferrable even if the exact file paths and locations aren't.&lt;br /&gt;
&lt;br /&gt;
=== MyFirstShip mod ===&lt;br /&gt;
There's links to a few existing mods above but they're very simple things:&lt;br /&gt;
* They're just zip files containing some directories and files,&lt;br /&gt;
* Their contents are &amp;quot;Added&amp;quot; to Pioneer unless replace something like a script, ship, texture, etc,&lt;br /&gt;
* They use the same directory structure as Pioneer.&lt;br /&gt;
The example that most players are enthusiastic about is adding a new ship which is the first step on the long road to a total conversion! &lt;br /&gt;
&lt;br /&gt;
(For additional information see: [https://wiki.pioneerspacesim.net/wiki/Making_your_first_ship Making_your_first_ship] )&lt;br /&gt;
&lt;br /&gt;
To start with we want to make this task easy for ourselves so lets try the following to create a &amp;quot;mod&amp;quot; called &amp;quot;myfirstship&amp;quot;:&lt;br /&gt;
* Go to wherever you've extracted your Pioneer download to,&lt;br /&gt;
* Open the folder &amp;quot;data&amp;quot; and look down the folder names as there's two we're interested in,&lt;br /&gt;
** &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* open the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the file &amp;quot;wave.lua&amp;quot; to &amp;quot;myfirstship.lua&amp;quot;,&lt;br /&gt;
** open the file in a text editor and change the following lines like so&lt;br /&gt;
*** from: name='Wave Heavy Hypersonic Fighter'&lt;br /&gt;
*** from: model='wave',&lt;br /&gt;
*** To: name='My First Ship Tutorial'&lt;br /&gt;
*** To: model='myfirstship',&lt;br /&gt;
*** save your changes to the &amp;quot;myfirstship.lua&amp;quot; file,&lt;br /&gt;
*** now go back up to the data folder,&lt;br /&gt;
* open the &amp;quot;models&amp;quot; folder, then the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the folder &amp;quot;wave&amp;quot; to &amp;quot;myfirstship&amp;quot;,&lt;br /&gt;
** open the &amp;quot;myfirstship&amp;quot; folder,&lt;br /&gt;
*** rename the file &amp;quot;wave.model&amp;quot; to &amp;quot;myfirstships.model&amp;quot;,&lt;br /&gt;
Now run Pioneer with the parameter &amp;quot;-mv myfirstship&amp;quot; so the command line should look like &amp;quot;pioneer.exe -mv myfirstship&amp;quot; this will open it in the modelviewer mode so you can see if everything has worked.&lt;br /&gt;
&lt;br /&gt;
If you run Pioneer as usual then you should be able to go to the ship yard and buy your very own &amp;quot;My First Ship Tutorial&amp;quot; spaceship. Of course it will look like the Wave heavy Hypersonic Fighter, and it will handle like it and be like it in every possible way because it's a perfect copy of it &lt;br /&gt;
 &lt;br /&gt;
If you want to make it look different so it's easier to spot then a quick thing you can do is edit the texture &amp;quot;wave.png&amp;quot; in your &amp;quot;/data/models/ships/myfirstship/&amp;quot; folder, perhaps just paint the white a bright red or something which will make it easy to tell that you've changed it.&lt;br /&gt;
 &lt;br /&gt;
Obviously we're not done turning all this effort into a mod yet, we've just copied a ship definition (&amp;quot;myfirstship.lua&amp;quot;) and the model data for it.&lt;br /&gt;
&lt;br /&gt;
So lets open a new folder window (if on Windows) and:&lt;br /&gt;
* Create a new folder somewhere you won't lose it, &amp;quot;My Documents&amp;quot; for windows users or the home folder on Linux etc, call it &amp;quot;tutorial&amp;quot; this time (to avoid confusion),&lt;br /&gt;
* In this folder create two more called &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* With the &amp;quot;models&amp;quot; folder create another folder called &amp;quot;ships&amp;quot;,&lt;br /&gt;
* by now you should have something that looks like:&lt;br /&gt;
** /tutorial/ships/&lt;br /&gt;
** /tutorial/models/ships/&lt;br /&gt;
* now you're going to _move_ the &amp;quot;myfirstships.lua&amp;quot; file you edited earlier out of the &amp;quot;/pioneer/data/ships/&amp;quot; into the folder &amp;quot;/tutorial/ships/&amp;quot; folder,&lt;br /&gt;
* next you must _move_ the folder &amp;quot;myfirstship&amp;quot; from &amp;quot;/pioneer/data/models/ships/&amp;quot; to &amp;quot;/tutorial/models/ships/&amp;quot;,&lt;br /&gt;
* now create a &amp;quot;readme.txt&amp;quot; file in the &amp;quot;tutorial&amp;quot; folder and add your name to it for now,&lt;br /&gt;
* Add everything inside the &amp;quot;tutorial&amp;quot; folder to a zip archive - to do this with 7-zip just selected everything inside the tutorial folder, right-click, open the 7-zip submenu and choose the &amp;quot;Add to archive&amp;quot;,&lt;br /&gt;
* Make sure that you choose to use &amp;quot;zip&amp;quot; compression and call the archive &amp;quot;myfirstship.zip&amp;quot;.&lt;br /&gt;
* Finally, put the file &amp;quot;myfirstship.zip&amp;quot; into the &amp;quot;mods&amp;quot; directory - this IS NOT usually where you extracted the Pioneer download.&lt;br /&gt;
** On Windows it will be in a folder under your &amp;quot;My Documents&amp;quot;/&amp;quot;Documents&amp;quot; directory for example:&lt;br /&gt;
*** &amp;quot;/My Documents/Pioneer/mods/&amp;quot;&lt;br /&gt;
* Now double check that you really did MOVE the files and folders, i.e; go back to where you first copied the wave files and folders and make sure that there aren't any &amp;quot;myfirsthip&amp;quot; files or folder there because they should now all be inside the zip file (and safely backed up in the &amp;quot;tutorial&amp;quot; folder).&lt;br /&gt;
** The reason this step is important is that you might have made a mistake with the zipping process and the mod is actually now broken, however it will look like it works because the original files are still being found by Pioneer in it's own data directory.&lt;br /&gt;
* Finally, the mod should have been packaged up into a zip, it should be in the &amp;quot;mods&amp;quot; directory, and you've made sure the Pioneer data folder is clean.&lt;br /&gt;
* Run Pioneer and make sure your mod works.&lt;br /&gt;
 &lt;br /&gt;
There are many steps that take just a second or two and lots of bits you can skip once you know what you're doing.&lt;br /&gt;
 &lt;br /&gt;
You can have as many ships within a single mod as you like, this technique just gives you a copy of the Wave to edit and play with.&lt;br /&gt;
&lt;br /&gt;
You can, and should, replace it with your own mesh and edit the parameters it uses for thrust and equipment etc.&lt;br /&gt;
&lt;br /&gt;
=== So how does this get my ships into the Pioneer download? ===&lt;br /&gt;
Easy, you create your mod, test it, try it out, share it via this forums download area so that others can play it, respond to criticisms to improve it and then ask the Core Team to include it in the main distribution.&lt;br /&gt;
&lt;br /&gt;
This is basically the same process that we go through for programmers submissions but without having to understand Git and GitHub.&lt;br /&gt;
&lt;br /&gt;
It's also more direct to players and fans of the game who often use several mods together to make Pioneer play how they want it too.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4718</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4718"/>
		<updated>2025-02-10T15:45:08Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* 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 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;
&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;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of three reworked OPLI ships: Amphiesma, Xylophis Sinonatrix and Natrix.&lt;br /&gt;
|Maks2103&lt;br /&gt;
|0.7&lt;br /&gt;
|20250203&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/fx4w9j1nvo7ydevgb33rh/retro-0.7.zip?rlkey=0wu609kk5isv4r7v1p1u9wcgo&amp;amp;st=bsbf0epi&amp;amp;dl=0 retro ships]&lt;br /&gt;
|-&lt;br /&gt;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of three reworked OPLI ships: Amphiesma, Xylophis and Sinonatrix.&lt;br /&gt;
|Maks2103&lt;br /&gt;
|0.6&lt;br /&gt;
|20240710&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/wf2r59dzr2sfvfwto812x/retro-0.6.zip?rlkey=cqlbhf4ctkm5cztzedt65sgvy&amp;amp;e=1&amp;amp;st=phbzmg0k&amp;amp;dl=0 retro ships]&lt;br /&gt;
|-&lt;br /&gt;
|ARGH's original unabridged Extend Sol&lt;br /&gt;
|The original unabridged version of extended Sol, with additional dwarfs, many more major asteroids and a high populated system&lt;br /&gt;
|ARGHouse&lt;br /&gt;
|1.3.1&lt;br /&gt;
|20210818&lt;br /&gt;
|65.7 kb&lt;br /&gt;
|[https://drive.google.com/file/d/1NGTbK1xLdjY4NkN92FtvZc5L6seXlgvW/view?usp=sharing]&lt;br /&gt;
|-&lt;br /&gt;
|Sol Extended&lt;br /&gt;
|Extends the Sol system with additional dwarf planets and spaceports.&lt;br /&gt;
|EpsilonEridani&lt;br /&gt;
|Work-In-Progress&lt;br /&gt;
|20210818&lt;br /&gt;
|25.5 kb&lt;br /&gt;
|[https://libera.ems.host/_matrix/media/r0/download/matrix.org/BJozxFpJFXnoHiRMQNqpVPiG/00_sol_extended.lua 00_sol_extended.lua]&lt;br /&gt;
|-&lt;br /&gt;
|Honk&lt;br /&gt;
|A simple mod which gives the player the ability to sound various car or ship horns.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|1.0&lt;br /&gt;
|2021-02-03&lt;br /&gt;
|~60 kb&lt;br /&gt;
|[https://www.dropbox.com/s/nq0rh3dexibi0pe/honk.zip?dl=0]&lt;br /&gt;
|-&lt;br /&gt;
|Monolithic Carrier&lt;br /&gt;
|A not-that-big bulk cargo ship by Haber Corporation.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|0.9&lt;br /&gt;
|2022-02-03&lt;br /&gt;
|3.3 MB&lt;br /&gt;
|[https://www.dropbox.com/s/n2gyaqbt9e5xe79/monocarrier.zip?dl=0]&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;
|20131229&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;
|Skyboxes&lt;br /&gt;
|Nebula backgrounds when in space&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer/i-dont-like-the-skybox/#post-46527 pebblegarden]&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://spacesimcentral.com/ssc/index.php?app=core&amp;amp;module=attach&amp;amp;section=attach&amp;amp;attach_id=2563]&lt;br /&gt;
|-&lt;br /&gt;
|Lanner ship&lt;br /&gt;
|The Lanner ship&lt;br /&gt;
|unclear&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|1.58 Mb&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/lanner-for-current-pioneer-build/#post-4439]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Vuzz's Milkyway skybox&lt;br /&gt;
|Vuzz's skybox is the most realistic version of the Milky Way for Pioneer.&lt;br /&gt;
|[[User:impaktor|impaktor]]&lt;br /&gt;
|&lt;br /&gt;
|20150912&lt;br /&gt;
|1.34MB&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/vuzzs-milky-way-skybox-mod/#post-4460]&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  - - (all current versions)&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;
|Character Generator Upgrade (facegen mod)&lt;br /&gt;
|A small upgrade that adds some new hair, eyes, clothing, uniforms, additional accessories and other improvements to the existing character &lt;br /&gt;
generator.&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Compatible with most as well as current v20140217&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/pr55p4r7g87s9uf/facegen_mod_bao_pioneer20140205_bao_V1.1.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|HiRes2048x2048_Wave-e -see info below or visit https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|18Mb&lt;br /&gt;
|[http://www.mediafire.com/download/s7d4rqk2fio9gwu/Ship2048x2048_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|LoRes1024x1024 version of the Wave-e (for increased graphics performance on lower end systems) see info below or visit: https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/dgxjgo2tf7dgob3/Ship1024x1024_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&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;
|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;
|-&lt;br /&gt;
|Ship Decals Mod 256x256&lt;br /&gt;
|This is version 4.0 - includes 8 ship decals.           IMAGE here: http://img708.imageshack.us/img708/7146/decalsversion4.png &lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|3mb&lt;br /&gt;
|[http://www.mediafire.com/?14bchs29dn06nn2]&lt;br /&gt;
|-&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
|3DPro Joystick Profile&lt;br /&gt;
|This is an update supporting the new view keys, for Extreme 3D Pro Joystick Xpadder profile with Template - printable joystick button reference. Version 5  (see pic: http://imageshack.us/a/img822/864/ztf.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|5.0&lt;br /&gt;
|Alphas after 28 (all current versions)&lt;br /&gt;
|2.31mb&lt;br /&gt;
|[http://www.mediafire.com/?btgkn3sjx0ianuu]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer default keyboard reference&lt;br /&gt;
|In pdf printable format(see PNG pic: http://img203.imageshack.us/img203/2079/5dh.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|v201305.93bao&lt;br /&gt;
|Alphas after 28(all current versions)&lt;br /&gt;
|7.3mb&lt;br /&gt;
|[http://www.mediafire.com/?y5a2sapya7vfhhr]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer custom mouse pointers&lt;br /&gt;
|Small simple mods containing only custom mouse pointers&lt;br /&gt;
|[[User:Joonicks|joonicks]]&lt;br /&gt;
|&lt;br /&gt;
|20151001&lt;br /&gt;
|1-4kb&lt;br /&gt;
|[http://joonicks.eu/pioneer_mods]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
*'' 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;br /&gt;
&lt;br /&gt;
== Creating A New Ship Mod ==&lt;br /&gt;
This is in response to the couple of people who are interested in doing art, perhaps even leading the direction it can go in.&lt;br /&gt;
&lt;br /&gt;
For programmers there's a path which involves creating a GitHub account, forking the Pioneer repository, creating branches, configuring remotes, making commits and submitting Pull Requests.&lt;br /&gt;
&lt;br /&gt;
For Artists and scripters there's another way which is hopefully preferrable for everyone! &lt;br /&gt;
&lt;br /&gt;
To follow this &amp;quot;tutorial&amp;quot; you'll need at least a way of creating &amp;quot;.zip&amp;quot; files, on Windows I use the 7-zip program.&lt;br /&gt;
&lt;br /&gt;
This example is being written for Windows but the ideas are broadly transferrable even if the exact file paths and locations aren't.&lt;br /&gt;
&lt;br /&gt;
=== MyFirstShip mod ===&lt;br /&gt;
There's links to a few existing mods above but they're very simple things:&lt;br /&gt;
* They're just zip files containing some directories and files,&lt;br /&gt;
* Their contents are &amp;quot;Added&amp;quot; to Pioneer unless replace something like a script, ship, texture, etc,&lt;br /&gt;
* They use the same directory structure as Pioneer.&lt;br /&gt;
The example that most players are enthusiastic about is adding a new ship which is the first step on the long road to a total conversion! &lt;br /&gt;
&lt;br /&gt;
(For additional information see: [https://wiki.pioneerspacesim.net/wiki/Making_your_first_ship Making_your_first_ship] )&lt;br /&gt;
&lt;br /&gt;
To start with we want to make this task easy for ourselves so lets try the following to create a &amp;quot;mod&amp;quot; called &amp;quot;myfirstship&amp;quot;:&lt;br /&gt;
* Go to wherever you've extracted your Pioneer download to,&lt;br /&gt;
* Open the folder &amp;quot;data&amp;quot; and look down the folder names as there's two we're interested in,&lt;br /&gt;
** &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* open the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the file &amp;quot;wave.lua&amp;quot; to &amp;quot;myfirstship.lua&amp;quot;,&lt;br /&gt;
** open the file in a text editor and change the following lines like so&lt;br /&gt;
*** from: name='Wave Heavy Hypersonic Fighter'&lt;br /&gt;
*** from: model='wave',&lt;br /&gt;
*** To: name='My First Ship Tutorial'&lt;br /&gt;
*** To: model='myfirstship',&lt;br /&gt;
*** save your changes to the &amp;quot;myfirstship.lua&amp;quot; file,&lt;br /&gt;
*** now go back up to the data folder,&lt;br /&gt;
* open the &amp;quot;models&amp;quot; folder, then the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the folder &amp;quot;wave&amp;quot; to &amp;quot;myfirstship&amp;quot;,&lt;br /&gt;
** open the &amp;quot;myfirstship&amp;quot; folder,&lt;br /&gt;
*** rename the file &amp;quot;wave.model&amp;quot; to &amp;quot;myfirstships.model&amp;quot;,&lt;br /&gt;
Now run Pioneer with the parameter &amp;quot;-mv myfirstship&amp;quot; so the command line should look like &amp;quot;pioneer.exe -mv myfirstship&amp;quot; this will open it in the modelviewer mode so you can see if everything has worked.&lt;br /&gt;
&lt;br /&gt;
If you run Pioneer as usual then you should be able to go to the ship yard and buy your very own &amp;quot;My First Ship Tutorial&amp;quot; spaceship. Of course it will look like the Wave heavy Hypersonic Fighter, and it will handle like it and be like it in every possible way because it's a perfect copy of it &lt;br /&gt;
 &lt;br /&gt;
If you want to make it look different so it's easier to spot then a quick thing you can do is edit the texture &amp;quot;wave.png&amp;quot; in your &amp;quot;/data/models/ships/myfirstship/&amp;quot; folder, perhaps just paint the white a bright red or something which will make it easy to tell that you've changed it.&lt;br /&gt;
 &lt;br /&gt;
Obviously we're not done turning all this effort into a mod yet, we've just copied a ship definition (&amp;quot;myfirstship.lua&amp;quot;) and the model data for it.&lt;br /&gt;
&lt;br /&gt;
So lets open a new folder window (if on Windows) and:&lt;br /&gt;
* Create a new folder somewhere you won't lose it, &amp;quot;My Documents&amp;quot; for windows users or the home folder on Linux etc, call it &amp;quot;tutorial&amp;quot; this time (to avoid confusion),&lt;br /&gt;
* In this folder create two more called &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* With the &amp;quot;models&amp;quot; folder create another folder called &amp;quot;ships&amp;quot;,&lt;br /&gt;
* by now you should have something that looks like:&lt;br /&gt;
** /tutorial/ships/&lt;br /&gt;
** /tutorial/models/ships/&lt;br /&gt;
* now you're going to _move_ the &amp;quot;myfirstships.lua&amp;quot; file you edited earlier out of the &amp;quot;/pioneer/data/ships/&amp;quot; into the folder &amp;quot;/tutorial/ships/&amp;quot; folder,&lt;br /&gt;
* next you must _move_ the folder &amp;quot;myfirstship&amp;quot; from &amp;quot;/pioneer/data/models/ships/&amp;quot; to &amp;quot;/tutorial/models/ships/&amp;quot;,&lt;br /&gt;
* now create a &amp;quot;readme.txt&amp;quot; file in the &amp;quot;tutorial&amp;quot; folder and add your name to it for now,&lt;br /&gt;
* Add everything inside the &amp;quot;tutorial&amp;quot; folder to a zip archive - to do this with 7-zip just selected everything inside the tutorial folder, right-click, open the 7-zip submenu and choose the &amp;quot;Add to archive&amp;quot;,&lt;br /&gt;
* Make sure that you choose to use &amp;quot;zip&amp;quot; compression and call the archive &amp;quot;myfirstship.zip&amp;quot;.&lt;br /&gt;
* Finally, put the file &amp;quot;myfirstship.zip&amp;quot; into the &amp;quot;mods&amp;quot; directory - this IS NOT usually where you extracted the Pioneer download.&lt;br /&gt;
** On Windows it will be in a folder under your &amp;quot;My Documents&amp;quot;/&amp;quot;Documents&amp;quot; directory for example:&lt;br /&gt;
*** &amp;quot;/My Documents/Pioneer/mods/&amp;quot;&lt;br /&gt;
* Now double check that you really did MOVE the files and folders, i.e; go back to where you first copied the wave files and folders and make sure that there aren't any &amp;quot;myfirsthip&amp;quot; files or folder there because they should now all be inside the zip file (and safely backed up in the &amp;quot;tutorial&amp;quot; folder).&lt;br /&gt;
** The reason this step is important is that you might have made a mistake with the zipping process and the mod is actually now broken, however it will look like it works because the original files are still being found by Pioneer in it's own data directory.&lt;br /&gt;
* Finally, the mod should have been packaged up into a zip, it should be in the &amp;quot;mods&amp;quot; directory, and you've made sure the Pioneer data folder is clean.&lt;br /&gt;
* Run Pioneer and make sure your mod works.&lt;br /&gt;
 &lt;br /&gt;
There are many steps that take just a second or two and lots of bits you can skip once you know what you're doing.&lt;br /&gt;
 &lt;br /&gt;
You can have as many ships within a single mod as you like, this technique just gives you a copy of the Wave to edit and play with.&lt;br /&gt;
&lt;br /&gt;
You can, and should, replace it with your own mesh and edit the parameters it uses for thrust and equipment etc.&lt;br /&gt;
&lt;br /&gt;
=== So how does this get my ships into the Pioneer download? ===&lt;br /&gt;
Easy, you create your mod, test it, try it out, share it via this forums download area so that others can play it, respond to criticisms to improve it and then ask the Core Team to include it in the main distribution.&lt;br /&gt;
&lt;br /&gt;
This is basically the same process that we go through for programmers submissions but without having to understand Git and GitHub.&lt;br /&gt;
&lt;br /&gt;
It's also more direct to players and fans of the game who often use several mods together to make Pioneer play how they want it too.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4717</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4717"/>
		<updated>2025-02-10T13:37:11Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Adding v.07 of the retro ships mod&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;
&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;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of three reworked OPLI ships: Amphiesma, Xylophis and Sinonatrix.&lt;br /&gt;
|Maks2103&lt;br /&gt;
|0.7&lt;br /&gt;
|20240710&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/fx4w9j1nvo7ydevgb33rh/retro-0.7.zip?rlkey=0wu609kk5isv4r7v1p1u9wcgo&amp;amp;st=bsbf0epi&amp;amp;dl=0 retro ships]&lt;br /&gt;
|-&lt;br /&gt;
|ARGH's original unabridged Extend Sol&lt;br /&gt;
|The original unabridged version of extended Sol, with additional dwarfs, many more major asteroids and a high populated system&lt;br /&gt;
|ARGHouse&lt;br /&gt;
|1.3.1&lt;br /&gt;
|20210818&lt;br /&gt;
|65.7 kb&lt;br /&gt;
|[https://drive.google.com/file/d/1NGTbK1xLdjY4NkN92FtvZc5L6seXlgvW/view?usp=sharing]&lt;br /&gt;
|-&lt;br /&gt;
|Sol Extended&lt;br /&gt;
|Extends the Sol system with additional dwarf planets and spaceports.&lt;br /&gt;
|EpsilonEridani&lt;br /&gt;
|Work-In-Progress&lt;br /&gt;
|20210818&lt;br /&gt;
|25.5 kb&lt;br /&gt;
|[https://libera.ems.host/_matrix/media/r0/download/matrix.org/BJozxFpJFXnoHiRMQNqpVPiG/00_sol_extended.lua 00_sol_extended.lua]&lt;br /&gt;
|-&lt;br /&gt;
|Honk&lt;br /&gt;
|A simple mod which gives the player the ability to sound various car or ship horns.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|1.0&lt;br /&gt;
|2021-02-03&lt;br /&gt;
|~60 kb&lt;br /&gt;
|[https://www.dropbox.com/s/nq0rh3dexibi0pe/honk.zip?dl=0]&lt;br /&gt;
|-&lt;br /&gt;
|Monolithic Carrier&lt;br /&gt;
|A not-that-big bulk cargo ship by Haber Corporation.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|0.9&lt;br /&gt;
|2022-02-03&lt;br /&gt;
|3.3 MB&lt;br /&gt;
|[https://www.dropbox.com/s/n2gyaqbt9e5xe79/monocarrier.zip?dl=0]&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;
|20131229&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;
|Skyboxes&lt;br /&gt;
|Nebula backgrounds when in space&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer/i-dont-like-the-skybox/#post-46527 pebblegarden]&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://spacesimcentral.com/ssc/index.php?app=core&amp;amp;module=attach&amp;amp;section=attach&amp;amp;attach_id=2563]&lt;br /&gt;
|-&lt;br /&gt;
|Lanner ship&lt;br /&gt;
|The Lanner ship&lt;br /&gt;
|unclear&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|1.58 Mb&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/lanner-for-current-pioneer-build/#post-4439]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Vuzz's Milkyway skybox&lt;br /&gt;
|Vuzz's skybox is the most realistic version of the Milky Way for Pioneer.&lt;br /&gt;
|[[User:impaktor|impaktor]]&lt;br /&gt;
|&lt;br /&gt;
|20150912&lt;br /&gt;
|1.34MB&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/vuzzs-milky-way-skybox-mod/#post-4460]&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  - - (all current versions)&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;
|Character Generator Upgrade (facegen mod)&lt;br /&gt;
|A small upgrade that adds some new hair, eyes, clothing, uniforms, additional accessories and other improvements to the existing character &lt;br /&gt;
generator.&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Compatible with most as well as current v20140217&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/pr55p4r7g87s9uf/facegen_mod_bao_pioneer20140205_bao_V1.1.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|HiRes2048x2048_Wave-e -see info below or visit https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|18Mb&lt;br /&gt;
|[http://www.mediafire.com/download/s7d4rqk2fio9gwu/Ship2048x2048_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|LoRes1024x1024 version of the Wave-e (for increased graphics performance on lower end systems) see info below or visit: https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/dgxjgo2tf7dgob3/Ship1024x1024_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&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;
|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;
|-&lt;br /&gt;
|Ship Decals Mod 256x256&lt;br /&gt;
|This is version 4.0 - includes 8 ship decals.           IMAGE here: http://img708.imageshack.us/img708/7146/decalsversion4.png &lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|3mb&lt;br /&gt;
|[http://www.mediafire.com/?14bchs29dn06nn2]&lt;br /&gt;
|-&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
|3DPro Joystick Profile&lt;br /&gt;
|This is an update supporting the new view keys, for Extreme 3D Pro Joystick Xpadder profile with Template - printable joystick button reference. Version 5  (see pic: http://imageshack.us/a/img822/864/ztf.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|5.0&lt;br /&gt;
|Alphas after 28 (all current versions)&lt;br /&gt;
|2.31mb&lt;br /&gt;
|[http://www.mediafire.com/?btgkn3sjx0ianuu]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer default keyboard reference&lt;br /&gt;
|In pdf printable format(see PNG pic: http://img203.imageshack.us/img203/2079/5dh.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|v201305.93bao&lt;br /&gt;
|Alphas after 28(all current versions)&lt;br /&gt;
|7.3mb&lt;br /&gt;
|[http://www.mediafire.com/?y5a2sapya7vfhhr]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer custom mouse pointers&lt;br /&gt;
|Small simple mods containing only custom mouse pointers&lt;br /&gt;
|[[User:Joonicks|joonicks]]&lt;br /&gt;
|&lt;br /&gt;
|20151001&lt;br /&gt;
|1-4kb&lt;br /&gt;
|[http://joonicks.eu/pioneer_mods]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
*'' 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;br /&gt;
&lt;br /&gt;
== Creating A New Ship Mod ==&lt;br /&gt;
This is in response to the couple of people who are interested in doing art, perhaps even leading the direction it can go in.&lt;br /&gt;
&lt;br /&gt;
For programmers there's a path which involves creating a GitHub account, forking the Pioneer repository, creating branches, configuring remotes, making commits and submitting Pull Requests.&lt;br /&gt;
&lt;br /&gt;
For Artists and scripters there's another way which is hopefully preferrable for everyone! &lt;br /&gt;
&lt;br /&gt;
To follow this &amp;quot;tutorial&amp;quot; you'll need at least a way of creating &amp;quot;.zip&amp;quot; files, on Windows I use the 7-zip program.&lt;br /&gt;
&lt;br /&gt;
This example is being written for Windows but the ideas are broadly transferrable even if the exact file paths and locations aren't.&lt;br /&gt;
&lt;br /&gt;
=== MyFirstShip mod ===&lt;br /&gt;
There's links to a few existing mods above but they're very simple things:&lt;br /&gt;
* They're just zip files containing some directories and files,&lt;br /&gt;
* Their contents are &amp;quot;Added&amp;quot; to Pioneer unless replace something like a script, ship, texture, etc,&lt;br /&gt;
* They use the same directory structure as Pioneer.&lt;br /&gt;
The example that most players are enthusiastic about is adding a new ship which is the first step on the long road to a total conversion! &lt;br /&gt;
&lt;br /&gt;
(For additional information see: [https://wiki.pioneerspacesim.net/wiki/Making_your_first_ship Making_your_first_ship] )&lt;br /&gt;
&lt;br /&gt;
To start with we want to make this task easy for ourselves so lets try the following to create a &amp;quot;mod&amp;quot; called &amp;quot;myfirstship&amp;quot;:&lt;br /&gt;
* Go to wherever you've extracted your Pioneer download to,&lt;br /&gt;
* Open the folder &amp;quot;data&amp;quot; and look down the folder names as there's two we're interested in,&lt;br /&gt;
** &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* open the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the file &amp;quot;wave.lua&amp;quot; to &amp;quot;myfirstship.lua&amp;quot;,&lt;br /&gt;
** open the file in a text editor and change the following lines like so&lt;br /&gt;
*** from: name='Wave Heavy Hypersonic Fighter'&lt;br /&gt;
*** from: model='wave',&lt;br /&gt;
*** To: name='My First Ship Tutorial'&lt;br /&gt;
*** To: model='myfirstship',&lt;br /&gt;
*** save your changes to the &amp;quot;myfirstship.lua&amp;quot; file,&lt;br /&gt;
*** now go back up to the data folder,&lt;br /&gt;
* open the &amp;quot;models&amp;quot; folder, then the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the folder &amp;quot;wave&amp;quot; to &amp;quot;myfirstship&amp;quot;,&lt;br /&gt;
** open the &amp;quot;myfirstship&amp;quot; folder,&lt;br /&gt;
*** rename the file &amp;quot;wave.model&amp;quot; to &amp;quot;myfirstships.model&amp;quot;,&lt;br /&gt;
Now run Pioneer with the parameter &amp;quot;-mv myfirstship&amp;quot; so the command line should look like &amp;quot;pioneer.exe -mv myfirstship&amp;quot; this will open it in the modelviewer mode so you can see if everything has worked.&lt;br /&gt;
&lt;br /&gt;
If you run Pioneer as usual then you should be able to go to the ship yard and buy your very own &amp;quot;My First Ship Tutorial&amp;quot; spaceship. Of course it will look like the Wave heavy Hypersonic Fighter, and it will handle like it and be like it in every possible way because it's a perfect copy of it &lt;br /&gt;
 &lt;br /&gt;
If you want to make it look different so it's easier to spot then a quick thing you can do is edit the texture &amp;quot;wave.png&amp;quot; in your &amp;quot;/data/models/ships/myfirstship/&amp;quot; folder, perhaps just paint the white a bright red or something which will make it easy to tell that you've changed it.&lt;br /&gt;
 &lt;br /&gt;
Obviously we're not done turning all this effort into a mod yet, we've just copied a ship definition (&amp;quot;myfirstship.lua&amp;quot;) and the model data for it.&lt;br /&gt;
&lt;br /&gt;
So lets open a new folder window (if on Windows) and:&lt;br /&gt;
* Create a new folder somewhere you won't lose it, &amp;quot;My Documents&amp;quot; for windows users or the home folder on Linux etc, call it &amp;quot;tutorial&amp;quot; this time (to avoid confusion),&lt;br /&gt;
* In this folder create two more called &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* With the &amp;quot;models&amp;quot; folder create another folder called &amp;quot;ships&amp;quot;,&lt;br /&gt;
* by now you should have something that looks like:&lt;br /&gt;
** /tutorial/ships/&lt;br /&gt;
** /tutorial/models/ships/&lt;br /&gt;
* now you're going to _move_ the &amp;quot;myfirstships.lua&amp;quot; file you edited earlier out of the &amp;quot;/pioneer/data/ships/&amp;quot; into the folder &amp;quot;/tutorial/ships/&amp;quot; folder,&lt;br /&gt;
* next you must _move_ the folder &amp;quot;myfirstship&amp;quot; from &amp;quot;/pioneer/data/models/ships/&amp;quot; to &amp;quot;/tutorial/models/ships/&amp;quot;,&lt;br /&gt;
* now create a &amp;quot;readme.txt&amp;quot; file in the &amp;quot;tutorial&amp;quot; folder and add your name to it for now,&lt;br /&gt;
* Add everything inside the &amp;quot;tutorial&amp;quot; folder to a zip archive - to do this with 7-zip just selected everything inside the tutorial folder, right-click, open the 7-zip submenu and choose the &amp;quot;Add to archive&amp;quot;,&lt;br /&gt;
* Make sure that you choose to use &amp;quot;zip&amp;quot; compression and call the archive &amp;quot;myfirstship.zip&amp;quot;.&lt;br /&gt;
* Finally, put the file &amp;quot;myfirstship.zip&amp;quot; into the &amp;quot;mods&amp;quot; directory - this IS NOT usually where you extracted the Pioneer download.&lt;br /&gt;
** On Windows it will be in a folder under your &amp;quot;My Documents&amp;quot;/&amp;quot;Documents&amp;quot; directory for example:&lt;br /&gt;
*** &amp;quot;/My Documents/Pioneer/mods/&amp;quot;&lt;br /&gt;
* Now double check that you really did MOVE the files and folders, i.e; go back to where you first copied the wave files and folders and make sure that there aren't any &amp;quot;myfirsthip&amp;quot; files or folder there because they should now all be inside the zip file (and safely backed up in the &amp;quot;tutorial&amp;quot; folder).&lt;br /&gt;
** The reason this step is important is that you might have made a mistake with the zipping process and the mod is actually now broken, however it will look like it works because the original files are still being found by Pioneer in it's own data directory.&lt;br /&gt;
* Finally, the mod should have been packaged up into a zip, it should be in the &amp;quot;mods&amp;quot; directory, and you've made sure the Pioneer data folder is clean.&lt;br /&gt;
* Run Pioneer and make sure your mod works.&lt;br /&gt;
 &lt;br /&gt;
There are many steps that take just a second or two and lots of bits you can skip once you know what you're doing.&lt;br /&gt;
 &lt;br /&gt;
You can have as many ships within a single mod as you like, this technique just gives you a copy of the Wave to edit and play with.&lt;br /&gt;
&lt;br /&gt;
You can, and should, replace it with your own mesh and edit the parameters it uses for thrust and equipment etc.&lt;br /&gt;
&lt;br /&gt;
=== So how does this get my ships into the Pioneer download? ===&lt;br /&gt;
Easy, you create your mod, test it, try it out, share it via this forums download area so that others can play it, respond to criticisms to improve it and then ask the Core Team to include it in the main distribution.&lt;br /&gt;
&lt;br /&gt;
This is basically the same process that we go through for programmers submissions but without having to understand Git and GitHub.&lt;br /&gt;
&lt;br /&gt;
It's also more direct to players and fans of the game who often use several mods together to make Pioneer play how they want it too.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=4669</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=4669"/>
		<updated>2025-01-02T19:47:41Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Adding blank screen error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
== About the Game ==&lt;br /&gt;
&lt;br /&gt;
=== What is Pioneer? ===&lt;br /&gt;
&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;
&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 follows this same path.&lt;br /&gt;
&lt;br /&gt;
=== Can I play multiplayer online? ===&lt;br /&gt;
&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. See for instance [[Network_features|Network features]], and [[ServerAgent|ServerAgent]] for more, or our dev forum [https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=216 here]. Pioneer will never have multiple players in different ships, as this is incompatible with time acceleration feature. For comparison: the Elite Dangerous dev-team chose to prioritize multiplayer over Newtonian mechanics, and make it more like the original Elite, we choose to stay true to the core concepts of Frontier Elite II, which is Newtonian mechanics, with time acceleration.&lt;br /&gt;
&lt;br /&gt;
=== Can I colonize planets, build space stations or conquer the universe? ===&lt;br /&gt;
&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;
&lt;br /&gt;
No, you cannot exit your ship. The ship is always your avatar. The development team does have [https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=454 aspirations] to push in this direction, for future versions.&lt;br /&gt;
&lt;br /&gt;
=== Is the universe pre-defined or randomly generated? ===&lt;br /&gt;
&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;
&lt;br /&gt;
Yes. You can hire crew. But they don't do very much at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Are savegames compatible between releases? ===&lt;br /&gt;
&lt;br /&gt;
The development of the game can happen in sudden bursts, some of which change the game universe, or save/load routine, such that old saves are blocked from loading, lest the game might crash. The player can start a new game, and &amp;quot;give&amp;quot; themselves back money, kills, reputation, ship, as it was in the old save, by using the [[Lua_Console|lua console]]. You probably want to keep a copy of your old Pioneer, to read off your player statistics, write them down, then download and open the latest Pioneer version, and give yourself those stats. Note: it's only cheating if you give yourself back more than you had, remember: God is watching over your shoulder!&lt;br /&gt;
&lt;br /&gt;
=== Are savegames compatible between Mods? ===&lt;br /&gt;
&lt;br /&gt;
Again as with savegames between different versions of pioneer, compatibility 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;
&lt;br /&gt;
Although Pioneer started out as a clone of Frontier, it no longer is, thus references to the Frontier universe have been removed, and we aim at making Pioneer far better than Frontier. Thus, you will have to figure out new trade routes! But don't worry, Newtonian physics will remain, as well as single player.&lt;br /&gt;
&lt;br /&gt;
=== Can I build and control a fleet, or a factory, or run/own a station? ===&lt;br /&gt;
&lt;br /&gt;
No, this is not on the agenda, and none of the developers are motivated to push for this, but who knows, perhaps in the future, some skilled developer, who knows how to implement this in a way that makes game play interesting, joins the dev-team. However, we are currently planning to have mining machines (like in Frontier Elite II), and ship system management (heat, energy, repair components, etc.) on the agenda.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== How do I take screenshots? ===&lt;br /&gt;
&lt;br /&gt;
Ctrl+Printscreen saves .png files in the same directory where the game .ini and savegames are. You can cycle through full HUD/HUD without labels and cursor/No HUD and cockpit using TAB as described in [http://pioneerwiki.com/wiki/Keyboard_and_mouse_controls#In_flight [1]].&lt;br /&gt;
&lt;br /&gt;
=== How do I record a video? ===&lt;br /&gt;
To record video directly from Pioneer you will need to add the line RecordVideo=1 somewhere within your config.ini file. Then once ingame you can press Ctrl+ScrLk to start or stop recording.&lt;br /&gt;
&lt;br /&gt;
=== How do I find star X in the star map ===&lt;br /&gt;
&lt;br /&gt;
First it is important to note that just like in real life, names are not unique. The star map allows the player to search for either name or coordinates of a system. The search is done in the local region of the currently selected system.&lt;br /&gt;
&lt;br /&gt;
Thus a standard way of finding a system is to type in the name in the search field in the star map (generally refereed to as &amp;quot;sector view&amp;quot;). If you know the system is within a few ly from your position, then have your current location selected when you do the search, since it only does a &amp;quot;local&amp;quot; search in space. If the search fails, go to the sector where the star is supposed to be, either by typing the coordinates into the search field, or by using arrows, mark a nearby star in that system, and do another search. You can scroll the star map super fast by holding in the Shift key.&lt;br /&gt;
&lt;br /&gt;
=== I have a Taxi mission to system X, but which starport? ===&lt;br /&gt;
&lt;br /&gt;
For Taxi missions any starport will do, as long as you dock before the deadline.&lt;br /&gt;
&lt;br /&gt;
=== Starsystem names are not unique ===&lt;br /&gt;
&lt;br /&gt;
This is not a bug, space is big, and just here on Earth it is quite common with cities and villages sharing the same name, sometimes quite close.&lt;br /&gt;
&lt;br /&gt;
=== I picked up a mission to a starport in a system, but when I search for the system, it seems that it doesn't have the destination starport, or even uninhabited. ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, there could be multiple systems with the same name. Each mission states the coordinates (Sirius (1,0,-1) for example) of the destination system, and you can enter them into the search field on the sector map, to find the correct system.&lt;br /&gt;
&lt;br /&gt;
=== I end up &amp;quot;a big number&amp;quot; AU away from the star when I hyper jump to a system ===&lt;br /&gt;
&lt;br /&gt;
This happens in binary star systems. You can select the star you want to jump to from the [[Manual#System_info|System View]].&lt;br /&gt;
&lt;br /&gt;
=== Map survey / scan mission does not progress ===&lt;br /&gt;
Make sure: &lt;br /&gt;
* if you have an orbit scan mission, you need an orbit scanner, and if you have a surface scan mission you need a surface scanner. &lt;br /&gt;
* Also make sure you're flying above the minimum altitude, and below the max. &lt;br /&gt;
* Also make sure you're in the right system (both coordinates and name must match), and at the right body.&lt;br /&gt;
&lt;br /&gt;
=== Major/Minor Import/Export is wrong ===&lt;br /&gt;
There are two levels: system and station. A system can be an importer of X, but a station in that system can be an exporter of X relative the system as a whole, meaning the import/export of a specific station is relative to the import/export price of the system as a whole.&lt;br /&gt;
&lt;br /&gt;
== Technical FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== What is the system requirement for runing the game? ===&lt;br /&gt;
&lt;br /&gt;
Current &amp;quot;stable&amp;quot; (if indeed we have one) [https://pioneerspacesim.net/page/download/ release] is 2021-02-03, and is built on Ubuntu 20.04 Linux machine and a Windows machine, and requires OpenGL 3.2 compatible hardware.&lt;br /&gt;
We also offer a [https://flathub.org/apps/details/net.pioneerspacesim.Pioneer flatpak] script. If you want to compile the game, then please install requirements listed in [https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]&lt;br /&gt;
&lt;br /&gt;
=== Installing the game ===&lt;br /&gt;
&lt;br /&gt;
The releases are made when developers feel it's been &amp;quot;a while&amp;quot;, relative to the number of new additions that have been added that they want players to enjoy / playtest. Releases for Windows and GNU/Linux are now (2021) found on the [https://github.com/pioneerspacesim/pioneer/releases github releases page], and Linux versions are currently built on a [https://github.com/pioneerspacesim/pioneer/blob/master/.github/workflows/build-ci.yml Ubuntu 20.04] (virtual) machine, thus that system should not have any compatibility issues.&lt;br /&gt;
&lt;br /&gt;
==== Build from source ====&lt;br /&gt;
&lt;br /&gt;
The best way to ensure your pioneer is compatible with you Linux system, and of latest, &amp;quot;bleeding edge&amp;quot;, version is to install from source. This is described in [https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]. Playing this way is also the best way you can help the developers, i.e. find and report the latest bugs you encounter.&lt;br /&gt;
&lt;br /&gt;
==== Installing using flatpak ==== &lt;br /&gt;
If you're having trouble getting pioneer to run on your Linux distribution, and you do not want to build from source, then we recommend [https://flathub.org/apps/details/net.pioneerspacesim.Pioneer flatpak] that resolves dependencies for you. Follow [https://flatpak.org/setup/ this] on how to use it, if need be. E.g. on Linux Mint these images are already [https://flatpak.org/setup/Linux%20Mint included] by default in their app store. On other distributions it is at most needed to install flatpak and then issue, from a terminal:&lt;br /&gt;
&lt;br /&gt;
  flatpak install net.pioneerspacesim.Pioneer&lt;br /&gt;
&lt;br /&gt;
==== Error loading shared libraries (e.g.libassimp.so.&amp;lt;x&amp;gt;) ====&lt;br /&gt;
&lt;br /&gt;
The linux version of Pioneer is build on a Ubuntu 20 machine. Currenlty (2021-05), this can cause some debian machines, that have an older verison of libassimp, to throw an error, e.g.:&lt;br /&gt;
&lt;br /&gt;
    error while loading shared libraries: libassimp.so.5:&lt;br /&gt;
    cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
This is fixed either by building pioneer from source, against the shared libraries that are on your particular machine (then you get an even more updated &amp;quot;bleeding edge&amp;quot; build of pioneer!), or install the correct version of the package that is missing: https://packages.debian.org/unstable/libassimp5 (or try to find an older release)&lt;br /&gt;
&lt;br /&gt;
==== Where is the Mac version? ====&lt;br /&gt;
&lt;br /&gt;
Pioneer's development team is mainly on Linux and Windows, and does currently not have the ability to build and maintain a Mac version. To build a Mac release we actually need access to a Mac machine, which, unfortunately, none of the developers currently have. If you have a Mac which can compile and upload pioneer for us on a regular basis, then please contact us (IRC).&lt;br /&gt;
&lt;br /&gt;
Update: OSX builds have been discontinued due to lack of maintainer and Apple's deprecation of OpenGL. We do not intend to offer them in the near future - we will need to migrate the rendering path to Vulkan and have enough of a user base to warrant spending time on OSX compatibility.&lt;br /&gt;
&lt;br /&gt;
==== Where do I find nightly builds of Pioneer ====&lt;br /&gt;
&lt;br /&gt;
They're available on github [https://github.com/pioneerspacesim/pioneer/actions?query=workflow%3A%22Build+Pioneer%22+branch%3Amaster actions page]. Note: thuis currently requires [https://github.com/actions/upload-artifact/issues/51 login to github] to download. A new build is made each time a pull request is merged with new code, and also each proposed pull request is built, which is a great way to test features prior to them being merged into the master branch.&lt;br /&gt;
&lt;br /&gt;
==== Where do I find older versions of Pioneer ====&lt;br /&gt;
&lt;br /&gt;
You can find older versions starting from December 2014 (2014-12-05) on our [http://sourceforge.net/projects/pioneerspacesim/files sourceforge] page. 2014-11-18 was the last version supporting OpenGL 2, between 2014-11-19 to 2014-12-07 Pioneer required OpenGL 3.2. From 2014-12-08 only OpenGL 3.1 is required. Over at [http://www.moddb.com/games/pioneer/downloads moddb] they have windows version going further back in time.&lt;br /&gt;
&lt;br /&gt;
==== How do I play on old computer ====&lt;br /&gt;
&lt;br /&gt;
Your best bet is to use an older version, or if you have another computer you can use virtualGL to let pioneer run on a remote (modern) machine and forward it to an older machine, as described on the [https://spacesimcentral.com/community/pioneer/a-request-for-instrumental-pioneer/ forum], this command works best (but combat/action is too laggy, so it is only a viable solution for playing peaceful missions):&lt;br /&gt;
&lt;br /&gt;
  vglconnect user@server_executing_pioneer_ip -CY -p SSH_port 'cd /path_of_pioneer_compilation_folderme/ &amp;amp;&amp;amp; ./pioneer'&lt;br /&gt;
&lt;br /&gt;
=== How/where do I report my bug/crash ===&lt;br /&gt;
&lt;br /&gt;
Bug reporting is the most important part where you as a player can help the community. When you encounter something that seems strange or odd in the game, please report it, preferably to our [https://github.com/pioneerspacesim/pioneer/issues issue tracker], but you can also stop by the [[IRC|IRC channel]]. When you report it, always mention pioneer verision (shown in lower right hand corner in the starting screen [https://user-images.githubusercontent.com/18342621/118388006-6ee03080-b62a-11eb-8d48-bf66f0820d5f.png png])&lt;br /&gt;
&lt;br /&gt;
When having problems with graphics, or pioneer not starting/crashing, please attach the files '''output.txt''' and '''opengl.txt''' from the pioneer [http://pioneerwiki.com/wiki/FAQ#Where_is_the_configuration_file.2C_saved_games.2C_screenshots.3F config folder] in your home folder / My Documents folder. If you didn't get the '''output.txt''' file, then make sure '''RedirectStdio=1''' in '''config.ini'''.&lt;br /&gt;
&lt;br /&gt;
It is important to include as much of the following information as possible in each issue report, much of this is available to use from the '''output.txt''' and '''opengl.txt''' but if you cannot attach them then please tell us:&lt;br /&gt;
&lt;br /&gt;
*The version of pioneer you are trying to run (''build date or ingame version number'') &lt;br /&gt;
*What operating system you are running, Windows XP/Vista/7/8/10, Linux (''what distribution''), OSX. &lt;br /&gt;
*Your computers system specifications - CPU / RAM / Graphics card. &lt;br /&gt;
*Whether you have downloaded it from our site, or if you are building it from the source code.&lt;br /&gt;
&lt;br /&gt;
=== Debug backtrace ===&lt;br /&gt;
When the game crashes, one of most valuable pieces of information you can provide the development team, is a backtrace. To get a backtrace, the game must have been compiled in debug mode, and then started through a debugger. If you compile the game yourself, from source, it will by default build a debug mode.&lt;br /&gt;
&lt;br /&gt;
==== Windows Visual Studio ====&lt;br /&gt;
&lt;br /&gt;
* Compile the game in debug mode (should be the default setting). &lt;br /&gt;
* After building it, press F5 or go to Debug-&amp;gt;Start Debugging. Note: it will run slowly, starting a new game or loading a new one in particular. That's normal.&lt;br /&gt;
* Instead of a full out crash, you'll get a freeze and it should automatically switch back to Visual Studio. If it freezes and doesn't switch back, do that manually.&lt;br /&gt;
* At that point, Visual Studio should have opened a couple new panes/sub windows at the bottom. One of these is 'Call Stack.' Right click in it, select 'Select All.' Then right click in there again and select 'Copy with source paths.'&lt;br /&gt;
* Then paste that information into the bug-report (preferably as a [https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet code formatted block])&lt;br /&gt;
* After that you can Debug-&amp;gt;Stop to shut down Pioneer again.&lt;br /&gt;
&lt;br /&gt;
==== Linux gdb ====&lt;br /&gt;
* Make sure gdb (The GNU Debugger) is installed on you system (available in package managers of all Linux distributions).&lt;br /&gt;
* Then start pioneer by prefixing the command with gdb followed by the normal command to start pioneer. Eg. if you normally do:&lt;br /&gt;
&lt;br /&gt;
  cd pioneer/&lt;br /&gt;
  ./build/pioneer&lt;br /&gt;
&lt;br /&gt;
then to run in debug mode, you need to run it through gdb:&lt;br /&gt;
&lt;br /&gt;
  cd pioneer/&lt;br /&gt;
  gdb ./build/pioneer&lt;br /&gt;
&lt;br /&gt;
then from inside gdb, type &amp;quot;run&amp;quot;, which starts pioneer. Play until you get the crash, which drops you out to gdb again. Type 'bt' or 'backtrace' in the gdb command line, and save the output to you bug-report.&lt;br /&gt;
&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;
Update 2024-10: Pioneer now prefers storing its user data in $XDG_DATA_HOME/pioneer, falling back to ~/.local/share/pioneer if that variable is not set. ~/.pioneer is used only for backwards-compatibility reasons.&lt;br /&gt;
&lt;br /&gt;
=== New pioneer version doesn't start ===&lt;br /&gt;
This could be because new configuration is incompatible with the local, try removing your pioneer configuration folder, such that the game will auto-generate new configuration file anew.&lt;br /&gt;
&lt;br /&gt;
=== I'm getting blank black screen on start ===&lt;br /&gt;
This is usually an antialiasing issue. Change &amp;quot;AntiAliasingMode&amp;quot; to 0 in config.ini.&lt;br /&gt;
&lt;br /&gt;
=== I'm getting graphical issues ===&lt;br /&gt;
&lt;br /&gt;
Such as wrong textures, ships missing from the view, text display glitches. '''Updating the display drivers usually solve these problems.'''&lt;br /&gt;
&lt;br /&gt;
These usually occur on older graphics adapters, or because of outdated GPU drivers. Not too old NVidia and ATI cards are usually enough to play the game, but integrated GPUs are usually not enough.&lt;br /&gt;
&lt;br /&gt;
=== I'm getting graphical issues, such as snow-like sky and transparent terrain ===&lt;br /&gt;
&lt;br /&gt;
This is probably caused by the eclipse shader which isn't supported by some open source graphic drivers. You could install the proprietary drivers, if available, or disable the eclipse effect by adding DisableEclipse=1 to your pioneer configuration file (config.ini).&lt;br /&gt;
&lt;br /&gt;
=== My OpenGL Version is below 3.2, &amp;quot;Pioneer cannot run on your graphics card&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
UPDATE: Pioneer dropped 2.1 support in September, 2018. You need to checkout and compile a version prior to this, and do:&lt;br /&gt;
&lt;br /&gt;
Open your pioneer configuration file, and set: &amp;quot;RendererName=Opengl 2.1&amp;quot;. This should allow pioneer to run, provided your hardware supports OpenGL 2.1, which it should if you were able to run Pioneer up until 2014-11-18 when support was dropped. Note, support for multiple renderers was added 2017-03-03, i.e. both OpenGL 2.1 and 3.1; however, you need to edit your configuration file to select the proper one, as no auto-detection is done. Actually, if your hardware isn't extraordinarily old, OpenGL 3.2 should be supported if you update your drivers.&lt;br /&gt;
&lt;br /&gt;
You can also find older versions (pre 20141119) on [http://www.moddb.com/games/pioneer/downloads moddb].&lt;br /&gt;
&lt;br /&gt;
=== I see blank untextured Gas Giants and I'm using an ATI graphic card under GNU/Linux with open source drivers (Mesa R600) ===&lt;br /&gt;
&lt;br /&gt;
With chipsets using the R600 gallium drivers the shader fails to compile. There is a workaround that uses less noise octaves. This produces less detailed texture maps for the gas/ice giants but they still look good and at least the program runs.&lt;br /&gt;
&lt;br /&gt;
Try setting &amp;lt;code&amp;gt;AMD_MESA_HACKS=1&amp;lt;/code&amp;gt; in ~/.pioneer/config.ini or disable GPU jobs entirely by setting &amp;lt;code&amp;gt;EnableGpujobs=0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I'm getting text rendering artefacts ===&lt;br /&gt;
&lt;br /&gt;
Some system monitoring HUD utilities, like MSI Afterburner, and Steam overlay&amp;amp;nbsp;can cause distorted text rendering. Try switching them off.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== The game freezes at the intro screen ===&lt;br /&gt;
&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;
=== The game crashes on start with an error message about imgui_draw.cpp ===&lt;br /&gt;
&lt;br /&gt;
Check if any parent folder of Pioneer has any accented letters (e.g éáűúóü etc.). If so, copy the game to somewhere, where there's none of these in the folder tree.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes after the loading screen. I'm using ATI free drivers on GNU/Linux. ===&lt;br /&gt;
&lt;br /&gt;
If you are getting a GL_INVALID_ENUM in console, could be because some ships uses textures in a format that, because of patents, is not included in the main mesa package. Search for libtxc-dxtn or libtxc_dxtn in your distribution and install it.&lt;br /&gt;
&lt;br /&gt;
=== The game hangs when I turn on the ''Enable Cockpit (EXPERIMENTAL)'' option ===&lt;br /&gt;
&lt;br /&gt;
It's because it's an experimental feature right now, infrastructure mostly. You need a cockpit model for to be able to use it.&lt;br /&gt;
&lt;br /&gt;
You can find one heavily WIP one posted on the Community Forums. Note that it's a highly experimental feature right no, so please treat it accordingly.&lt;br /&gt;
&lt;br /&gt;
=== My joystick is &amp;quot;drifting&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
It's recommended that you calibrate your joystick using the OS facilities (Joystick Settings on Windows, jstest-gtk on linux) as this fixes 99% of all issues with incorrectly configured joysticks. However, if you want to adjust specific parameters for each joystick axis, support for customizable deadzone and sensitivity is available through the configuration file. Open config.ini and adjust the deadzone (DZ) and sensitivity exponent curve (CV) values of the corresponding axis to your liking.&lt;br /&gt;
&lt;br /&gt;
 ; example joystick configuration&lt;br /&gt;
 [Joystick.03000000a30600006404000000010000]&lt;br /&gt;
 Axis0=DZ0.0 CV1.0&lt;br /&gt;
 Axis1=DZ0.0 CV1.0&lt;br /&gt;
 Axis2=DZ0.0 CV1.0&lt;br /&gt;
 Axis3=DZ0.0 CV1.0&lt;br /&gt;
 Name=Saitek Cyborg USB Stick&lt;br /&gt;
&lt;br /&gt;
=== I'm getting poor performance ===&lt;br /&gt;
&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. Reducing screen resolution is also recommended, this can be done in the [[Settings_Menu|Settings Menu]], or manually to a custom values by editing your personal configuration file, on Linux: &amp;lt;code&amp;gt;~/.pioneer/config.ini&amp;lt;/code&amp;gt;. On Windows: &amp;lt;code&amp;gt;Documents/pioneer/config.ini&amp;lt;/code&amp;gt; Look for &amp;lt;code&amp;gt;ScrHeight&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ScrWidth&amp;lt;/code&amp;gt; entries. Also consider reducing number of buildings in cities.&lt;br /&gt;
&lt;br /&gt;
=== I've enabled anti-aliasing in the config file, but it does not work ===&lt;br /&gt;
&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;
&lt;br /&gt;
=== Full screen mode is incorrectly scaled ===&lt;br /&gt;
&lt;br /&gt;
If you are on Windows, try:&lt;br /&gt;
&amp;lt;pre&amp;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;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== What's the history of Pioneer ===&lt;br /&gt;
&lt;br /&gt;
The project started in 2008 by Tom Morton, and was [https://web.archive.org/web/20150326115725/http://spacesimcentral.com/ssc/topic/742-pioneer-new-gpl-frontier-elite-2-style-game/ announced in 2010] on the Space Sim Central forum (for space games), and on [https://forums.frontier.co.uk/threads/the-pioneer-thread.1596/ frontier forum]. For more history, see [http://www.rockpapershotgun.com/2011/12/06/back-to-frontier-pioneer/ Rock Paper Shotgun article], and [[Media_Coverage]]&lt;br /&gt;
&lt;br /&gt;
=== How much development is being made? ===&lt;br /&gt;
&lt;br /&gt;
Development is sporadic, but no month goes by without some change to the source, fixing bugs, cleaning up code, introducing new content and/or features; see [https://github.com/pioneerspacesim/pioneer/blob/master/Changelog.txt Changelog.txt]. All contributors work on pioneer for free when they have time and motivation.&lt;br /&gt;
&lt;br /&gt;
=== What's the deal with the inconsistent UI interface? ===&lt;br /&gt;
Basically, Pioneer has during the 2013-2020s had up to three different, simulteneous, UI systems, for a background and screen shots, please refer to:&lt;br /&gt;
[[GUI_introduction#Background_history]]&lt;br /&gt;
&lt;br /&gt;
=== Do you accept contributions? ===&lt;br /&gt;
&lt;br /&gt;
Hell yes! Pioneer is not any one persons personal project. It is the sum of the contributions made by the people who play and care about the continued development of the game. See: [[How_you_can_contribute|How to contribute]].&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=OKB_Kaluri&amp;diff=4653</id>
		<title>OKB Kaluri</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=OKB_Kaluri&amp;diff=4653"/>
		<updated>2024-09-11T17:33:02Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Addnig Mola Ramsayi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox_Company&lt;br /&gt;
|name = OKB Kaluri&lt;br /&gt;
|slogan = Sail to the furthest sea.&lt;br /&gt;
|foundation = 9th of January 2719&lt;br /&gt;
|system = Epsilon Eridani&lt;br /&gt;
|planet = N/A&lt;br /&gt;
|city = N/A&lt;br /&gt;
|faction = CIW&lt;br /&gt;
|nr_employees = 197 000&lt;br /&gt;
|ships = [[Mola Mola]], [[Pumpkinseed]], [[Bowfin fighter]], [[Bluenose]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
OKB Kaluri is a major CIW shipyard famous for it's dependable vessels. A typical Kaluri has robust but flowing, somewhat aerodynamic round form even if it's not atmosphere capable craft. They usually seem a bit low-tech, and they confirm that with equally spartan instrumentation and interior. But this modesty comes from a craft which is easy to maintain and would last for several decades in caring hands. They are direct competitors of the Mandarava-Csepel Shipworks from the Solar Federation. The name OKB means Experimental Design Bureau, Kaluri is for fisherman as the founder Rebane came from a family of fishers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
OKB Kaluri was a minor shipyard barely getting by during the Solar Federation occupation of Epsilon Eridani. Kaluri Shipyard was founded by Koidu Rebane as a way of passive resistance to the puppet government of the Federation. At first it mainly refitted ships for smuggling and illegal migration under Federation radar, but grew fairly fast before the first strikes of the war. At the wake of the War for Hope it already had a prototype strike ship partially reverse-engineered from several captured Federatation vehicles. As the war gained momentum, it merged with other minor yards to become the research bureau OKB Kaluri.&lt;br /&gt;
&lt;br /&gt;
It's main task was combat vessel development during the war. It suffered heavily from sabotage and assaults, and barely survived the war. Rebane herself died a few month before the end of the war, but her children managed to maintain business by repairing anything that came by.&lt;br /&gt;
&lt;br /&gt;
After years of lobbying and hard work they managed to win a tender to build a ship that's capable of cleaning up the thick layers of debris of war orbiting the Confederation worlds. That ship, called Plecostomus was a so successful design, it propelled business forward and established their main production philosophy of preferring dependability over high performance.&lt;br /&gt;
&lt;br /&gt;
Currently they maintain a good business relationship with both the CIW Government and People's Freedom Militia.&lt;br /&gt;
&lt;br /&gt;
== Ships in service ==&lt;br /&gt;
&lt;br /&gt;
*[[Mola_Mola|Mola Mola Light Transport]] &lt;br /&gt;
*[[Mola_Ramsayi|Mola Ramsayi Medium Transport]]&lt;br /&gt;
*[[Pumpkinseed|Pumpkinseed Light Courier]] &lt;br /&gt;
*[[Bowfin fighter|Bowfin Medium Fighter]] &lt;br /&gt;
*[[Bluenose|Bluenose]] &lt;br /&gt;
&lt;br /&gt;
== Other products and services ==&lt;br /&gt;
&lt;br /&gt;
Apart from ship manufacturing, they maintain one of the largest Research and Development branch, mostly focusing on safety and dependability.&lt;br /&gt;
&lt;br /&gt;
They also provide maintenance and repair services for the Militia and government and civilians too.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4573</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4573"/>
		<updated>2024-07-16T07:29:48Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* List of known Mods */ Adding Maks' old ship version restoring mod&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;
&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;
|Retro ships&lt;br /&gt;
|A mod containing the original versions of three reworked OPLI ships: Amphiesma, Xylophis and Sinonatrix.&lt;br /&gt;
|Maks2103&lt;br /&gt;
|0.6&lt;br /&gt;
|20240710&lt;br /&gt;
|2.19 mb&lt;br /&gt;
|https://www.dropbox.com/scl/fi/wf2r59dzr2sfvfwto812x/retro-0.6.zip?rlkey=cqlbhf4ctkm5cztzedt65sgvy&amp;amp;st=phbzmg0k&amp;amp;dl=0&lt;br /&gt;
|-&lt;br /&gt;
|ARGH's original unabridged Extend Sol&lt;br /&gt;
|The original unabridged version of extended Sol, with additional dwarfs, many more major asteroids and a high populated system&lt;br /&gt;
|ARGHouse&lt;br /&gt;
|1.3.1&lt;br /&gt;
|20210818&lt;br /&gt;
|65.7 kb&lt;br /&gt;
|[https://drive.google.com/file/d/1NGTbK1xLdjY4NkN92FtvZc5L6seXlgvW/view?usp=sharing]&lt;br /&gt;
|-&lt;br /&gt;
|Sol Extended&lt;br /&gt;
|Extends the Sol system with additional dwarf planets and spaceports.&lt;br /&gt;
|EpsilonEridani&lt;br /&gt;
|Work-In-Progress&lt;br /&gt;
|20210818&lt;br /&gt;
|25.5 kb&lt;br /&gt;
|[https://libera.ems.host/_matrix/media/r0/download/matrix.org/BJozxFpJFXnoHiRMQNqpVPiG/00_sol_extended.lua 00_sol_extended.lua]&lt;br /&gt;
|-&lt;br /&gt;
|Honk&lt;br /&gt;
|A simple mod which gives the player the ability to sound various car or ship horns.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|1.0&lt;br /&gt;
|2021-02-03&lt;br /&gt;
|~60 kb&lt;br /&gt;
|[https://www.dropbox.com/s/nq0rh3dexibi0pe/honk.zip?dl=0]&lt;br /&gt;
|-&lt;br /&gt;
|Monolithic Carrier&lt;br /&gt;
|A not-that-big bulk cargo ship by Haber Corporation.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|0.9&lt;br /&gt;
|2022-02-03&lt;br /&gt;
|3.3 MB&lt;br /&gt;
|[https://www.dropbox.com/s/n2gyaqbt9e5xe79/monocarrier.zip?dl=0]&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;
|20131229&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;
|Skyboxes&lt;br /&gt;
|Nebula backgrounds when in space&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer/i-dont-like-the-skybox/#post-46527 pebblegarden]&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://spacesimcentral.com/ssc/index.php?app=core&amp;amp;module=attach&amp;amp;section=attach&amp;amp;attach_id=2563]&lt;br /&gt;
|-&lt;br /&gt;
|Lanner ship&lt;br /&gt;
|The Lanner ship&lt;br /&gt;
|unclear&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|1.58 Mb&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/lanner-for-current-pioneer-build/#post-4439]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Vuzz's Milkyway skybox&lt;br /&gt;
|Vuzz's skybox is the most realistic version of the Milky Way for Pioneer.&lt;br /&gt;
|[[User:impaktor|impaktor]]&lt;br /&gt;
|&lt;br /&gt;
|20150912&lt;br /&gt;
|1.34MB&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/vuzzs-milky-way-skybox-mod/#post-4460]&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  - - (all current versions)&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;
|Character Generator Upgrade (facegen mod)&lt;br /&gt;
|A small upgrade that adds some new hair, eyes, clothing, uniforms, additional accessories and other improvements to the existing character &lt;br /&gt;
generator.&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Compatible with most as well as current v20140217&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/pr55p4r7g87s9uf/facegen_mod_bao_pioneer20140205_bao_V1.1.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|HiRes2048x2048_Wave-e -see info below or visit https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|18Mb&lt;br /&gt;
|[http://www.mediafire.com/download/s7d4rqk2fio9gwu/Ship2048x2048_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|LoRes1024x1024 version of the Wave-e (for increased graphics performance on lower end systems) see info below or visit: https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/dgxjgo2tf7dgob3/Ship1024x1024_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&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;
|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;
|-&lt;br /&gt;
|Ship Decals Mod 256x256&lt;br /&gt;
|This is version 4.0 - includes 8 ship decals.           IMAGE here: http://img708.imageshack.us/img708/7146/decalsversion4.png &lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|3mb&lt;br /&gt;
|[http://www.mediafire.com/?14bchs29dn06nn2]&lt;br /&gt;
|-&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
|3DPro Joystick Profile&lt;br /&gt;
|This is an update supporting the new view keys, for Extreme 3D Pro Joystick Xpadder profile with Template - printable joystick button reference. Version 5  (see pic: http://imageshack.us/a/img822/864/ztf.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|5.0&lt;br /&gt;
|Alphas after 28 (all current versions)&lt;br /&gt;
|2.31mb&lt;br /&gt;
|[http://www.mediafire.com/?btgkn3sjx0ianuu]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer default keyboard reference&lt;br /&gt;
|In pdf printable format(see PNG pic: http://img203.imageshack.us/img203/2079/5dh.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|v201305.93bao&lt;br /&gt;
|Alphas after 28(all current versions)&lt;br /&gt;
|7.3mb&lt;br /&gt;
|[http://www.mediafire.com/?y5a2sapya7vfhhr]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer custom mouse pointers&lt;br /&gt;
|Small simple mods containing only custom mouse pointers&lt;br /&gt;
|[[User:Joonicks|joonicks]]&lt;br /&gt;
|&lt;br /&gt;
|20151001&lt;br /&gt;
|1-4kb&lt;br /&gt;
|[http://joonicks.eu/pioneer_mods]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
*'' 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;br /&gt;
&lt;br /&gt;
== Creating A New Ship Mod ==&lt;br /&gt;
This is in response to the couple of people who are interested in doing art, perhaps even leading the direction it can go in.&lt;br /&gt;
&lt;br /&gt;
For programmers there's a path which involves creating a GitHub account, forking the Pioneer repository, creating branches, configuring remotes, making commits and submitting Pull Requests.&lt;br /&gt;
&lt;br /&gt;
For Artists and scripters there's another way which is hopefully preferrable for everyone! &lt;br /&gt;
&lt;br /&gt;
To follow this &amp;quot;tutorial&amp;quot; you'll need at least a way of creating &amp;quot;.zip&amp;quot; files, on Windows I use the 7-zip program.&lt;br /&gt;
&lt;br /&gt;
This example is being written for Windows but the ideas are broadly transferrable even if the exact file paths and locations aren't.&lt;br /&gt;
&lt;br /&gt;
=== MyFirstShip mod ===&lt;br /&gt;
There's links to a few existing mods above but they're very simple things:&lt;br /&gt;
* They're just zip files containing some directories and files,&lt;br /&gt;
* Their contents are &amp;quot;Added&amp;quot; to Pioneer unless replace something like a script, ship, texture, etc,&lt;br /&gt;
* They use the same directory structure as Pioneer.&lt;br /&gt;
The example that most players are enthusiastic about is adding a new ship which is the first step on the long road to a total conversion! &lt;br /&gt;
&lt;br /&gt;
(For additional information see: [http://pioneerwiki.com/wiki/Making_your_first_ship Making_your_first_ship] )&lt;br /&gt;
&lt;br /&gt;
To start with we want to make this task easy for ourselves so lets try the following to create a &amp;quot;mod&amp;quot; called &amp;quot;myfirstship&amp;quot;:&lt;br /&gt;
* Go to wherever you've extracted your Pioneer download to,&lt;br /&gt;
* Open the folder &amp;quot;data&amp;quot; and look down the folder names as there's two we're interested in,&lt;br /&gt;
** &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* open the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the file &amp;quot;wave.lua&amp;quot; to &amp;quot;myfirstship.lua&amp;quot;,&lt;br /&gt;
** open the file in a text editor and change the following lines like so&lt;br /&gt;
*** from: name='Wave Heavy Hypersonic Fighter'&lt;br /&gt;
*** from: model='wave',&lt;br /&gt;
*** To: name='My First Ship Tutorial'&lt;br /&gt;
*** To: model='myfirstship',&lt;br /&gt;
*** save your changes to the &amp;quot;myfirstship.lua&amp;quot; file,&lt;br /&gt;
*** now go back up to the data folder,&lt;br /&gt;
* open the &amp;quot;models&amp;quot; folder, then the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the folder &amp;quot;wave&amp;quot; to &amp;quot;myfirstship&amp;quot;,&lt;br /&gt;
** open the &amp;quot;myfirstship&amp;quot; folder,&lt;br /&gt;
*** rename the file &amp;quot;wave.model&amp;quot; to &amp;quot;myfirstships.model&amp;quot;,&lt;br /&gt;
Now run Pioneer with the parameter &amp;quot;-mv myfirstship&amp;quot; so the command line should look like &amp;quot;pioneer.exe -mv myfirstship&amp;quot; this will open it in the modelviewer mode so you can see if everything has worked.&lt;br /&gt;
&lt;br /&gt;
If you run Pioneer as usual then you should be able to go to the ship yard and buy your very own &amp;quot;My First Ship Tutorial&amp;quot; spaceship. Of course it will look like the Wave heavy Hypersonic Fighter, and it will handle like it and be like it in every possible way because it's a perfect copy of it &lt;br /&gt;
 &lt;br /&gt;
If you want to make it look different so it's easier to spot then a quick thing you can do is edit the texture &amp;quot;wave.png&amp;quot; in your &amp;quot;/data/models/ships/myfirstship/&amp;quot; folder, perhaps just paint the white a bright red or something which will make it easy to tell that you've changed it.&lt;br /&gt;
 &lt;br /&gt;
Obviously we're not done turning all this effort into a mod yet, we've just copied a ship definition (&amp;quot;myfirstship.lua&amp;quot;) and the model data for it.&lt;br /&gt;
&lt;br /&gt;
So lets open a new folder window (if on Windows) and:&lt;br /&gt;
* Create a new folder somewhere you won't lose it, &amp;quot;My Documents&amp;quot; for windows users or the home folder on Linux etc, call it &amp;quot;tutorial&amp;quot; this time (to avoid confusion),&lt;br /&gt;
* In this folder create two more called &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* With the &amp;quot;models&amp;quot; folder create another folder called &amp;quot;ships&amp;quot;,&lt;br /&gt;
* by now you should have something that looks like:&lt;br /&gt;
** /tutorial/ships/&lt;br /&gt;
** /tutorial/models/ships/&lt;br /&gt;
* now you're going to _move_ the &amp;quot;myfirstships.lua&amp;quot; file you edited earlier out of the &amp;quot;/pioneer/data/ships/&amp;quot; into the folder &amp;quot;/tutorial/ships/&amp;quot; folder,&lt;br /&gt;
* next you must _move_ the folder &amp;quot;myfirstship&amp;quot; from &amp;quot;/pioneer/data/models/ships/&amp;quot; to &amp;quot;/tutorial/models/ships/&amp;quot;,&lt;br /&gt;
* now create a &amp;quot;readme.txt&amp;quot; file in the &amp;quot;tutorial&amp;quot; folder and add your name to it for now,&lt;br /&gt;
* Add everything inside the &amp;quot;tutorial&amp;quot; folder to a zip archive - to do this with 7-zip just selected everything inside the tutorial folder, right-click, open the 7-zip submenu and choose the &amp;quot;Add to archive&amp;quot;,&lt;br /&gt;
* Make sure that you choose to use &amp;quot;zip&amp;quot; compression and call the archive &amp;quot;myfirstship.zip&amp;quot;.&lt;br /&gt;
* Finally, put the file &amp;quot;myfirstship.zip&amp;quot; into the &amp;quot;mods&amp;quot; directory - this IS NOT usually where you extracted the Pioneer download.&lt;br /&gt;
** On Windows it will be in a folder under your &amp;quot;My Documents&amp;quot;/&amp;quot;Documents&amp;quot; directory for example:&lt;br /&gt;
*** &amp;quot;/My Documents/Pioneer/mods/&amp;quot;&lt;br /&gt;
* Now double check that you really did MOVE the files and folders, i.e; go back to where you first copied the wave files and folders and make sure that there aren't any &amp;quot;myfirsthip&amp;quot; files or folder there because they should now all be inside the zip file (and safely backed up in the &amp;quot;tutorial&amp;quot; folder).&lt;br /&gt;
** The reason this step is important is that you might have made a mistake with the zipping process and the mod is actually now broken, however it will look like it works because the original files are still being found by Pioneer in it's own data directory.&lt;br /&gt;
* Finally, the mod should have been packaged up into a zip, it should be in the &amp;quot;mods&amp;quot; directory, and you've made sure the Pioneer data folder is clean.&lt;br /&gt;
* Run Pioneer and make sure your mod works.&lt;br /&gt;
 &lt;br /&gt;
There are many steps that take just a second or two and lots of bits you can skip once you know what you're doing.&lt;br /&gt;
 &lt;br /&gt;
You can have as many ships within a single mod as you like, this technique just gives you a copy of the Wave to edit and play with.&lt;br /&gt;
&lt;br /&gt;
You can, and should, replace it with your own mesh and edit the parameters it uses for thrust and equipment etc.&lt;br /&gt;
&lt;br /&gt;
=== So how does this get my ships into the Pioneer download? ===&lt;br /&gt;
Easy, you create your mod, test it, try it out, share it via this forums download area so that others can play it, respond to criticisms to improve it and then ask the Core Team to include it in the main distribution.&lt;br /&gt;
&lt;br /&gt;
This is basically the same process that we go through for programmers submissions but without having to understand Git and GitHub.&lt;br /&gt;
&lt;br /&gt;
It's also more direct to players and fans of the game who often use several mods together to make Pioneer play how they want it too.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4572</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4572"/>
		<updated>2024-07-11T14:13:34Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &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;
&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;
|ARGH's original unabridged Extend Sol&lt;br /&gt;
|The original unabridged version of extended Sol, with additional dwarfs, many more major asteroids and a high populated system&lt;br /&gt;
|ARGHouse&lt;br /&gt;
|1.3.1&lt;br /&gt;
|20210818&lt;br /&gt;
|65.7 kb&lt;br /&gt;
|[https://drive.google.com/file/d/1NGTbK1xLdjY4NkN92FtvZc5L6seXlgvW/view?usp=sharing]&lt;br /&gt;
|-&lt;br /&gt;
|Sol Extended&lt;br /&gt;
|Extends the Sol system with additional dwarf planets and spaceports.&lt;br /&gt;
|EpsilonEridani&lt;br /&gt;
|Work-In-Progress&lt;br /&gt;
|20210818&lt;br /&gt;
|25.5 kb&lt;br /&gt;
|[https://libera.ems.host/_matrix/media/r0/download/matrix.org/BJozxFpJFXnoHiRMQNqpVPiG/00_sol_extended.lua 00_sol_extended.lua]&lt;br /&gt;
|-&lt;br /&gt;
|Honk&lt;br /&gt;
|A simple mod which gives the player the ability to sound various car or ship horns.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|1.0&lt;br /&gt;
|2021-02-03&lt;br /&gt;
|~60 kb&lt;br /&gt;
|[https://www.dropbox.com/s/nq0rh3dexibi0pe/honk.zip?dl=0]&lt;br /&gt;
|-&lt;br /&gt;
|Monolithic Carrier&lt;br /&gt;
|A not-that-big bulk cargo ship by Haber Corporation.&lt;br /&gt;
|[[User:WKFO|WKFO]]&lt;br /&gt;
|0.9&lt;br /&gt;
|2022-02-03&lt;br /&gt;
|3.3 MB&lt;br /&gt;
|[https://www.dropbox.com/s/n2gyaqbt9e5xe79/monocarrier.zip?dl=0]&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;
|20131229&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;
|Skyboxes&lt;br /&gt;
|Nebula backgrounds when in space&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer/i-dont-like-the-skybox/#post-46527 pebblegarden]&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://spacesimcentral.com/ssc/index.php?app=core&amp;amp;module=attach&amp;amp;section=attach&amp;amp;attach_id=2563]&lt;br /&gt;
|-&lt;br /&gt;
|Lanner ship&lt;br /&gt;
|The Lanner ship&lt;br /&gt;
|unclear&lt;br /&gt;
|1.0&lt;br /&gt;
|2015&lt;br /&gt;
|1.58 Mb&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/lanner-for-current-pioneer-build/#post-4439]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Vuzz's Milkyway skybox&lt;br /&gt;
|Vuzz's skybox is the most realistic version of the Milky Way for Pioneer.&lt;br /&gt;
|[[User:impaktor|impaktor]]&lt;br /&gt;
|&lt;br /&gt;
|20150912&lt;br /&gt;
|1.34MB&lt;br /&gt;
|[https://spacesimcentral.com/community/pioneer-mods/vuzzs-milky-way-skybox-mod/#post-4460]&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  - - (all current versions)&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;
|Character Generator Upgrade (facegen mod)&lt;br /&gt;
|A small upgrade that adds some new hair, eyes, clothing, uniforms, additional accessories and other improvements to the existing character &lt;br /&gt;
generator.&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|1.1&lt;br /&gt;
|Compatible with most as well as current v20140217&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/pr55p4r7g87s9uf/facegen_mod_bao_pioneer20140205_bao_V1.1.zip]&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|HiRes2048x2048_Wave-e -see info below or visit https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|18Mb&lt;br /&gt;
|[http://www.mediafire.com/download/s7d4rqk2fio9gwu/Ship2048x2048_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Wave Explorer (ship mod) includes 2 custom pilots&lt;br /&gt;
|LoRes1024x1024 version of the Wave-e (for increased graphics performance on lower end systems) see info below or visit: https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=89&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|3.5&lt;br /&gt;
|v20140217 - (all current versions)&lt;br /&gt;
|8Mb&lt;br /&gt;
|[http://www.mediafire.com/download/dgxjgo2tf7dgob3/Ship1024x1024_wave-e-w-pilots_bao_pioneer20140217_bao_V3.5.zip]&lt;br /&gt;
|-&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;
|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;
|-&lt;br /&gt;
|Ship Decals Mod 256x256&lt;br /&gt;
|This is version 4.0 - includes 8 ship decals.           IMAGE here: http://img708.imageshack.us/img708/7146/decalsversion4.png &lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|4.0&lt;br /&gt;
|Alpha 27-30&lt;br /&gt;
|3mb&lt;br /&gt;
|[http://www.mediafire.com/?14bchs29dn06nn2]&lt;br /&gt;
|-&lt;br /&gt;
|-&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;
|-&lt;br /&gt;
|3DPro Joystick Profile&lt;br /&gt;
|This is an update supporting the new view keys, for Extreme 3D Pro Joystick Xpadder profile with Template - printable joystick button reference. Version 5  (see pic: http://imageshack.us/a/img822/864/ztf.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|5.0&lt;br /&gt;
|Alphas after 28 (all current versions)&lt;br /&gt;
|2.31mb&lt;br /&gt;
|[http://www.mediafire.com/?btgkn3sjx0ianuu]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer default keyboard reference&lt;br /&gt;
|In pdf printable format(see PNG pic: http://img203.imageshack.us/img203/2079/5dh.png )&lt;br /&gt;
|[[User:baobobafet|baobobafet]]&lt;br /&gt;
|v201305.93bao&lt;br /&gt;
|Alphas after 28(all current versions)&lt;br /&gt;
|7.3mb&lt;br /&gt;
|[http://www.mediafire.com/?y5a2sapya7vfhhr]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Pioneer custom mouse pointers&lt;br /&gt;
|Small simple mods containing only custom mouse pointers&lt;br /&gt;
|[[User:Joonicks|joonicks]]&lt;br /&gt;
|&lt;br /&gt;
|20151001&lt;br /&gt;
|1-4kb&lt;br /&gt;
|[http://joonicks.eu/pioneer_mods]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
*'' 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;br /&gt;
&lt;br /&gt;
== Creating A New Ship Mod ==&lt;br /&gt;
This is in response to the couple of people who are interested in doing art, perhaps even leading the direction it can go in.&lt;br /&gt;
&lt;br /&gt;
For programmers there's a path which involves creating a GitHub account, forking the Pioneer repository, creating branches, configuring remotes, making commits and submitting Pull Requests.&lt;br /&gt;
&lt;br /&gt;
For Artists and scripters there's another way which is hopefully preferrable for everyone! &lt;br /&gt;
&lt;br /&gt;
To follow this &amp;quot;tutorial&amp;quot; you'll need at least a way of creating &amp;quot;.zip&amp;quot; files, on Windows I use the 7-zip program.&lt;br /&gt;
&lt;br /&gt;
This example is being written for Windows but the ideas are broadly transferrable even if the exact file paths and locations aren't.&lt;br /&gt;
&lt;br /&gt;
=== MyFirstShip mod ===&lt;br /&gt;
There's links to a few existing mods above but they're very simple things:&lt;br /&gt;
* They're just zip files containing some directories and files,&lt;br /&gt;
* Their contents are &amp;quot;Added&amp;quot; to Pioneer unless replace something like a script, ship, texture, etc,&lt;br /&gt;
* They use the same directory structure as Pioneer.&lt;br /&gt;
The example that most players are enthusiastic about is adding a new ship which is the first step on the long road to a total conversion! &lt;br /&gt;
&lt;br /&gt;
(For additional information see: [http://pioneerwiki.com/wiki/Making_your_first_ship Making_your_first_ship] )&lt;br /&gt;
&lt;br /&gt;
To start with we want to make this task easy for ourselves so lets try the following to create a &amp;quot;mod&amp;quot; called &amp;quot;myfirstship&amp;quot;:&lt;br /&gt;
* Go to wherever you've extracted your Pioneer download to,&lt;br /&gt;
* Open the folder &amp;quot;data&amp;quot; and look down the folder names as there's two we're interested in,&lt;br /&gt;
** &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* open the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the file &amp;quot;wave.lua&amp;quot; to &amp;quot;myfirstship.lua&amp;quot;,&lt;br /&gt;
** open the file in a text editor and change the following lines like so&lt;br /&gt;
*** from: name='Wave Heavy Hypersonic Fighter'&lt;br /&gt;
*** from: model='wave',&lt;br /&gt;
*** To: name='My First Ship Tutorial'&lt;br /&gt;
*** To: model='myfirstship',&lt;br /&gt;
*** save your changes to the &amp;quot;myfirstship.lua&amp;quot; file,&lt;br /&gt;
*** now go back up to the data folder,&lt;br /&gt;
* open the &amp;quot;models&amp;quot; folder, then the &amp;quot;ships&amp;quot; folder,&lt;br /&gt;
** copy and rename the folder &amp;quot;wave&amp;quot; to &amp;quot;myfirstship&amp;quot;,&lt;br /&gt;
** open the &amp;quot;myfirstship&amp;quot; folder,&lt;br /&gt;
*** rename the file &amp;quot;wave.model&amp;quot; to &amp;quot;myfirstships.model&amp;quot;,&lt;br /&gt;
Now run Pioneer with the parameter &amp;quot;-mv myfirstship&amp;quot; so the command line should look like &amp;quot;pioneer.exe -mv myfirstship&amp;quot; this will open it in the modelviewer mode so you can see if everything has worked.&lt;br /&gt;
&lt;br /&gt;
If you run Pioneer as usual then you should be able to go to the ship yard and buy your very own &amp;quot;My First Ship Tutorial&amp;quot; spaceship. Of course it will look like the Wave heavy Hypersonic Fighter, and it will handle like it and be like it in every possible way because it's a perfect copy of it &lt;br /&gt;
 &lt;br /&gt;
If you want to make it look different so it's easier to spot then a quick thing you can do is edit the texture &amp;quot;wave.png&amp;quot; in your &amp;quot;/data/models/ships/myfirstship/&amp;quot; folder, perhaps just paint the white a bright red or something which will make it easy to tell that you've changed it.&lt;br /&gt;
 &lt;br /&gt;
Obviously we're not done turning all this effort into a mod yet, we've just copied a ship definition (&amp;quot;myfirstship.lua&amp;quot;) and the model data for it.&lt;br /&gt;
&lt;br /&gt;
So lets open a new folder window (if on Windows) and:&lt;br /&gt;
* Create a new folder somewhere you won't lose it, &amp;quot;My Documents&amp;quot; for windows users or the home folder on Linux etc, call it &amp;quot;tutorial&amp;quot; this time (to avoid confusion),&lt;br /&gt;
* In this folder create two more called &amp;quot;ships&amp;quot; and &amp;quot;models&amp;quot;,&lt;br /&gt;
* With the &amp;quot;models&amp;quot; folder create another folder called &amp;quot;ships&amp;quot;,&lt;br /&gt;
* by now you should have something that looks like:&lt;br /&gt;
** /tutorial/ships/&lt;br /&gt;
** /tutorial/models/ships/&lt;br /&gt;
* now you're going to _move_ the &amp;quot;myfirstships.lua&amp;quot; file you edited earlier out of the &amp;quot;/pioneer/data/ships/&amp;quot; into the folder &amp;quot;/tutorial/ships/&amp;quot; folder,&lt;br /&gt;
* next you must _move_ the folder &amp;quot;myfirstship&amp;quot; from &amp;quot;/pioneer/data/models/ships/&amp;quot; to &amp;quot;/tutorial/models/ships/&amp;quot;,&lt;br /&gt;
* now create a &amp;quot;readme.txt&amp;quot; file in the &amp;quot;tutorial&amp;quot; folder and add your name to it for now,&lt;br /&gt;
* Add everything inside the &amp;quot;tutorial&amp;quot; folder to a zip archive - to do this with 7-zip just selected everything inside the tutorial folder, right-click, open the 7-zip submenu and choose the &amp;quot;Add to archive&amp;quot;,&lt;br /&gt;
* Make sure that you choose to use &amp;quot;zip&amp;quot; compression and call the archive &amp;quot;myfirstship.zip&amp;quot;.&lt;br /&gt;
* Finally, put the file &amp;quot;myfirstship.zip&amp;quot; into the &amp;quot;mods&amp;quot; directory - this IS NOT usually where you extracted the Pioneer download.&lt;br /&gt;
** On Windows it will be in a folder under your &amp;quot;My Documents&amp;quot;/&amp;quot;Documents&amp;quot; directory for example:&lt;br /&gt;
*** &amp;quot;/My Documents/Pioneer/mods/&amp;quot;&lt;br /&gt;
* Now double check that you really did MOVE the files and folders, i.e; go back to where you first copied the wave files and folders and make sure that there aren't any &amp;quot;myfirsthip&amp;quot; files or folder there because they should now all be inside the zip file (and safely backed up in the &amp;quot;tutorial&amp;quot; folder).&lt;br /&gt;
** The reason this step is important is that you might have made a mistake with the zipping process and the mod is actually now broken, however it will look like it works because the original files are still being found by Pioneer in it's own data directory.&lt;br /&gt;
* Finally, the mod should have been packaged up into a zip, it should be in the &amp;quot;mods&amp;quot; directory, and you've made sure the Pioneer data folder is clean.&lt;br /&gt;
* Run Pioneer and make sure your mod works.&lt;br /&gt;
 &lt;br /&gt;
There are many steps that take just a second or two and lots of bits you can skip once you know what you're doing.&lt;br /&gt;
 &lt;br /&gt;
You can have as many ships within a single mod as you like, this technique just gives you a copy of the Wave to edit and play with.&lt;br /&gt;
&lt;br /&gt;
You can, and should, replace it with your own mesh and edit the parameters it uses for thrust and equipment etc.&lt;br /&gt;
&lt;br /&gt;
=== So how does this get my ships into the Pioneer download? ===&lt;br /&gt;
Easy, you create your mod, test it, try it out, share it via this forums download area so that others can play it, respond to criticisms to improve it and then ask the Core Team to include it in the main distribution.&lt;br /&gt;
&lt;br /&gt;
This is basically the same process that we go through for programmers submissions but without having to understand Git and GitHub.&lt;br /&gt;
&lt;br /&gt;
It's also more direct to players and fans of the game who often use several mods together to make Pioneer play how they want it too.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Category:Ships&amp;diff=4525</id>
		<title>Category:Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Category:Ships&amp;diff=4525"/>
		<updated>2023-09-17T13:53:50Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Ship Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ships available in Pioneer==&lt;br /&gt;
[[File:Ship chart 2016 0402 800px.png|center|link=https://wiki.pioneerspacesim.net/images/a/a9/Ship_chart_2016_0402.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contents]]&lt;br /&gt;
&lt;br /&gt;
== Ship Chart ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
!&lt;br /&gt;
! Ship Class&lt;br /&gt;
! Laser Mounts&lt;br /&gt;
! Missile Capacity&lt;br /&gt;
! Cargo Capacity (t)&lt;br /&gt;
! Tank Capacity (t)&lt;br /&gt;
! DeltaV (full)&lt;br /&gt;
! Forward Accel (Full)&lt;br /&gt;
! Up Accel (Full)&lt;br /&gt;
! Price&lt;br /&gt;
|-&lt;br /&gt;
|[[AC33_Dropstar|AC33 Dropstar]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 26&lt;br /&gt;
| 480&lt;br /&gt;
| 870&lt;br /&gt;
| 15,210 km/s (8,390 km/s)&lt;br /&gt;
| 2.43 G (2.38 G)&lt;br /&gt;
| 2.5 G (2.38 G)&lt;br /&gt;
| 1,015,644Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Bluenose|Bluenose]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 550&lt;br /&gt;
| 375&lt;br /&gt;
| 18,031 km/s (6,696 km/s)&lt;br /&gt;
| 2.4 G (1.81 G)&lt;br /&gt;
| 2 G (1. 03 G)&lt;br /&gt;
| 518,245Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowfin_fighter|Bowfin fighter]]&lt;br /&gt;
|[[File:Ship_class_medium_fighter.svg|32px]]&lt;br /&gt;
|Medium fighter&lt;br /&gt;
| 1&lt;br /&gt;
| 24&lt;br /&gt;
| 6&lt;br /&gt;
| 26&lt;br /&gt;
| 5,989 km/s (4,471 km/s)&lt;br /&gt;
| 3.4 G (3.24 G)&lt;br /&gt;
| 3 G (2.1 G)&lt;br /&gt;
| 32,822Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Coronatrix|Coronatrix]]&lt;br /&gt;
|[[File:Ship_class_light_courier.svg|32px]]&lt;br /&gt;
|Light shuttle&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 16&lt;br /&gt;
| 23&lt;br /&gt;
| 10,372 km/s (4,933 km/s)&lt;br /&gt;
| 2.7 G (2.58 G)&lt;br /&gt;
| 2.1 G (2.01 G)&lt;br /&gt;
| 46,614 Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Deneb|Deneb]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 360&lt;br /&gt;
| 225&lt;br /&gt;
| 19,758 km/s (7,557 km/s)&lt;br /&gt;
| 2.1 G (2.06 G)&lt;br /&gt;
| 2 G (1.77 G)&lt;br /&gt;
| 424,104Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep_Space_Miner|Deep Space Miner]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 3,100&lt;br /&gt;
| 2,700&lt;br /&gt;
| 13,784 km/s (5,328 km/s)&lt;br /&gt;
| 1 G (0.59 G)&lt;br /&gt;
| 0.51 G (0.17 G)&lt;br /&gt;
| 2,676,331Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Kanara_Interceptor|Kanara Interceptor]]&lt;br /&gt;
|[[File:Ship_class_light_fighter.svg|32px]]&lt;br /&gt;
|Light fighter&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 6,852 km/s (4,143 km/s)&lt;br /&gt;
| 3.95 G (3.1 G)&lt;br /&gt;
| 2 G (1.33 G)&lt;br /&gt;
| 26,409Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Lodos|Lodos]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2,800&lt;br /&gt;
| 2,100&lt;br /&gt;
| 23,518 km/s (8,058 km/s)&lt;br /&gt;
| 2.3 G (1.65 G)&lt;br /&gt;
| 2 G (0.56 G)&lt;br /&gt;
| 2,541,352Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Lunar_Shuttle|Lunar Shuttle]]&lt;br /&gt;
|[[File:Ship_class_light_passenger_shuttle.svg|32px]]&lt;br /&gt;
|Light passenger shuttle&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
| 25&lt;br /&gt;
| 4,788 km/s (2,752 km/s)&lt;br /&gt;
| 1.89 G (1.68 G)&lt;br /&gt;
| 3 G (1.2 G)&lt;br /&gt;
| 35,002Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Malabar|Malabar]]&lt;br /&gt;
|[[File:Ship_class_medium_passenger_transport.svg|32px]]&lt;br /&gt;
|Medium passenger transport&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 1,600&lt;br /&gt;
| 2,000&lt;br /&gt;
| 16,990 km/s (6,673 km/s)&lt;br /&gt;
| 1.8 G&lt;br /&gt;
| 2 G (0.61 G)&lt;br /&gt;
| 2,219,853Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Mola_Mola|Mola Mola]]&lt;br /&gt;
|[[File:Ship_class_light_freighter.svg|32px]]&lt;br /&gt;
|Light freighter&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 11,815 km/s (4,001 km/s)&lt;br /&gt;
| 2.7 G (2.03 G)&lt;br /&gt;
| 2.5 G (1.42 G)&lt;br /&gt;
| 81,063Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Mola_Ramsayi|Mola Ramsayi]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 900&lt;br /&gt;
| 473&lt;br /&gt;
| 14,231 km/s (5,355 km/s)&lt;br /&gt;
| 2.2 G (2.04 G)&lt;br /&gt;
| 2.2 G (1.81 G)&lt;br /&gt;
| 814,201Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Natrix|Natrix]]&lt;br /&gt;
|[[File:Ship_class_light_freighter.svg|32px]]&lt;br /&gt;
|Light freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 80&lt;br /&gt;
| 60&lt;br /&gt;
| 14,192 km/s (6,660 km/s)&lt;br /&gt;
| 1.8 G (1.42 G)&lt;br /&gt;
| 1.8 G (0.45 G)&lt;br /&gt;
| 96,181Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Nerodia|Nerodia]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2,500&lt;br /&gt;
| 1,000&lt;br /&gt;
| 25,625 km/s (6,038 km/s)&lt;br /&gt;
| 1.5 G (1.38 G)&lt;br /&gt;
| 1 G (0.47 G)&lt;br /&gt;
| 2,059,372Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Pumpkinseed|Pumpkinseed]]&lt;br /&gt;
|[[File:Ship_class_light_courier.svg|32px]]&lt;br /&gt;
|Light courier&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| 9,756 km/s (4,373 km/s)&lt;br /&gt;
| 4.2 G&lt;br /&gt;
| 3.1 G (2.27 G)&lt;br /&gt;
| 36,151Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinonatrix|Sinonatrix]]&lt;br /&gt;
|[[File:Ship_class_light_courier.svg|32px]]&lt;br /&gt;
|Light courier&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 30&lt;br /&gt;
| 36&lt;br /&gt;
| 13,227 km/s (7,232 km/s)&lt;br /&gt;
| 3.9 G (2.1 G)&lt;br /&gt;
| 2 G (1.85 G)&lt;br /&gt;
| 62,707Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Skipjack|Skipjack]]&lt;br /&gt;
|[[File:Ship_class_medium_courier.svg|32px]]&lt;br /&gt;
|Medium courier&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 140&lt;br /&gt;
| 135&lt;br /&gt;
| 18,685 km/s (7,617 km/s)&lt;br /&gt;
| 3.2 G (2.25 G)&lt;br /&gt;
| 2.6 G&lt;br /&gt;
| 204,838Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Storeria|Storeria]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1,500&lt;br /&gt;
| 1,000&lt;br /&gt;
| 13,073 km/s (4,545 km/s)&lt;br /&gt;
| 1.7 G (1.46 G)&lt;br /&gt;
| 1.5 G (0.45 G)&lt;br /&gt;
| 1,219,170Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Varada|Varada]]&lt;br /&gt;
|[[File:Ship_class_light_courier.svg|32px]]&lt;br /&gt;
|Light courier&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 7,217 km/s (3,932 km/s)&lt;br /&gt;
| 4 G (1.64 G)&lt;br /&gt;
| 2.6 G (1.16 G)&lt;br /&gt;
| 20,403Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Vatakara|Vatakara]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 2,900&lt;br /&gt;
| 2,200&lt;br /&gt;
| 21,036 km/s (7,274 km/s)&lt;br /&gt;
| 2 G (1.94 G)&lt;br /&gt;
| 2 G (1.05 G)&lt;br /&gt;
| 2,655,296Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Venturestar|Venturestar]]&lt;br /&gt;
|[[File:Ship_class_medium_freighter.svg|32px]]&lt;br /&gt;
|Medium freighter&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 880&lt;br /&gt;
| 700&lt;br /&gt;
| 20,071 km/s (7,793 km/s)&lt;br /&gt;
| 2.2 G&lt;br /&gt;
| 2.5 G&lt;br /&gt;
| 1,127,263Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Wave|Wave]]&lt;br /&gt;
|[[File:Ship_class_medium_fighter.svg|32px]]&lt;br /&gt;
|Medium fighter&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
| 22&lt;br /&gt;
| 10,361 km/s (6,852 km/s)&lt;br /&gt;
| 4.5 G (4.32 G)&lt;br /&gt;
| 4 G (3.09 G)&lt;br /&gt;
| 55,305Cr&lt;br /&gt;
|-&lt;br /&gt;
|[[Xylophis|Xylophis]]&lt;br /&gt;
|[[File:Ship_class_light_cargo_shuttle.svg|32px]]&lt;br /&gt;
|Light cargo shuttle&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 5,819 km/s (2,340 km/s)&lt;br /&gt;
| 1.5 G&lt;br /&gt;
| 2 G (1.34 G)&lt;br /&gt;
| 16,873Cr&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship classes ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
! Heavy&lt;br /&gt;
! Medium&lt;br /&gt;
! Light&lt;br /&gt;
|-&lt;br /&gt;
|Fighter || [[File:Ship class heavy fighter.svg|48px]] || [[File:Ship class medium fighter.svg|48px]] || [[File:Ship class light fighter.svg|48px]]&lt;br /&gt;
|-&lt;br /&gt;
|Courier || [[File:Ship class heavy courier.svg|48px]] || [[File:Ship class medium courier.svg|48px]] || [[File:Ship class light courier.svg|48px]]&lt;br /&gt;
|-&lt;br /&gt;
|Passenger Shuttle || [[File:Ship class heavy passenger shuttle.svg|48px]] || [[File:Ship class medium passenger shuttle.svg|48px]] || [[File:Ship class light passenger shuttle.svg|48px]]&lt;br /&gt;
|-&lt;br /&gt;
|Passenger Transport || [[File:Ship class heavy passenger transport.svg|48px]] || [[File:Ship class medium passenger transport.svg|48px]] || [[File:Ship class light passenger transport.svg|48px]]&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Shuttle || [[File:Ship class heavy cargo shuttle.svg|48px]] || [[File:Ship class medium cargo shuttle.svg|48px]] || [[File:Ship class light cargo shuttle.svg|48px]]&lt;br /&gt;
|-&lt;br /&gt;
|Freighter || [[File:Ship class heavy freighter.svg|48px]] || [[File:Ship class medium freighter.svg|48px]] || [[File:Ship class light freighter.svg|48px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Amphiesma&amp;diff=4524</id>
		<title>Amphiesma</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Amphiesma&amp;diff=4524"/>
		<updated>2023-09-17T13:50:41Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Amphiesma&lt;br /&gt;
|type = Light Courier [[File:ship_class_light_passenger_shuttle.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;725a0a7196a74660922a6910d46a4022&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 38,470&lt;br /&gt;
|hull_mass = 18&lt;br /&gt;
|capacity = 38&lt;br /&gt;
|cargo_capacity = 14&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = no&lt;br /&gt;
|hyperdrive_class = 0&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|max_cabins = 2&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 2&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 24&lt;br /&gt;
|effective_exhaust_velocity = 6,900&lt;br /&gt;
|deltav_empty = 5,846&lt;br /&gt;
|deltav_full = 2,461&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 2.7&lt;br /&gt;
|forward_accel_full = 2.29&lt;br /&gt;
|reverse_accel_empty = 2.1&lt;br /&gt;
|reverse_accel_full = 1.17&lt;br /&gt;
|up_accel_empty = 2.1&lt;br /&gt;
|up_accel_full = 1.78&lt;br /&gt;
|down_accel_empty = 1.17&lt;br /&gt;
|down_accel_full = 1.17&lt;br /&gt;
|lateral_accel_empty = 1.17&lt;br /&gt;
|lateral_accel_full = 1.17&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = no&lt;br /&gt;
|atmo_pressure_limit = 3.1&lt;br /&gt;
|lift_coef = 0.1&lt;br /&gt;
|aero_stability = 0.35&lt;br /&gt;
|front_drag = 0.27&lt;br /&gt;
|side_drag = 0.45&lt;br /&gt;
|top_drag = 0.96&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Note: This ship has been removed, and worked into the [[Coronatrix]]. The Amphiesma will eventually return as a Light Freighter ==&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Smaller and relatively faster sister of the Natrix. It's a no-frills multi-role craft mainly for courier and small cargo tasks, but it often used as a police patrol craft in small outback systems. It has been manufactured with penal labor in one of the Barnard's star penitentiary's shipyard for about 150 years now. It received periodical minor design updates, but the chassis is practically the same. As with any OPLI-Barnard ships, Amphiesma is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is equally simple, but it's not really popular in tuner circles. It's crew compartment is equally simplistic, but it can be easily upgraded to be more comfortable.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
It's main role is medium range intra-system shuttle and courier. With a hyperdrive upgrade it can be a decent mid-range courier especially if your finances are tight. It's tuning and upgrading capability makes it a popular racing craft. Most of the time it receives over-sized engines, larger heat sinks and a larger fuel tank at the expense of cargo and crew space. It's widely used in Solar Federation space, and it's popular in independent systems too, due to it's simpleness. It's not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor. It's a popular smugglers ship too.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Amphiesma could prove to be a dependable and likable craft even in the hands of an inexperienced pilot, if taken care properly. It has a wide margin of error, so it's ideal starter craft. It's main drawback is it's mediocre performance and high maintenance need, but most of these jobs are easy to do even without a proper workshop. They don't get stolen too much.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Coronatrix&amp;diff=4523</id>
		<title>Coronatrix</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Coronatrix&amp;diff=4523"/>
		<updated>2023-09-17T13:48:15Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Created page with &amp;quot;{{Infobox_Ship |name = Coronatrix |type = Ship class File:ship_class_light_courier.png |sketchfab = &amp;lt;sketchfab&amp;gt;43b06a832e954c4182434ced57e91015&amp;lt;/sketchfab&amp;gt; |manufacturer =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Coronatrix&lt;br /&gt;
|type = Ship class [[File:ship_class_light_courier.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;43b06a832e954c4182434ced57e91015&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 46,614.00&lt;br /&gt;
|hull_mass = 18&lt;br /&gt;
|capacity = 30&lt;br /&gt;
|cargo_capacity = 16&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 1&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 2&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|max_cabins = 1&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 10&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 23&lt;br /&gt;
|effective_exhaust_velocity = 12,600,000&lt;br /&gt;
|deltav_empty = 10,372&lt;br /&gt;
|deltav_full = 4,933&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 2.7&lt;br /&gt;
|forward_accel_full = 2.58&lt;br /&gt;
|reverse_accel_empty = 2.1&lt;br /&gt;
|reverse_accel_full = 1.32&lt;br /&gt;
|up_accel_empty = 2.1&lt;br /&gt;
|up_accel_full = 2.01&lt;br /&gt;
|down_accel_empty = 1.17&lt;br /&gt;
|down_accel_full = 1.17&lt;br /&gt;
|lateral_accel_empty = 1.17&lt;br /&gt;
|lateral_accel_full = 1.17&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit =3.2&lt;br /&gt;
|lift_coef = 0.1&lt;br /&gt;
|aero_stability = 0.35&lt;br /&gt;
|front_drag = 0.27&lt;br /&gt;
|side_drag = 0.45&lt;br /&gt;
|top_drag = 0.96&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Smaller and relatively faster sister of the Sinonatrix. It's a no-frills craft mainly for courier and small cargo tasks, but it often used as a police patrol craft in small outback systems. It has been manufactured with penal labor in one of the Barnard's star penitentiary's shipyard for about 150 years now. It received periodical minor design updates, but the chassis is practically the same. As with any OPLI-Barnard ships, the Coronatrix is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is equally simple, but it's not really popular in tuner circles. It's crew compartment is equally simplistic, but it can be easily upgraded to be more comfortable.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
It's main role is medium range intra-system shuttle and courier. With a hyperdrive upgrade it can be a decent mid-range courier especially if your finances are tight. It's tuning and upgrading capability makes it a popular racing craft. Most of the time it receives over-sized engines, larger heat sinks and a larger fuel tank at the expense of cargo and crew space. It's widely used in Solar Federation space, and it's popular in independent systems too, due to it's simpleness. It's not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor. It's a popular smugglers ship too.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
The Coronatrix could prove to be a dependable and likable craft even in the hands of an inexperienced pilot, if taken care properly. It has a wide margin of error, so it's ideal starter craft. It's main drawback is it's mediocre performance and high maintenance need, but most of these jobs are easy to do even without a proper workshop. They don't get stolen too much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Coro_on_pad_01.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Coro_rom_cockpit_1s.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Coro_n_pad_03s.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Coro_on_pad_04s.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Coro_on_pad_05s.png|800px]]&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Coro_rom_cockpit_1s.png&amp;diff=4522</id>
		<title>File:Coro rom cockpit 1s.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Coro_rom_cockpit_1s.png&amp;diff=4522"/>
		<updated>2023-09-17T13:45:28Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: A Coronatrix chasing another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A Coronatrix chasing another&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Coro_on_pad_05s.png&amp;diff=4521</id>
		<title>File:Coro on pad 05s.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Coro_on_pad_05s.png&amp;diff=4521"/>
		<updated>2023-09-17T13:44:50Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Coronatrix on the landing pad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Coronatrix on the landing pad&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Coro_on_pad_04s.png&amp;diff=4520</id>
		<title>File:Coro on pad 04s.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Coro_on_pad_04s.png&amp;diff=4520"/>
		<updated>2023-09-17T13:43:52Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Coronatrix and Sinonatrix on the landing pad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Coronatrix and Sinonatrix on the landing pad&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Coro_n_pad_03s.png&amp;diff=4519</id>
		<title>File:Coro n pad 03s.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Coro_n_pad_03s.png&amp;diff=4519"/>
		<updated>2023-09-17T13:43:06Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Coronatrix and Sinonatrix on the landing pad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Coronatrix and Sinonatrix on the landing pad&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Coro_on_pad_01.png&amp;diff=4518</id>
		<title>File:Coro on pad 01.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Coro_on_pad_01.png&amp;diff=4518"/>
		<updated>2023-09-17T13:40:25Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Coronatrix on the landing pad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Coronatrix on the landing pad&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Coronatrix_silhouette.png&amp;diff=4517</id>
		<title>File:Coronatrix silhouette.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Coronatrix_silhouette.png&amp;diff=4517"/>
		<updated>2023-09-17T13:35:59Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=4466</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=FAQ&amp;diff=4466"/>
		<updated>2023-05-06T12:16:33Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* What is the system requirement for runing the game? */ Upped opengl from 3.1 to 3.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
== About the Game ==&lt;br /&gt;
&lt;br /&gt;
=== What is Pioneer? ===&lt;br /&gt;
&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;
&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 follows this same path.&lt;br /&gt;
&lt;br /&gt;
=== Can I play multiplayer online? ===&lt;br /&gt;
&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. See for instance [[Network_features|Network features]], and [[ServerAgent|ServerAgent]] for more, or our dev forum [https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=216 here]. Pioneer will never have multiple players in different ships, as this is incompatible with time acceleration feature. For comparison: the Elite Dangerous dev-team chose to prioritize multiplayer over Newtonian mechanics, and make it more like the original Elite, we choose to stay true to the core concepts of Frontier Elite II, which is Newtonian mechanics, with time acceleration.&lt;br /&gt;
&lt;br /&gt;
=== Can I colonize planets, build space stations or conquer the universe? ===&lt;br /&gt;
&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;
&lt;br /&gt;
No, you cannot exit your ship. The ship is always your avatar. The development team does have [https://forum.pioneerspacesim.net/viewtopic.php?f=3&amp;amp;t=454 aspirations] to push in this direction, for future versions.&lt;br /&gt;
&lt;br /&gt;
=== Is the universe pre-defined or randomly generated? ===&lt;br /&gt;
&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;
&lt;br /&gt;
Yes. You can hire crew. But they don't do very much at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Are savegames compatible between releases? ===&lt;br /&gt;
&lt;br /&gt;
The development of the game can happen in sudden bursts, some of which change the game universe, or save/load routine, such that old saves are blocked from loading, lest the game might crash. The player can start a new game, and &amp;quot;give&amp;quot; themselves back money, kills, reputation, ship, as it was in the old save, by using the [[Lua_Console|lua console]]. You probably want to keep a copy of your old Pioneer, to read off your player statistics, write them down, then download and open the latest Pioneer version, and give yourself those stats. Note: it's only cheating if you give yourself back more than you had, remember: God is watching over your shoulder!&lt;br /&gt;
&lt;br /&gt;
=== Are savegames compatible between Mods? ===&lt;br /&gt;
&lt;br /&gt;
Again as with savegames between different versions of pioneer, compatibility 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;
&lt;br /&gt;
Although Pioneer started out as a clone of Frontier, it no longer is, thus references to the Frontier universe have been removed, and we aim at making Pioneer far better than Frontier. Thus, you will have to figure out new trade routes! But don't worry, Newtonian physics will remain, as well as single player.&lt;br /&gt;
&lt;br /&gt;
=== Can I build and control a fleet, or a factory, or run/own a station? ===&lt;br /&gt;
&lt;br /&gt;
No, this is not on the agenda, and none of the developers are motivated to push for this, but who knows, perhaps in the future, some skilled developer, who knows how to implement this in a way that makes game play interesting, joins the dev-team. However, we are currently planning to have mining machines (like in Frontier Elite II), and ship system management (heat, energy, repair components, etc.) on the agenda.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== How do I take screenshots? ===&lt;br /&gt;
&lt;br /&gt;
Ctrl+Printscreen saves .png files in the same directory where the game .ini and savegames are. You can cycle through full HUD/HUD without labels and cursor/No HUD and cockpit using TAB as described in [http://pioneerwiki.com/wiki/Keyboard_and_mouse_controls#In_flight [1]].&lt;br /&gt;
&lt;br /&gt;
=== How do I record a video? ===&lt;br /&gt;
To record video directly from Pioneer you will need to add the line RecordVideo=1 somewhere within your config.ini file. Then once ingame you can press Ctrl+ScrLk to start or stop recording.&lt;br /&gt;
&lt;br /&gt;
=== How do I find star X in the star map ===&lt;br /&gt;
&lt;br /&gt;
First it is important to note that just like in real life, names are not unique. The star map allows the player to search for either name or coordinates of a system. The search is done in the local region of the currently selected system.&lt;br /&gt;
&lt;br /&gt;
Thus a standard way of finding a system is to type in the name in the search field in the star map (generally refereed to as &amp;quot;sector view&amp;quot;). If you know the system is within a few ly from your position, then have your current location selected when you do the search, since it only does a &amp;quot;local&amp;quot; search in space. If the search fails, go to the sector where the star is supposed to be, either by typing the coordinates into the search field, or by using arrows, mark a nearby star in that system, and do another search. You can scroll the star map super fast by holding in the Shift key.&lt;br /&gt;
&lt;br /&gt;
=== I have a Taxi mission to system X, but which starport? ===&lt;br /&gt;
&lt;br /&gt;
For Taxi missions any starport will do, as long as you dock before the deadline.&lt;br /&gt;
&lt;br /&gt;
=== Starsystem names are not unique ===&lt;br /&gt;
&lt;br /&gt;
This is not a bug, space is big, and just here on Earth it is quite common with cities and villages sharing the same name, sometimes quite close.&lt;br /&gt;
&lt;br /&gt;
=== I picked up a mission to a starport in a system, but when I search for the system, it seems that it doesn't have the destination starport, or even uninhabited. ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, there could be multiple systems with the same name. Each mission states the coordinates (Sirius (1,0,-1) for example) of the destination system, and you can enter them into the search field on the sector map, to find the correct system.&lt;br /&gt;
&lt;br /&gt;
=== I end up &amp;quot;a big number&amp;quot; AU away from the star when I hyper jump to a system ===&lt;br /&gt;
&lt;br /&gt;
This happens in binary star systems. You can select the star you want to jump to from the [[Manual#System_info|System View]].&lt;br /&gt;
&lt;br /&gt;
== Technical FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== What is the system requirement for runing the game? ===&lt;br /&gt;
&lt;br /&gt;
Current &amp;quot;stable&amp;quot; (if indeed we have one) [https://pioneerspacesim.net/page/download/ release] is 2021-02-03, and is built on Ubuntu 20.04 Linux machine and a Windows machine, and requires OpenGL 3.2 compatible hardware.&lt;br /&gt;
We also offer a [https://flathub.org/apps/details/net.pioneerspacesim.Pioneer flatpak] script. If you want to compile the game, then please install requirements listed in [https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]&lt;br /&gt;
&lt;br /&gt;
=== Installing the game ===&lt;br /&gt;
&lt;br /&gt;
The releases are made when developers feel it's been &amp;quot;a while&amp;quot;, relative to the number of new additions that have been added that they want players to enjoy / playtest. Releases for Windows and GNU/Linux are now (2021) found on the [https://github.com/pioneerspacesim/pioneer/releases github releases page], and Linux versions are currently built on a [https://github.com/pioneerspacesim/pioneer/blob/master/.github/workflows/build-ci.yml Ubuntu 20.04] (virtual) machine, thus that system should not have any compatibility issues.&lt;br /&gt;
&lt;br /&gt;
==== Build from source ====&lt;br /&gt;
&lt;br /&gt;
The best way to ensure your pioneer is compatible with you Linux system, and of latest, &amp;quot;bleeding edge&amp;quot;, version is to install from source. This is described in [https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt COMPILING.txt]. Playing this way is also the best way you can help the developers, i.e. find and report the latest bugs you encounter.&lt;br /&gt;
&lt;br /&gt;
==== Installing using flatpak ==== &lt;br /&gt;
If you're having trouble getting pioneer to run on your Linux distribution, and you do not want to build from source, then we recommend [https://flathub.org/apps/details/net.pioneerspacesim.Pioneer flatpak] that resolves dependencies for you. Follow [https://flatpak.org/setup/ this] on how to use it, if need be. E.g. on Linux Mint these images are already [https://flatpak.org/setup/Linux%20Mint included] by default in their app store. On other distributions it is at most needed to install flatpak and then issue, from a terminal:&lt;br /&gt;
&lt;br /&gt;
  flatpak install net.pioneerspacesim.Pioneer&lt;br /&gt;
&lt;br /&gt;
==== Error loading shared libraries (e.g.libassimp.so.&amp;lt;x&amp;gt;) ====&lt;br /&gt;
&lt;br /&gt;
The linux version of Pioneer is build on a Ubuntu 20 machine. Currenlty (2021-05), this can cause some debian machines, that have an older verison of libassimp, to throw an error, e.g.:&lt;br /&gt;
&lt;br /&gt;
    error while loading shared libraries: libassimp.so.5:&lt;br /&gt;
    cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
This is fixed either by building pioneer from source, against the shared libraries that are on your particular machine (then you get an even more updated &amp;quot;bleeding edge&amp;quot; build of pioneer!), or install the correct version of the package that is missing: https://packages.debian.org/unstable/libassimp5 (or try to find an older release)&lt;br /&gt;
&lt;br /&gt;
==== Where is the Mac version? ====&lt;br /&gt;
&lt;br /&gt;
Pioneer's development team is mainly on Linux and Windows, and does currently not have the ability to build and maintain a Mac version. To build a Mac release we actually need access to a Mac machine, which, unfortunately, none of the developers currently have. If you have a Mac which can compile and upload pioneer for us on a regular basis, then please contact us (IRC).&lt;br /&gt;
&lt;br /&gt;
Update: OSX builds have been discontinued due to lack of maintainer and Apple's deprecation of OpenGL. We do not intend to offer them in the near future - we will need to migrate the rendering path to Vulkan and have enough of a user base to warrant spending time on OSX compatibility.&lt;br /&gt;
&lt;br /&gt;
==== Where do I find nightly builds of Pioneer ====&lt;br /&gt;
&lt;br /&gt;
They're available on github [https://github.com/pioneerspacesim/pioneer/actions?query=workflow%3A%22Build+Pioneer%22+branch%3Amaster actions page]. Note: thuis currently requires [https://github.com/actions/upload-artifact/issues/51 login to github] to download. A new build is made each time a pull request is merged with new code, and also each proposed pull request is built, which is a great way to test features prior to them being merged into the master branch.&lt;br /&gt;
&lt;br /&gt;
==== Where do I find older versions of Pioneer ====&lt;br /&gt;
&lt;br /&gt;
You can find older versions starting from December 2014 (2014-12-05) on our [http://sourceforge.net/projects/pioneerspacesim/files sourceforge] page. 2014-11-18 was the last version supporting OpenGL 2, between 2014-11-19 to 2014-12-07 Pioneer required OpenGL 3.2. From 2014-12-08 only OpenGL 3.1 is required. Over at [http://www.moddb.com/games/pioneer/downloads moddb] they have windows version going further back in time.&lt;br /&gt;
&lt;br /&gt;
==== How do I play on old computer ====&lt;br /&gt;
&lt;br /&gt;
Your best bet is to use an older version, or if you have another computer you can use virtualGL to let pioneer run on a remote (modern) machine and forward it to an older machine, as described on the [https://spacesimcentral.com/community/pioneer/a-request-for-instrumental-pioneer/ forum], this command works best (but combat/action is too laggy, so it is only a viable solution for playing peaceful missions):&lt;br /&gt;
&lt;br /&gt;
  vglconnect user@server_executing_pioneer_ip -CY -p SSH_port 'cd /path_of_pioneer_compilation_folderme/ &amp;amp;&amp;amp; ./pioneer'&lt;br /&gt;
&lt;br /&gt;
=== How/where do I report my bug/crash ===&lt;br /&gt;
&lt;br /&gt;
Bug reporting is the most important part where you as a player can help the community. When you encounter something that seems strange or odd in the game, please report it, preferably to our [https://github.com/pioneerspacesim/pioneer/issues issue tracker], but you can also stop by the [[IRC|IRC channel]]. When you report it, always mention pioneer verision (shown in lower right hand corner in the starting screen [https://user-images.githubusercontent.com/18342621/118388006-6ee03080-b62a-11eb-8d48-bf66f0820d5f.png png])&lt;br /&gt;
&lt;br /&gt;
When having problems with graphics, or pioneer not starting/crashing, please attach the files '''output.txt''' and '''opengl.txt''' from the pioneer [http://pioneerwiki.com/wiki/FAQ#Where_is_the_configuration_file.2C_saved_games.2C_screenshots.3F config folder] in your home folder / My Documents folder. If you didn't get the '''output.txt''' file, then make sure '''RedirectStdio=1''' in '''config.ini'''.&lt;br /&gt;
&lt;br /&gt;
It is important to include as much of the following information as possible in each issue report, much of this is available to use from the '''output.txt''' and '''opengl.txt''' but if you cannot attach them then please tell us:&lt;br /&gt;
&lt;br /&gt;
*The version of pioneer you are trying to run (''build date or ingame version number'') &lt;br /&gt;
*What operating system you are running, Windows XP/Vista/7/8/10, Linux (''what distribution''), OSX. &lt;br /&gt;
*Your computers system specifications - CPU / RAM / Graphics card. &lt;br /&gt;
*Whether you have downloaded it from our site, or if you are building it from the source code.&lt;br /&gt;
&lt;br /&gt;
=== Debug backtrace ===&lt;br /&gt;
When the game crashes, one of most valuable pieces of information you can provide the development team, is a backtrace. To get a backtrace, the game must have been compiled in debug mode, and then started through a debugger. If you compile the game yourself, from source, it will by default build a debug mode.&lt;br /&gt;
&lt;br /&gt;
==== Windows Visual Studio ====&lt;br /&gt;
&lt;br /&gt;
* Compile the game in debug mode (should be the default setting). &lt;br /&gt;
* After building it, press F5 or go to Debug-&amp;gt;Start Debugging. Note: it will run slowly, starting a new game or loading a new one in particular. That's normal.&lt;br /&gt;
* Instead of a full out crash, you'll get a freeze and it should automatically switch back to Visual Studio. If it freezes and doesn't switch back, do that manually.&lt;br /&gt;
* At that point, Visual Studio should have opened a couple new panes/sub windows at the bottom. One of these is 'Call Stack.' Right click in it, select 'Select All.' Then right click in there again and select 'Copy with source paths.'&lt;br /&gt;
* Then paste that information into the bug-report (preferably as a [https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet code formatted block])&lt;br /&gt;
* After that you can Debug-&amp;gt;Stop to shut down Pioneer again.&lt;br /&gt;
&lt;br /&gt;
==== Linux gdb ====&lt;br /&gt;
* Make sure gdb (The GNU Debugger) is installed on you system (available in package managers of all Linux distributions).&lt;br /&gt;
* Then start pioneer by prefixing the command with gdb followed by the normal command to start pioneer. Eg. if you normally do:&lt;br /&gt;
&lt;br /&gt;
  cd pioneer/&lt;br /&gt;
  ./build/pioneer&lt;br /&gt;
&lt;br /&gt;
then to run in debug mode, you need to run it through gdb:&lt;br /&gt;
&lt;br /&gt;
  cd pioneer/&lt;br /&gt;
  gdb ./build/pioneer&lt;br /&gt;
&lt;br /&gt;
then from inside gdb, type &amp;quot;run&amp;quot;, which starts pioneer. Play until you get the crash, which drops you out to gdb again. Type 'bt' or 'backtrace' in the gdb command line, and save the output to you bug-report.&lt;br /&gt;
&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;
=== New pioneer version doesn't start ===&lt;br /&gt;
This could be because new configuration is incompatible with the local, try remmoving your pioneer configuration folder, such that the game will auto-generate new configuration file anew. &lt;br /&gt;
&lt;br /&gt;
=== I'm getting graphical issues ===&lt;br /&gt;
&lt;br /&gt;
Such as wrong textures, ships missing from the view, text display glitches. '''Updating the display drivers usually solve these problems.'''&lt;br /&gt;
&lt;br /&gt;
These usually occur on older graphics adapters, or because of outdated GPU drivers. Not too old NVidia and ATI cards are usually enough to play the game, but integrated GPUs are usually not enough.&lt;br /&gt;
&lt;br /&gt;
=== I'm getting graphical issues, such as snow-like sky and transparent terrain ===&lt;br /&gt;
&lt;br /&gt;
This is probably caused by the eclipse shader which isn't supported by some open source graphic drivers. You could install the proprietary drivers, if available, or disable the eclipse effect by adding DisableEclipse=1 to your pioneer configuration file (config.ini).&lt;br /&gt;
&lt;br /&gt;
=== My OpenGL Version is below 3.1, &amp;quot;Pioneer cannot run on your graphics card&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
UPDATE: Pioneer dropped 2.1 support in September, 2018. You need to checkout and compile a version prior to this, and do:&lt;br /&gt;
&lt;br /&gt;
Open your pioneer configuration file, and set: &amp;quot;RendererName=Opengl 2.1&amp;quot;. This should allow pioneer to run, provided your hardware supports OpenGL 2.1, which it should if you were able to run Pioneer up until 2014-11-18 when support was dropped. Note, support for multiple renderers was added 2017-03-03, i.e. both OpenGL 2.1 and 3.1; however, you need to edit your configuration file to select the proper one, as no auto-detection is done. Actually, if your hardware isn't extraordinarily old, OpenGL 3.1 should be supported if you update your drivers.&lt;br /&gt;
&lt;br /&gt;
You can also find older versions (pre 20141119) on [http://www.moddb.com/games/pioneer/downloads moddb].&lt;br /&gt;
&lt;br /&gt;
=== I see blank untextured Gas Giants and I'm using an ATI graphic card under GNU/Linux with open source drivers (Mesa R600) ===&lt;br /&gt;
&lt;br /&gt;
With chipsets using the R600 gallium drivers the shader fails to compile. There is a workaround that uses less noise octaves. This produces less detailed texture maps for the gas/ice giants but they still look good and at least the program runs.&lt;br /&gt;
&lt;br /&gt;
Try setting &amp;lt;code&amp;gt;AMD_MESA_HACKS=1&amp;lt;/code&amp;gt; in ~/.pioneer/config.ini or disable GPU jobs entirely by setting &amp;lt;code&amp;gt;EnableGpujobs=0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I'm getting text rendering artefacts ===&lt;br /&gt;
&lt;br /&gt;
Some system monitoring HUD utilities, like MSI Afterburner, and Steam overlay&amp;amp;nbsp;can cause distorted text rendering. Try switching them off.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== The game freezes at the intro screen ===&lt;br /&gt;
&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;
=== The game crashes on start with an error message about imgui_draw.cpp ===&lt;br /&gt;
&lt;br /&gt;
Check if any parent folder of Pioneer has any accented letters (e.g éáűúóü etc.). If so, copy the game to somewhere, where there's none of these in the folder tree.&lt;br /&gt;
&lt;br /&gt;
=== The game crashes after the loading screen. I'm using ATI free drivers on GNU/Linux. ===&lt;br /&gt;
&lt;br /&gt;
If you are getting a GL_INVALID_ENUM in console, could be because some ships uses textures in a format that, because of patents, is not included in the main mesa package. Search for libtxc-dxtn or libtxc_dxtn in your distribution and install it.&lt;br /&gt;
&lt;br /&gt;
=== The game hangs when I turn on the ''Enable Cockpit (EXPERIMENTAL)'' option ===&lt;br /&gt;
&lt;br /&gt;
It's because it's an experimental feature right now, infrastructure mostly. You need a cockpit model for to be able to use it.&lt;br /&gt;
&lt;br /&gt;
You can find one heavily WIP one posted on the Community Forums. Note that it's a highly experimental feature right no, so please treat it accordingly.&lt;br /&gt;
&lt;br /&gt;
=== My joystick is &amp;quot;drifting&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
It's recommended that you calibrate your joystick using the OS facilities (Joystick Settings on Windows, jstest-gtk on linux) as this fixes 99% of all issues with incorrectly configured joysticks. However, if you want to adjust specific parameters for each joystick axis, support for customizable deadzone and sensitivity is available through the configuration file. Open config.ini and adjust the deadzone (DZ) and sensitivity exponent curve (CV) values of the corresponding axis to your liking.&lt;br /&gt;
&lt;br /&gt;
 ; example joystick configuration&lt;br /&gt;
 [Joystick.03000000a30600006404000000010000]&lt;br /&gt;
 Axis0=DZ0.0 CV1.0&lt;br /&gt;
 Axis1=DZ0.0 CV1.0&lt;br /&gt;
 Axis2=DZ0.0 CV1.0&lt;br /&gt;
 Axis3=DZ0.0 CV1.0&lt;br /&gt;
 Name=Saitek Cyborg USB Stick&lt;br /&gt;
&lt;br /&gt;
=== I'm getting poor performance ===&lt;br /&gt;
&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. Reducing screen resolution is also recommended, this can be done in the [[Settings_Menu|Settings Menu]], or manually to a custom values by editing your personal configuration file, on Linux: &amp;lt;code&amp;gt;~/.pioneer/config.ini&amp;lt;/code&amp;gt;. On Windows: &amp;lt;code&amp;gt;Documents/pioneer/config.ini&amp;lt;/code&amp;gt; Look for &amp;lt;code&amp;gt;ScrHeight&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ScrWidth&amp;lt;/code&amp;gt; entries. Also consider reducing number of buildings in cities.&lt;br /&gt;
&lt;br /&gt;
=== I've enabled anti-aliasing in the config file, but it does not work ===&lt;br /&gt;
&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;
&lt;br /&gt;
=== Full screen mode is incorrectly scaled ===&lt;br /&gt;
&lt;br /&gt;
If you are on Windows, try:&lt;br /&gt;
&amp;lt;pre&amp;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;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== What's the history of Pioneer ===&lt;br /&gt;
&lt;br /&gt;
The project started in 2008 by Tom Morton, and was [https://web.archive.org/web/20150326115725/http://spacesimcentral.com/ssc/topic/742-pioneer-new-gpl-frontier-elite-2-style-game/ announced in 2010] on the Space Sim Central forum (for space games), and on [https://forums.frontier.co.uk/threads/the-pioneer-thread.1596/ frontier forum]. For more history, see [http://www.rockpapershotgun.com/2011/12/06/back-to-frontier-pioneer/ Rock Paper Shotgun article], and [[Media_Coverage]]&lt;br /&gt;
&lt;br /&gt;
=== How much development is being made? ===&lt;br /&gt;
&lt;br /&gt;
Development is sporadic, but no month goes by without some change to the source, fixing bugs, cleaning up code, introducing new content and/or features; see [https://github.com/pioneerspacesim/pioneer/blob/master/Changelog.txt Changelog.txt]. All contributors work on pioneer for free when they have time and motivation.&lt;br /&gt;
&lt;br /&gt;
=== What's the deal with the inconsistent UI interface? ===&lt;br /&gt;
Basically, Pioneer has during the 2013-2020s had up to three different, simulteneous, UI systems, for a background and screen shots, please refer to:&lt;br /&gt;
[[GUI_introduction#Background_history]]&lt;br /&gt;
&lt;br /&gt;
=== Do you accept contributions? ===&lt;br /&gt;
&lt;br /&gt;
Hell yes! Pioneer is not any one persons personal project. It is the sum of the contributions made by the people who play and care about the continued development of the game. See: [[How_you_can_contribute|How to contribute]].&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=4442</id>
		<title>Pioneer Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=4442"/>
		<updated>2023-02-03T09:20:43Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Community */ Adding our mastodon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Pioneer is a space adventure game set in the Milkyway galaxy at the turn of the 33rd 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;
*[https://pioneerspacesim.net/page/download/ Download Pioneer] for Windows and Linux &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;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#bbffbb; border:2px solid #99ee99; padding:2px 2px 4px 4px; vertical-align: top&amp;quot; width=&amp;quot;33%&amp;quot; | &lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
*[https://pioneerspacesim.net/ Pioneer Space Sim Homepage]&lt;br /&gt;
*[https://github.com/pioneerspacesim/pioneer/ Main Github repository]&lt;br /&gt;
*[https://spacesimcentral.com/community/pioneer/ Community forum] &lt;br /&gt;
*[https://forum.pioneerspacesim.net/ Developer forum] &lt;br /&gt;
*[https://www.reddit.com/r/pioneerspacesim Pioneer Space Sim on Reddit]&lt;br /&gt;
*[https://pioneerspacesim.itch.io/pioneer Pioneer Space Sim on itch]&lt;br /&gt;
*[[IRC|Pioneer Space Sim on IRC, Channel: #pioneer, network: libera.chat]] (where devs hang out)&lt;br /&gt;
*[https://twitter.com/pioneerspacesim @pioneerspacesim] on Twitter&lt;br /&gt;
*[https://mstdn.games/@pioneerspacesim @pioneerspacesim] on Mastodon at [https://mstdn.games mstdn.games]&lt;br /&gt;
*[https://www.youtube.com/channel/UCbFD5Oxc1C9zxqnF4OitGjQ Pioneer Space Simulator] on Youtube&lt;br /&gt;
*[https://discord.com/invite/RQQe3A7 discord]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*[[Manual|Basic Manual]] &lt;br /&gt;
*[[Flight_UI|Flight UI]] &lt;br /&gt;
*[[Keyboard_and_mouse_controls|Keyboard and mouse controls]] &lt;br /&gt;
*[[Tutorials|Tutorials]] (Outdated and WIP) &lt;br /&gt;
*[[Mission_Types_and_BBS|Mission Types and BBS]] &lt;br /&gt;
*[[Settings_Menu|Settings Menu]] &lt;br /&gt;
*[[FAQ|FAQ]] &lt;br /&gt;
*[[Media_Coverage|Media Coverage]] &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#fff9b1; border:2px solid #f0fe66; padding:2px 2px 4px 4px; vertical-align: top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== The Pioneer Universe ===&lt;br /&gt;
&lt;br /&gt;
*[[Pioneer_Universe|Pioneer Universe]] &lt;br /&gt;
*[[:Category:Ships| Ships]] (work in progress) &lt;br /&gt;
*[[:Category:Manufacturers| Manufacturers]] (work in progress) &lt;br /&gt;
*[[Places_of_interest|Places of interest]] &lt;br /&gt;
*[[Ship_Equipment|Ship Equipment]] (work in progress) &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f0f0ff; border:2px solid #c6c9ff; padding:2px 2px 4px 4px; vertical-align: top&amp;quot; width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Content Creation ===&lt;br /&gt;
&lt;br /&gt;
*[[Mods|Mods]]&lt;br /&gt;
*[[Scripting_and_Mission_Creation|Scripting and Mission Creation]] &lt;br /&gt;
*[[Custom_Systems|Custom Systems]] &lt;br /&gt;
*[[Design_and_Concept_art|Design and Concept art]] &lt;br /&gt;
*[[Modeling,_Texturing,_Graphics_Design|Modeling, Texturing, Graphics Design]] &lt;br /&gt;
*[[Music_and_Sound|Music and Sound]] &lt;br /&gt;
*[[Translations|Translations]] &lt;br /&gt;
*[[Licensing|Licensing]] &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#fff3e3; border:2px solid #ffc9c9; padding:2px 2px 4px 4px; vertical-align: top&amp;quot; width=&amp;quot;33%&amp;quot; | &lt;br /&gt;
=== Development ===&lt;br /&gt;
&lt;br /&gt;
*[[Design_Scope|Game Scope]] &lt;br /&gt;
*[[How_you_can_contribute|How you can contribute]] &lt;br /&gt;
*[[Getting_Started_with_Development|Getting Started with Development]] &lt;br /&gt;
**[[How_to_communicate|How to communicate]] &lt;br /&gt;
**[[Using_git_and_GitHub|Using git and GitHub]] &lt;br /&gt;
**[[Coding Conventions]]&lt;br /&gt;
**[[Development_team|Development team]]  &lt;br /&gt;
**[[Engine_Overview|Engine internals overview]] &lt;br /&gt;
**[[Development_Tools| Development tools]]&lt;br /&gt;
*[[Development_Model|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;
*[[Roadmap|Roadmap]]&lt;br /&gt;
*[[Making a release]]&lt;br /&gt;
&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;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Flight_UI&amp;diff=4342</id>
		<title>Flight UI</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Flight_UI&amp;diff=4342"/>
		<updated>2022-05-28T19:54:21Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Vector indicators: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The flight UI or HUD of Pioneer is made of several different parts:&lt;br /&gt;
&lt;br /&gt;
[[File:01 parts.png|none|Parts of the flight UI]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Central reticule ==&lt;br /&gt;
&lt;br /&gt;
[[File:02 01 deltaV.png|right|02 01 deltaV.png]]Along with the crosshair, the central reticule shows vital flight related information. With the help of them, you can navigate around, perform transits to anywhere without an autopilot.&lt;br /&gt;
&lt;br /&gt;
=== DeltaV bar ===&lt;br /&gt;
&lt;br /&gt;
The bars on the left side of the reticule are displaying the deltaV reserves of your ship.&amp;amp;nbsp; They can be thought of as a &amp;quot;fuel&amp;quot; display, since deltaV is the capability of the ship to change speed.&lt;br /&gt;
&lt;br /&gt;
There are two bars there. The left one shows current speed. The right one shows the deltaV capacity of the ship. Beneath it, the fainter bar shows the maximum deltaV capacity.&lt;br /&gt;
&lt;br /&gt;
Under them one finds a numerical display of the deltaV reserves. It shows the&amp;amp;nbsp;% of maximum deltaV (with full fuel tanks), and the remaining deltaV in km/s or Mm/s.&lt;br /&gt;
&lt;br /&gt;
As speed increases, the left bar will start to build up, which shows the speed of the ship proportional to its deltaV reserves. Practically, if the speed bar is bigger than the deltaV bar, you will not be able to slow down and stop, because you do not have enough propellant (fuel). Usually it is wise to keep some in reserve, so there is room for corrections for the unexpected. The autopilot uses about 1/3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;&amp;amp;nbsp;of it for acceleration, another&amp;amp;nbsp;1/3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;&amp;amp;nbsp;for deceleration, and the remainder is saved.&lt;br /&gt;
&lt;br /&gt;
=== Orientation displays ===&lt;br /&gt;
&lt;br /&gt;
[[File:02 02 orient.png|right|Orientation displays]]&lt;br /&gt;
&lt;br /&gt;
There are three orientation displays on the central reticule. There are numerical displays available for each.&lt;br /&gt;
&lt;br /&gt;
#Compass: Shows ship orientation in relation to the cardinal directions of North, East, South, West. Useful if you need to navigate to a downed ship in distress, for example. &lt;br /&gt;
#Pitch indicator: Shows pitch relative to the ground. The central tick means you are parallel to the ground, the upper and lower are 90°: looking directly&amp;amp;nbsp;up or down respectively. &lt;br /&gt;
#Roll indicator: Shows roll (bank) relative to the ground. The shorter half of the &amp;quot;L&amp;quot;s always point towards the ground. This is also useful in space, where they always point toward the planet or reference frame, so you can easily feel where you need to rotate to find it. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flight data&amp;amp;nbsp; ===&lt;br /&gt;
&lt;br /&gt;
[[File:02 03 data.png|right|02 03 data.png]]&lt;br /&gt;
&lt;br /&gt;
Flight related data are displayed on the sides of the reticule. If the frame of reference data is not shown on the right side, a compact version is shown on the left.&lt;br /&gt;
&lt;br /&gt;
#Name of the object for the displayed data. &lt;br /&gt;
#Closing speed. The speed of approach to selected target, which might not be the same as the speed of the ship relative to it. If negative, then you are getting closer to your target, if positive, you are getting further away from it. &lt;br /&gt;
#Approximate braking distance, measured in the same unit as the speed. An approximation of the distance needed to slow down&amp;amp;nbsp;to a full stop relative to the target or frame respectively. This is a helpful navigation aid, since it shows how far from your target you need to start decelerating in order to stop close to it target. It is based on the thrust of the main thrusters, so you need to turn your ship around, and decelerate with them. If the distance is smaller than the braking distance, there will not be enough time to stop, causing either an overshoot of target or a crash. &lt;br /&gt;
#Distance to the target and relative speed. Measured to its surface. &lt;br /&gt;
#Display selector: allows switching the display to show data related to the current frame, navigation target or combat target, respectively. Text color also represents it: Light gray for Frame, Green for Nav target and Red for targeted ships (combat target). &lt;br /&gt;
#Set speed display, for the Set Speed flight mode, and the reference object it is measuring the speed relative to. &lt;br /&gt;
#Braking distance bar, complementing the braking distance readout. A visual display of your braking distance in relation to the distance to target. There are two bars on top of each other that fill up as you are getting close to your target: a gray one for retro thrusters and a white one for mains.&amp;amp;nbsp;If the white bar is filled up, it's 100%. This&amp;amp;nbsp;is the right time to start decelerating. At&amp;amp;nbsp;95% it will start to turn green. If it starts to&amp;amp;nbsp;fill up from above with a red bar, then you will overshoot.&amp;amp;nbsp;Only shows if you are getting closer to your target (closing speed is negative). Note that the bar will fill up as you are getting closer to your target, even without any acceleration. Since it represents the proportion of your current distance, it can fill up fast when you are getting close to your target. &lt;br /&gt;
&lt;br /&gt;
You can access the autopilot functions mainly from the reticule. Right mouse on the name of the target, the target itself, or in the system overview panel will bring up the autopilot command. Alt+right mouse on the name on the reticule will bring up the directional holds: Prograde, retrograde, normal, anti-normal, radial in and -out.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Functions and views ==&lt;br /&gt;
&lt;br /&gt;
There is a row of buttons on the top of the HUD. Several screens and functions can be accessed trough them:&lt;br /&gt;
&lt;br /&gt;
[[File:Functions.png|left|Functions.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &amp;amp;nbsp; ===&lt;br /&gt;
&lt;br /&gt;
=== Views and screens ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Views.png|middle|Views.png]]&amp;amp;nbsp;Internal and external views. &lt;br /&gt;
*[[File:Infoview.png|middle|Infoview.png]]&amp;amp;nbsp;Info screen:&amp;amp;nbsp;Shows information about ship, pilot, crew, cargo and missions. &lt;br /&gt;
*[[File:Comms.png|middle|Comms.png]]&amp;amp;nbsp;Comms and Autopilot controls. Also used to access starport services. &lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Sectormap.png|middle|Sectormap.png]]&amp;amp;nbsp;Sector map: for interstellar navigation. &lt;br /&gt;
*[[File:Orbitmap.png|middle|Orbitmap.png]]&amp;amp;nbsp;Orbit map of the current system, or the one selected in the Sector map. &lt;br /&gt;
*[[File:Sys overview.png|middle|Sys overview.png]]&amp;amp;nbsp;System overview of the current system, or the one selected in the sector map. Shows general body information, starports, trade and population information. &lt;br /&gt;
*[[File:Galaxy.png|middle|Galaxy.png]]&amp;amp;nbsp;Galaxy map: shows the general placement of the current or selected system in the galaxy. &lt;br /&gt;
&lt;br /&gt;
=== Functions ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Wheel.png|middle|Wheel.png]]&amp;amp;nbsp;Landing gear control and status. Grayed out if it is in movement. &lt;br /&gt;
*[[File:Hyperdrive.png|middle|Hyperdrive.png]]&amp;amp;nbsp;Engage hyperdrive.&amp;amp;nbsp;[[File:Hyperdrive-illegal.png|middle|Hyperdrive-illegal.png]]&amp;amp;nbsp;indicates that jump is illegal in current location (eg. close to starports). &lt;br /&gt;
*[[File:Rotdamping.png|middle|Rotdamping.png]]&amp;amp;nbsp;Rotation damping control and status. If on it will halt ship rotation. &lt;br /&gt;
*[[File:Equipment.png|middle|Equipment.png]]&amp;amp;nbsp;Switches between equipments and radar at the bottom of the screen. Missiles and ECM are accessible from there. &lt;br /&gt;
&lt;br /&gt;
=== Flight mode display ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Manualflight.png|middle|Manualflight.png]]&amp;amp;nbsp;Manual flight. &lt;br /&gt;
*[[File:Setspeed.png|middle|Setspeed.png]]&amp;amp;nbsp;Set Speed flight mode. The flight computer tries to maintain the selected speed relative the selected frame of reference. &lt;br /&gt;
The autopilot functions bellow are accessible by right clickin on the name of the target either at the reticule, in the system overview list or on the target directly.&lt;br /&gt;
*[[File:Goto.png|middle|Goto.png]]&amp;amp;nbsp;Autopilot: Flying to target. &lt;br /&gt;
*[[File:Dock.png|middle|Dock.png]]&amp;amp;nbsp;Autopilot: Docking with target. &lt;br /&gt;
*[[File:Orbits.png|middle|Orbits.png]]&amp;amp;nbsp;Autopilot: Entering low, medium or high orbit. &lt;br /&gt;
The autpilot functions bellow are accessible by alt+right clicking on the name of the target at the reticule.&lt;br /&gt;
*[[File:Proretro.png|middle|Proretro.png]]&amp;amp;nbsp;Autopilot: Holding Prograde or Retrograde orientation (with respect&amp;amp;nbsp;to orbit). &lt;br /&gt;
*[[File:Radial.png|middle|Radial.png]]&amp;amp;nbsp;Autopilot: Holding Radial Out or In &amp;amp;nbsp;orientation (with respect&amp;amp;nbsp;to orbit). &lt;br /&gt;
*[[File:Normal.png|middle|Normal.png]]&amp;amp;nbsp;Autopilot: Holding Normal or Antinormal orientation (with respect&amp;amp;nbsp;to orbit).&amp;amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Ship status ==&lt;br /&gt;
&lt;br /&gt;
[[File:Status.png|right|Status.png]]&lt;br /&gt;
&lt;br /&gt;
#Weapon temperature. Increases with weapon fire until full, at which point the weapon can not be fired, until it has cooled off. Each fitted weapon (e.g. front and back) has its own gauge. &lt;br /&gt;
#Atmospheric pressure. Left number is in&amp;amp;nbsp;% of the hull's pressure tolerance; number on the right is preassure in atm units (Earth sea level pressure) &lt;br /&gt;
#Hull temperature, in&amp;amp;nbsp;% of the hull's tolerance. Flying fast in the atmosphere raises it quickly, especially without heat shielding. As with flying with lowered landing gear. &lt;br /&gt;
#Hull status in&amp;amp;nbsp;%. &lt;br /&gt;
#Shield status in&amp;amp;nbsp;%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Time controls ==&lt;br /&gt;
&lt;br /&gt;
Shows the current time and date, and provides time acceleration controls.&lt;br /&gt;
&lt;br /&gt;
Time acceleration levels are:&lt;br /&gt;
&lt;br /&gt;
*|| Pause - Pressing it twice will open the Settings window. &lt;br /&gt;
*&amp;gt; 1x &lt;br /&gt;
*&amp;gt;&amp;gt; 10x &lt;br /&gt;
*&amp;gt;&amp;gt;&amp;gt; 100x &lt;br /&gt;
*&amp;gt;&amp;gt;&amp;gt;&amp;gt; 1 000x &lt;br /&gt;
*&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; 10 000x &lt;br /&gt;
&lt;br /&gt;
Depending on the location of the ship, available time acceleration levels can be limited, e.g. near planets. One can still force higher levels pressing the time acceleration button while holding '''[Ctrl]'''. However, forcing time acceleration can be dangerous and unpredictable,&amp;amp;nbsp;and it might not&amp;amp;nbsp;switch back to 1x when the autopilot has arrived at its destination.&lt;br /&gt;
&lt;br /&gt;
== Radar and ground data ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
&lt;br /&gt;
If the Radar equipment is installed on the ship, a disc shaped planar radar is shown. It shows a representation of the relative position of surrounding ships, stations and objects to the position the pilot's ship.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of radar displays in the game, that can be toggled by pressing '''[right mouse button] '''on the radar display.&lt;br /&gt;
&lt;br /&gt;
*'''3D Planar:&amp;amp;nbsp;'''The classical Elite style radar display.[[File:Planar radar.png|right|Planar radar.png]]&amp;lt;br/&amp;gt; [[File:Azimuthal.png|right|Azimuthal.png]] &lt;br /&gt;
&lt;br /&gt;
The plane of it shows the plane of the ship, as if it was viewed from up top and behind. The ship is in center, and contacts are shown as small dots. If they are above or bellow the plane of the ship, these dots will have a thin line above or bellow them, indicating their height to the plane.&amp;amp;nbsp;&amp;lt;br/&amp;gt; There are two sizes available, can be switched&amp;amp;nbsp;with the ''Compact scanner ''option in the Settings window.&amp;lt;br/&amp;gt; There are some keyboard shortcuts available:&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
**\: Toggle scanner mode. Auto will put the furthermost contact on the edge, and dynamically adjust the range based on that. In manual mode, a specific range can be selected. &lt;br /&gt;
**]: Increase scanner range &lt;br /&gt;
**[: Decrease scanner range   &lt;br /&gt;
*'''2D Azimuthal:&amp;amp;nbsp;'''Projecting the globe onto a 2D plane. It only shows directional data, not distance, but it is omnidirectional.&amp;lt;br/&amp;gt; The range can be adjusted with the '''[mouse wheel].&amp;amp;nbsp;'''The dots fade out as they are getting out of the set range. &lt;br /&gt;
**The inner circle shows what's in front of the ship. &lt;br /&gt;
**The&amp;amp;nbsp;four segmented ring show&amp;amp;nbsp;what is to each side of the ship. &lt;br /&gt;
**The outter circle shows what is behind the ship. The circle itself is what is exactly behind.&lt;br /&gt;
&lt;br /&gt;
=== Ground data ===&lt;br /&gt;
When in the vincinity of a planetary body, the following information is presented:&lt;br /&gt;
*[[File:Ground.png|right]]Altitude above ground. &lt;br /&gt;
*Vetical speed relative to the ground. Positive if gaining altitude, negative if loosing altitude. &lt;br /&gt;
*Latitude coordinates.&lt;br /&gt;
*Longtitude coordinates.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are several indicators visible on the flight display to aid navigation and orientation: If out of view, the most important ones are also displayed on the inside of the central reticule, to show their direction.&lt;br /&gt;
&lt;br /&gt;
=== Vector indicators: ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Prograde.png|middle|Prograde.png]]&amp;amp;nbsp;Prograde: The direction of flight. There is a white one for the current frame of reference and&amp;amp;nbsp;also a yellow one for the&amp;amp;nbsp;navigation target if it is&amp;amp;nbsp;moving, when you are not in its frame&amp;amp;nbsp;(like an orbiting space station or planet). &lt;br /&gt;
*[[File:Retrograde.png|middle|Retrograde.png]]Retrograde: The opposite of the direction of flight. Likewise, there is a yellow equivalent for this one too. &lt;br /&gt;
*[[File:Maneuver.png|middle|Maneuver.png]]Maneuver direction: If there is a maneuver planned in the orbital map, this will show the direction needed to accelerate towards to complete the maneuver. The central reticule will also display the time of burn at the bottom. &lt;br /&gt;
*[[File:Zenit.png|middle|Zenit.png]]Zenit: The direction away from the center of your reference frame. Useful for blastoff for example. &lt;br /&gt;
*[[File:Target.png|middle|Target.png]]Target: Displayed on the center of the selected navigation (yellow) and combat (red) target.&lt;br /&gt;
&lt;br /&gt;
=== Direction indicators: ===&lt;br /&gt;
&lt;br /&gt;
These are essentially the crosshairs for each viewing direction (Numpad 8,4,6,2,9,3). They also show up when rotating the view using the middle mouse button.&lt;br /&gt;
&lt;br /&gt;
*[[File:Crosshair fwd.png|middle|Crosshair fwd.png]]Forward crosshair:&amp;amp;nbsp;Points to the front direction. &lt;br /&gt;
*[[File:Crosshair bwd.png|middle|Crosshair bwd.png]]Backward crosshair: Points to the rear direction. &lt;br /&gt;
*[[File:Direction.png|middle|Direction.png]]View direction crosshairs: Down, Right, Up, Left. Practically little arrows that are pointing towards forward direction. (e.g.: if the arrow points up, you have to look up for forward view.) &lt;br /&gt;
*[[File:Crosshair dir.png|middle|Crosshair dir.png]]Direction to front: This is only visible if the view is rotated, and it always points towards the crosshair, so the pilot always knows where forward is.&lt;br /&gt;
&lt;br /&gt;
=== In-space Indicators ===&lt;br /&gt;
&lt;br /&gt;
[[File:Indicator-pluto.jpg|right|Indicator-pluto.jpg]] [[File:Indicator-pluto-opened.jpg|right|Indicator-pluto-opened.jpg]] Bodies in space are shown with an icon and a name. If multiple bodies are close together, they are collapsed, and only the most &amp;quot;important&amp;quot; one is shown, with a &amp;quot;+&amp;quot; after its name, to show that it represents multiple bodies.&lt;br /&gt;
&lt;br /&gt;
If you click on a body, you will select it as your nav target (or combat target in case of a ship). You can de-select it by Ctrl-clicking on it. If you click on a body that represents multiple collapsed bodies, you will get a pop-up menu that lets you pick which one you actually want to target.&lt;br /&gt;
&lt;br /&gt;
'''Icons:'''&lt;br /&gt;
&lt;br /&gt;
*[[File:Icon sun.png|middle|Icon sun.png]]&amp;amp;nbsp;Star &lt;br /&gt;
*[[File:Icon gasgiant.png|middle|Icon gasgiant.png]]&amp;amp;nbsp;Gas giant &lt;br /&gt;
*[[File:Icon planet.png|middle|Icon planet.png]]&amp;amp;nbsp;Planet &lt;br /&gt;
*[[File:Icon moon.png|middle|Icon moon.png]]&amp;amp;nbsp;Moon &lt;br /&gt;
*[[File:Icon asteroid.png|middle|Icon asteroid.png]]&amp;amp;nbsp;Asteroid &lt;br /&gt;
*[[File:Icon orbital.png|middle|Icon orbital.png]]Orbital station &lt;br /&gt;
*[[File:Icon surfaceport.png|middle|Icon surfaceport.png]]Surface starport &lt;br /&gt;
*[[File:Icons ships.png|middle|Icons ships.png]]&amp;amp;nbsp;Different types of spaceships (Fighter, Courier, Shuttle, Transport, Cargo shuttle, Freighter)&lt;br /&gt;
[[File:Shipclass_icons.png|right]]&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4341</id>
		<title>Xylophis</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4341"/>
		<updated>2022-05-28T19:46:35Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Adding cockpit image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Xylophis&lt;br /&gt;
|type = Light cargo shuttle [[File:ship_class_light_passenger_shuttle.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;f856b8f01dd545a2941c654286079c6c&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 16,872&lt;br /&gt;
|hull_mass = 5&lt;br /&gt;
|capacity = 10&lt;br /&gt;
|cargo_capacity = 10&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 0&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 1&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 0&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 4&lt;br /&gt;
|effective_exhaust_velocity = 9,900&lt;br /&gt;
|deltav_empty = 5,819&lt;br /&gt;
|deltav_full = 2,340&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 1.5&lt;br /&gt;
|forward_accel_full = 1.5&lt;br /&gt;
|reverse_accel_empty = 1.5&lt;br /&gt;
|reverse_accel_full = 1.34&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.34&lt;br /&gt;
|down_accel_empty = 1&lt;br /&gt;
|down_accel_full = 0.8&lt;br /&gt;
|lateral_accel_empty = 1&lt;br /&gt;
|lateral_accel_full = 0.8&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3&lt;br /&gt;
|lift_coef = 0&lt;br /&gt;
|aero_stability = 0.25&lt;br /&gt;
|front_drag = 0.56&lt;br /&gt;
|side_drag = 0.84&lt;br /&gt;
|top_drag = 0.95&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The smallest and lightest vessel from the OPLI shipyard. A simply built, easy to operate light shuttle mainly intended for short station to station or station to ship hops.&lt;br /&gt;
&lt;br /&gt;
The Xylophis is hyperspace capable, but only barely. Which allows for short interstellar trips.&lt;br /&gt;
&lt;br /&gt;
As with any OPLI-Barnard ships, Xylophis is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is difficult because the space is limited. Despite its limitations, the ship became a favorite among space enthusiast who want a cheap ship to fly around once in a while.&lt;br /&gt;
&lt;br /&gt;
Currently, this is the beginner ship for the pilots who begin their journey at Barnard's Star.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
It's main role is low range intra-system shuttle and courier. With a hyperdrive installed it can be used for fun flights to other systems or to hop away from enemies to a safe system.&lt;br /&gt;
Due to its size it can't be efficiently used for a lot of purposes but its size makes it more difficult to detect and in asteroid field it is nearly impossible to get it.&lt;br /&gt;
It is most popular in Solar Federation space and among independent systems, but not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Xylophis is a good ship for people with low demands. It is often used by hobbyists and people interested in space because it is small, easy to control and dependable.&lt;br /&gt;
Like most other OPLI ships it has a wide margin of error, so it's ideal starter craft. Its main drawback is the very small cargo space.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Xylo01.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo02.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo03.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo04.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo_cockpit_sketchfab.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
Cockpit (upcoming)&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4340</id>
		<title>Xylophis</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4340"/>
		<updated>2022-05-28T19:44:34Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Adding cockpit image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Xylophis&lt;br /&gt;
|type = Light cargo shuttle [[File:ship_class_light_passenger_shuttle.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;f856b8f01dd545a2941c654286079c6c&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 16,872&lt;br /&gt;
|hull_mass = 5&lt;br /&gt;
|capacity = 10&lt;br /&gt;
|cargo_capacity = 10&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 0&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 1&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 0&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 4&lt;br /&gt;
|effective_exhaust_velocity = 9,900&lt;br /&gt;
|deltav_empty = 5,819&lt;br /&gt;
|deltav_full = 2,340&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 1.5&lt;br /&gt;
|forward_accel_full = 1.5&lt;br /&gt;
|reverse_accel_empty = 1.5&lt;br /&gt;
|reverse_accel_full = 1.34&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.34&lt;br /&gt;
|down_accel_empty = 1&lt;br /&gt;
|down_accel_full = 0.8&lt;br /&gt;
|lateral_accel_empty = 1&lt;br /&gt;
|lateral_accel_full = 0.8&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3&lt;br /&gt;
|lift_coef = 0&lt;br /&gt;
|aero_stability = 0.25&lt;br /&gt;
|front_drag = 0.56&lt;br /&gt;
|side_drag = 0.84&lt;br /&gt;
|top_drag = 0.95&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The smallest and lightest vessel from the OPLI shipyard. A simply built, easy to operate light shuttle mainly intended for short station to station or station to ship hops.&lt;br /&gt;
&lt;br /&gt;
The Xylophis is hyperspace capable, but only barely. Which allows for short interstellar trips.&lt;br /&gt;
&lt;br /&gt;
As with any OPLI-Barnard ships, Xylophis is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is difficult because the space is limited. Despite its limitations, the ship became a favorite among space enthusiast who want a cheap ship to fly around once in a while.&lt;br /&gt;
&lt;br /&gt;
Currently, this is the beginner ship for the pilots who begin their journey at Barnard's Star.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
It's main role is low range intra-system shuttle and courier. With a hyperdrive installed it can be used for fun flights to other systems or to hop away from enemies to a safe system.&lt;br /&gt;
Due to its size it can't be efficiently used for a lot of purposes but its size makes it more difficult to detect and in asteroid field it is nearly impossible to get it.&lt;br /&gt;
It is most popular in Solar Federation space and among independent systems, but not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Xylophis is a good ship for people with low demands. It is often used by hobbyists and people interested in space because it is small, easy to control and dependable.&lt;br /&gt;
Like most other OPLI ships it has a wide margin of error, so it's ideal starter craft. Its main drawback is the very small cargo space.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Xylo01.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo02.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo03.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo04.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo_cockpit_sketchfab.png|1280px]]&lt;br /&gt;
Cockpit (upcoming)&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Xylo_cockpit_sketchfab.png&amp;diff=4339</id>
		<title>File:Xylo cockpit sketchfab.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Xylo_cockpit_sketchfab.png&amp;diff=4339"/>
		<updated>2022-05-28T19:43:40Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Model_system&amp;diff=4338</id>
		<title>Model system</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Model_system&amp;diff=4338"/>
		<updated>2022-05-09T08:45:55Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Importing models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
tl;dr: a simple scenegraph-based approach that has nothing to do with the old system or Lua, focus is on easy importing, supports some animation.&lt;br /&gt;
&lt;br /&gt;
== Debuging models ==&lt;br /&gt;
You can access some in-game debug functionality regarding models. Wire-frame display, tag display, collision and bounding box display, among other things. Details: [[Model debug flags]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Importing models ==&lt;br /&gt;
&lt;br /&gt;
The import system theoretically supports [http://assimp.sourceforge.net/main_features_formats.html many different formats] but you are expected to use only some:&lt;br /&gt;
&lt;br /&gt;
*When node structure, node names and animations matter, use '''Collada (.dae).''' &lt;br /&gt;
*For static geometry, such as buildings, OBJ is recommended, this may allow for some optimizations &lt;br /&gt;
&lt;br /&gt;
The only officially tested 3D modelling program at the moment is [http://www.blender.org/ Blender 3.1]. For blender, a quick checklist is:&lt;br /&gt;
&lt;br /&gt;
*Coordinates: X right, Y forward, Z up &lt;br /&gt;
*Always generate UV coordinates for the model &lt;br /&gt;
*Versions downloaded from blender.org support Collada out of the box, while the version distributed with some Linux distros doesn't. &lt;br /&gt;
*There is an alternative Collada exporter [https://github.com/godotengine/collada-exporter made by the Godot team]. &lt;br /&gt;
&lt;br /&gt;
The [[Model_viewer|Model viewer]] is supplied with the game.&lt;br /&gt;
&lt;br /&gt;
=== Model definition file ===&lt;br /&gt;
&lt;br /&gt;
Models must be placed under '''data/models'''&lt;br /&gt;
&lt;br /&gt;
To define a model, create a simple &amp;lt;code&amp;gt;name_here.model&amp;lt;/code&amp;gt; text file along with your exported meshes:&lt;br /&gt;
&lt;br /&gt;
 #Comments can be written like this&lt;br /&gt;
 #Define all used materials first&lt;br /&gt;
 Material some-material&lt;br /&gt;
 tex_diff some_texture.png&lt;br /&gt;
 diffuse 0.8 0.7 0.7&lt;br /&gt;
 &lt;br /&gt;
 #Meshes to be imported into this model, should be in the current folder&lt;br /&gt;
 #Mixing different formats should be OK&lt;br /&gt;
 mesh part1.obj&lt;br /&gt;
 mesh part2.obj&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
Only material names are imported from 3D models, to set material properties use a small definition like this:&lt;br /&gt;
&lt;br /&gt;
 material CobraI_body&lt;br /&gt;
 tex_diff CobraI_diff.png&lt;br /&gt;
 tex_glow CobraI_emit.png&lt;br /&gt;
 tex_spec CobraI_spec.png&lt;br /&gt;
 tex_norm CobraI_norm.png&lt;br /&gt;
 diffuse 1.0 1.0 1.0&lt;br /&gt;
 specular 1.0 1.0 1.0&lt;br /&gt;
 shininess 150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Material properties ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| material&lt;br /&gt;
| Name. Mandatory! If exporting from Blender, you can use the name of the Material as is. It's case-sensitive. (Note, in the past some exporters modified the names from what is visible in the modeling program, for example the Blender 2.6 Collada exporter adds &amp;quot;-material&amp;quot; to each name. You'll have to use this final name. If in doubt, note that both .obj and .dae files are human readable, and you can find the assigned names in them with a text editor.)&lt;br /&gt;
|-&lt;br /&gt;
| diffuse&lt;br /&gt;
| Diffuse colour RGB. Default white.&lt;br /&gt;
|-&lt;br /&gt;
| specular&lt;br /&gt;
| Colour of specular highlights, RGB. Default white. Set to black to disable highlights.&lt;br /&gt;
|-&lt;br /&gt;
| emissive&lt;br /&gt;
| Self-illumination colour, RGB. Default black.&lt;br /&gt;
|-&lt;br /&gt;
| shininess&lt;br /&gt;
| Sharpness/size of specular highlights, 0 - 128. Default 100.&lt;br /&gt;
|-&lt;br /&gt;
| opacity&lt;br /&gt;
| 0-100, controls transparency of the material. A node with a material opacity less than 100 is treated as transparent, otherwise opaque.&lt;br /&gt;
|-&lt;br /&gt;
| tex_diff&lt;br /&gt;
| Diffuse texture, file name (in the same folder). If you don't specify this, a white dummy texture is generated.&lt;br /&gt;
|-&lt;br /&gt;
| tex_ambi&lt;br /&gt;
| Ambient occlusion texture, file name (in the same folder). Used for faking ambient occlusion, by multiplying the diffuse with this. So the darker the AO texture, the darker it will make the diffuse.&lt;br /&gt;
|-&lt;br /&gt;
| tex_glow&lt;br /&gt;
| Self-illumination texture, overrides emissive colour parameter. Default none.&lt;br /&gt;
|-&lt;br /&gt;
| tex_spec&lt;br /&gt;
| Specular highlight colour/intensity texture. Default none. Multiplied by specular colour parameter, so set it to white to leave control entirely to the texture.&lt;br /&gt;
|-&lt;br /&gt;
| tex_norm&lt;br /&gt;
| Normal map. Default none. You can create surface detail with it, which interacts with lighting.&lt;br /&gt;
|-&lt;br /&gt;
| use_patterns&lt;br /&gt;
| This material will use the pattern/colour system. Read more below.&lt;br /&gt;
|-&lt;br /&gt;
| unlit&lt;br /&gt;
| No lighting, diffuse value can still be used to tint the result&lt;br /&gt;
|-&lt;br /&gt;
| two_sided&lt;br /&gt;
| Removed function. Duplicate face and flip normals if needed.&lt;br /&gt;
|-&lt;br /&gt;
| alpha_test&lt;br /&gt;
| Pixels with alpha value &amp;lt; 0.5 are discarded, this is good for fences and such. It produces sharp edges but the geometry does not need to be sorted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel specularmap.png|RTENOTITLE]] Flat specular lighting improved by a specular map&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel glowmap.png|RTENOTITLE]] A model lit only by the self-illumination texture&lt;br /&gt;
&lt;br /&gt;
=== Patterns ===&lt;br /&gt;
&lt;br /&gt;
A system to mark customizable color areas on a model without splitting it to separate materials.&lt;br /&gt;
&lt;br /&gt;
Patterns are small grayscale textures placed in the model folder, named pattern*.png. Using gray or white colour you can mark the areas tinted by one of the customizable colours (black marks unaffected areas). The colours are set by the game (faction-specific ship colours, shipyard UI for the player).&lt;br /&gt;
&lt;br /&gt;
The value ranges are: &lt;br /&gt;
* 0-63: not affecting (black)&lt;br /&gt;
* 64-127: first color (dark gray)&lt;br /&gt;
* 128-191: second color (mid gray)&lt;br /&gt;
* 192-255: third color (light gray/white)&lt;br /&gt;
You can set all three channels to these in RGB, or only the L channel in HSL (Hue, Saturation, Level) to get the needed gray.&lt;br /&gt;
&lt;br /&gt;
The alpha channel of the pattern defines it's transparency. It can be used for gradual changes from colored to blank, but not for gradients between different gray ranges. Useful for showing wear on the pattern, or coloring some parts more lightly. Alpha channel can be created by using a layer mask.&lt;br /&gt;
&lt;br /&gt;
Antialiasing (which generates small gradients) can cause artifacts, especially at black-white boundaries. To avoid it, try lowering the contrast on problematic places. Even different grays can be used from the same range, they will indicate the same color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The system has several limitations: it is not meant to do fine details, transitioning from one color to another is sharp and it works best with white/light textures. You'll have to experiment.&lt;br /&gt;
&lt;br /&gt;
[[File:newmodel_patterns_asp.png]]&lt;br /&gt;
&lt;br /&gt;
== Detail levels ==&lt;br /&gt;
&lt;br /&gt;
Meshes can be grouped into detail levels using the &amp;lt;code&amp;gt;lod pixelsize&amp;lt;/code&amp;gt; directive:&lt;br /&gt;
&lt;br /&gt;
 lod 100&lt;br /&gt;
 mesh hull_low.dae&lt;br /&gt;
 &lt;br /&gt;
 lod 200&lt;br /&gt;
 mesh hull_med.dae&lt;br /&gt;
 &lt;br /&gt;
 lod 1000&lt;br /&gt;
 mesh hull_hi.dae&lt;br /&gt;
 mesh landing_gear.dae&lt;br /&gt;
&lt;br /&gt;
A detail level will be picked if the approximate radius of the model on screen is less than &amp;lt;code&amp;gt;pixelsize&amp;lt;/code&amp;gt; (for the highest level it does not matter as long as it's larger than the others). Use the modelviewer to find optimal sizes.&lt;br /&gt;
&lt;br /&gt;
You may specify any number of detail levels in any order, they will be sorted according to size.&lt;br /&gt;
&lt;br /&gt;
== Shield mesh ==&lt;br /&gt;
If you name an object '''''shipname''_shield''', it will be used as the shield mesh for the ship. It can be in the top LoD .dae (.obj, etc), or in a separate file, but then you have to define that .dae for the top LoD too in the .model file.&lt;br /&gt;
If not present, then the game will generate a spherical shield around the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
&lt;br /&gt;
Position, rotation and scale keyframe animation is supported. Since the Blender 2.6 Collada exporter cannot export multiple animations in one file, you will have to put it all in one timeline and split it at the import stage (this is also the only reliable way to get named animations). An animation is defined after all the meshes in format &amp;lt;code&amp;gt;anim name startframe endframe&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 anim gear_down 0 10&lt;br /&gt;
 anim something_else 12 25&lt;br /&gt;
&lt;br /&gt;
Note, Collada uses seconds instead of frame numbers. For the conversion to work, you should create the animations at '''24FPS'''.&lt;br /&gt;
&lt;br /&gt;
The game will recognize animations by name, the list of supported animations is to be decided.&lt;br /&gt;
&lt;br /&gt;
Currently we support animation for landing gear (anim gear_down) and an idle loop (anim idle).&lt;br /&gt;
&lt;br /&gt;
There is no animation blending, so two animations shouldn't be directly controlling the same node.&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
&lt;br /&gt;
Models may have special &amp;quot;tag point&amp;quot; nodes where other models may be attached. You may define a tag point in Blender by placing an Empty object and giving it one of the predefined names.&lt;br /&gt;
&lt;br /&gt;
The system is meant for attaching equipment: guns, cargo pods, turrets...&lt;br /&gt;
&lt;br /&gt;
Example: A generic gun model attached to a point &amp;quot;tag_gun_right&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:newmodel_tagpoints01.png]]&lt;br /&gt;
&lt;br /&gt;
Tag points have not been fully implemented. If you want to use this feature, please contact the devs.&lt;br /&gt;
&lt;br /&gt;
=== Tag points ===&lt;br /&gt;
&lt;br /&gt;
As at 29 January 2014.&lt;br /&gt;
Tags are only need to be present on the top level LOD, they will be visible on all LOD levels.&lt;br /&gt;
These tags are mandatory for the ship to work as expected, e. g. missing tags for the camera(s) might lead to front lasers firing in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| tag_camera_front&amp;lt;br /&amp;gt;tag_camera_rear&amp;lt;br /&amp;gt;tag_camera_left&amp;lt;br /&amp;gt;tag_camera_right&amp;lt;br /&amp;gt;tag_camera_top&amp;lt;br /&amp;gt;tag_camera_bottom&lt;br /&gt;
|| [[File:Tag_orient_s.png|right|200px]]Position and orientation for the six internal view cameras. X &amp;quot;left&amp;quot;, Y &amp;quot;up&amp;quot;, Z &amp;quot;out&amp;quot; of the ship (in the direction the camera is facing). If one is missing, tag_camera will be used with its orientation adjusted for the appropriate direction. '''Camera tag scaling should be 1 on all three axes to avoid glitches.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tag_camera || Fallback for the specific camera tags. Useful if you don't want to specify all points. Defaults to the ship origin.&lt;br /&gt;
|-&lt;br /&gt;
| tag_gunmount_N || Gun positions, X &amp;quot;left&amp;quot;, Y &amp;quot;up&amp;quot;, Z &amp;quot;out&amp;quot; of the ship (in the fire direction). Note at this time, only N = 0 or 1 will work, and they correspond to &amp;quot;front&amp;quot; and &amp;quot;rear&amp;quot; guns in the UI. The &amp;quot;max_lasers&amp;quot; ship definition field still takes precedence (ie if max_lasers = 1, tag_gunmount_1 will never be used). Defaults to the ship origin.&lt;br /&gt;
|-&lt;br /&gt;
| tag_landing || A point at the lowest point of the ship with gear extended. Used during landing to make sure the ship sits at the right place on the surface. Defaults to the lowest point in the ships AABB, which is usually unsuitable because it includes the shield mesh.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collisions ==&lt;br /&gt;
&lt;br /&gt;
By default, the collision mesh of a model is the bounding box of all the meshes.&lt;br /&gt;
&lt;br /&gt;
For more control, name objects with the prefix &amp;quot;collision_&amp;quot; and they will be added to form a collision mesh (these objects will not be visible geometry, and the bounding box will not be generated).&lt;br /&gt;
&lt;br /&gt;
Note, these names are reserved for station collision trigger surfaces:&lt;br /&gt;
&lt;br /&gt;
* collision_pad1&lt;br /&gt;
* collision_pad2&lt;br /&gt;
* collision_pad3&lt;br /&gt;
* collision_pad4&lt;br /&gt;
&lt;br /&gt;
You can also import a separate mesh using the &amp;lt;code&amp;gt;collision&amp;lt;/code&amp;gt; directive in the model definition:&lt;br /&gt;
&lt;br /&gt;
 collision collision.obj&lt;br /&gt;
&lt;br /&gt;
The collision mesh is separate from all detail levels, so it should be only defined once.&lt;br /&gt;
&lt;br /&gt;
[[File:newmodel_collmesh01.png]]&lt;br /&gt;
&lt;br /&gt;
== Decals ==&lt;br /&gt;
&lt;br /&gt;
Decals are meant for customizable insignia on spaceships and changing advertisements on space stations. Up to four unique decals are available for a model (multiple identical decals are allowed). Place a piece of geometry, usually a flat quad, with proper UV coordinates and name it decal_01, 02, 03 or 04. The game will then use a special material on the geometry, or make it invisible if no decal is to be used.&lt;br /&gt;
&lt;br /&gt;
[[File:newmodel_decals01.png]]&lt;br /&gt;
&lt;br /&gt;
== Labels ==&lt;br /&gt;
&lt;br /&gt;
Dynamic 3D labels are meant for naming ships and space stations. Put an empty node in the model and give it a name beginning with &amp;quot;label&amp;quot;. The text is set by the game at runtime if supported.&lt;br /&gt;
&lt;br /&gt;
Node scale can be used as usual but the text is not constrained to the node bounds or anything like that, so some trial will be required.&lt;br /&gt;
&lt;br /&gt;
You can use multiple label nodes but they will all show the same text.&lt;br /&gt;
&lt;br /&gt;
[[File:newmodel_labels01.png]]&lt;br /&gt;
&lt;br /&gt;
== Minor features ==&lt;br /&gt;
&lt;br /&gt;
Note, these special nodes are only imported from the most detailed LOD, there is no need to duplicate them. They are rendered outside the detail level system.&lt;br /&gt;
&lt;br /&gt;
=== Billboard lights ===&lt;br /&gt;
&lt;br /&gt;
Simple light sprites placed using empty nodes with special naming (navlight_*). This feature will be more customizable someday, but for now the following name prefixes are recognized:&lt;br /&gt;
&lt;br /&gt;
* navlight_red: blinking red light, with ships when landing gear is down, with stations constantly&lt;br /&gt;
* navlight_green: blinking green light when landing gear is down&lt;br /&gt;
any other navlight_ is blue, on when landing gear is down.&lt;br /&gt;
* space stations, navlight_pad&amp;lt;number&amp;gt; lights change according to landing pad reservation status&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
Thrusters are marked with dummy objects. In Blender, create an &amp;quot;Empty&amp;quot; object and point its Z-axis (change the object display type to &amp;quot;arrows&amp;quot; or &amp;quot;single arrow&amp;quot; to visualize this) where the thruster should point. Thruster size is taken from the object scale. Begin the object name with either &amp;lt;code&amp;gt;thruster_&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;thruster_linear&amp;lt;/code&amp;gt; so the importer can recognize them (linear thrusters light up only when moving up/down/left/right/forward/backward, not when turning).&lt;br /&gt;
&lt;br /&gt;
Thruster colour can be modified, see: https://github.com/pioneerspacesim/pioneer/pull/3948&lt;br /&gt;
&lt;br /&gt;
== Internals ==&lt;br /&gt;
&lt;br /&gt;
You can find some testcase models at git://github.com/Luomu/newmodels.git.&lt;br /&gt;
&lt;br /&gt;
The internal scene graph consists of several of these nodes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Node|| Base class. A node can have a name and one or more parents.&lt;br /&gt;
|-&lt;br /&gt;
| Group|| A group is a Node that can have several children.&lt;br /&gt;
|-&lt;br /&gt;
| MatrixTransform|| A Group that applies a transformation to its child nodes when rendering.&lt;br /&gt;
|-&lt;br /&gt;
| StaticGeometry|| Contains one or more StaticMeshes.&lt;br /&gt;
|-&lt;br /&gt;
| LOD|| Detail level control node, picks one of the child nodes based on the approximate size of the model on screen.&lt;br /&gt;
|-&lt;br /&gt;
| ModelNode || Can be used to attach another Model as a submodel. Use case: dynamic equipment on ships.&lt;br /&gt;
|-&lt;br /&gt;
| More!||Some marginal nodes that exist at the moment are:&lt;br /&gt;
&lt;br /&gt;
* Thruster: spaceship thruster&lt;br /&gt;
* Billboard: can be used for light sprites (navlights on ships)&lt;br /&gt;
* Label3D: dynamic 2d text, meant for labeling ships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
MatrixTransform nodes are the most commonly used, if a geometry is rotated or scaled it will be parented to a MatrixTransform. A simple form of instancing can be achieved by adding a geometry as the child of several separate MatrixTransforms.&lt;br /&gt;
&lt;br /&gt;
During rendering, the graph is traversed twice. Once for opaque objects, and once for transparent objects (which includes decals, thrusters). The model system does not perform any depth sorting, this improvement job needs to be done elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
An animation consists of Channels. Each channel controls one node (always a MatrixTransform) and has a list of position and rotation Keys. Each key has a time and value. Keys are always linearly interpolated.&lt;br /&gt;
&lt;br /&gt;
At first the animations had proper play/pause/loop functionality but right now it is not so. Animation progress (and fun things like serialization) needs to be controlled directly by whatever feature uses the animation (see: landing gear).&lt;br /&gt;
&lt;br /&gt;
=== Export settings ===&lt;br /&gt;
&lt;br /&gt;
Collada (.dae) export settings for Blender 2.6:&lt;br /&gt;
&lt;br /&gt;
[[File:newmodel_exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Modeling_cockpits&amp;diff=4337</id>
		<title>Modeling cockpits</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Modeling_cockpits&amp;diff=4337"/>
		<updated>2022-05-09T08:11:27Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Modeling */ Adding tag update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Making cockpits is quite similar to modeling ships technically.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
Placement for the point of view is the origin:&amp;amp;nbsp;X:0, Y:0, Z:0. Take care to line up the interior properly with the help of the forward camera tag on the ship. It's generaly wise to have the ship model in the scene on a separate layer, to check if everything fits in there.&lt;br /&gt;
&lt;br /&gt;
Alignment is the same as for ships: Y+ is forward, X+ is right, Z+ is up. (in Blender axis convention).&lt;br /&gt;
&lt;br /&gt;
It's useful to place a camera at the POV, so the view can be checked easily. The default vertical FOV in Pioneer is 65°, which correspond to 97° in Blender (which uses horizontal FOV), or 14mm focal length if you are using 16:9 aspect ratio (1920*1080). I usually add rotation keyframe to the camera when it's looking forward, so if I move in the timeline, the camera resets to that direction. You don't need to export the camera.&lt;br /&gt;
&lt;br /&gt;
== Modeling ==&lt;br /&gt;
&lt;br /&gt;
Pretty much the same as with ships. There are some prefab and material collections in the works which should speed up furnishing and texture creation.&lt;br /&gt;
&lt;br /&gt;
Triangle budget is more loose though, since only one cockpit will be shown at any time. Don't push it to the millions though, but a couple 100 000 should be fine.&lt;br /&gt;
&lt;br /&gt;
Don't use a lot of materials though, a lot of those can decrease performance. One for transparent stuff and one for solid should be enough in most cases, and with proper texturing.&lt;br /&gt;
&lt;br /&gt;
[[Model_System|'''.model '''files work the same as for ships]], but there won't be any shield, collision mesh or LoD levels for it. Idle and gear down animations are untested.&lt;br /&gt;
&lt;br /&gt;
Right now thruster exhausts won't show up even if they would be visible from the cockpit. But there's a PR that will allow for using thruster tags. They should be named the same as they are in the ship.&lt;br /&gt;
&lt;br /&gt;
== Interactivity ==&lt;br /&gt;
&lt;br /&gt;
There are no interactive features for cockpits yet, apart from looking around. Dispays aren't showing anything, buttons aren't working. They are purely cosmetical right now (apart from the fact that they differentiate between ships, by limiting the view in different ways and amounts).&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Interactivity is planned, but there's not even an estimate on when or how they would work. &amp;lt;span style=&amp;quot;font-size:smaller;&amp;quot;&amp;gt;If you are planning on making cockpits for the official Pioneer release, then you should keep this in mind, and make them so they are easily extendable, editable when interactivity comes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
#You need to place your cockpit files in a directory, and place that&amp;amp;nbsp;into the pioneer/data/models/. The default cockpit is in /misc, but in the future cockpits will have their own directory (/data/models/cockpits/ for example).&amp;amp;nbsp; &lt;br /&gt;
#Edit the given ship's&amp;amp;nbsp;'''ships.json''' file in /data/ship. The cockpit line is usually empty. Add in the name of the '''cockpit.model''' file, without extension: &lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;cockpit&amp;quot;&amp;amp;nbsp;: &amp;quot;myship_cockpit&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If everything's in order, you should be able to try it out in-game. Make sure to enable the cockpits in the settings, which is off by default. You can also view it in the [[Model_viewer|model viewer]]. Zooming in all the way should place the camera at the POV of the pilot.&lt;br /&gt;
&lt;br /&gt;
=== Putting it into a mod ===&lt;br /&gt;
&lt;br /&gt;
You can pack up&amp;amp;nbsp;your creation as a mod, which is easier to distribute. Useful for testing and discussing it during development.&lt;br /&gt;
&lt;br /&gt;
In a mod file you basically replicate the directory structure of pioneer, but you only put in the data you want to change or introduce. So in this case (/data is ommited):&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#eee;border:1px solid #ccc;padding:5px 10px;&amp;quot;&amp;gt;/models/cockpits/myship_cockpit/files of my cockpit&amp;lt;br/&amp;gt; /ships/myship.json&amp;lt;/div&amp;gt; &lt;br /&gt;
Just zip this structure up you can use it by [[Mods|placing it in the mods directory.]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Sinonatrix&amp;diff=4336</id>
		<title>Sinonatrix</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Sinonatrix&amp;diff=4336"/>
		<updated>2022-05-07T15:03:08Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Adding cockpit image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Sinonatrix&lt;br /&gt;
|type = Light courier [[File:ship_class_light_courier.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;881e28769ecf4ba9991c8e93757a945f&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 62,707&lt;br /&gt;
|hull_mass = 28&lt;br /&gt;
|capacity = 35&lt;br /&gt;
|cargo_capacity = 30&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 2&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|max_cabins = 3&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 4&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 36&lt;br /&gt;
|effective_exhaust_velocity = 16,000&lt;br /&gt;
|deltav_empty = 13,227&lt;br /&gt;
|deltav_full = 7,232&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 3.9&lt;br /&gt;
|forward_accel_full = 2.05&lt;br /&gt;
|reverse_accel_empty = 1.8&lt;br /&gt;
|reverse_accel_full = 0.92&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.85&lt;br /&gt;
|down_accel_empty = 1.5&lt;br /&gt;
|down_accel_full = 0.61&lt;br /&gt;
|lateral_accel_empty = 1.5&lt;br /&gt;
|lateral_accel_full = 0.61&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3.2&lt;br /&gt;
|lift_coef = 0.2&lt;br /&gt;
|aero_stability = 0.6&lt;br /&gt;
|front_drag = 0.3&lt;br /&gt;
|side_drag = 0.5&lt;br /&gt;
|top_drag = 0.98&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Sinonatrix is an older OPLI Barnard courier model which shares some parts and structural elements with the Natrix. A very rugged but relatively easy to maintain craft. It's built mainly for speed. It's already excellent speed performance can be further boosted by Modified Thrusters, Optimized Thrusters or Bespoke Thrusters; with proper piloting, this ship can fulfill every mission deadline.&lt;br /&gt;
&lt;br /&gt;
Currently, this is the beginner ship for those players who start their journey at Mars.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
It's main role is mid to long range courier. It's intended to avoid combat, rather then fight. It's a popular model among racing pilots due to it's easy tweak-ability and abundance of spare parts.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Sinonatrix 06 1080.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Pretty_01_1080.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sinonatrix 03 1080.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sinonatrix 04 1080.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sinonatrix 05 1080.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renders 0112 1080.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sinonatrix_cockpit_018.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Cockpit (upcoming)&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Sinonatrix_cockpit_018.png&amp;diff=4335</id>
		<title>File:Sinonatrix cockpit 018.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Sinonatrix_cockpit_018.png&amp;diff=4335"/>
		<updated>2022-05-07T15:00:22Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4321</id>
		<title>Xylophis</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4321"/>
		<updated>2022-02-04T15:46:04Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Updating the Xylophis descriotion for the overhauled model. Adjusted the description a bit too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Xylophis&lt;br /&gt;
|type = Light cargo shuttle [[File:ship_class_light_passenger_shuttle.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;f856b8f01dd545a2941c654286079c6c&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 16,872&lt;br /&gt;
|hull_mass = 5&lt;br /&gt;
|capacity = 10&lt;br /&gt;
|cargo_capacity = 10&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 0&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 1&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 0&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 4&lt;br /&gt;
|effective_exhaust_velocity = 9,900&lt;br /&gt;
|deltav_empty = 5,819&lt;br /&gt;
|deltav_full = 2,340&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 1.5&lt;br /&gt;
|forward_accel_full = 1.5&lt;br /&gt;
|reverse_accel_empty = 1.5&lt;br /&gt;
|reverse_accel_full = 1.34&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.34&lt;br /&gt;
|down_accel_empty = 1&lt;br /&gt;
|down_accel_full = 0.8&lt;br /&gt;
|lateral_accel_empty = 1&lt;br /&gt;
|lateral_accel_full = 0.8&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3&lt;br /&gt;
|lift_coef = 0&lt;br /&gt;
|aero_stability = 0.25&lt;br /&gt;
|front_drag = 0.56&lt;br /&gt;
|side_drag = 0.84&lt;br /&gt;
|top_drag = 0.95&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The smallest and lightest vessel from the OPLI shipyard. A simply built, easy to operate light shuttle mainly intended for short station to station or station to ship hops.&lt;br /&gt;
&lt;br /&gt;
The Xylophis is hyperspace capable, but only barely. Which allows for short interstellar trips.&lt;br /&gt;
&lt;br /&gt;
As with any OPLI-Barnard ships, Xylophis is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is difficult because the space is limited. Despite its limitations, the ship became a favorite among space enthusiast who want a cheap ship to fly around once in a while.&lt;br /&gt;
&lt;br /&gt;
Currently, this is the beginner ship for the pilots who begin their journey at Barnard's Star.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
It's main role is low range intra-system shuttle and courier. With a hyperdrive installed it can be used for fun flights to other systems or to hop away from enemies to a safe system.&lt;br /&gt;
Due to its size it can't be efficiently used for a lot of purposes but its size makes it more difficult to detect and in asteroid field it is nearly impossible to get it.&lt;br /&gt;
It is most popular in Solar Federation space and among independent systems, but not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Xylophis is a good ship for people with low demands. It is often used by hobbyists and people interested in space because it is small, easy to control and dependable.&lt;br /&gt;
Like most other OPLI ships it has a wide margin of error, so it's ideal starter craft. Its main drawback is the very small cargo space.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Xylo01.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo02.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo03.png|1280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xylo04.png|1280px]]&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Xylo04.png&amp;diff=4320</id>
		<title>File:Xylo04.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Xylo04.png&amp;diff=4320"/>
		<updated>2022-02-04T15:45:15Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Xylo03.png&amp;diff=4319</id>
		<title>File:Xylo03.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Xylo03.png&amp;diff=4319"/>
		<updated>2022-02-04T15:45:04Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Xylo02.png&amp;diff=4318</id>
		<title>File:Xylo02.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Xylo02.png&amp;diff=4318"/>
		<updated>2022-02-04T15:44:39Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Xylo01.png&amp;diff=4317</id>
		<title>File:Xylo01.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Xylo01.png&amp;diff=4317"/>
		<updated>2022-02-04T15:42:54Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Xylophis_silhouette.png&amp;diff=4316</id>
		<title>File:Xylophis silhouette.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Xylophis_silhouette.png&amp;diff=4316"/>
		<updated>2022-02-04T15:40:37Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Nozmajner uploaded a new version of File:Xylophis silhouette.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4315</id>
		<title>Xylophis</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4315"/>
		<updated>2022-02-04T15:26:19Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Xylophis&lt;br /&gt;
|type = Light cargo shuttle [[File:ship_class_light_passenger_shuttle.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;d592ec9bad7244b6a385669370f8357c&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 16,872&lt;br /&gt;
|hull_mass = 5&lt;br /&gt;
|capacity = 10&lt;br /&gt;
|cargo_capacity = 10&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 0&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 1&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 0&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 4&lt;br /&gt;
|effective_exhaust_velocity = 9,900&lt;br /&gt;
|deltav_empty = 5,819&lt;br /&gt;
|deltav_full = 2,340&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 1.5&lt;br /&gt;
|forward_accel_full = 1.5&lt;br /&gt;
|reverse_accel_empty = 1.5&lt;br /&gt;
|reverse_accel_full = 1.34&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.34&lt;br /&gt;
|down_accel_empty = 1&lt;br /&gt;
|down_accel_full = 0.8&lt;br /&gt;
|lateral_accel_empty = 1&lt;br /&gt;
|lateral_accel_full = 0.8&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3&lt;br /&gt;
|lift_coef = 0&lt;br /&gt;
|aero_stability = 0.25&lt;br /&gt;
|front_drag = 0.56&lt;br /&gt;
|side_drag = 0.84&lt;br /&gt;
|top_drag = 0.95&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The smallest and lightest vessel from the OPLI shipyard. A simply built, easy to operate light shuttle mainly intended for short station to station or station to ship hops.&lt;br /&gt;
&lt;br /&gt;
The Xylophis is hyperspace capable, but only barely. Which allows for short interstellar trips.&lt;br /&gt;
&lt;br /&gt;
As with any OPLI-Barnard ships, Xylophis is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is difficult because the space is limited. Despite its limitations, the ship became a favorite among space enthusiast who want a cheap ship to fly around once in a while.&lt;br /&gt;
&lt;br /&gt;
Currently, this is the beginner ship for the pilots who begin their journey at Barnard's Star.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
It's main role is low range intra-system shuttle and courier. With a hyperdrive installed it can be used for fun flights to other systems or to hop away from enemies to a safe system.&lt;br /&gt;
Due to its size it can't be efficiently used for a lot of purposes but its size makes it more difficult to detect and in asteroid field it is nearly impossible to get it.&lt;br /&gt;
It is most popular in Solar Federation space and among independent systems, but not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Xylophis is a good ship for people with low demands. It is often used by hobbyists and people interested in space because it is small, easy to control and dependable.&lt;br /&gt;
Like most other OPLI ships it has a wide margin of error, so it's ideal starter craft. Its main drawback is the very small cargo space.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4314</id>
		<title>Xylophis</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4314"/>
		<updated>2022-02-04T15:24:31Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Xylophis&lt;br /&gt;
|type = Light cargo shuttle [[File:ship_class_light_passenger_shuttle.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;d592ec9bad7244b6a385669370f8357c&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 16,872&lt;br /&gt;
|hull_mass = 5&lt;br /&gt;
|capacity = 10&lt;br /&gt;
|cargo_capacity = 10&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 0&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 1&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 0&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 4&lt;br /&gt;
|effective_exhaust_velocity = 9,900&lt;br /&gt;
|deltav_empty = 5,819&lt;br /&gt;
|deltav_full = 2,340&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 1.5&lt;br /&gt;
|forward_accel_full = 1.5&lt;br /&gt;
|reverse_accel_empty = 1.5&lt;br /&gt;
|reverse_accel_full = 1.34&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.34&lt;br /&gt;
|down_accel_empty = 1&lt;br /&gt;
|down_accel_full = 0.8&lt;br /&gt;
|lateral_accel_empty = 1&lt;br /&gt;
|lateral_accel_full = 0.8&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3&lt;br /&gt;
|lift_coef = 0&lt;br /&gt;
|aero_stability = 0.25&lt;br /&gt;
|front_drag = 0.56&lt;br /&gt;
|side_drag = 0.84&lt;br /&gt;
|top_drag = 0.95&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The smallest and lightest vessel from the OPLI shipyard. A simply built, easy to operate light shuttle mainly intended for short station to station or station to ship hops.&lt;br /&gt;
&lt;br /&gt;
The Xylophis is hyperspace capable, but only barely. Which allows for short interstellar trips.&lt;br /&gt;
&lt;br /&gt;
As with any OPLI-Barnard ships, Xylophis is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is difficult because the space is limited. Despite its limitations, the ship became a favorite among space enthusiast who want a cheap ship to fly around once in a while.&lt;br /&gt;
&lt;br /&gt;
Currently, this is the beginner ship for the pilots who begin their journey at Barnard's Star.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
It's main role is low range intra-system shuttle and courier. With a hyperdrive installed it can be used for fun flights to other systems or to hop away from enemies to a safe system.&lt;br /&gt;
Due to its size it can't be efficiently used for a lot of purposes but its size makes it more difficult to detect and in asteroid field it is nearly impossible to get it.&lt;br /&gt;
It can occasionally be seen in Solar Federation space, in independent systems its popularity is a bit lower. It's not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Xylophis is a good ship for people with low demands. It is often used by hobbyists and people interested in space because it is small, easy to control and dependable.&lt;br /&gt;
Like most other OPLI ships it has a wide margin of error, so it's ideal starter craft. Its main drawback is the very small cargo space.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mola_Ramsayi&amp;diff=4116</id>
		<title>Mola Ramsayi</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mola_Ramsayi&amp;diff=4116"/>
		<updated>2021-09-30T16:43:53Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Mola Ramsayi&lt;br /&gt;
|type = Medium courier [[File:ship_class_medium_freighter.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;66ad0e5640a841d19f3d9b6b1e661ea7&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OKB Kaluri&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 814,200&lt;br /&gt;
|hull_mass = 380&lt;br /&gt;
|capacity = 950&lt;br /&gt;
|cargo_capacity = 900&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 5&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 5&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|max_cabins = 60&lt;br /&gt;
|max_weapons = 2&lt;br /&gt;
|max_missiles = 3&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 473&lt;br /&gt;
|effective_exhaust_velocity = 17,600&lt;br /&gt;
|deltav_empty = 14,231&lt;br /&gt;
|deltav_full = 5,355&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 2.2&lt;br /&gt;
|forward_accel_full = 2.03&lt;br /&gt;
|reverse_accel_empty = 2.2&lt;br /&gt;
|reverse_accel_full = 1.13&lt;br /&gt;
|up_accel_empty = 2.2&lt;br /&gt;
|up_accel_full = 1.8&lt;br /&gt;
|down_accel_empty = 1.7&lt;br /&gt;
|down_accel_full = 0.73&lt;br /&gt;
|lateral_accel_empty = 1.7&lt;br /&gt;
|lateral_accel_full = 0.73&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3.8&lt;br /&gt;
|lift_coef = 0.12&lt;br /&gt;
|aero_stability = 1.1&lt;br /&gt;
|front_drag = 0.34&lt;br /&gt;
|side_drag = 0.56&lt;br /&gt;
|top_drag = 0.56&lt;br /&gt;
}}&lt;br /&gt;
=WIP=&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Bowfin_fighter&amp;diff=4107</id>
		<title>Bowfin fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Bowfin_fighter&amp;diff=4107"/>
		<updated>2021-08-22T13:06:53Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: /* Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Bowfin fighter&lt;br /&gt;
|type = Medium fighter [[File:ship_class_medium_fighter.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;c7e7abb845ff44e3aca5265286373ac6&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OKB Kaluri&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 32,822&lt;br /&gt;
|hull_mass = 25&lt;br /&gt;
|capacity = 12&lt;br /&gt;
|cargo_capacity = 6&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 1&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 1&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 0&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 24&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 26&lt;br /&gt;
|effective_exhaust_velocity = 8,400&lt;br /&gt;
|deltav_empty = 5,989&lt;br /&gt;
|deltav_full = 4,471&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 3.4&lt;br /&gt;
|forward_accel_full = 3.23&lt;br /&gt;
|reverse_accel_empty = 2.5&lt;br /&gt;
|reverse_accel_full = 2.02&lt;br /&gt;
|up_accel_empty = 3&lt;br /&gt;
|up_accel_full = 2.1&lt;br /&gt;
|down_accel_empty = 2.5&lt;br /&gt;
|down_accel_full = 1.61&lt;br /&gt;
|lateral_accel_empty = 2.5&lt;br /&gt;
|lateral_accel_full = 1.61&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 6.5&lt;br /&gt;
|lift_coef = 0.42&lt;br /&gt;
|aero_stability = 0.5&lt;br /&gt;
|front_drag = 0.4&lt;br /&gt;
|side_drag = 0.78&lt;br /&gt;
|top_drag = 0.92&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Bowfin fighter is a six-engine single-seater short range combat and patrol spacecraft designed and manufactured by OKB-Kaluri of CIW in the early 3100's for the military. It's development was dotted with problems due to it being a testbed for some new technologies and shifting requirements. In the beginning it was plagued by frequent malfunctions and constant need of maintenance. And to make the matters worse, the Bowfin is quite hard and time consuming to maintain. The upside was its very good performance, combat effectiveness and survivability.&lt;br /&gt;
&lt;br /&gt;
The tender request that brought this craft to life indicated a very large quantity to be ordered which resulted in heavy competition among the shipyards. But the tender experienced several delays and changes in requirements, which made the development harder. Eventually OKB Kaluri emerged as winner with a very small margin, and started mass producing the craft. It seemed to be a bright era for the shipyard for a while, but changes in the fleet funding policies due to the somewhat thawing cold war resulted in the withdrawal of most of the orders.&lt;br /&gt;
&lt;br /&gt;
A lot of those crafts were already built by then. To mitigate losses as much as possible, Kaluri started for looking other markets for it. At first this wasn't really successful due to the ships complex high maintenance needs, so Kaluri was forced to refine the design further if it wanted to sell them.&lt;br /&gt;
&lt;br /&gt;
The CIW Fleet had a large number of ships in operation despite the reduced order, and started to accumulate deployment experience and feedback. Spare part demand drove up, and also the need for refinement, so the life of the Bowfin marched on.&lt;br /&gt;
&lt;br /&gt;
During its long operation history most of the initial kinks were eventually ironed out to a good extent which resulted in an increase of reliability and somewhat easier maintenance, but with some performance loss. Which wasn't too much of a problem, since the craft never saw any extended wartime deployment in its life, but the better dependability was invaluable for the border patrol support duty of a cold war, where it was mostly employed in.&lt;br /&gt;
&lt;br /&gt;
The surplus stock of the Bowfin were still high, and with the refinement of most early issues, Kaluri was able to start iterating on the design for the civilian market. The original design hid the cockpit away close to the center of mass, right above its ventral docking port in order to protect the pilot as much as possible. This meant very meager capacities for additional equipment, not to mention cargo. So the engineers decided to remove the internal encapsulated cockpit, and put on a more traditional bubble cockpit on top of the craft. This, and the removal of some military components they weren't even allowed to sell for civilians freed up enough room, so it can compete in the market of autonomously deploy-able mutli-role combat crafts.&lt;br /&gt;
&lt;br /&gt;
The civilian grade components reduced the performance further, but additional reliability came with it. Thus the craft found some success in the market, and brought Kaluri to almost break even with its investions to this craft.(not counting what was to be lifted to other designs). These days Bowfin isn't the most popular choice for combatants, but it is well represented nonetheless. In some circles it is a classic, due to it's central role in the VR action movie &amp;quot;Mavericks of Parker Citadel&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The civilian Bowfin widely available has a really decent acceleration and good maneuverability, but low capacity for additional equipment and even lower cargo capacity. It makes up for that with a good weapons capacity and armour, and great redundancy for reliability.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
The military version of the Bowfin is still mostly used in short to mid range border patrol and defense roles, acting as extended reach craft from carriers and orbital patrols. It can fulfill superiority tasks to a good extend too if the need arises, and can hold up well against most current light and medium fighters.&lt;br /&gt;
&lt;br /&gt;
The civilian version is proved to be a really good fleet defense craft against pirates, so it is a well represented craft around less lawful spaces. Smaller governments and militias like to use it as well for this reason. Not so liked among pirates and other criminals because its maintenance is still complex, and parts can be harder to obtain, even if they are actually in abundance.&lt;br /&gt;
&lt;br /&gt;
Some pilots retrofit it to light courier jobs in these rough parts of the galaxy, trading capacity and speed for the possibility to put up a good fight against freebooters.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
[[File:Kaluri-med-fighter_crop.png||left|frame|Bowfin concept art]]&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4102</id>
		<title>Xylophis</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Xylophis&amp;diff=4102"/>
		<updated>2021-07-17T08:23:10Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Updating with rebalance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Xylophis&lt;br /&gt;
|type = Light cargo shuttle [[File:ship_class_light_passenger_shuttle.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;d592ec9bad7244b6a385669370f8357c&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 16,872&lt;br /&gt;
|hull_mass = 5&lt;br /&gt;
|capacity = 10&lt;br /&gt;
|cargo_capacity = 10&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 2&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 0&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 1&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 0&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 4&lt;br /&gt;
|effective_exhaust_velocity = 9,900&lt;br /&gt;
|deltav_empty = 5,819&lt;br /&gt;
|deltav_full = 2,340&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 1.5&lt;br /&gt;
|forward_accel_full = 1.5&lt;br /&gt;
|reverse_accel_empty = 1.5&lt;br /&gt;
|reverse_accel_full = 1.34&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.34&lt;br /&gt;
|down_accel_empty = 1&lt;br /&gt;
|down_accel_full = 0.8&lt;br /&gt;
|lateral_accel_empty = 1&lt;br /&gt;
|lateral_accel_full = 0.8&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 3&lt;br /&gt;
|lift_coef = 0&lt;br /&gt;
|aero_stability = 0.25&lt;br /&gt;
|front_drag = 0.56&lt;br /&gt;
|side_drag = 0.84&lt;br /&gt;
|top_drag = 0.95&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The smallest and lightest vessel from the OPLI shipyard. It has the same design as the other OPLI ships due to technology restrictions: The prisoners mustn't get in contact with sensible apperatures that could be sabotaged. This ship is used as small transfer vehicle for people who want to have a bit of fun flying around the solar system or higher generals who want to travel to starports where their large ships can't dock without showing much radar signature. The xylophis is hyperspace capable, allowing short trips to other systems or to flee when under fire. As with any OPLI-Barnard ships, Xylophis is easy to maintain, but it needs frequent maintenance. Upgrading and tuning is difficult because the space is limited and since there is nearly no demand there are not much parts for tuning it up.&lt;br /&gt;
&lt;br /&gt;
Currently, this is the beginner ship for the pilots who begin their journey at Barnard's Star.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
It's main role is low range intra-system shuttle and courier. With a hyperdrive installed it can be used for fun flights to other systems or to hop away from enemies to a safe system.&lt;br /&gt;
Due to its size it can't be efficiently used for a lot of purposes but its size makes it more difficult to detect and in asteroid field it is nearly impossible to get it.&lt;br /&gt;
It can occasionally be seen in Solar Federation space, in independent systems its popularity is a bit lower. It's not a common sight in CIW space. In fact OPLI-Barnard ships are disliked because they are produced with penal labor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Xylophis is a good ship for people with low demands. It is often used by hobbyists and people interested in space because it is small, easy to control and dependable.&lt;br /&gt;
Like most other OPLI ships it has a wide margin of error, so it's ideal starter craft. Its main drawback is the very small cargo space.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Wave&amp;diff=4101</id>
		<title>Wave</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Wave&amp;diff=4101"/>
		<updated>2021-07-17T08:19:43Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Updating with rebalance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Wave&lt;br /&gt;
|type = Medium fighter [[File:ship_class_medium_fighter.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;ce88ef9b914b47a8a4c75e1ca5aad7f4&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = Auronox Corporation&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 55,305&lt;br /&gt;
|hull_mass = 26&lt;br /&gt;
|capacity = 18&lt;br /&gt;
|cargo_capacity = 16&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 1&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 1&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|max_cabins = 0&lt;br /&gt;
|max_weapons = 2&lt;br /&gt;
|max_missiles = 12&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 22&lt;br /&gt;
|effective_exhaust_velocity = 16,900&lt;br /&gt;
|deltav_empty = 10,361&lt;br /&gt;
|deltav_full = 6,852&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 4.5&lt;br /&gt;
|forward_accel_full = 4.32&lt;br /&gt;
|reverse_accel_empty = 1.2&lt;br /&gt;
|reverse_accel_full = 1.08&lt;br /&gt;
|up_accel_empty = 4&lt;br /&gt;
|up_accel_full = 3.08&lt;br /&gt;
|down_accel_empty = 2&lt;br /&gt;
|down_accel_full = 1.23&lt;br /&gt;
|lateral_accel_empty = 2&lt;br /&gt;
|lateral_accel_full = 1.23&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 14&lt;br /&gt;
|lift_coef = 1&lt;br /&gt;
|aero_stability = 2.6&lt;br /&gt;
|front_drag = 0.04&lt;br /&gt;
|side_drag = 0.1&lt;br /&gt;
|top_drag = 0.85&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The Wave is a medium-sized, yet highly capable, multi-role craft.  Designed by [[Auronox Corporation]] for privateers operating in and around dense nebulae and thick atmospheres, the flat, delta-wing design and X-shaped supporting fins provide extra stability, lift, and control whilst reducing drag.  The careful hull design, combined with modern composite materials, allow the 13 metric tonne craft to transport over twice its mass in cargo, whilst brandishing a moderate array of weaponry.  Additionally, its fuel tanks have a capacity of 22 tonnes, for relatively good range between waypoints.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
At this time, Auronox have not admitted to any defects in the Wave's design, or construction.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Venturestar&amp;diff=4100</id>
		<title>Venturestar</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Venturestar&amp;diff=4100"/>
		<updated>2021-07-17T08:17:11Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Updating with rebalance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Venturestar&lt;br /&gt;
|type = Medium freighter [[File:ship_class_medium_freighter.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;0d9dec8e501045c89664931c79d263a0&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = Albr Corp&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 1,127,263&lt;br /&gt;
|hull_mass = 460&lt;br /&gt;
|capacity = 1,160&lt;br /&gt;
|cargo_capacity = 880&lt;br /&gt;
|min_crew = 2&lt;br /&gt;
|max_crew = 5&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 6&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|max_cabins = 35&lt;br /&gt;
|max_weapons = 2&lt;br /&gt;
|max_missiles = 6&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 700&lt;br /&gt;
|effective_exhaust_velocity = 21,700&lt;br /&gt;
|deltav_empty = 20,071&lt;br /&gt;
|deltav_full = 7,793&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 2.2&lt;br /&gt;
|forward_accel_full = 2.41&lt;br /&gt;
|reverse_accel_empty = 2&lt;br /&gt;
|reverse_accel_full = 2.63&lt;br /&gt;
|up_accel_empty = 2.5&lt;br /&gt;
|up_accel_full = 2.63&lt;br /&gt;
|down_accel_empty = 1.76&lt;br /&gt;
|down_accel_full = 1.31&lt;br /&gt;
|lateral_accel_empty = 1.76&lt;br /&gt;
|lateral_accel_full = 1.31&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 7.2&lt;br /&gt;
|lift_coef = 0.76&lt;br /&gt;
|aero_stability = 1.8&lt;br /&gt;
|front_drag = 0.06&lt;br /&gt;
|side_drag = 0.21&lt;br /&gt;
|top_drag = 0.95&lt;br /&gt;
}}&lt;br /&gt;
==Venturestar==&lt;br /&gt;
Once the initial rush of manufacturing the [[AC33]] had tailed off, Albr Corp saw the opportunity to make more money with a civilian version. &lt;br /&gt;
The original designs were edited, removing the large engines and fitting regular more economical versions (which also drastically improved cargo space), removing much of the bulky military grade armour plating, adding crew bunks and finishing the interior with less sparse fittings.  &lt;br /&gt;
&lt;br /&gt;
==Improvements and changes==&lt;br /&gt;
Initial uptake of the Venturestar was not as high as expected, so after a few months of very low sales, the design was modified to add the same main engine nozzles (the cooling fins of the Dropstar are now redundant with normal engines and are purely cosmetic now) and wing end plates as the Dropstar, giving it a more utilitarian look.&lt;br /&gt;
&lt;br /&gt;
The advertising campaign was stepped up to market the Venturestar as a military grade civilian freighter which set it apart from all the other similar ships which were marketed as &amp;quot;Luxury&amp;quot; freighters.&lt;br /&gt;
&lt;br /&gt;
These small changes, as superficial as they were, pushed the Venturestar from obscurity to being a ship that can be found throughout the known galaxy.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Vatakara&amp;diff=4099</id>
		<title>Vatakara</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Vatakara&amp;diff=4099"/>
		<updated>2021-07-17T08:15:55Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Updating with rebalance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Vatakara&lt;br /&gt;
|type = Medium freighter [[File:ship_class_heavy_freighter.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = Mandarava-Csepel&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 2,655,296&lt;br /&gt;
|hull_mass = 890&lt;br /&gt;
|capacity = 3,200&lt;br /&gt;
|cargo_capacity = 2,900&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 8&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 9&lt;br /&gt;
|max_scoop_mounts = 2 &lt;br /&gt;
|max_cabins = 10&lt;br /&gt;
|max_weapons = 2&lt;br /&gt;
|max_missiles = 6&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 2,200&lt;br /&gt;
|effective_exhaust_velocity = 16,900&lt;br /&gt;
|deltav_empty = 21,036&lt;br /&gt;
|deltav_full = 7,274&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 2&lt;br /&gt;
|forward_accel_full = 1.94&lt;br /&gt;
|reverse_accel_empty = 1.8&lt;br /&gt;
|reverse_accel_full = 1.05&lt;br /&gt;
|up_accel_empty = 2&lt;br /&gt;
|up_accel_full = 1.05&lt;br /&gt;
|down_accel_empty = 1.24&lt;br /&gt;
|down_accel_full = 0.43&lt;br /&gt;
|lateral_accel_empty = 1.24&lt;br /&gt;
|lateral_accel_full = 0.43&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 4.9&lt;br /&gt;
|lift_coef = 0.12&lt;br /&gt;
|aero_stability = 0.65&lt;br /&gt;
|front_drag = 1.3&lt;br /&gt;
|side_drag = 1.21&lt;br /&gt;
|top_drag = 0.91&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Vatakara is the mainline mid-to-long range medium cargo freighter vessel from Mandarava-Csepel Shipworks, a variant of [[Malabar]]. An older model that saw continuous tweaking of its design for decades, Mandarava-Csepel phased it out in 3140. However, its popularity proved sufficient enough for M-C Shipworks to license it out to several independent shipyards throughout the galaxy.&lt;br /&gt;
The Vatakara is still a very popular model due to its sturdiness, generous cargo hold and relatively good performance.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
Its main role is short to midrange cargo hauling and equipment lifting.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Varada&amp;diff=4098</id>
		<title>Varada</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Varada&amp;diff=4098"/>
		<updated>2021-07-17T08:13:34Z</updated>

		<summary type="html">&lt;p&gt;Nozmajner: Updating with rebalance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Varada&lt;br /&gt;
|type = Light courier [[File:ship_class_light_courier.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;3a659e9dd8e246b8a623a1f396c50cb9&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = Mandarava-Csepel&lt;br /&gt;
&amp;lt;!-- Ship statistics --&amp;gt;&lt;br /&gt;
|price = 20,403&lt;br /&gt;
|hull_mass = 4&lt;br /&gt;
|capacity = 5&lt;br /&gt;
|cargo_capacity = 5&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 1&lt;br /&gt;
&amp;lt;!-- Equipment --&amp;gt;&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
|hyperdrive_class = 1&lt;br /&gt;
|max_scoop_mounts = 0&lt;br /&gt;
|max_cabins = 0&lt;br /&gt;
|max_weapons = 1&lt;br /&gt;
|max_missiles = 0&lt;br /&gt;
&amp;lt;!-- DeltaV --&amp;gt;&lt;br /&gt;
|fuel_tank_mass = 5&lt;br /&gt;
|effective_exhaust_velocity = 8,900&lt;br /&gt;
|deltav_empty = 7,217&lt;br /&gt;
|deltav_full = 3,932&lt;br /&gt;
&amp;lt;!-- Acceleration --&amp;gt;&lt;br /&gt;
|forward_accel_empty = 4&lt;br /&gt;
|forward_accel_full = 1.45&lt;br /&gt;
|reverse_accel_empty = 2.3&lt;br /&gt;
|reverse_accel_full = 0.72&lt;br /&gt;
|up_accel_empty = 3&lt;br /&gt;
|up_accel_full = 1.16&lt;br /&gt;
|down_accel_empty = 2.3&lt;br /&gt;
|down_accel_full = 0.58&lt;br /&gt;
|lateral_accel_empty = 2&lt;br /&gt;
|lateral_accel_full = 0.36&lt;br /&gt;
|angular_accel_empty = -&lt;br /&gt;
|angular_accel_full = -&lt;br /&gt;
&amp;lt;!-- Atmo --&amp;gt;&lt;br /&gt;
|atmo_shield = yes&lt;br /&gt;
|atmo_pressure_limit = 4&lt;br /&gt;
|lift_coef = 0.2&lt;br /&gt;
|aero_stability = 0.6&lt;br /&gt;
|front_drag = 0.7&lt;br /&gt;
|side_drag = 0.9&lt;br /&gt;
|top_drag = 0.3&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
A small but fast one seater shuttle which is widely used as short range courier. It has a very small cargo hold and no weapon hard-point, but it makes up for that by its superb acceleration and maneuverability. The Varada is in production for about a hundred years, with only minor modifications. &lt;br /&gt;
&lt;br /&gt;
Originally it was intended for short range travels, especially between stations orbiting the same planet. It was an instant hit among independent couriers. Also well known and appreciated model amongst sportsmen the tuning communities around the galaxy due to it's simple and reliable build. &lt;br /&gt;
&lt;br /&gt;
It's a niche craft in some regards, because of its small size, which limits its usefulness for longer trips. Even this doesn't discourage the hardcore couriers, who compete constantly, who can endure the longest trip in its cramped cockpit. It's common practice to squeeze a Class 1 Hyperdrive and one ton of Hydrogen in. This gives gives the Varada about 60 light year range. It's not for the faint of heart though since typical travel times are at about 60 days for that range which is quite taxing both for the pilot and the craft. And this practice is strongly discouraged by most governments.&lt;br /&gt;
There are even official endurance rallies spanning over several weeks or months.&lt;br /&gt;
&lt;br /&gt;
Apart from endurance competitions, there are several fast paced racing events around SolFed space, with a slightly modified version. All pilots fly similarly built crafts, to make sure that it's a test of the pilots ability, not the amount of money available to any given team.&lt;br /&gt;
&lt;br /&gt;
The Varada is also popular amongst ordinary people, due to its good performance and relative cheapness. It makes for a very fine recreational craft.&lt;br /&gt;
&lt;br /&gt;
==Improvements and changes==&lt;br /&gt;
&lt;br /&gt;
The Varada saw several updates to its components throughout the century. These were mostly regarding engine performance and handling. The basic model could be easily refitted with a fuel scoop adapter to its air intake, making it able to endure quite long trips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
Varada's uses are quite limited due to its small size and capacity. It's sometimes used as a cheap police vessel in poorer systems, usually with some kind of jury rigged weaponry. It doesn't really make a good fighter, because it lacks the needed protection, but it can be a formidable opponent in the hands of an experienced pilot, because of its good maneuverability and low profile.&lt;br /&gt;
&lt;br /&gt;
It's common for bulk ships to bring along one or two of these crafts, so there's a good, flexible, and light vessel available if the need arises. Its vertically pronounced layout makes it easy to store.&lt;/div&gt;</summary>
		<author><name>Nozmajner</name></author>
		
	</entry>
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