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	<id>https://wiki.pioneerspacesim.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WKFO</id>
	<title>PioneerWiki - User contributions [en]</title>
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	<updated>2026-04-29T08:07:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Aerodynamics&amp;diff=4333</id>
		<title>Aerodynamics</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Aerodynamics&amp;diff=4333"/>
		<updated>2022-02-15T07:59:45Z</updated>

		<summary type="html">&lt;p&gt;WKFO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Physics of Aerodynamic Flight ==&lt;br /&gt;
&lt;br /&gt;
Pioneer simulates aerodynamic drag and lift in a relatively simple manner. All non-ship dynamic objects (missiles, cargo etc.) are considered to be perfect spheres in the drag equation.&lt;br /&gt;
&lt;br /&gt;
drag_force = 0,5 * atmospheric_pressure * velocity^2 * drag_constant&lt;br /&gt;
&lt;br /&gt;
Drag constant for sphere is 0,1.&lt;br /&gt;
&lt;br /&gt;
The drag values for ships are calculated separately for each axis (local to the ship), by getting the ship's cross section for each axis. Each ship has it's cross section area values in their respective .json files, in meters squared.&lt;br /&gt;
&lt;br /&gt;
Sum of all forces in three axises allow ships to generate lift and/or manuever by increasing their angle of attack. Pioneer simulates non-cambered wings, with equal air displacement on either side of AoA.&lt;br /&gt;
&lt;br /&gt;
Pioneer also simulates stall. If the angle of attack is too high, the airflow will get disrupted, resulting in loss of lift force. With the current simulation (wiki updated at 22 September 2019), generated lift peaks at around 20 degrees, and falls off fully at 35-ish. However, this is relatively poorly simulated and probably needs to be swapped with a curve-based implementation in the future.&lt;br /&gt;
&lt;br /&gt;
[[File:aero_forces_placeholder.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Aerodynamic Stability ==&lt;br /&gt;
Most spacecraft in Pioneer are passively stable in atmosphere, forcing a nose-first orientation by generating torque while travelling in atmosphere. The strenght of this force is highly ship-specific, and better aerodynamic designs (like Wave and Deneb) are more stable compared to non-aerodynamic ships (like DSMiner). However, just like the case of AoA simulation, this is rather poorly simulated and probably needs some change in the future.&lt;br /&gt;
&lt;br /&gt;
While making a new ship, or assessing an existing ship's stability, the most useful information is the Center of Mass (CM) and the Center of Pressure (CP) of the vessel. A ship in airflow tends to go CM-first into the flow, and CP tends to trail the Center of Mass. If this is not satisfied, the unbalanced dynamic pressure will create a &amp;quot;righting moment&amp;quot; that tries to force the vehicle into a CM-first orientation. Imagining a straight line from CP to CM, there are two equilibrium flight configurations (so that no righting force is applied);&lt;br /&gt;
&lt;br /&gt;
The CP-CM line is aligned with the airflow, flying CM-first (Stable Equilibrium)&lt;br /&gt;
&lt;br /&gt;
The CP-CM line is aligned with the airflow, flying CP-first (Unstable Equilibrium)&lt;br /&gt;
&lt;br /&gt;
The righting torque is maximum when the CP-CM line is making a 90 degree angle to the airflow, and zero at either equilibrium. But, in the case of flying backwards (CP-first), a slight deviation from the alignment, unless actively cancelled by control systems, will result in the ship forcibly turning to the stable equilibrium orientation (whereas in the stable equilibrium case, the righting moment will work to cancel the deviation.)&lt;br /&gt;
&lt;br /&gt;
If you are familiar with any of them, this concept is kind of similar to how electric dipoles orient themselves in electric fields, or how ships right themselves with their Center of Mass and Center of Buoyancy.&lt;br /&gt;
&lt;br /&gt;
The exact righting moment applied increases with airflow velocity and the separation between the CM and CP. To assign an &amp;quot;aero_stability&amp;quot; value to a ship in its JSON definition, the most important metric is the distance between the model's origin (which is the point about which the ship rotates, therefore acting as the CM) and the center of geometry of the spacecraft (acting as the CP).&lt;br /&gt;
&lt;br /&gt;
If you want to see a simple illustration: https://www.grc.nasa.gov/WWW/k-12/rocket/rktstab.html&lt;br /&gt;
&lt;br /&gt;
== Aerodynamic Manuevers ==&lt;br /&gt;
&lt;br /&gt;
(Could be moved to it's own tutorial page?)&lt;br /&gt;
&lt;br /&gt;
If the atmospheric pressure is good enough, the current simulation model allows aerodynamic spacecraft to move like airplanes (go where you are pointing at.)&lt;br /&gt;
&lt;br /&gt;
By carefully increasing and decreasing the perpendicular area to the velocity vector, pilots can perform very precise aerobraking manuevers. This also makes managing the atmospheric entry heat much easier.&lt;br /&gt;
&lt;br /&gt;
The current aerodynamic flight simulation could, in theory, allow pilots to perform an aerogravity assist. (https://en.wikipedia.org/wiki/Aerogravity_assist)&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Aerodynamics&amp;diff=4332</id>
		<title>Aerodynamics</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Aerodynamics&amp;diff=4332"/>
		<updated>2022-02-15T07:58:40Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Elaborate aero_stability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Physics of Aerodynamic Flight ==&lt;br /&gt;
&lt;br /&gt;
Pioneer simulates aerodynamic drag and lift in a relatively simple manner. All non-ship dynamic objects (missiles, cargo etc.) are considered to be perfect spheres in the drag equation.&lt;br /&gt;
&lt;br /&gt;
drag_force = 0,5 * atmospheric_pressure * velocity^2 * drag_constant&lt;br /&gt;
&lt;br /&gt;
Drag constant for sphere is 0,1.&lt;br /&gt;
&lt;br /&gt;
The drag values for ships are calculated separately for each axis (local to the ship), by getting the ship's cross section for each axis. Each ship has it's cross section area values in their respective .json files, in meters squared.&lt;br /&gt;
&lt;br /&gt;
Sum of all forces in three axises allow ships to generate lift and/or manuever by increasing their angle of attack. Pioneer simulates non-cambered wings, with equal air displacement on either side of AoA.&lt;br /&gt;
&lt;br /&gt;
Pioneer also simulates stall. If the angle of attack is too high, the airflow will get disrupted, resulting in loss of lift force. With the current simulation (wiki updated at 22 September 2019), generated lift peaks at around 20 degrees, and falls off fully at 35-ish. However, this is relatively poorly simulated and probably needs to be swapped with a curve-based implementation in the future.&lt;br /&gt;
&lt;br /&gt;
[[File:aero_forces_placeholder.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Aerodynamic Stability ==&lt;br /&gt;
Most spacecraft in Pioneer are passively stable in atmosphere, forcing a nose-first orientation by generating torque while travelling in atmosphere. The strenght of this force is highly ship-specific, and better aerodynamic designs (like Wave and Deneb) are more stable compared to non-aerodynamic ships (like DSMiner). However, just like the case of AoA simulation, this is rather poorly simulated and probably needs some change in the future.&lt;br /&gt;
&lt;br /&gt;
While making a new ship, or assessing an existing ship's stability, the most useful information is the Center of Mass (CM) and the Center of Pressure (CP) of the vessel. A ship in airflow tends to go CM-first into the flow, and CP tends to trail the Center of Mass. If this is not satisfied, the unbalanced dynamic pressure will create a &amp;quot;righting moment&amp;quot; that tries to force the vehicle into a CM-first orientation. Imagining a straight line from CP to CM, there are two equilibrium flight configurations (so that no righting force is applied);&lt;br /&gt;
&lt;br /&gt;
The CP-CM line is aligned with the airflow, flying CM-first (Stable Equilibrium)&lt;br /&gt;
&lt;br /&gt;
The CP-CM line is aligned with the airflow, flying CP-first (Unstable Equilibrium)&lt;br /&gt;
&lt;br /&gt;
The righting torque is maximum when the CP-CM line is making a 90 degree angle to the airflow, and zero at either equilibrium. But, in the case of flying backwards (CP-first), a slight deviation from the alignment, unless actively cancelled by control systems, will result in the ship forcibly turning to the stable equilibrium orientation (whereas in the stable equilibrium case, the righting moment will work to cancel the deviation.)&lt;br /&gt;
&lt;br /&gt;
If you are familiar with any of them, this concept is kind of similar to how electric dipoles orient themselves in electric fields, or how ships right themselves with their Center of Mass and Center of Buoyancy.&lt;br /&gt;
&lt;br /&gt;
The exact righting moment applied increases with airflow velocity and the separation between the CM and CP. To assign an &amp;quot;aero_stability&amp;quot; value to a ship in its JSON definition, the most important metric is the distance between the model's origin and the center of geometry of the spacecraft.&lt;br /&gt;
&lt;br /&gt;
If you want to see a simple illustration: https://www.grc.nasa.gov/WWW/k-12/rocket/rktstab.html&lt;br /&gt;
&lt;br /&gt;
== Aerodynamic Manuevers ==&lt;br /&gt;
&lt;br /&gt;
(Could be moved to it's own tutorial page?)&lt;br /&gt;
&lt;br /&gt;
If the atmospheric pressure is good enough, the current simulation model allows aerodynamic spacecraft to move like airplanes (go where you are pointing at.)&lt;br /&gt;
&lt;br /&gt;
By carefully increasing and decreasing the perpendicular area to the velocity vector, pilots can perform very precise aerobraking manuevers. This also makes managing the atmospheric entry heat much easier.&lt;br /&gt;
&lt;br /&gt;
The current aerodynamic flight simulation could, in theory, allow pilots to perform an aerogravity assist. (https://en.wikipedia.org/wiki/Aerogravity_assist)&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4331</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4331"/>
		<updated>2022-02-06T21:13:00Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Replace github link with a properly organized zip download link&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 &amp;amp; latest source build&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;
|[http://spacesimcentral.com/ssc/topic/4296-i-dont-like-the-skybox/#entry47345 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;
|[http://spacesimcentral.com/ssc/topic/5277-lanner-for-current-pioneer-build/]&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;
|[http://spacesimcentral.com/ssc/topic/5253-vuzzs-milky-way-skybox-mod/]&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 http://pioneerspacesim.net/forum/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: http://pioneerspacesim.net/forum/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>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4330</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4330"/>
		<updated>2022-02-06T19:47:38Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Fixing wrong release date&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 &amp;amp; latest source build&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://github.com/WKFO/Pioneer-MonoCarrier/archive/refs/heads/master.zip]&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;
|[http://spacesimcentral.com/ssc/topic/4296-i-dont-like-the-skybox/#entry47345 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;
|[http://spacesimcentral.com/ssc/topic/5277-lanner-for-current-pioneer-build/]&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;
|[http://spacesimcentral.com/ssc/topic/5253-vuzzs-milky-way-skybox-mod/]&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 http://pioneerspacesim.net/forum/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: http://pioneerspacesim.net/forum/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>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4329</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4329"/>
		<updated>2022-02-06T19:41:07Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add &amp;quot;Monolithic Carrier&amp;quot; by wkfo&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 &amp;amp; latest source build&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;
|2022-02-06&lt;br /&gt;
|3.3 MB&lt;br /&gt;
|[https://github.com/WKFO/Pioneer-MonoCarrier/archive/refs/heads/master.zip]&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;
|[http://spacesimcentral.com/ssc/topic/4296-i-dont-like-the-skybox/#entry47345 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;
|[http://spacesimcentral.com/ssc/topic/5277-lanner-for-current-pioneer-build/]&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;
|[http://spacesimcentral.com/ssc/topic/5253-vuzzs-milky-way-skybox-mod/]&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 http://pioneerspacesim.net/forum/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: http://pioneerspacesim.net/forum/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>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4106</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Mods&amp;diff=4106"/>
		<updated>2021-08-21T19:48:46Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add &amp;quot;Sol Extended&amp;quot; by EpsilonEridani&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;
|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;
|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;
|[http://spacesimcentral.com/ssc/topic/4296-i-dont-like-the-skybox/#entry47345 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;
|[http://spacesimcentral.com/ssc/topic/5277-lanner-for-current-pioneer-build/]&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;
|[http://spacesimcentral.com/ssc/topic/5253-vuzzs-milky-way-skybox-mod/]&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 http://pioneerspacesim.net/forum/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: http://pioneerspacesim.net/forum/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>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Hydrogen_scoop&amp;diff=4105</id>
		<title>Hydrogen scoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Hydrogen_scoop&amp;diff=4105"/>
		<updated>2021-08-15T10:51:37Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Update atmo pressure requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
You can scoop Hydrogen from the atmosphere of a gas giant, if you have Fuel Scoop installed on your ship.&lt;br /&gt;
&lt;br /&gt;
Fuel Scoop activates automatically at the following conditions:&lt;br /&gt;
&lt;br /&gt;
*There's free space in you cargo hold (collected Hydrogen is stored there). &lt;br /&gt;
*Atmosphere pressure is high enough (depends on gas giant's characteristics). &lt;br /&gt;
*Ship speed is over 1 km/s. &lt;br /&gt;
*Ship should face in the direction you are flying. A bit of deviation to direction is allowed, but when the angle is too high, the Fuel Scoop can't collect Hydrogen. &lt;br /&gt;
&lt;br /&gt;
Every time you collect some Hydrogen you can see a message about this at the scanner screen.&lt;br /&gt;
&lt;br /&gt;
'''Some useful hints:'''&lt;br /&gt;
&lt;br /&gt;
*Make sure that you ship's thrust is enough to fly away from this planet. Check the planets gravity before you fly to it. If gravity is too high compared to ship's thrust, it makes hard or even impossible to fly away from this planet. Choose gas giants with lower gravity. &lt;br /&gt;
*Descending too deep into the atmoshpere is dangerous. Most ships are rated for about 11 atm external pressure, so be aware. &lt;br /&gt;
*Always be aware of your horizontal and vertical speed. Don't let yourself fall too fast, or you might get into a situation where you can't recover from. &lt;br /&gt;
**Don't just drop into the atmosphere on a steep trajectory, but try just to skim it's upper layers. The orbital map is quite useful for this, since it shows your current orbit. &lt;br /&gt;
**Try to keep your descent rate (next to the altitude display) under control. &lt;br /&gt;
**Try to gain as much horizontal speed as possible during escape, while you maintain a good positive vertical speed. The horizontal speed is what gets you into orbit. (a gas giant can easily require 40km/s for a stable low orbit) &lt;br /&gt;
**Be aware that your acceleration decreases as you fill up your cargo hold (mass increases). Some of the ships with large cargo holds can experience quite dramatic loss of acceleration because of this.   &lt;br /&gt;
*Be careful when flying too low over the planet surface: &lt;br /&gt;
**When speed and pressure are too high, you can overheat your hull. An Atmospheric Shield can somewhat alleviate this problem. &lt;br /&gt;
**You can crash to the planet when you fly near surface. (And avoid too high time acceleration settings.)   &lt;br /&gt;
*It is easy to fly to the planet if you give an order to autopilot: &amp;quot;Enter low orbit around planet&amp;quot;. With this order autopilot fly to the planet as near as possible. When your ship orbited at the planet, switch off autopilot and fly lower to atmosphere. &lt;br /&gt;
**To choose a planet you can open a map ('F2' key), next press 'F7' key, next click the planet you need to select it with rectangle. Next return to main screen and press 'F4' key and select &amp;quot;Autopilot: Enter low orbit around &amp;lt;planet_name&amp;gt;&amp;quot; order.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3955</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3955"/>
		<updated>2020-10-17T15:34:02Z</updated>

		<summary type="html">&lt;p&gt;WKFO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Music files should be placed in a subdirectory of &amp;lt;code&amp;gt;data/music/&amp;lt;/code&amp;gt;. They must be in [http://xiph.org/vorbis/ .ogg format], sampled at 44100 or 22050 Hz. All music are licensed CC-BY-SA-3.0.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; will be played by the default player script, &amp;lt;code&amp;gt;modules/MusicPlayer.lua&amp;lt;/code&amp;gt;. Mission or per-system scripts should add their own music to a separate sub-directory.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; is selected based on game events. When a particular game event occurs a song is chosen at random from the appropriate subdir. The subdirs are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''space''': ambient music, played while flying in space. When music for a specific event finishes the player will start a song from this category. This is also the fallback category if any category subdir has no songs in it.&lt;br /&gt;
&lt;br /&gt;
* '''unexplored''': ambient music for star systems beyond the expansion of human civilization. Replaces the default fallback category in those systems. Also acts as hyperspace soundtrack if a track is finished during a hyperspace jump, no matter where the player is in the sector map.&lt;br /&gt;
&lt;br /&gt;
* '''near-planet''', '''near-spacestation''': ambient music specific to planets and orbital stations. The player will play something from one of these categories if ambient music is requested and the player is near a planet or station.&lt;br /&gt;
&lt;br /&gt;
* '''docked''': played when the player docks (ie as the station menu appears)&lt;br /&gt;
&lt;br /&gt;
* '''undocked''': played when the player undocks (ie when the request launch)&lt;br /&gt;
&lt;br /&gt;
* '''ship-nearby''', '''ship-firing''': played when the player's alert state changes because a ship is nearby (within 100km) or starts firing. Note that the presence of a ship (even a firing ship) does not necessarily mean the ship is hostile and the player is (about to be) in combat.&lt;br /&gt;
&lt;br /&gt;
* '''ship-destroyed''': played with the player destroys a ship&lt;br /&gt;
&lt;br /&gt;
* '''player-destroyed''': played when the player is destroyed. Will continue to play over the &amp;quot;tombstone&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
== Music Style ==&lt;br /&gt;
Pioneer's soundtrack is a combination of electronic, orchestral and classical pieces; most being electronic. &lt;br /&gt;
&lt;br /&gt;
Ambient music is separated into two: core systems and unexplored systems. Core system tracks are electronic melodies generally accompanied by soft beats. Most of Pioneer's original compositions are in this form. Unexplored system tracks have a smoother, minimalist and more mysterious mood. (Not a perfect analogue, but Unexplored soundtrack is to Pioneer what Nether soundtrack is to Minecraft.) &lt;br /&gt;
&lt;br /&gt;
Pioneer2.ogg by Emajogi is an exception; it is an orchestral piece in the form of &amp;quot;space-y&amp;quot; music. Probably feels more like Frontier Elite II, considering it is an old piece in Pioneer and it is probably composed with something like Elite II in mind.&lt;br /&gt;
&lt;br /&gt;
Rest of the core ambience is classical pieces such as Moonlight Sonata and The Blue Danube. They fit really well to the feeling of core (familiar) systems.&lt;br /&gt;
&lt;br /&gt;
Pioneer has situational music as well, most notably the space stations and ship-to-ship situations.&lt;br /&gt;
&lt;br /&gt;
Space stations have classical piano pieces, except one original piano waltz.&lt;br /&gt;
&lt;br /&gt;
In ship-to-ship interaction, if a ship gets close to the player, orchestral suspensing/alerting tracks play. Note that this might not mean the player is at immediate danger, but should expect it.&lt;br /&gt;
&lt;br /&gt;
If the ship(s) starts firing, combat music starts. They are faster-paced electronic tracks. They don't have a really set mood, but they shouldn't go as fancy as Doom OST or Radix OST and it should be OK.&lt;br /&gt;
&lt;br /&gt;
If the player destroys an enemy ship, a short and fast classical piece is played. Player should feel accomplished (as combat is currently trash and it is near impossible to win unless you've been playing for quite some time).&lt;br /&gt;
&lt;br /&gt;
If the player dies (either in or out of a combat situation) a sad music is played.&lt;br /&gt;
&lt;br /&gt;
By using the appropriate Lua mission scripts, mission-specific music can be played. This method was never tried in the official repository.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Space_Stations&amp;diff=3954</id>
		<title>Space Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Space_Stations&amp;diff=3954"/>
		<updated>2020-10-12T18:34:08Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Create Space Stations page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Space stations''', '''spaceports''' or '''starports''' are facilities designed to provide services such as refueling, maintenance, equipment and modification to spacecraft; as well as serve as a safe harbor. They can also allow commodity trading, bulletin board or security interactions. &lt;br /&gt;
&lt;br /&gt;
Space stations can be found almost anywhere humanity establishes a permanent residence. Almost all settlements, ranging in size from the largest metropolises to the smallest scientific outposts, rely on space stations for conducting spaceflight and maintaining logistic operations essential for survival, economic growth or other more specific tasks.&lt;br /&gt;
&lt;br /&gt;
Stations usually hold varying amounts of different commodities in storage, determined by (and also as an indication of) the dominant economic activity of the system they are in. Abundant commodities can be bought for a lower price than the galactic average, and commodities the station (or rather, the star system) is in need of can be sold for higher than the galactic average. This is usually seen as a great opportunity to make cash by freelancing pilots across the inhabited space. Apart from that, stations also pay pilots who might be willing to carry away the waste material generated by the population.&lt;br /&gt;
&lt;br /&gt;
Space stations also provide a platform for crew members to find jobs aboard ships visiting the station. Ship commanders may get in contact with crew members looking for employment and ask them to sit for an evaluation test before deciding to hire them or not.&lt;br /&gt;
&lt;br /&gt;
Space stations are expensive assets with great strategic value, and are almost always constructed and administered by star system governments. Most -if not all- stations are protected by some sort of armed and independently spaceflight-capable police force; and even without external protection, they can survive most environmental threats or deliberate attacks.&lt;br /&gt;
&lt;br /&gt;
Although it might not be the traditional usage, in Pioneer universe, ground spaceports are also commonly referred to as stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ground Stations ==&lt;br /&gt;
&lt;br /&gt;
Ground stations are constructed on the surface of terrestrial bodies, and usually nearby population centers to which they serve as a gateway to the rest of the civilization. As of 12.10.3220, there are two types of known ground stations.&lt;br /&gt;
&lt;br /&gt;
(Add photos here.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Orbital Stations ==&lt;br /&gt;
&lt;br /&gt;
The common types of orbital stations used throughout the inhabited space can be regarded as flying cities. These ring shaped structures spin around a central axis in order to create an artificial gravity environment - some even with multiple levels. The landing pads are located in a central cavity, which makes it easier and safer for pilots approach and dock.&lt;br /&gt;
&lt;br /&gt;
(Add photos here too.)&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3945</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3945"/>
		<updated>2020-09-04T10:17:59Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Minor revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Music files should be placed in a subdirectory of &amp;lt;code&amp;gt;data/music/&amp;lt;/code&amp;gt;. They must be in [http://xiph.org/vorbis/ .ogg format], sampled at 44100 or 22050 Hz. All music are licensed CC-BY-SA-3.0.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; will be played by the default player script, &amp;lt;code&amp;gt;modules/MusicPlayer.lua&amp;lt;/code&amp;gt;. Mission or per-system scripts should add their own music to a separate sub-directory.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; is selected based on game events. When a particular game event occurs a song is chosen at random from the appropriate subdir. The subdirs are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''space''': ambient music, played while flying in space. When music for a specific event finishes the player will start a song from this category. This is also the fallback category if any category subdir has no songs in it.&lt;br /&gt;
&lt;br /&gt;
* '''unexplored''': ambient music for star systems beyond the expansion of human civilization. Replaces the default fallback category in those systems. Also acts as hyperspace soundtrack if a track is finished during a hyperspace jump, no matter where the player is in the sector map.&lt;br /&gt;
&lt;br /&gt;
* '''near-planet''', '''near-spacestation''': ambient music specific to planets and orbital stations. The player will play something from one of these categories if ambient music is requested and the player is near a planet or station.&lt;br /&gt;
&lt;br /&gt;
* '''docked''': played when the player docks (ie as the station menu appears)&lt;br /&gt;
&lt;br /&gt;
* '''undocked''': played when the player undocks (ie when the request launch)&lt;br /&gt;
&lt;br /&gt;
* '''ship-nearby''', '''ship-firing''': played when the player's alert state changes because a ship is nearby (within 100km) or starts firing. Note that the presence of a ship (even a firing ship) does not necessarily mean the ship is hostile and the player is (about to be) in combat.&lt;br /&gt;
&lt;br /&gt;
* '''ship-destroyed''': played with the player destroys a ship&lt;br /&gt;
&lt;br /&gt;
* '''player-destroyed''': played when the player is destroyed. Will continue to play over the &amp;quot;tombstone&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
== Music Style ==&lt;br /&gt;
Pioneer's soundtrack is a combination of electronic, orchestral and classical pieces; most being electronic. &lt;br /&gt;
&lt;br /&gt;
Ambient music is separated into two: core systems and unexplored systems. Core system tracks are electronic melodies generally accompanied by soft beats. Most of Pioneer's original compositions are in this form. Unexplored system tracks have a smoother, minimalist and more mysterious mood.&lt;br /&gt;
&lt;br /&gt;
Pioneer2.ogg by Emajogi is an exception; it is an orchestral piece in the form of &amp;quot;space-y&amp;quot; music. Probably feels more like Frontier Elite II, considering it is an old piece in Pioneer and it is probably composed with something like Elite II in mind.&lt;br /&gt;
&lt;br /&gt;
Rest of the core ambience is classical pieces such as Moonlight Sonata and The Blue Danube. They fit really well to the feeling of core (familiar) systems.&lt;br /&gt;
&lt;br /&gt;
Pioneer has situational music as well, most notably the space stations and ship-to-ship situations.&lt;br /&gt;
&lt;br /&gt;
Space stations have classical piano pieces, except one original piano waltz.&lt;br /&gt;
&lt;br /&gt;
In ship-to-ship interaction, if a ship gets close to the player, orchestral suspensing/alerting tracks play. Note that this might not mean the player is at immediate danger, but should expect it.&lt;br /&gt;
&lt;br /&gt;
If the ship(s) starts firing, combat music starts. They are faster-paced electronic tracks. They don't have a really set mood, but they shouldn't go as fancy as Doom OST or Radix OST and it should be OK.&lt;br /&gt;
&lt;br /&gt;
If the player destroys an enemy ship, a short and fast classical piece is played. Player should feel accomplished (as combat is currently trash and it is near impossible to win unless you've been playing for quite some time).&lt;br /&gt;
&lt;br /&gt;
If the player dies (either in or out of a combat situation) a sad music is played.&lt;br /&gt;
&lt;br /&gt;
By using the appropriate Lua mission scripts, mission-specific music can be played. This method was never tried in the official repository.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Hydrogen_scoop&amp;diff=3944</id>
		<title>Hydrogen scoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Hydrogen_scoop&amp;diff=3944"/>
		<updated>2020-08-04T11:42:47Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Fix fuel scoop conditions, now consistent with Ship.cpp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
You can scoop Hydrogen from the atmosphere of a gas giant, if you have Fuel Scoop installed on your ship.&lt;br /&gt;
&lt;br /&gt;
Fuel Scoop activates automatically at the following conditions:&lt;br /&gt;
&lt;br /&gt;
*There's free space in you cargo hold (collected Hydrogen is stored there). &lt;br /&gt;
*Atmosphere pressure is over 0.5 atm. &lt;br /&gt;
*Ship speed is over 1 km/s. &lt;br /&gt;
*Ship should face in the direction you are flying. A bit of deviation to direction is allowed, but when the angle is too high, the Fuel Scoop can't collect Hydrogen. &lt;br /&gt;
&lt;br /&gt;
Every time you collect some Hydrogen you can see a message about this at the scanner screen.&lt;br /&gt;
&lt;br /&gt;
'''Some useful hints:'''&lt;br /&gt;
&lt;br /&gt;
*Make sure that you ship's thrust is enough to fly away from this planet. Check the planets gravity before you fly to it. If gravity is too high compared to ship's thrust, it makes hard or even impossible to fly away from this planet. Choose gas giants with lower gravity. &lt;br /&gt;
*Descending too deep into the atmoshpere is dangerous. Most ships are rated for about 11 atm external pressure, so be aware. &lt;br /&gt;
*Always be aware of your horizontal and vertical speed. Don't let yourself fall too fast, or you might get into a situation where you can't recover from. &lt;br /&gt;
**Don't just drop into the atmosphere on a steep trajectory, but try just to skim it's upper layers. The orbital map is quite useful for this, since it shows your current orbit. &lt;br /&gt;
**Try to keep your descent rate (next to the altitude display) under control. &lt;br /&gt;
**Try to gain as much horizontal speed as possible during escape, while you maintain a good positive vertical speed. The horizontal speed is what gets you into orbit. (a gas giant can easily require 40km/s for a stable low orbit) &lt;br /&gt;
**Be aware that your acceleration decreases as you fill up your cargo hold (mass increases). Some of the ships with large cargo holds can experience quite dramatic loss of acceleration because of this.   &lt;br /&gt;
*Be careful when flying too low over the planet surface: &lt;br /&gt;
**When speed and pressure are too high, you can overheat your hull. An Atmospheric Shield can somewhat alleviate this problem. &lt;br /&gt;
**You can crash to the planet when you fly near surface. (And avoid too high time acceleration settings.)   &lt;br /&gt;
*It is easy to fly to the planet if you give an order to autopilot: &amp;quot;Enter low orbit around planet&amp;quot;. With this order autopilot fly to the planet as near as possible. When your ship orbited at the planet, switch off autopilot and fly lower to atmosphere. &lt;br /&gt;
**To choose a planet you can open a map ('F2' key), next press 'F7' key, next click the planet you need to select it with rectangle. Next return to main screen and press 'F4' key and select &amp;quot;Autopilot: Enter low orbit around &amp;lt;planet_name&amp;gt;&amp;quot; order.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=3898</id>
		<title>Pioneer Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Pioneer_Wiki&amp;diff=3898"/>
		<updated>2020-04-16T18:32:22Z</updated>

		<summary type="html">&lt;p&gt;WKFO: century&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;
*[http://pioneerspacesim.net/download Download Pioneer] for Windows, Linux and Mac OSX &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;
*[http://pioneerspacesim.net/ Pioneer Space Sim Homepage]&lt;br /&gt;
*[https://github.com/pioneerspacesim/pioneer/ Main Github repository]&lt;br /&gt;
*[http://spacesimcentral.com/community/pioneer/ Community forum] &lt;br /&gt;
*[http://pioneerspacesim.net/forum Developer forum] &lt;br /&gt;
*[https://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;
*[http://webchat.freenode.net/?channels=#pioneer Pioneer Space Sim on IRC]&lt;br /&gt;
*[http://twitter.com/pioneerspacesim @pioneerspacesim] on Twitter &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;
**[[Code_style|Code style]]&lt;br /&gt;
**[[Development_team|Development team]]  &lt;br /&gt;
**[[Engine_Overview|Engine internals overview]] &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;
&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>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Talk:Hydrogen_scoop&amp;diff=3897</id>
		<title>Talk:Hydrogen scoop</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Talk:Hydrogen_scoop&amp;diff=3897"/>
		<updated>2020-04-06T21:34:00Z</updated>

		<summary type="html">&lt;p&gt;WKFO: speed condition?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please correct my mistakes. I'm not very good speaking English, sorry.&lt;br /&gt;
[[User:AlexSL|AlexSL]] ([[User talk:AlexSL|talk]]) 12:22, 3 April 2014 (PDT)&lt;br /&gt;
&lt;br /&gt;
WKFO: Is the 2km/s speed condition true? I think I remember doing it below that.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Flight_Control&amp;diff=3888</id>
		<title>Flight Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Flight_Control&amp;diff=3888"/>
		<updated>2019-09-22T19:00:45Z</updated>

		<summary type="html">&lt;p&gt;WKFO: add link to main aerodynamic flight page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;planning and notes for kuroneko's flight control / joystick control related changes.&lt;br /&gt;
&lt;br /&gt;
== Where are we now? ==&lt;br /&gt;
&lt;br /&gt;
*Mostly working Axis vs Button binding system&lt;br /&gt;
*Some controls (most primary flight controls) mappable directly&lt;br /&gt;
*Some interactions are GUI only&lt;br /&gt;
*Only pitch, yaw and roll are axis assignable.&lt;br /&gt;
*Pure-Innertial flight model with variable levels of flight assistance&lt;br /&gt;
&lt;br /&gt;
== What's currently being worked on (and by who)? ==&lt;br /&gt;
&lt;br /&gt;
*More axis assignable controls (kuroneko)&lt;br /&gt;
*Setspeed mode behaviour fixes (kuroneko)&lt;br /&gt;
&lt;br /&gt;
== Where should we go? ==&lt;br /&gt;
&lt;br /&gt;
=== Flight Model Assumptions ===&lt;br /&gt;
&lt;br /&gt;
Since I'm not sure this is outlined anywhere, let's make the following assumptions:&lt;br /&gt;
&lt;br /&gt;
*All rotational control is performed using an RCS-like jet system which I'll simply refer to as RCS below. &amp;amp;nbsp;RCS jet output is well below primary and retro engines, but is intended to be enough to spin the craft and translate it at low rates.&lt;br /&gt;
*Lateral and Longitudinal Translation is always performed using the RCS-like jets above.&lt;br /&gt;
*Fore/Aft translation are performed using the main and retro engines.&lt;br /&gt;
*RCS and main engines use the same fuel (hence the single fuel gauge).&lt;br /&gt;
*In the future we may wish to introduce Atmospheric Drag/Aerobraking + Aerodynamic Atmospheric Flight for ships which will change the way some things things work further.&lt;br /&gt;
&lt;br /&gt;
=== Control Authority ===&lt;br /&gt;
&lt;br /&gt;
Some work needs to take place in the future to change input from transition authority (ie: push button toggles) with state authority on axes only to being configurable between transition and state authoritative on all flight controls.  This will pave the way to support higher end HOTAS sets which contain switches and other state-authoritative style inputs beyond just the axes themselves.&lt;br /&gt;
&lt;br /&gt;
=== Flight Assistance ===&lt;br /&gt;
&lt;br /&gt;
At the moment, our ship avionics (for lack of a better term for it) is trying to be all-or-nothing.&lt;br /&gt;
&lt;br /&gt;
The mode can only be toggled via the GUI (and GUI related keybinds) and an option setting.&lt;br /&gt;
&lt;br /&gt;
I would like to propose a distinct breakdown of flight assist into the mode heirachy below&lt;br /&gt;
&lt;br /&gt;
*Off &amp;amp;nbsp;-- no assist.&lt;br /&gt;
*Roll Corrected -- roll is automatically nulled by your flight computer. &amp;amp;nbsp; You still need to apply thrust to not fall into gravity wells.&lt;br /&gt;
*Full Assist (currently called &amp;quot;SetSpeed&amp;quot;) -- roll is automatically Nulled. &amp;amp;nbsp;Speed reletive to your frame is managed automatically to match a target speed you control. &amp;amp;nbsp;Speed control is temporarily suspended when thruster inputs are operated directly. &amp;amp;nbsp;Flight comptuer will stop you from falling into gravity wells if possible.&lt;br /&gt;
*Suspended (aka Locked) Full Assist -- roll is automatically Nulled. &amp;amp;nbsp;Speed is locked to a setting determined by your flight computer representative of your velocity prior to the event that caused the suspension. &amp;amp;nbsp;All Full Assist controls operate as they would in full assist, EXCEPT for speed controls which are inactive until the condition is acknowledged by pilot.&lt;br /&gt;
*Aerodynamic (if we introduce aerodynamic craft) -- completely disables all use of RCS and instead relies upon the vehicle's aerodynamic properties.&lt;br /&gt;
&lt;br /&gt;
It's important to note that all these modes are really intended primarily for Manuvering operations and not primary navigation, however, it should be possible &amp;amp;nbsp;to use them to conduct inter-body navigation within a single system given sufficient time acceleration.&lt;br /&gt;
&lt;br /&gt;
It's also fairly important for future development plans that everything can be directly manipulated via a keybind.&lt;br /&gt;
&lt;br /&gt;
These modes are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
==== No Assist (Off) ====&lt;br /&gt;
&lt;br /&gt;
*Roll inputs directly cue RCS rotation and directly control roll rate changes - you'll spin forever if you don't apply counter-spin.&lt;br /&gt;
*You need to apply thrust to not fall into a gravity well (unless the gravitational force is negligable).&lt;br /&gt;
*Required Inputs&lt;br /&gt;
**RCS Rotational Axes (Roll, Pitch, Yaw)&lt;br /&gt;
**RCS Translation Axes (Lateral, Longitudinal, Aft/Fore)&lt;br /&gt;
**Main Engine Output&lt;br /&gt;
**Retro Engine Output (can be coslaved with the Main for a aft/fore analogue control).&lt;br /&gt;
**Mode Switch Controls&lt;br /&gt;
**Temporary Switch to Roll Corrected (aka Kill Roll).&lt;br /&gt;
*Proposed Options&lt;br /&gt;
**Simulate Digital Axis (for axes bound - lets you make an analogue stick behave like a digital one for accurate RCS control).&lt;br /&gt;
**RCS Roll Rate (deg/sec up to ship's maximum, or&amp;amp;nbsp;% of maximum)&lt;br /&gt;
&lt;br /&gt;
==== Roll Corrected ====&lt;br /&gt;
&lt;br /&gt;
*Roll inputs indicate desired roll rate. &amp;amp;nbsp; FC manages actual RCS to meet input roll rate. &amp;amp;nbsp;Will automatically stop roll if axis is centred.&lt;br /&gt;
*You need to apply thrust to not fall into a gravity well (unless the gravitational force is negligable).&lt;br /&gt;
*Required Inputs:&lt;br /&gt;
**Rotational Axises (Roll, Pitch, Yaw)&lt;br /&gt;
**Thrust Axises (Lateral, Longitudinal, Aft/Fore)&lt;br /&gt;
**Mode Switch Controls&lt;br /&gt;
&lt;br /&gt;
==== Full Assist &amp;amp; Suspended Full Assist ====&lt;br /&gt;
&lt;br /&gt;
*Roll inputs indicate desired roll rate. &amp;amp;nbsp; FC manages actual RCS to meet input roll rate. &amp;amp;nbsp;Will automatically stop roll if axis is centred.&lt;br /&gt;
*Pilot controls desired speed. &amp;amp;nbsp;FC manages primary and retro engine output (and thruster output) to achieve the set speed along your forward axis of flight.&lt;br /&gt;
*Suspended Full Assist is exactly the same as Full Assist except that Speed Input changes may be shown by the instrumentation, but are not acted upon by the flight computer until the command to unsuspend is issued. &amp;amp;nbsp;Suspended FA is not intended to be manually selected, but rather, triggered by a FC exception (see the specifics below).&lt;br /&gt;
*Desired flight speed is controlled using a number of buttons and 0, 1 or 2 continual axes.&lt;br /&gt;
**Option 1: Buttons Only (current behaviour)&lt;br /&gt;
***Buttons increase or decrease the target speed when held.&lt;br /&gt;
***Speed changes automatically stop at zero, requiring the button to be released and pressed again to cause a reversal of set speed.&lt;br /&gt;
***No FC exceptions occur in this mode - the FC will automatically adjust set parameters as necessary without pilot input.&lt;br /&gt;
**Option 2: Single Axis + Buttons&lt;br /&gt;
***Buttons increase or decrease (exponential) scaling factor for the single axis&lt;br /&gt;
***Single axis directly sets speed within the limits set by the scaling factor&lt;br /&gt;
***FC exceptions occur when the frame of reference changes&amp;amp;nbsp;and optionally (user option) when the scale is adjusted. &amp;amp;nbsp;FC will lock speed down to the computed speed in the new frame equivalent to the speed in the old frame, and will give the pilot a chance to correct their inputs before 'releasing' the suspend/lock mode.&lt;br /&gt;
**Option 3: Twin Axis&lt;br /&gt;
***One Axis (scale) sets the scaling factor for the speed axis.&lt;br /&gt;
***Other Axis (speed) sets the speed within that limit.&lt;br /&gt;
***FC exceptions occur when the frame of reference changes and optionally (user option) when the scale is adjusted. &amp;amp;nbsp;FC will lock speed down to the computed speed in the new frame equivalent to the speed in the old frame, and will give the pilot a chance to correct their inputs before 'releasing' the suspend/lock mode.&lt;br /&gt;
**Option 4: Single Axis Exponential&lt;br /&gt;
***This is an extremely dumb idea IMO, but is included for completeness.&lt;br /&gt;
***One Axis (speed) operates to set the target speed exponentially. (ie: directly manipulates x in setspeed == k^x).&lt;br /&gt;
***Upper Limit should either be user set, or calculated based upon the ship's thrust output (set some reasonable target - like maximum speed after n seconds full burn).&lt;br /&gt;
***FC exceptions occur when the frame of reference changes. &amp;amp;nbsp;FC will lock speed down to the computed speed in the new frame equivalent to the speed in the old frame and will give the pilot a chance to correct their inputs before 'releasing' the suspend/lock mode.&lt;br /&gt;
**All options should include a button for temporarily suspending speed control (so that way the ship can be reoriented without the main engine output influencing the actual velocity until the correct orientation for whatever follow-up manuver is desired)&lt;br /&gt;
*Inputs required&lt;br /&gt;
**for all suboptions above:&lt;br /&gt;
***Suspect Speed Control/Clear FC Exception&lt;br /&gt;
***Roll Axis&lt;br /&gt;
***Pitch Axis&lt;br /&gt;
***Yaw Axis&lt;br /&gt;
***Translation Thrusters&lt;br /&gt;
***Fore/Aft manual controls&lt;br /&gt;
***Flight Mode Controls&lt;br /&gt;
**For Option 1:&lt;br /&gt;
***Increase Speed&lt;br /&gt;
***Decrease Speed&lt;br /&gt;
**For Option 2&lt;br /&gt;
***Speed Axis&lt;br /&gt;
***Increase Scale&lt;br /&gt;
***Decrease Scale&lt;br /&gt;
***Reverse Hold/Toggle&lt;br /&gt;
**For Option 3&lt;br /&gt;
***Scale Axis&lt;br /&gt;
***Speed Axis&lt;br /&gt;
***Reverse Hold/Toggle&lt;br /&gt;
**For Option 4&lt;br /&gt;
***Speed Axis&lt;br /&gt;
***Reverse Hold/Toggle&lt;br /&gt;
*Proposed Options&lt;br /&gt;
**Input mode (which option above to use)&lt;br /&gt;
**Scale upper cap&lt;br /&gt;
**Scale lower cap&lt;br /&gt;
&lt;br /&gt;
==== Aerodynamic Flight ====&lt;br /&gt;
&lt;br /&gt;
Aerodynamic flight generally doesn't want to use RCS at all, and instead relies upon flight control surfaces to achieve changes in attitude. &amp;amp;nbsp;Similarly, rather than controlling the speed, primary engine output is usually directly controlled, using a balance of the craft's attitude, lift and gravity to control altitude and speed.&lt;br /&gt;
&lt;br /&gt;
https://pioneerwiki.com/wiki/Aerodynamics&lt;br /&gt;
&lt;br /&gt;
=== Flight Instrumentation ===&lt;br /&gt;
&lt;br /&gt;
With more precise/complete flight control comes a need for more complete/usable instrumentation.&lt;br /&gt;
&lt;br /&gt;
A transition of as much flight data to a HUD makes sense - also, the HUD doesn't need to be single-mode, but could very easily be modal to present relevant information during different stages of flight.&lt;br /&gt;
&lt;br /&gt;
==== Perceived Flight Modes for HUD Instrumentation: ====&lt;br /&gt;
&lt;br /&gt;
*Atmospheric/Planetary Navigation&lt;br /&gt;
*Space Navigation&lt;br /&gt;
*Space Combat&lt;br /&gt;
&lt;br /&gt;
==== Atmospheric/Planetary Navigation ====&lt;br /&gt;
&lt;br /&gt;
*Pitch Ladder&lt;br /&gt;
*Heading&lt;br /&gt;
*Atmospheric Navigation Cues (heading indicator)&lt;br /&gt;
*Speed&lt;br /&gt;
*Range to Navigation Target&lt;br /&gt;
*Ground Colission Warning&lt;br /&gt;
*Velocity Vector (aka Flight Path Vector)&lt;br /&gt;
*Altitude&lt;br /&gt;
*Vertical Speed Indicator&lt;br /&gt;
*Fuel Capacity Left&lt;br /&gt;
*Fuel Flight Time Remaining (based upon recent consumption rate)&lt;br /&gt;
*Angle of Attack (if atmospheric flight models are implemented)&lt;br /&gt;
&lt;br /&gt;
==== Space Navigation ====&lt;br /&gt;
&lt;br /&gt;
*Space Navigation Cues (flight tunnel, intercept line, other? to navigational reference)&lt;br /&gt;
*Velocity Data (fore/aft, lateral, longitudinal velocities relative to frame of reference + navigational reference).&lt;br /&gt;
*Roll Rate Data (rotational speeds relative to frame of reference + navigational reference).&lt;br /&gt;
*Velocity Vector and Velocity Retro Vector (ie: inverse VV).&lt;br /&gt;
*Range to Navigational Target (exponential Scale?) w/ closing speed&lt;br /&gt;
*Braking Warnings w.r.t Navigational Target based upon maximum deceleration using retro and main engines&lt;br /&gt;
*Fuel Capacity Left&lt;br /&gt;
&lt;br /&gt;
==== Related Reading ====&lt;br /&gt;
&lt;br /&gt;
*[http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19900008316.pdf report into NASA research in the 90s into HUD design/symbology for V/STOL aircraft]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ideas]]&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Aerodynamics&amp;diff=3887</id>
		<title>Aerodynamics</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Aerodynamics&amp;diff=3887"/>
		<updated>2019-09-22T18:58:49Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Create Aerodynamics page for later reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Physics of Aerodynamic Flight ==&lt;br /&gt;
&lt;br /&gt;
Pioneer simulates aerodynamic drag and lift in a relatively simple manner. All non-ship dynamic objects (missiles, cargo etc.) are considered to be perfect spheres in the drag equation.&lt;br /&gt;
&lt;br /&gt;
drag_force = 0,5 * atmospheric_pressure * velocity^2 * drag_constant&lt;br /&gt;
&lt;br /&gt;
Drag constant for sphere is 0,1.&lt;br /&gt;
&lt;br /&gt;
The drag values for ships are calculated separately for each axis (local to the ship), by getting the ship's cross section for each axis. Each ship has it's cross section area values in their respective .json files, in meters squared.&lt;br /&gt;
&lt;br /&gt;
Sum of all forces in three axises allow ships to generate lift and/or manuever by increasing their angle of attack. Pioneer simulates non-cambered wings, with equal air displacement on either side of AoA.&lt;br /&gt;
&lt;br /&gt;
Pioneer also simulates stall. If the angle of attack is too high, the airflow will get disrupted, resulting in loss of lift force. With the current simulation (wiki updated at 22 September 2019), generated lift peaks at around 20 degrees, and falls off fully at 35-ish. However, this is relatively poorly simulated and probably needs to be swapped with a curve-based implementation in the future.&lt;br /&gt;
&lt;br /&gt;
[[File:aero_forces_placeholder.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most spacecraft in Pioneer are passively stable in atmosphere, forcing a nose-first orientation by generating torque while travelling in atmosphere. The strenght of this force is highly ship-specific, and better aerodynamic designs (like Wave and Deneb) are more stable compared to non-aerodynamic ships (like DSMiner). However, just like the case of AoA simulation, this is rather poorly simulated and probably needs some change in the future.&lt;br /&gt;
&lt;br /&gt;
== Aerodynamic Manuevers ==&lt;br /&gt;
&lt;br /&gt;
(Could be moved to it's own tutorial page?)&lt;br /&gt;
&lt;br /&gt;
If the atmospheric pressure is good enough, the current simulation model allows aerodynamic spacecraft to move like airplanes (go where you are pointing at.)&lt;br /&gt;
&lt;br /&gt;
By carefully increasing and decreasing the perpendicular area to the velocity vector, pilots can perform very precise aerobraking manuevers. This also makes managing the atmospheric entry heat much easier.&lt;br /&gt;
&lt;br /&gt;
The current aerodynamic flight simulation could, in theory, allow pilots to perform an aerogravity assist. (https://en.wikipedia.org/wiki/Aerogravity_assist)&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Aero_forces_placeholder.jpg&amp;diff=3886</id>
		<title>File:Aero forces placeholder.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Aero_forces_placeholder.jpg&amp;diff=3886"/>
		<updated>2019-09-22T18:33:50Z</updated>

		<summary type="html">&lt;p&gt;WKFO: WKFO uploaded a new version of File:Aero forces placeholder.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Aero_forces_placeholder.jpg&amp;diff=3885</id>
		<title>File:Aero forces placeholder.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Aero_forces_placeholder.jpg&amp;diff=3885"/>
		<updated>2019-09-22T18:31:29Z</updated>

		<summary type="html">&lt;p&gt;WKFO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Auronox_Corporation&amp;diff=3879</id>
		<title>Auronox Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Auronox_Corporation&amp;diff=3879"/>
		<updated>2019-05-18T14:26:34Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add history for Auronox Corporation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox_Company&lt;br /&gt;
|name = Auronox Corporation&lt;br /&gt;
|slogan = Into the darkest night&lt;br /&gt;
|foundation = 3194&lt;br /&gt;
|system = Sol&lt;br /&gt;
|planet = Mars&lt;br /&gt;
|city = Mars High&lt;br /&gt;
|faction = Neutral&lt;br /&gt;
|nr_employees = 3000&lt;br /&gt;
|ships = [[Wave]], [[Lodos]]&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;
Auronox Corporation is a small ship manufacturer situated on Mars High in the Sol system. Due to their quality work and ships that are suitable for both good and beginner pilots they have a great reputation in the whole SolFed. Although they are situated in a SolFed system they are neutral and not associated with the SolFed in any way. That's why they are very popular in CIW systems, too.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Although Auronox is a new company, it is a well known ship manufacturer especially in the core systems. The first ship they built was the Wave, which has been taken very euphoric by nearly every pilot group in every faction. The Wave is a very good ship but the maintenance demand is quite high since it has some parts that require fine-tuning.&lt;br /&gt;
&lt;br /&gt;
The company almost went bankrupt during the design process of their next ship, which would later be named &amp;quot;Lodos&amp;quot;. But after the ship was put on the market, their already good reputation was improved and the company quickly recovered from the financial crisis. By denying the ship's military use by SolFed Navy, Auronox preserved it's place in CIW systems.&lt;br /&gt;
&lt;br /&gt;
== Ships built ==&lt;br /&gt;
&lt;br /&gt;
*[[Wave|Wave]] &lt;br /&gt;
*[[Lodos|Lodos]]&lt;br /&gt;
&lt;br /&gt;
== Other products and services ==&lt;br /&gt;
&lt;br /&gt;
Auronox also offers upgrading and servicing of ships and engines.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Talk:Auronox_Corporation&amp;diff=3878</id>
		<title>Talk:Auronox Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Talk:Auronox_Corporation&amp;diff=3878"/>
		<updated>2019-05-18T14:17:20Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Created page with &amp;quot;WKFO: Increased employee number from 200 to 3000, because people need to run factories to produce medium-sized ships to be used galaxy-wide.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WKFO: Increased employee number from 200 to 3000, because people need to run factories to produce medium-sized ships to be used galaxy-wide.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Auronox_Corporation&amp;diff=3877</id>
		<title>Auronox Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Auronox_Corporation&amp;diff=3877"/>
		<updated>2019-05-18T14:16:02Z</updated>

		<summary type="html">&lt;p&gt;WKFO: increase emplyee number from 200 to 3000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox_Company&lt;br /&gt;
|name = Auronox Corporation&lt;br /&gt;
|slogan = Into the darkest night&lt;br /&gt;
|foundation = 3194&lt;br /&gt;
|system = Sol&lt;br /&gt;
|planet = Mars&lt;br /&gt;
|city = Mars High&lt;br /&gt;
|faction = Neutral&lt;br /&gt;
|nr_employees = 3000&lt;br /&gt;
|ships = [[Wave]], [[Lodos]]&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;
Auronox Corporation is a small ship manufacturer situated on Mars High in the Sol system. Due to their quality work and ships that are suitable for both good and beginner pilots they have a great reputation in the whole SolFed. Although they are situated in a SolFed system they are neutral and not associated with the SolFed in any way. That's why they are very popular in CIW systems, too. The first ship they built was the Wave, which has been taken very euphoric by nearly every pilot group in every faction. The wave is a very good ship but the maintenance demand is quite high since it has some parts that require fine-tuning.&lt;br /&gt;
&lt;br /&gt;
== Ships built ==&lt;br /&gt;
&lt;br /&gt;
*[[Wave|Wave]] &lt;br /&gt;
*[[Lodos|Lodos]]&lt;br /&gt;
&lt;br /&gt;
== Other products and services ==&lt;br /&gt;
&lt;br /&gt;
Auronox also offers upgrading and servicing of ships and engines.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Ship_Equipment&amp;diff=3876</id>
		<title>Ship Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Ship_Equipment&amp;diff=3876"/>
		<updated>2019-05-10T18:09:34Z</updated>

		<summary type="html">&lt;p&gt;WKFO: add Heavy Atmo Shield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Please note, this is work in progress, feel free to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= Hyperdrives =&lt;br /&gt;
&lt;br /&gt;
Hyperdrives are required in order to open worm holes, thus travel&amp;amp;nbsp;between star systems.&lt;br /&gt;
&lt;br /&gt;
Their range depend on drive class and on ship mass (including cargo).&lt;br /&gt;
&lt;br /&gt;
Travel time and fuel consumption for a given destination&amp;amp;nbsp;are displayed in the sector map screen.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Standard Drives ==&lt;br /&gt;
&lt;br /&gt;
Standard hyperdrives run on hydrogen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight: bold&amp;quot; | Class&lt;br /&gt;
! style=&amp;quot;font-weight: bold&amp;quot; | Mass&lt;br /&gt;
! style=&amp;quot;font-weight: bold&amp;quot; | Price&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 1,300&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 2,500&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 40&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 120&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 225&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 400&lt;br /&gt;
| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 580&lt;br /&gt;
| 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 740&lt;br /&gt;
| 120,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military Drives ==&lt;br /&gt;
&lt;br /&gt;
Military drives are smaller than standard drives, but require military fuel. The drive converts the fuel to radioactive waste.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight: bold&amp;quot; | Class&lt;br /&gt;
! style=&amp;quot;font-weight: bold&amp;quot; | Mass&lt;br /&gt;
! style=&amp;quot;font-weight: bold&amp;quot; | Price&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 23,000&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 47,000&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 16&lt;br /&gt;
| 85,000&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 30&lt;br /&gt;
| 214,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Equipment =&lt;br /&gt;
&lt;br /&gt;
Equipment that can be bought and fitted to ship. Please help fill in the missing data.&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;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
If a cannon&amp;amp;nbsp;is fitted to the front mount, the second purchase will mount it in the rear position, if available.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 1MW Pulse cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 600'', ''mass: 1'', ''damage: 1000'', ''recharge time: 0.25''&lt;br /&gt;
&lt;br /&gt;
A simple, lightweight cannon to repel attackers&amp;amp;nbsp;and protect the ship.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 1MW Dual pulse cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 1100'', ''mass: 4'', ''damage: 1000'', ''recharge time: 0.25''&lt;br /&gt;
&lt;br /&gt;
Two pulse cannons to double the firepower and hit targets with ease.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 2MW Pulse cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 1000'', ''mass: 3'', ''damage: 2000'', ''recharge time: 0.25''&lt;br /&gt;
&lt;br /&gt;
A slightly more powerful, yet lightweight pulse cannon.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 2MW Rapid pulse cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 1800'', ''mass: 7'', ''damage: 2000'', ''recharge time: 0.13''&lt;br /&gt;
&lt;br /&gt;
A rapid firing pulse cannon that deals more damage per second.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 4MW Pulse cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 2200'', ''mass: 10'', ''damage: 4000'', ''recharge time: 0.25''&lt;br /&gt;
&lt;br /&gt;
A powerful pulse cannon.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 10MW Pulse cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 4900'', ''mass: 30'', ''damage: 10000'', ''recharge time: 0.25''&lt;br /&gt;
&lt;br /&gt;
A very powerful pulse cannon.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 20MW Pulse cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 12000'', ''mass: 65'', ''damage: 20000'', ''recharge time: 0.25''&lt;br /&gt;
&lt;br /&gt;
Incredibly powerful pulse cannon that can outright penetrate weak shields.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== 17MW blast-mining cannon ===&lt;br /&gt;
&lt;br /&gt;
''price: 10600'', ''mass: 10'', ''damage: 17000'', ''recharge time: 2''&lt;br /&gt;
&lt;br /&gt;
A special pulse cannon modified to tear apart mineral-rich rocks.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Small plasma accelerator ===&lt;br /&gt;
&lt;br /&gt;
''price: 120000'', ''mass: 22'', ''damage: 50000'', ''recharge time: 0.3''&lt;br /&gt;
&lt;br /&gt;
A devastating weapon that accelerates dangerous plasma particles towards target.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Large plasma accelerator ===&lt;br /&gt;
&lt;br /&gt;
''price: 390000'', ''mass: 50'', ''damage: 100000'', ''recharge time: 0.3''&lt;br /&gt;
&lt;br /&gt;
Incredibly devastating weapon that accelerates deadly plasma particles towards target.&lt;br /&gt;
&lt;br /&gt;
== Missiles ==&lt;br /&gt;
&lt;br /&gt;
=== Missile unguided ===&lt;br /&gt;
&lt;br /&gt;
''price: 30''&lt;br /&gt;
&lt;br /&gt;
A simple rocket-powered projectile filled with&amp;amp;nbsp;explosives.&lt;br /&gt;
&lt;br /&gt;
=== Missile guided ===&lt;br /&gt;
&lt;br /&gt;
''price: 50'', ''mass 1''&lt;br /&gt;
&lt;br /&gt;
A missile that can track down moving targets.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Missile smart ===&lt;br /&gt;
&lt;br /&gt;
''price: 95'', ''mass 1''&lt;br /&gt;
&lt;br /&gt;
An advanced and more powerful guided missile.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Missile naval ===&lt;br /&gt;
&lt;br /&gt;
''price: 160'', ''mass 1''&lt;br /&gt;
&lt;br /&gt;
Very powerful&amp;amp;nbsp;guided missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
&lt;br /&gt;
You can buy new thrusters to increase the overall thrust of your ship, thus it's maneuverability. They replace the standard thrusters and don't need any additional cargo space. These thrusters do not change deltav, they just improve acceleration, so they don't really make long travels much faster.&lt;br /&gt;
&lt;br /&gt;
=== Modified Thrusters ===&lt;br /&gt;
&lt;br /&gt;
''price: 3000'', ''thrust increased by: 10&amp;amp;nbsp;%''&lt;br /&gt;
&lt;br /&gt;
Better thrusters for your ship.&lt;br /&gt;
&lt;br /&gt;
=== Optimised Thrusters ===&lt;br /&gt;
&lt;br /&gt;
''price: 6500'', ''thrust increased by: 20&amp;amp;nbsp;%''&lt;br /&gt;
&lt;br /&gt;
Even better thrusters.&lt;br /&gt;
&lt;br /&gt;
=== Bespoke Thrusters ===&lt;br /&gt;
&lt;br /&gt;
''price: 14000'', ''thrust increased by: 30&amp;amp;nbsp;%''&lt;br /&gt;
&lt;br /&gt;
The best thrusters you can buy.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
&lt;br /&gt;
Any equipment that does not belong into any of the previous categories should be listed here.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Atmospheric shielding ===&lt;br /&gt;
&lt;br /&gt;
''price: 200''&lt;br /&gt;
&lt;br /&gt;
Allows ship to go much faster in an atmosphere without burning up, by protecting it from reentry heat.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Atmospheric shielding ===&lt;br /&gt;
&lt;br /&gt;
''price: 900''&lt;br /&gt;
&lt;br /&gt;
An improved atmospheric shield which provides the ship with more protection against reentry heat.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== ECM basic ===&lt;br /&gt;
&lt;br /&gt;
''price: 6000''&lt;br /&gt;
&lt;br /&gt;
Electronic Counter Measures System. This system provides basic defense against missile weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== ECM advanced ===&lt;br /&gt;
&lt;br /&gt;
''price: 15200''&lt;br /&gt;
&lt;br /&gt;
A more sophisticated ECM that provides improved protection against missile weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
&lt;br /&gt;
''price: 680''&lt;br /&gt;
&lt;br /&gt;
3D radar projects space body positions relative to itself.&lt;br /&gt;
&lt;br /&gt;
=== Passenger cabin ===&lt;br /&gt;
&lt;br /&gt;
''price: 1350''&lt;br /&gt;
&lt;br /&gt;
Provides space, comfort, entertainment, and life support systems for a single passenger.&lt;br /&gt;
&lt;br /&gt;
=== Shield generator ===&lt;br /&gt;
&lt;br /&gt;
''price: 2500''&lt;br /&gt;
&lt;br /&gt;
Projects a protective screen around your ship, which can take a certain amount of damage before collapsing. It recharges slowly over time. You can mount several Shield Generator to increase its power.&lt;br /&gt;
&lt;br /&gt;
=== Laser cooling booster ===&lt;br /&gt;
&lt;br /&gt;
''price: 380''&lt;br /&gt;
&lt;br /&gt;
Speeds up the cooling of cannons, so continuous firing can be maintained longer. (Maximum of 1)&lt;br /&gt;
&lt;br /&gt;
=== Cargo life support ===&lt;br /&gt;
&lt;br /&gt;
''price: 700''&lt;br /&gt;
&lt;br /&gt;
Necessary to maintain living conditions in the cargo hold.&lt;br /&gt;
&lt;br /&gt;
=== Autopilot ===&lt;br /&gt;
&lt;br /&gt;
''price: 1400''&lt;br /&gt;
&lt;br /&gt;
Computer system that can automatically control your ship. It can reach targets on its own, dock, or achieve orbit.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Target Scanner ===&lt;br /&gt;
&lt;br /&gt;
''price: 900''&lt;br /&gt;
&lt;br /&gt;
Gives information on a selected ship.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Advanced target scanner ===&lt;br /&gt;
&lt;br /&gt;
''price: 1200''&lt;br /&gt;
&lt;br /&gt;
Gives information on a selected ship, system wide coverage.&lt;br /&gt;
&lt;br /&gt;
=== Fuel scoop ===&lt;br /&gt;
&lt;br /&gt;
''price: 3500''&lt;br /&gt;
&lt;br /&gt;
Allows scooping of hydrogen from the atmosphere of gas giants and stars. [[Hydrogen_scoop|Hydrogen scoop]] for more information on usage. Can be used to replenish hyperdrive fuel and thruster propellant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cargo scoop ===&lt;br /&gt;
&lt;br /&gt;
''price: 3900''&lt;br /&gt;
&lt;br /&gt;
Allows scooping of raw ores&amp;amp;nbsp;and&amp;amp;nbsp;cargo canisters.&lt;br /&gt;
&lt;br /&gt;
=== Multi scoop ===&lt;br /&gt;
&lt;br /&gt;
''price: 12000''&lt;br /&gt;
&lt;br /&gt;
Half cargo scoop, half fuel scoop. Less efficient than either, but more efficient equipment mass.&lt;br /&gt;
&lt;br /&gt;
=== Hypercloud analyzer ===&lt;br /&gt;
&lt;br /&gt;
''price: 1500''&lt;br /&gt;
&lt;br /&gt;
Scans selected entry or exit hypercloud.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Shield energy booster ===&lt;br /&gt;
&lt;br /&gt;
''price: 10000''&lt;br /&gt;
&lt;br /&gt;
Allocates more power to the shield generator, allowing shields to recharge faster.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Hull autorepair ===&lt;br /&gt;
&lt;br /&gt;
''price: 16000''&lt;br /&gt;
&lt;br /&gt;
Automatic system that attempts to repair damaged&amp;amp;nbsp;hull using metal alloys&lt;br /&gt;
&lt;br /&gt;
=== Trade analyzer ===&lt;br /&gt;
&lt;br /&gt;
''price: 400''&lt;br /&gt;
&lt;br /&gt;
Shows under the economic information tab the most profitable commodities to trade between the current and the selected system.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=How_to_start&amp;diff=3860</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=3860"/>
		<updated>2019-02-24T10:41:50Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Move start location to Mars&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 [http://pioneerspacesim.net/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;
'''Mac OS X'''&lt;br /&gt;
 If you use Mac OS X you have to download the file from the &amp;quot;Mac OS X&amp;quot; section.&lt;br /&gt;
 Download the .dmg Apple Disk Image and install 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>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Sinonatrix&amp;diff=3854</id>
		<title>Sinonatrix</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Sinonatrix&amp;diff=3854"/>
		<updated>2019-02-10T10:49:09Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Moved starting pos from Earth to Mars&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;b3b7ead4061f45a692abda137ec76584&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = OPLI-Barnard Inc.&lt;br /&gt;
|effective_exhaust_velocity_empty = 17,868km/s&lt;br /&gt;
|effective_exhaust_velocity_full = 8,489km/s&lt;br /&gt;
|forward_thrust_empty = 11.2G (5.50MN)&lt;br /&gt;
|forward_thrust_full = 6.6G&lt;br /&gt;
|reverse_thrust_empty = 2.4G (1.20MN)&lt;br /&gt;
|reverse_thrust_full = 1.4G&lt;br /&gt;
|up_thrust_empty = 3.1G (1.50MN)&lt;br /&gt;
|up_thrust_full = 1.8G&lt;br /&gt;
|down_thrust_empty = 2.0G (1.00MN)&lt;br /&gt;
|down_thrust_full = 1.2G&lt;br /&gt;
|left_thrust_empty = 2.0G (1.00MN)&lt;br /&gt;
|left_thrust_full = 1.2G&lt;br /&gt;
|right_thrust_empty = 2.0G (1.00MN)&lt;br /&gt;
|right_thrust_full = 1.2G&lt;br /&gt;
|angular_thrust_empty = 51.0G (25.00MN)&lt;br /&gt;
|angular_thrust_full = 30.0G&lt;br /&gt;
|max_cargo = 35&lt;br /&gt;
|max_laser = 1&lt;br /&gt;
|max_missile = 2&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|hyperdrive_class = 3&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 1&lt;br /&gt;
|capacity = 35&lt;br /&gt;
|hull_mass = 20&lt;br /&gt;
|fuel_tank_mass = 30&lt;br /&gt;
|price = 219,000&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
}}&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;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Talk:Manual&amp;diff=3853</id>
		<title>Talk:Manual</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Talk:Manual&amp;diff=3853"/>
		<updated>2019-01-26T18:33:57Z</updated>

		<summary type="html">&lt;p&gt;WKFO: sticky note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nozmajner: I've started writing these things down, so we have something to show to newcomers.&lt;br /&gt;
I'm intended to write as much as possible into one page (where applicable), so it can be easily downloaded and used as an off-line manual if needed. Not yet linked it to the main page.&lt;br /&gt;
&lt;br /&gt;
WKFO: Note to self and whom it concerns, some parts of the manual is pretty outdated.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3852</id>
		<title>Places of interest</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3852"/>
		<updated>2019-01-24T18:56:39Z</updated>

		<summary type="html">&lt;p&gt;WKFO: added binary star eclipse at Canack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
If you've found something bizarre and/or wonderful, let other players know where here. Though if it's a bug it should be on the [https://github.com/pioneerspacesim/pioneer/issues Issue tracker.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Timing (Eclipses, etc.)'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Epsilon Eridani (1,-1,-1), New Hope, Itzalean space port, at January 1 3200 22:00 there is an eclipse as Hades blocks out the light from Epsilon Eridani. &lt;br /&gt;
*Go to Vetiar (-14, -12, -11) A's colony Brennan Base on the world Morales's Mine and wait until 3204 Apr 25 around 2:53. A double sunset awaits. &lt;br /&gt;
*Canen (-89,0,1), Valášek Colony, Fort Robinson: 3208, July 10th, 19:24:52, the medium gas giant Canen b's decent-sized rings partially eclipse the red giant Canen through the oxygen atmosphere of Valášek Colony. &lt;br /&gt;
*Zelia (-16, -3, 1), 11 June 3201, at around 19:30 go stay near the sunny side of Zelia A,B e and you will see a merged 8-shaped shadow of it's two moons.&lt;br /&gt;
*Canack(-3127, 0, 2), 16 January 3200, land on asteroid Canack a a, around coordinates S 005°12'49&amp;quot; W 152°14'22&amp;quot;. At around 4:20, the brown dwarf Canack a will block the red hypergiant Canack. The exact time and place provided is not a must, as this star-star eclipse is a regular occurence due to Canack a and Canack a a having similar orbital planes relative to Canack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vastness'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Waioeth (-13, -9, -13) is a red supergiant roughly 1.7 AU wide. At the distant world of Fox Colony, one can buy basic military drives, hyperspace cloud analyzers, and a variety of other interesting sundries. A heck of a vacation spot. &lt;br /&gt;
*Ackay (-13, -13, -10), a red giant star 0.15 wide. The planets are far enough away from each other to make missions between them completely impractical. A superjupiter as far away as Pluto! &lt;br /&gt;
*Ethandce (-32, -36, 0) is a triple star system formed by hypergiant and supergiants. In addition, two of these stars (Ethandce A and Ethandce B) are very close to each other. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Life, But Not As We Know It&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Gretia (-7, -6, -8)'s world Sampson looks like a partially terraformed Mars. Its ecosystem is reputedly quite complex, and the planet is studded with human settlements. Not exactly undiscovered country, but if all you want is to see an exotic lifeform in its natural habitat, and you don't ''really'' want to just get away from it all, it's a great place to start. You'll also get a look at life under an M class star! &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Terrain Features&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*In Edack (4, -2, 0) system, on Espinoza's Rock (the innermost planet), near Foley City; there is a very interesting canyon with bizzare pillar-like structures. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;'''&amp;lt;u&amp;gt;Man Made&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Olsina's Rock, the innermost planet&amp;amp;nbsp;in Gliese 205 (2, -1, -1) has 20&amp;amp;nbsp;space stations orbiting it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Galactic Center'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sagittarius A* (-3125, 0, 0) system houses the galactic anchor; a supermassive black hole which keeps the Milky Way Galaxy together with it's strong gravity. The system also houses 2 terrestrial bodies and 3 orbital stations. &lt;br /&gt;
*Terminus, a planet in the Sagittarius A* (-3125, 0, 0) system rotates so fast that it's surface's tagential speed exceeds the escape velocity of the planet;&amp;amp;nbsp;ships have to accelerate towards the ground in order to land! &lt;br /&gt;
*Having no stars in the system, it can be quite hard to see ships and planets since there are no natural light sources.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Hyperspace&amp;diff=3850</id>
		<title>Hyperspace</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Hyperspace&amp;diff=3850"/>
		<updated>2018-12-01T07:40:01Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Ships no longer exit hyperspace on the outer edges of the system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
In Pioneer universe, hyperspace is a&amp;amp;nbsp;form of (actually, the only form of) Faster Than Light travel. It is the only way to travel the vast distances between star systems and travelling through the Milky Way Galaxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Travelling Through Hyperspace ==&lt;br /&gt;
&lt;br /&gt;
To enter hyperspace,&amp;amp;nbsp;a ship must have a hyperdrive installed. A hyperdrive requires fuel in order to work,&amp;amp;nbsp;and the fuel required to make a hyperspace jump increases with the distance of the target star system (hydrogen fuel for civilian hyperdives, military fuel for military drives). If a ship meets the requirements, hyperdrive can be engaged to make a jump towards the target star system.&lt;br /&gt;
&lt;br /&gt;
Star systems can be targeted for hyperspace jumps through the star map (F2 by default). If the star system has more than one major stellar body&amp;amp;nbsp;(stars,&amp;amp;nbsp;dwarf stars, black holes), each of them can be targeted individually as a hyperspace target.&amp;amp;nbsp;The map also contains information about the duration of travel, distance of star system and availability of the jump with the current hyperdrive and amount of fuel.&lt;br /&gt;
&lt;br /&gt;
When the hyperdrive is engaged (F7 by default), a countdown will occur while the hyperdrive is charging. At this time, a hyperjump can be aborted with the same button used to engage hyperdrive. If not interrupted, when the countdown finishes, the ship enters hyperspace and starts travelling towards the selected star system. During hyperspace, controls are locked and the player does not have control over any of the ship's systems until the ship arrives at the destination.&lt;br /&gt;
&lt;br /&gt;
While hyperdrives can be engaged anywhere, as the big amounts of energy relased when engaging the hyperdrive can cause pollution,&amp;amp;nbsp;engaging hyperdrive in close proximity of starports and orbital stations will have legal consequences and you will be fined.&lt;br /&gt;
&lt;br /&gt;
Ships automatically deactivate hyperdrives once the target star system is reached. Usually the ship will exit hyperspace pretty close to the targeted stellar body.&lt;br /&gt;
== Hyperclouds ==&lt;br /&gt;
&lt;br /&gt;
When entering and exiting hyperspace, ships leave &amp;quot;hyperclouds&amp;quot;, a cloud of energy that is relased when the hyperdrive is engaged and disengaged. It is a solid sign that a ship has entered or left the system using a hyperdrive.&lt;br /&gt;
&lt;br /&gt;
Hypercloud Analysers can be used to examine these clouds and obtain information about the ship that used the hyperdrive, and it's course of travel. This technique is often useful when tracking down another ship.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3849</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3849"/>
		<updated>2018-11-30T19:11:08Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Unexplored category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Music files should be placed in a subdirectory of &amp;lt;code&amp;gt;data/music/&amp;lt;/code&amp;gt;. They must be in [http://xiph.org/vorbis/ .ogg format], sampled at 44100 or 22050 Hz. All music are licensed CC-BY-SA-3.0.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; will be played by the default player script, &amp;lt;code&amp;gt;modules/MusicPlayer.lua&amp;lt;/code&amp;gt;. Mission or per-system scripts should add their own music to a separate sub-directory.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; is selected based on game events. When a particular game event occurs a song is chosen at random from the appropriate subdir. The subdirs are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''space''': ambient music, played while flying in space. When music for a specific event finishes the player will start a song from this category. This is also the fallback category if any category subdir has no songs in it.&lt;br /&gt;
&lt;br /&gt;
* '''unexplored''': ambient music for star systems beyond the expansion of human civilization. Replaces the default fallback category in those systems. Also acts as hyperspace soundtrack if a track is finished during a hyperspace jump, no matter where the player is in the sector map.&lt;br /&gt;
&lt;br /&gt;
* '''near-planet''', '''near-spacestation''': ambient music specific to planets and orbital stations. The player will play something from one of these categories if ambient music is requested and the player is near a planet or station.&lt;br /&gt;
&lt;br /&gt;
* '''docked''': played when the player docks (ie as the station menu appears)&lt;br /&gt;
&lt;br /&gt;
* '''undocked''': played when the player undocks (ie when the request launch)&lt;br /&gt;
&lt;br /&gt;
* '''ship-nearby''', '''ship-firing''': played when the player's alert state changes because a ship is nearby (within 100km) or starts firing. Note that the presence of a ship (even a firing ship) does not necessarily mean the ship is hostile and the player is (about to be) in combat.&lt;br /&gt;
&lt;br /&gt;
* '''ship-destroyed''': played with the player destroys a ship&lt;br /&gt;
&lt;br /&gt;
* '''player-destroyed''': played when the player is destroyed. Will continue to play over the &amp;quot;tombstone&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
== Music Style ==&lt;br /&gt;
Pioneer's soundtrack is a combination of electronic, orchestral and classical pieces; most being electronic. &lt;br /&gt;
&lt;br /&gt;
Ambient music is separated into two: core systems and unexplored systems. Core system tracks are electronic melodies generally accompanied by soft beats. Most of Pioneer's original compositions are in this form. Unexplored system tracks have a smoother, minimalist and more mysterious mood.&lt;br /&gt;
&lt;br /&gt;
Pioneer2.ogg by Emajogi is an exception; it is an orchestral piece in the form of &amp;quot;space-y&amp;quot; music. Probably feels more like Frontier Elite II, considering it is an old piece in Pioneer and it is probably composed with something like Elite II in mind.&lt;br /&gt;
&lt;br /&gt;
Rest of the core ambience is classical pieces such as Moonlight Sonata and The Blue Danube. They fit really well to the feeling of core (familiar) systems.&lt;br /&gt;
&lt;br /&gt;
Pioneer has situational music as well, most notably the space stations and ship-to-ship situations.&lt;br /&gt;
&lt;br /&gt;
Space stations have classical piano pieces, except one original piano waltz.&lt;br /&gt;
&lt;br /&gt;
In ship-to-ship interaction, if a ship gets close to the player, orchestral suspensing/alerting tracks play. Note that this might not mean the player is at immediate danger, but should expect it.&lt;br /&gt;
&lt;br /&gt;
If the ship(s) starts firing, combat music starts. They are faster-paced electronic tracks. They don't have a really set mood, but they shouldn't go as fancy as Doom OST or Radix OST and it should be OK. Pioneer is not so much of an arcade shooter.&lt;br /&gt;
&lt;br /&gt;
If the player destroys an enemy ship, a short and fast classical piece is played. Player should feel accomplished (as combat is currently trash and it is near impossible to win unless you've been playing for quite some time).&lt;br /&gt;
&lt;br /&gt;
If the player dies (either in or out of a combat situation) a sad music is played. Those are NOT electronic.&lt;br /&gt;
&lt;br /&gt;
By using the appropriate Lua mission scripts, mission-specific music can be played. This method was never tried in the official repository.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3848</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3848"/>
		<updated>2018-11-30T19:06:19Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Fix outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Music files should be placed in a subdirectory of &amp;lt;code&amp;gt;data/music/&amp;lt;/code&amp;gt;. They must be in [http://xiph.org/vorbis/ .ogg format], sampled at 44100 or 22050 Hz. All music are licensed CC-BY-SA-3.0.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; will be played by the default player script, &amp;lt;code&amp;gt;modules/MusicPlayer.lua&amp;lt;/code&amp;gt;. Mission or per-system scripts should add their own music to a separate sub-directory.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; is selected based on game events. When a particular game event occurs a song is chosen at random from the appropriate subdir. The subdirs are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''space''': ambient music, played while flying in space. When music for a specific event finishes the player will start a song from this category. This is also the fallback category if any category subdir has no songs in it.&lt;br /&gt;
&lt;br /&gt;
* '''near-planet''', '''near-spacestation''': ambient music specific to planets and orbital stations. The player will play something from one of these categories if ambient music is requested and the player is near a planet or station.&lt;br /&gt;
&lt;br /&gt;
* '''docked''': played when the player docks (ie as the station menu appears)&lt;br /&gt;
&lt;br /&gt;
* '''undocked''': played when the player undocks (ie when the request launch)&lt;br /&gt;
&lt;br /&gt;
* '''ship-nearby''', '''ship-firing''': played when the player's alert state changes because a ship is nearby (within 100km) or starts firing. Note that the presence of a ship (even a firing ship) does not necessarily mean the ship is hostile and the player is (about to be) in combat.&lt;br /&gt;
&lt;br /&gt;
* '''ship-destroyed''': played with the player destroys a ship&lt;br /&gt;
&lt;br /&gt;
* '''player-destroyed''': played when the player is destroyed. Will continue to play over the &amp;quot;tombstone&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
== Music Style ==&lt;br /&gt;
Pioneer's soundtrack is a combination of electronic, orchestral and classical pieces; most being electronic. &lt;br /&gt;
&lt;br /&gt;
Ambient music is separated into two: core systems and unexplored systems. Core system tracks are electronic melodies generally accompanied by soft beats. Most of Pioneer's original compositions are in this form. Unexplored system tracks have a smoother, minimalist and more mysterious mood.&lt;br /&gt;
&lt;br /&gt;
Pioneer2.ogg by Emajogi is an exception; it is an orchestral piece in the form of &amp;quot;space-y&amp;quot; music. Probably feels more like Frontier Elite II, considering it is an old piece in Pioneer and it is probably composed with something like Elite II in mind.&lt;br /&gt;
&lt;br /&gt;
Rest of the core ambience is classical pieces such as Moonlight Sonata and The Blue Danube. They fit really well to the feeling of core (familiar) systems.&lt;br /&gt;
&lt;br /&gt;
Pioneer has situational music as well, most notably the space stations and ship-to-ship situations.&lt;br /&gt;
&lt;br /&gt;
Space stations have classical piano pieces, except one original piano waltz.&lt;br /&gt;
&lt;br /&gt;
In ship-to-ship interaction, if a ship gets close to the player, orchestral suspensing/alerting tracks play. Note that this might not mean the player is at immediate danger, but should expect it.&lt;br /&gt;
&lt;br /&gt;
If the ship(s) starts firing, combat music starts. They are faster-paced electronic tracks. They don't have a really set mood, but they shouldn't go as fancy as Doom OST or Radix OST and it should be OK. Pioneer is not so much of an arcade shooter.&lt;br /&gt;
&lt;br /&gt;
If the player destroys an enemy ship, a short and fast classical piece is played. Player should feel accomplished (as combat is currently trash and it is near impossible to win unless you've been playing for quite some time).&lt;br /&gt;
&lt;br /&gt;
If the player dies (either in or out of a combat situation) a sad music is played. Those are NOT electronic.&lt;br /&gt;
&lt;br /&gt;
By using the appropriate Lua mission scripts, mission-specific music can be played. This method was never tried in the official repository.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3781</id>
		<title>User:WKFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3781"/>
		<updated>2018-08-29T19:52:03Z</updated>

		<summary type="html">&lt;p&gt;WKFO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;HOW CAN YOU FIND ME?&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
WKFO in dev forum and IRC&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;&amp;lt;span style=&amp;quot;font-family:arial,helvetica,sans-serif;&amp;quot;&amp;gt;CONTRIBUTIONS (So far)&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
1- Translation of game to Turkish&amp;amp;nbsp;(and improving previous translations where necessary)&lt;br /&gt;
&lt;br /&gt;
2- Bug reporting / development ideas&lt;br /&gt;
&lt;br /&gt;
3- Wiki editing&lt;br /&gt;
&lt;br /&gt;
4- New music&lt;br /&gt;
&lt;br /&gt;
5- Minor game improvements / new features&lt;br /&gt;
&lt;br /&gt;
6- Bug fixes&lt;br /&gt;
&lt;br /&gt;
7- Random videos on YouTube!&lt;br /&gt;
&lt;br /&gt;
8- New ship! https://pioneerwiki.com/wiki/Lodos&lt;br /&gt;
&lt;br /&gt;
9- Artwork&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;HISTORY WITH THE GAME&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
I always liked Elite kind of games. I have been playing this game since... since the default ship was the Wave fighter and the UI was very bad (say, very early). I watched the whole game evolve with every new version. New ships, better UI, new missions...&lt;br /&gt;
&lt;br /&gt;
The first time I was playing the game, while trying to figure out controls (and how to launch), I accidentally fired my weapons (while still on the pad (this was allowed then)) and the last thing I saw was a colorful police vehicle in front, accompanied by pew-pew. They got rid of me in seconds.&lt;br /&gt;
&lt;br /&gt;
Then, of course, I learned to fly, navigate, to use naval missiles&amp;amp;nbsp;:), to fuel scoop etc... I played with many ships and many equipment. I did all kinds of missions. Even, there was one time where I took out an entire police force by myself (taking a little advantage using terrain).&lt;br /&gt;
&lt;br /&gt;
Then I learned that this game is open source. I fell in love with the game again.&lt;br /&gt;
&lt;br /&gt;
To introduce the game to new people, I uploaded some gameplay videos to YouTube (to a channel I am not willing to share right now).&lt;br /&gt;
&lt;br /&gt;
I was playing in the English version, because although the Turkish translation at that time was very accurate, the rate of translated parts of the game was too low. I took the matter into my own hands and brought the Turkish translation rate to&amp;amp;nbsp;%100 for the first time in 06.06.2017.&lt;br /&gt;
&lt;br /&gt;
I am planning to improve this wiki by creating tutorials and changing screenshots with the game's current version. I might even translate the wiki to Turkish if I feel like. Or the manual. Or both. I care about this project, because I really love it.&lt;br /&gt;
&lt;br /&gt;
I practised manual piloting (and docking), orbiting, fuel scooping and combat a lot. I sometimes just sell my autopilot and live without 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOME TALK AND&amp;amp;nbsp;&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;TIPS&amp;amp;nbsp;&amp;lt;/span&amp;gt;ABOUT PIONEER ==&lt;br /&gt;
&lt;br /&gt;
I like small ships and my favorites are Sinonatrix and Mola Mola. Sinonatrix can be compared with Millenium Falcon from Star Wars. Not much cargo space, incredibly high speed and acceleration + a good fighter once you get the hang of it. You always have the chance to either run away or fight. Never lets you down unless you are going head first to an entire Solar Federation police force or sth stupid like that.&lt;br /&gt;
&lt;br /&gt;
Mola Mola is the smaller version of those huge million dollar transports. Does the same job, has (almost, a bit better) the same performance, but a bit smaller. But in the slightest sign of trouble, you better have your hyperdrive ready or you are done for. (You can always install a shield for better luck.)&lt;br /&gt;
&lt;br /&gt;
At the same time, Mola Mola is a great exploration ship, which is why I use it. Install a fuel scoop and a class 3 hyperdrive and you can travel the entire galaxy in a reasonable time (months, that is). But you have to learn to scoop fuel from gas giants. That ship carried me all the way to the galactic center [Sagittarius A* (-3125, 0, 0)] and saved my a$$ from countless dangerous situations.&lt;br /&gt;
&lt;br /&gt;
Later, I designed a new ship for the game, Lodos, as both a freighter and exploration ship, and it is my ideal ship for space trips now. Just one drawback: It is expensive flying with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EXPLORATION/SPACEFLIGHT ===&lt;br /&gt;
&lt;br /&gt;
The galaxy ends after you travel +200 or -200 units vertically in sector map.&lt;br /&gt;
&lt;br /&gt;
[Sagittarius A* (-3125, 0, 0)] houses a supermassive black hole that is in the center of our galaxy. (About 25000ly away from Sol)&lt;br /&gt;
&lt;br /&gt;
Fuel scoops practically give you infinite travelling range unless your hyperdrive breaks down.&lt;br /&gt;
&lt;br /&gt;
According to Murphy's law; if you are unsure if your nav target is on this side of the planet or not, it is on the other side of the planet. (Or just select the planet and compare the distances)&lt;br /&gt;
&lt;br /&gt;
Don't trust autopilot more than yourself.&lt;br /&gt;
&lt;br /&gt;
Use your main engines to do mid-course corrections.&lt;br /&gt;
&lt;br /&gt;
If you are passing by a major stellar body, take a look at the orbit map and ensure you won't end up crashing into it. They might have a massive gravitational force, your engines may be useless. Plus you will save fuel.&lt;br /&gt;
&lt;br /&gt;
If you are low on fuel, make full use of&amp;amp;nbsp;Hohmann transfers, gravity assists, aerobraking etc.&lt;br /&gt;
&lt;br /&gt;
Don't get too deep into gas giants. Obviously.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are travelling to a far planet/station it might oscillate and drift away from your prograde vector. They are not stationary after all. Don't try to compensate too much, you will waste fuel. If you are lucky it will eventualy come back to the prograde vector;&amp;amp;nbsp;if not, don't try to &amp;quot;catch it&amp;quot; until your braking burn unless it drifts like 30 degrees or more in your view.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the fact that the cockpits isn't at the center of every ship. Especially to avoid crashing while you are flying big ships.&lt;br /&gt;
&lt;br /&gt;
Thruster upgrades are cool and VERY useful. Do them.&lt;br /&gt;
&lt;br /&gt;
If you are going to crash into the planet (i.e. the speed bar is red), start accelerating sideways with your main thrusters while trying to kill your speed towards the planet using your bottom/top thrusters (this is NOT THE BEST WAY but it is the EASY BEST WAY.) Pray no matter what you believe in (or not?).&lt;br /&gt;
&lt;br /&gt;
If the&amp;amp;nbsp;distance is too far between major stellar bodies of a system, jump to a nearby system and jump back to the previous system selecting the major stellar body that your destination is orbiting.&lt;br /&gt;
&lt;br /&gt;
Pay attention to your landing gear for gods sake. Don't land on your ship's hull; they bounce a lot.&lt;br /&gt;
&lt;br /&gt;
Pay attention to what your ship manufacturer says. If they say it is not for atmospheric flight, then it is probably not for atmospheric flight.&lt;br /&gt;
&lt;br /&gt;
(Unless it is an emergency) Never rely on aerobraking for slowing down. Only use it as a &amp;quot;helper&amp;quot; that saves you some fuel. Also (on interplanetary flights) you would probably enter the atmosphere with a very high speed so that saving fuel will be one of your last concerns while you burn alive and overshoot your target with half an astronomical unit. Or you know what? Never use aerobraking at all, problem solved. I mean it is the 32nd ceuntry, we can't still be using primitive techniques people used back in 20th ceuntry, right?&lt;br /&gt;
&lt;br /&gt;
If a flight instrument reads zero it might not be zero. Uhh... Well, I mean... It might be 0,083551 but the flight computer may print it to the screen as a 0. Causes side effects with time warp and long flights. Always double-check.&lt;br /&gt;
&lt;br /&gt;
The flight computer will compensate for the small force applied to your vessel the times like when you dump your urine or sth so you don't need to dump it equally on the opposite sides of your ship.&lt;br /&gt;
&lt;br /&gt;
=== ECONOMY ===&lt;br /&gt;
&lt;br /&gt;
DO NOT EVER SELL YOUR EQUIPMENT TO GET MORE MONEY TO BUY A NEW SHIP (hell, this was a long warning sentence). You can't cheat the system that way + you will lose money. There is sth called &amp;quot;Price after exchange&amp;quot; (this might not be the exact thing it is called, I don' tremember very well right now). The more expensive equipments you have on your current ship, the larger discount you get when buying a new ship.&lt;br /&gt;
&lt;br /&gt;
Look at the Bulletin Board before buying equipment. People sell some second hand equipment there, they are cheaper than the station's&amp;amp;nbsp;market.&lt;br /&gt;
&lt;br /&gt;
If you are constantly travelling in the same faction (especially big ones like SolFed or CIW) you can join a &amp;quot;fuel club&amp;quot; and get cheaper fuel. It has an initial fee but you can save more than that fee over time. Especially useful if you are using military fuel.&lt;br /&gt;
&lt;br /&gt;
If you have free space at liftoff you can get a few tonnes of rubbish/radioactive waste and dump it after you are far away from populated space. Extra money.&lt;br /&gt;
&lt;br /&gt;
If you have a courier/taxi mission you can look at the trading goods and make trading between the systems on your way. Otherwise don't even try making money by trading.&lt;br /&gt;
&lt;br /&gt;
Try not to take dangerous missions if you don't have a shield. Hull repairs cost A LOT.&lt;br /&gt;
&lt;br /&gt;
If you have a big ship;&amp;amp;nbsp;just like fuel, you might want to carry some Alloys along with you. If you have hull damage, you can repair it by using Alloys. Comes in handy, and is cheaper than repairing at a starport.&lt;br /&gt;
&lt;br /&gt;
=== COMBAT/ILLEGAL STUFF ===&lt;br /&gt;
&lt;br /&gt;
I tried lots of weapons, but rapid-firing 2MW laser is my only choice of weapon so far. Relatively lightweight, has an acceptable damage-per-hit and it is much easier to hit the target with increased firing rate. You can kill police vehicles in fractions of seconds. Medium sized ships require a bit more, but don't ever attack large ships with it (unless they are unarmed and you have all the time in the universe). Use missiles instead. You can fire at a... For example, a Venturestar, for minutes and yet you may not be able to kill it. Especially if it has shields.&lt;br /&gt;
&lt;br /&gt;
Don't fire missiles at police unless you are doing really bad. They have about 88% rate of evading missiles. Maybe even higher.&lt;br /&gt;
&lt;br /&gt;
Or don't&amp;amp;nbsp;start trouble with police at all, which is better. Talking with experience, I ran away from about 75% of firefights and it mostly works better than turning around and fighting.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Don't forget to pay your fines if you have any. Again, talking from experience, if you leave a station without paying your fines, you will have a hard time landing back there.&lt;br /&gt;
&lt;br /&gt;
If you are trying to sneak to a station which marks you as a criminal, fly low and fast towards it. Before police vehicles can get to you, you will already be hovering over the pad. (Police vehicles fly upwards a little the first time they launch. They do not immediately start intercepting you.)&lt;br /&gt;
&lt;br /&gt;
If you are trying to sneak to an orbital platform, fly at high speed towards enterance (600 - 1000 m/s speed at 5 - 10 km dist), brake and correct your course at the last seconds. It is acceptable to enter an orbital station with about 150 m/s in this case. Autopilot will do the rest. If done correctly, the police force would not even have finished undocking before you dock.&lt;br /&gt;
&lt;br /&gt;
If you don't have a ship with&amp;amp;nbsp;this much acceleration rate, you probably posess superior shields and firepower which can protect you until you enter the station by, what shall I call it... brute&amp;amp;nbsp;force.&lt;br /&gt;
&lt;br /&gt;
Easy trick for getting rid of police: If you are in an orbital station just don't go outside, wait inside the docking bay until they kill themselves. If you are at a ground stations; gain altitude, let them gain some altitude, boost towards the ground and brake just at the right moment; they will not be able to stop and will crash into the ground.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;TO DO&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
1- Make more videos of the game in YouTube&lt;br /&gt;
&lt;br /&gt;
2- Compose music&lt;br /&gt;
&lt;br /&gt;
3- Advanced life generation&lt;br /&gt;
&lt;br /&gt;
4- 3D Modelling&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3780</id>
		<title>User:WKFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3780"/>
		<updated>2018-08-29T19:49:49Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Messing around on my own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;HOW CAN YOU FIND ME?&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
WKFO in dev forum and IRC&lt;br /&gt;
&lt;br /&gt;
[https://wkfo.bandcamp.com/ https://wkfo.bandcamp.com/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;&amp;lt;span style=&amp;quot;font-family:arial,helvetica,sans-serif;&amp;quot;&amp;gt;CONTRIBUTIONS (So far)&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
1- Translation of game to Turkish&amp;amp;nbsp;(and improving previous translations where necessary)&lt;br /&gt;
&lt;br /&gt;
2- Bug reporting / development ideas&lt;br /&gt;
&lt;br /&gt;
3- Wiki editing&lt;br /&gt;
&lt;br /&gt;
4- New music&lt;br /&gt;
&lt;br /&gt;
5- Minor game improvements / new features&lt;br /&gt;
&lt;br /&gt;
6- Bug fixes&lt;br /&gt;
&lt;br /&gt;
7- Random videos on YouTube!&lt;br /&gt;
&lt;br /&gt;
8- New ship! https://pioneerwiki.com/wiki/Lodos&lt;br /&gt;
&lt;br /&gt;
9- Artwork&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;HISTORY WITH THE GAME&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
I always liked Elite kind of games. I have been playing this game since... since the default ship was the Wave fighter and the UI was very bad (say, very early). I watched the whole game evolve with every new version. New ships, better UI, new missions...&lt;br /&gt;
&lt;br /&gt;
The first time I was playing the game, while trying to figure out controls (and how to launch), I accidentally fired my weapons (while still on the pad (this was allowed then)) and the last thing I saw was a colorful police vehicle in front, accompanied by pew-pew. They got rid of me in seconds.&lt;br /&gt;
&lt;br /&gt;
Then, of course, I learned to fly, navigate, to use naval missiles&amp;amp;nbsp;:), to fuel scoop etc... I played with many ships and many equipment. I did all kinds of missions. Even, there was one time where I took out an entire police force by myself (taking a little advantage using terrain).&lt;br /&gt;
&lt;br /&gt;
Then I learned that this game is open source. I fell in love with the game again.&lt;br /&gt;
&lt;br /&gt;
To introduce the game to new people, I uploaded some gameplay videos to YouTube (to a channel I am not willing to share right now).&lt;br /&gt;
&lt;br /&gt;
I was playing in the English version, because although the Turkish translation at that time was very accurate, the rate of translated parts of the game was too low. I took the matter into my own hands and brought the Turkish translation rate to&amp;amp;nbsp;%100 for the first time in 06.06.2017.&lt;br /&gt;
&lt;br /&gt;
I am planning to improve this wiki by creating tutorials and changing screenshots with the game's current version. I might even translate the wiki to Turkish if I feel like. Or the manual. Or both. I care about this project, because I really love it.&lt;br /&gt;
&lt;br /&gt;
I practised manual piloting (and docking), orbiting, fuel scooping and combat a lot. I sometimes just sell my autopilot and live without 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOME TALK AND&amp;amp;nbsp;&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;TIPS&amp;amp;nbsp;&amp;lt;/span&amp;gt;ABOUT PIONEER ==&lt;br /&gt;
&lt;br /&gt;
I like small ships and my favorites are Sinonatrix and Mola Mola. Sinonatrix can be compared with Millenium Falcon from Star Wars. Not much cargo space, incredibly high speed and acceleration + a good fighter once you get the hang of it. You always have the chance to either run away or fight. Never lets you down unless you are going head first to an entire Solar Federation police force or sth stupid like that.&lt;br /&gt;
&lt;br /&gt;
Mola Mola is the smaller version of those huge million dollar transports. Does the same job, has (almost, a bit better) the same performance, but a bit smaller. But in the slightest sign of trouble, you better have your hyperdrive ready or you are done for. (You can always install a shield for better luck.)&lt;br /&gt;
&lt;br /&gt;
At the same time, Mola Mola is a great exploration ship, which is why I use it. Install a fuel scoop and a class 3 hyperdrive and you can travel the entire galaxy in a reasonable time (months, that is). But you have to learn to scoop fuel from gas giants. That ship carried me all the way to the galactic center [Sagittarius A* (-3125, 0, 0)] and saved my a$$ from countless dangerous situations.&lt;br /&gt;
&lt;br /&gt;
Later, I designed a new ship for the game, Lodos, as both a freighter and exploration ship, and it is my ideal ship for space trips now. Just one drawback: It is expensive flying with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EXPLORATION/SPACEFLIGHT ===&lt;br /&gt;
&lt;br /&gt;
The galaxy ends after you travel +200 or -200 units vertically in sector map.&lt;br /&gt;
&lt;br /&gt;
[Sagittarius A* (-3125, 0, 0)] houses a supermassive black hole that is in the center of our galaxy. (About 25000ly away from Sol)&lt;br /&gt;
&lt;br /&gt;
Fuel scoops practically give you infinite travelling range unless your hyperdrive breaks down.&lt;br /&gt;
&lt;br /&gt;
According to Murphy's law; if you are unsure if your nav target is on this side of the planet or not, it is on the other side of the planet. (Or just select the planet and compare the distances)&lt;br /&gt;
&lt;br /&gt;
Don't trust autopilot more than yourself.&lt;br /&gt;
&lt;br /&gt;
Use your main engines to do mid-course corrections.&lt;br /&gt;
&lt;br /&gt;
If you are passing by a major stellar body, take a look at the orbit map and ensure you won't end up crashing into it. They might have a massive gravitational force, your engines may be useless. Plus you will save fuel.&lt;br /&gt;
&lt;br /&gt;
If you are low on fuel, make full use of&amp;amp;nbsp;Hohmann transfers, gravity assists, aerobraking etc.&lt;br /&gt;
&lt;br /&gt;
Don't get too deep into gas giants. Obviously.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are travelling to a far planet/station it might oscillate and drift away from your prograde vector. They are not stationary after all. Don't try to compensate too much, you will waste fuel. If you are lucky it will eventualy come back to the prograde vector;&amp;amp;nbsp;if not, don't try to &amp;quot;catch it&amp;quot; until your braking burn unless it drifts like 30 degrees or more in your view.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the fact that the cockpits isn't at the center of every ship. Especially to avoid crashing while you are flying big ships.&lt;br /&gt;
&lt;br /&gt;
Thruster upgrades are cool and VERY useful. Do them.&lt;br /&gt;
&lt;br /&gt;
If you are going to crash into the planet (i.e. the speed bar is red), start accelerating sideways with your main thrusters while trying to kill your speed towards the planet using your bottom/top thrusters (this is NOT THE BEST WAY but it is the EASY BEST WAY.) Pray no matter what you believe in (or not?).&lt;br /&gt;
&lt;br /&gt;
If the&amp;amp;nbsp;distance is too far between major stellar bodies of a system, jump to a nearby system and jump back to the previous system selecting the major stellar body that your destination is orbiting.&lt;br /&gt;
&lt;br /&gt;
Pay attention to your landing gear for gods sake. Don't land on your ship's hull; they bounce a lot.&lt;br /&gt;
&lt;br /&gt;
Pay attention to what your ship manufacturer says. If they say it is not for atmospheric flight, then it is probably not for atmospheric flight.&lt;br /&gt;
&lt;br /&gt;
(Unless it is an emergency) Never rely on aerobraking for slowing down. Only use it as a &amp;quot;helper&amp;quot; that saves you some fuel. Also (on interplanetary flights) you would probably enter the atmosphere with a very high speed so that saving fuel will be one of your last concerns while you burn alive and overshoot your target with half an astronomical unit. Or you know what? Never use aerobraking at all, problem solved. I mean it is the 32nd ceuntry, we can't still be using primitive techniques people used back in 20th ceuntry, right?&lt;br /&gt;
&lt;br /&gt;
If a flight instrument reads zero it might not be zero. Uhh... Well, I mean... It might be 0,083551 but the flight computer may print it to the screen as a 0. Causes side effects with time warp and long flights. Always double-check.&lt;br /&gt;
&lt;br /&gt;
The flight computer will compensate for the small force applied to your vessel the times like when you dump your urine or sth so you don't need to dump it equally on the opposite sides of your ship.&lt;br /&gt;
&lt;br /&gt;
=== ECONOMY ===&lt;br /&gt;
&lt;br /&gt;
DO NOT EVER SELL YOUR EQUIPMENT TO GET MORE MONEY TO BUY A NEW SHIP (hell, this was a long warning sentence). You can't cheat the system that way + you will lose money. There is sth called &amp;quot;Price after exchange&amp;quot; (this might not be the exact thing it is called, I don' tremember very well right now). The more expensive equipments you have on your current ship, the larger discount you get when buying a new ship.&lt;br /&gt;
&lt;br /&gt;
Look at the Bulletin Board before buying equipment. People sell some second hand equipment there, they are cheaper than the station's&amp;amp;nbsp;market.&lt;br /&gt;
&lt;br /&gt;
If you are constantly travelling in the same faction (especially big ones like SolFed or CIW) you can join a &amp;quot;fuel club&amp;quot; and get cheaper fuel. It has an initial fee but you can save more than that fee over time. Especially useful if you are using military fuel.&lt;br /&gt;
&lt;br /&gt;
If you have free space at liftoff you can get a few tonnes of rubbish/radioactive waste and dump it after you are far away from populated space. Extra money.&lt;br /&gt;
&lt;br /&gt;
If you have a courier/taxi mission you can look at the trading goods and make trading between the systems on your way. Otherwise don't even try making money by trading.&lt;br /&gt;
&lt;br /&gt;
Try not to take dangerous missions if you don't have a shield. Hull repairs cost A LOT.&lt;br /&gt;
&lt;br /&gt;
If you have a big ship;&amp;amp;nbsp;just like fuel, you might want to carry some Alloys along with you. If you have hull damage, you can repair it by using Alloys. Comes in handy, and is cheaper than repairing at a starport.&lt;br /&gt;
&lt;br /&gt;
=== COMBAT/ILLEGAL STUFF ===&lt;br /&gt;
&lt;br /&gt;
I tried lots of weapons, but rapid-firing 2MW laser is my only choice of weapon so far. Relatively lightweight, has an acceptable damage-per-hit and it is much easier to hit the target with increased firing rate. You can kill police vehicles in fractions of seconds. Medium sized ships require a bit more, but don't ever attack large ships with it (unless they are unarmed and you have all the time in the universe). Use missiles instead. You can fire at a... For example, a Venturestar, for minutes and yet you may not be able to kill it. Especially if it has shields.&lt;br /&gt;
&lt;br /&gt;
Don't fire missiles at police unless you are doing really bad. They have about 88% rate of evading missiles. Maybe even higher.&lt;br /&gt;
&lt;br /&gt;
Or don't&amp;amp;nbsp;start trouble with police at all, which is better. Talking with experience, I ran away from about 75% of firefights and it mostly works better than turning around and fighting.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Don't forget to pay your fines if you have any. Again, talking from experience, if you leave a station without paying your fines, you will have a hard time landing back there.&lt;br /&gt;
&lt;br /&gt;
If you are trying to sneak to a station which marks you as a criminal, fly low and fast towards it. Before police vehicles can get to you, you will already be hovering over the pad. (Police vehicles fly upwards a little the first time they launch. They do not immediately start intercepting you.)&lt;br /&gt;
&lt;br /&gt;
If you are trying to sneak to an orbital platform, fly at high speed towards enterance (600 - 1000 m/s speed at 5 - 10 km dist), brake and correct your course at the last seconds. It is acceptable to enter an orbital station with about 150 m/s in this case. Autopilot will do the rest. If done correctly, the police force would not even have finished undocking before you dock.&lt;br /&gt;
&lt;br /&gt;
If you don't have a ship with&amp;amp;nbsp;this much acceleration rate, you probably posess superior shields and firepower which can protect you until you enter the station by, what shall I call it... brute&amp;amp;nbsp;force.&lt;br /&gt;
&lt;br /&gt;
Easy trick for getting rid of police: If you are in an orbital station just don't go outside, wait inside the docking bay until they kill themselves. If you are at a ground stations; gain altitude, let them gain some altitude, boost towards the ground and brake just at the right moment; they will not be able to stop and will crash into the ground.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;TO DO&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
1- Make more videos of the game in YouTube&lt;br /&gt;
&lt;br /&gt;
2- Compose music&lt;br /&gt;
&lt;br /&gt;
3- Advanced life generation&lt;br /&gt;
&lt;br /&gt;
4- 3D Modelling&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3779</id>
		<title>Places of interest</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3779"/>
		<updated>2018-08-19T19:56:13Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add double-eclipse of Zelia A,B e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
If you've found something bizarre and/or wonderful, let other players know where here. Though if it's a bug it should be on the [https://github.com/pioneerspacesim/pioneer/issues Issue tracker.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Timing (Eclipses, etc.)'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Epsilon Eridani (1,-1,-1), New Hope, Itzalean space port, at January 1 3200 22:00 there is an eclipse as Hades blocks out the light from Epsilon Eridani. &lt;br /&gt;
*Go to Vetiar (-14, -12, -11) A's colony Brennan Base on the world Morales's Mine and wait until 3204 Apr 25 around 2:53. A double sunset awaits. &lt;br /&gt;
*Canen (-89,0,1), Valášek Colony, Fort Robinson: 3208, July 10th, 19:24:52, the medium gas giant Canen b's decent-sized rings partially eclipse the red giant Canen through the oxygen atmosphere of Valášek Colony. &lt;br /&gt;
*Zelia (-16, -3, 1), 11 June 3201, at around 19:30 go stay near the sunny side of Zelia A,B e and you will see a merged 8-shaped shadow of it's two moons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vastness'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Waioeth (-13, -9, -13) is a red supergiant roughly 1.7 AU wide. At the distant world of Fox Colony, one can buy basic military drives, hyperspace cloud analyzers, and a variety of other interesting sundries. A heck of a vacation spot. &lt;br /&gt;
*Ackay (-13, -13, -10), a red giant star 0.15 wide. The planets are far enough away from each other to make missions between them completely impractical. A superjupiter as far away as Pluto! &lt;br /&gt;
*Ethandce (-32, -36, 0) is a triple star system formed by hypergiant and supergiants. In addition, two of these stars (Ethandce A and Ethandce B) are very close to each other. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Life, But Not As We Know It&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Gretia (-7, -6, -8)'s world Sampson looks like a partially terraformed Mars. Its ecosystem is reputedly quite complex, and the planet is studded with human settlements. Not exactly undiscovered country, but if all you want is to see an exotic lifeform in its natural habitat, and you don't ''really'' want to just get away from it all, it's a great place to start. You'll also get a look at life under an M class star! &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Terrain Features&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*In Edack (4, -2, 0) system, on Espinoza's Rock (the innermost planet), near Foley City; there is a very interesting canyon with bizzare pillar-like structures. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;'''&amp;lt;u&amp;gt;Man Made&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Olsina's Rock, the innermost planet&amp;amp;nbsp;in Gliese 205 (2, -1, -1) has 20&amp;amp;nbsp;space stations orbiting it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Galactic Center'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sagittarius A* (-3125, 0, 0) system houses the galactic anchor; a supermassive black hole which keeps the Milky Way Galaxy together with it's strong gravity. The system also houses 2 terrestrial bodies and 3 orbital stations. &lt;br /&gt;
*Terminus, a planet in the Sagittarius A* (-3125, 0, 0) system rotates so fast that it's surface's tagential speed exceeds the escape velocity of the planet;&amp;amp;nbsp;ships have to accelerate towards the ground in order to land! &lt;br /&gt;
*Having no stars in the system, it can be quite hard to see ships and planets since there are no natural light sources.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3776</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3776"/>
		<updated>2018-08-08T20:10:35Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Music files should be placed in a subdirectory of &amp;lt;code&amp;gt;data/music/&amp;lt;/code&amp;gt;. They must be in [http://xiph.org/vorbis/ .ogg format], sampled at 44100 or 22050 Hz. All music are copyrighted CC-BY-SA-3.0.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; will be played by the default player script, &amp;lt;code&amp;gt;modules/MusicPlayer.lua&amp;lt;/code&amp;gt;. Mission or per-system scripts should add their own music to a separate sub-directory.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; is selected based on game events. When a particular game event occurs a song is chosen at random from the appropriate subdir. The subdirs are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''space''': ambient music, played while flying in space. When music for a specific event finishes the player will start a song from this category. This is also the fallback category if any category subdir has no songs in it.&lt;br /&gt;
&lt;br /&gt;
* '''near-planet''', '''near-spacestation''': ambient music specific to planets and orbital stations. The player will play something from one of these categories if ambient music is requested and the player is near a planet or station.&lt;br /&gt;
&lt;br /&gt;
* '''docked''': played when the player docks (ie as the station menu appears)&lt;br /&gt;
&lt;br /&gt;
* '''undocked''': played when the player undocks (ie when the request launch)&lt;br /&gt;
&lt;br /&gt;
* '''ship-nearby''', '''ship-firing''': played when the player's alert state changes because a ship is nearby (within 100km) or starts firing. Note that the presence of a ship (even a firing ship) does not necessarily mean the ship is hostile and the player is (about to be) in combat.&lt;br /&gt;
&lt;br /&gt;
* '''ship-destroyed''': played with the player destroys a ship&lt;br /&gt;
&lt;br /&gt;
* '''player-destroyed''': played when the player is destroyed. Will continue to play over the &amp;quot;tombstone&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
== Music Style ==&lt;br /&gt;
Pioneer's soundtrack is a combination of electronic, orchestral and classical pieces; most being electronic.&lt;br /&gt;
&lt;br /&gt;
Electronic ambient music is synthesizer melodies generally accompanied by soft beats. Most of Pioneer's original compositions are in this form. Some of them, however, have a smoother and more mysterious mood and they will probably be moved to the &amp;quot;unexplored space&amp;quot; suite.&lt;br /&gt;
&lt;br /&gt;
Pioneer2.ogg by Emajogi is an excpetion; it is an orchestral piece in the form of &amp;quot;ambient&amp;quot; music. Probably feels more like Frontier Elite II, considering it is an old piece in Pioneer and it is probably composed with something like Elite II in mind.&lt;br /&gt;
&lt;br /&gt;
Rest of the ambience is classical pieces such as Moonlight Sonata and The Blue Danube. They fit really well to the feeling of core (familiar) systems.&lt;br /&gt;
&lt;br /&gt;
Pioneer has situational music as well, most notably the space stations and ship-to-ship situations.&lt;br /&gt;
&lt;br /&gt;
Space stations are classical piano pieces, except one original piano piece.&lt;br /&gt;
&lt;br /&gt;
In ship-to-ship interaction, if a ship gets close to the player, orchestral suspensing/alerting tracks play. Note that this does NOT mean the player is at immediate danger, but should expect it.&lt;br /&gt;
&lt;br /&gt;
If the ship(s) starts firing, combat music starts. They are faster-paced electronic tracks. They don't have a really set mood, but they shouldn't go as fancy as Doom OST or Radix OST and it should be OK. Pioneer is not so much of an arcade shooter.&lt;br /&gt;
&lt;br /&gt;
If the player destroys an enemy ship, a short and fast classical piece is played. Player should feel accomplished (as combat is currently trash and it is near impossible to win unless you've been playing for quite some time).&lt;br /&gt;
&lt;br /&gt;
If the player dies (either in or out of a combat situation) a sad music is played. Those are NOT electronic.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3775</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Music&amp;diff=3775"/>
		<updated>2018-08-08T20:09:59Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add music style for later reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Music files should be placed in a subdirectory of &amp;lt;code&amp;gt;data/music/&amp;lt;/code&amp;gt;. They must be in [http://xiph.org/vorbis/ .ogg format], sampled at 44100 or 22050 Hz. All music are copyrighted CC-BY-SA-3.0.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; will be played by the default player script, &amp;lt;code&amp;gt;modules/MusicPlayer.lua&amp;lt;/code&amp;gt;. Mission or per-system scripts should add their own music to a separate sub-directory.&lt;br /&gt;
&lt;br /&gt;
Music in &amp;lt;code&amp;gt;core/&amp;lt;/code&amp;gt; is selected based on game events. When a particular game event occurs a song is chosen at random from the appropriate subdir. The subdirs are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''space''': ambient music, played while flying in space. When music for a specific event finishes the player will start a song from this category. This is also the fallback category if any category subdir has no songs in it.&lt;br /&gt;
&lt;br /&gt;
* '''near-planet''', '''near-spacestation''': ambient music specific to planets and orbital stations. The player will play something from one of these categories if ambient music is requested and the player is near a planet or station.&lt;br /&gt;
&lt;br /&gt;
* '''docked''': played when the player docks (ie as the station menu appears)&lt;br /&gt;
&lt;br /&gt;
* '''undocked''': played when the player undocks (ie when the request launch)&lt;br /&gt;
&lt;br /&gt;
* '''ship-nearby''', '''ship-firing''': played when the player's alert state changes because a ship is nearby (within 100km) or starts firing. Note that the presence of a ship (even a firing ship) does not necessarily mean the ship is hostile and the player is (about to be) in combat.&lt;br /&gt;
&lt;br /&gt;
* '''ship-destroyed''': played with the player destroys a ship&lt;br /&gt;
&lt;br /&gt;
* '''player-destroyed''': played when the player is destroyed. Will continue to play over the &amp;quot;tombstone&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
== Music Style ==&lt;br /&gt;
Pioneer's soundtrack is a combination of electronic, orchestral and classical pieces; most being electronic.&lt;br /&gt;
&lt;br /&gt;
Electronic ambient music is synthesizer melodies generally accompanied by soft beats. Most of Pioneer's original compositions are in this form. Some of them, however, have a smoother and more mysterious mood and they will probably be moved to the &amp;quot;unexplored space&amp;quot; suite.&lt;br /&gt;
&lt;br /&gt;
Pioneer2.ogg by Emajogi is an excpetion; it is an orchestral piece in the form of &amp;quot;ambient&amp;quot; music. Probably feels more like Frontier Elite II, considering it is an old piece in Pioneer and it is probably composed with something like Elite II in mind.&lt;br /&gt;
&lt;br /&gt;
Rest of the ambience is classical pieces such as Moonlight Sonata and The Blue Danube. They fit really well to the feeling of core (familiar) systems.&lt;br /&gt;
&lt;br /&gt;
Pioneer has situational music as well, most notably the space stations and ship-to-ship situations.&lt;br /&gt;
&lt;br /&gt;
Space stations are classical piano pieces, except one original piano piece.&lt;br /&gt;
&lt;br /&gt;
In ship-to-ship interaction, if a ship gets close to the player, orchestral suspensing/alerting tracks play. Note that this does NOT mean the player is at immediate danger, but should expect it.&lt;br /&gt;
&lt;br /&gt;
If the ship(s) starts firing, combat music starts. They are faster-paced electronic tracks. They don't have a really set mood, but they shouldn't go as fancy as Doom OST or Radix OST and it should be OK. Pioneer is not so much of an arcade shooter.&lt;br /&gt;
&lt;br /&gt;
If the player destroys an enemy ship, a short and fast classical piece is played. Player should feel accomplished (as combat is currently trash and it is near impossible to win unless you've been playing for quite some time).&lt;br /&gt;
&lt;br /&gt;
If the player dies (either in or out of a combat situation) a sad music is played. Those are NOT elecronic.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Talk:Lodos&amp;diff=3774</id>
		<title>Talk:Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Talk:Lodos&amp;diff=3774"/>
		<updated>2018-08-06T14:01:09Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Remove outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Development_team&amp;diff=3722</id>
		<title>Development team</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Development_team&amp;diff=3722"/>
		<updated>2018-08-05T21:15:24Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Making myself available if you don't mind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists a few of the people that work on Pioneer, and their roles. If you need help with with a particular part of the game, or code or asset development, you should be able to find the right person here.&lt;br /&gt;
&lt;br /&gt;
== Who's who? ==&lt;br /&gt;
&lt;br /&gt;
Some of our people, and what they know about. These aren't necessarily owners of these areas, but they definitely know lots about it and you should talk to them before you start.&lt;br /&gt;
&lt;br /&gt;
* Szilárd Bálint (nozmajner): Artwork (visuals), concept-art, modeling, texturing, Hungarian translation&lt;br /&gt;
* Peter (ecraven): C++ and lua code, website, wiki&lt;br /&gt;
* Karl (impaktor): C++ but mostly lua. Admin of pioneer's twitter, dev-forum, transifex, github, wiki. Main interest: game mechanics.&lt;br /&gt;
* Andy (FluffyFreak): C++ guru, professional game developer. Main specialty: procedural generation, graphics, rendering&lt;br /&gt;
* Arda Güler (WKFO): Music and sound effects. Anything related to the soundtrack and sound design. Turkish translation.&lt;br /&gt;
&lt;br /&gt;
* Simon (laarmen): [dormant] (reluctant?) lua guru, and C++/lua interfacing&lt;br /&gt;
* Robert Norris (robn): [dormant] all of the code, project admin, website, everything&lt;br /&gt;
* John Bartholomew (jpab): [dormant] all of the code, project admin, everything&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add your name and details if you consider yourself an expert in one or more areas and you'd like to make yourself available.&lt;br /&gt;
&lt;br /&gt;
== Project admin ==&lt;br /&gt;
&lt;br /&gt;
There's a bunch of administrative stuff that needs to be done in a project like this. Things like looking after the repository and commit rights, the build machines, various support services (eg Transifex), managing the money, paying for domain registration and hosting, that sort of thing. That's handled quietly by robn and jpab. Yell at one of us if you have any questions.&lt;br /&gt;
&lt;br /&gt;
== AUTHORS ==&lt;br /&gt;
&lt;br /&gt;
We list everyone that has ever contributed to the project (even a single-character tweak) in the [https://github.com/pioneerspacesim/pioneer/blob/master/AUTHORS.txt AUTHORS.txt] file.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3721</id>
		<title>User:WKFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3721"/>
		<updated>2018-08-05T19:34:49Z</updated>

		<summary type="html">&lt;p&gt;WKFO: lodooos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;HOW CAN YOU FIND ME?&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
WKFO in dev forum and IRC&lt;br /&gt;
&lt;br /&gt;
[https://wkfo.bandcamp.com/ https://wkfo.bandcamp.com/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;&amp;lt;span style=&amp;quot;font-family:arial,helvetica,sans-serif;&amp;quot;&amp;gt;CONTRIBUTIONS (So far)&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
1- Translation of game to Turkish&amp;amp;nbsp;(and improving previous translations where necessary)&lt;br /&gt;
&lt;br /&gt;
2- Bug reporting / development ideas&lt;br /&gt;
&lt;br /&gt;
3- Wiki editing&lt;br /&gt;
&lt;br /&gt;
4- New music&lt;br /&gt;
&lt;br /&gt;
5- Minor game improvements / new features&lt;br /&gt;
&lt;br /&gt;
6- Bug fixes&lt;br /&gt;
&lt;br /&gt;
7- Random videos on YouTube!&lt;br /&gt;
&lt;br /&gt;
8- New ship! https://pioneerwiki.com/wiki/Lodos&lt;br /&gt;
&lt;br /&gt;
9- Artwork&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;HISTORY WITH THE GAME&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
I always liked Elite kind of games. I have been playing this game since... since the default ship was the Wave fighter and the UI was very bad (say, very early). I watched the whole game evolve with every new version. New ships, better UI, new missions...&lt;br /&gt;
&lt;br /&gt;
The first time I was playing the game, while trying to figure out controls (and how to launch), I accidentally fired my weapons (while still on the pad (this was allowed then)) and the last thing I saw was a colorful police vehicle in front, accompanied by pew-pew. They got rid of me in seconds.&lt;br /&gt;
&lt;br /&gt;
Then, of course, I learned to fly, navigate, to use naval missiles&amp;amp;nbsp;:), to fuel scoop etc... I played with many ships and many equipment. I did all kinds of missions. Even, there was one time where I took out an entire police force by myself (taking a little advantage using terrain).&lt;br /&gt;
&lt;br /&gt;
Then I learned that this game is open source. I fell in love with the game again.&lt;br /&gt;
&lt;br /&gt;
To introduce the game to new people, I uploaded some gameplay videos to YouTube (to a channel I am not willing to share right now).&lt;br /&gt;
&lt;br /&gt;
I was playing in the English version, because although the Turkish translation at that time was very accurate, the rate of translated parts of the game was too low. I took the matter into my own hands and brought the Turkish translation rate to&amp;amp;nbsp;%100 for the first time in 06.06.2017.&lt;br /&gt;
&lt;br /&gt;
I am planning to improve this wiki by creating tutorials and changing screenshots with the game's current version. I might even translate the wiki to Turkish if I feel like. Or the manual. Or both. I care about this project, because I really love it.&lt;br /&gt;
&lt;br /&gt;
I practised manual piloting (and docking), orbiting, fuel scooping and combat a lot. I sometimes just sell my autopilot and live without 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOME TALK AND&amp;amp;nbsp;&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;TIPS&amp;amp;nbsp;&amp;lt;/span&amp;gt;ABOUT PIONEER ==&lt;br /&gt;
&lt;br /&gt;
I like small ships and my favorites are Sinonatrix and Mola Mola. Sinonatrix can be compared with Millenium Falcon from Star Wars. Not much cargo space, incredibly high speed and acceleration + a good fighter once you get the hang of it. You always have the chance to either run away or fight. Never lets you down unless you are going head first to an entire Solar Federation police force or sth stupid like that.&lt;br /&gt;
&lt;br /&gt;
Mola Mola is the smaller version of those huge million dollar transports. Does the same job, has (almost, a bit better) the same performance, but a bit smaller. But in the slightest sign of trouble, you better have your hyperdrive ready or you are done for. (You can always install a shield for better luck.)&lt;br /&gt;
&lt;br /&gt;
At the same time, Mola Mola is a great exploration ship, which is why I use it. Install a fuel scoop and a class 3 hyperdrive and you can travel the entire galaxy in a reasonable time (months, that is). But you have to learn to scoop fuel from gas giants. That ship carried me all the way to the galactic center [Black Hole (-3125, 0, 0)] and saved my a$$ from countless dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EXPLORATION/SPACEFLIGHT ===&lt;br /&gt;
&lt;br /&gt;
The galaxy ends after you travel +200 or -200 units vertically in sector map.&lt;br /&gt;
&lt;br /&gt;
[Black Hole (-3125, 0, 0)] houses a supermassive black hole that is in the center of our galaxy. (About 25000ly away from Sol)&lt;br /&gt;
&lt;br /&gt;
Fuel scoops practically give you infinite travelling range unless your hyperdrive breaks down.&lt;br /&gt;
&lt;br /&gt;
According to Murphy's law; if you are unsure if your nav target is on this side of the planet or not, it is on the other side of the planet. (Or just select the planet and compare the distances)&lt;br /&gt;
&lt;br /&gt;
Don't trust autopilot more than yourself.&lt;br /&gt;
&lt;br /&gt;
Use your main engines to do mid-course corrections.&lt;br /&gt;
&lt;br /&gt;
If you are passing by a major stellar body, take a look at the orbit map and ensure you won't end up crashing into it. They might have a massive gravitational force, your engines may be useless. Plus you will save fuel.&lt;br /&gt;
&lt;br /&gt;
If you are low on fuel, make full use of&amp;amp;nbsp;Hohmann transfers, gravity assists, aerobraking etc.&lt;br /&gt;
&lt;br /&gt;
Don't get too deep into gas giants. Obviously.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are travelling to a far planet/station it might oscillate and drift away from your prograde vector. They are not stationary after all. Don't try to compensate too much, you will waste fuel. If you are lucky it will eventualy come back to the prograde vector;&amp;amp;nbsp;if not, don't try to &amp;quot;catch it&amp;quot; until your braking burn unless it drifts like 30 degrees or more in your view.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the fact that the cockpits isn't at the center of every ship. Especially to avoid crashing while you are flying big ships.&lt;br /&gt;
&lt;br /&gt;
Thruster upgrades are cool and VERY useful. Do them.&lt;br /&gt;
&lt;br /&gt;
If you are going to crash into the planet (i.e. the speed bar is red), start accelerating sideways with your main thrusters while trying to kill your speed towards the planet using your bottom/top thrusters (this is NOT THE BEST WAY but it is the EASY BEST WAY.) Pray no matter what you believe in (or not?).&lt;br /&gt;
&lt;br /&gt;
If the&amp;amp;nbsp;distance is too far between major stellar bodies of a system, jump to a nearby system and jump back to the previous system selecting the major stellar body that your destination is orbiting.&lt;br /&gt;
&lt;br /&gt;
Pay attention to your landing gear for gods sake. Don't land on your ship's hull; they bounce a lot.&lt;br /&gt;
&lt;br /&gt;
Pay attention to what your ship manufacturer says. If they say it is not for atmospheric flight, then it is probably not for atmospheric flight.&lt;br /&gt;
&lt;br /&gt;
(Unless it is an emergency) Never rely on aerobraking for slowing down. Only use it as a &amp;quot;helper&amp;quot; that saves you some fuel. Also (on interplanetary flights) you would probably enter the atmosphere with a very high speed so that saving fuel will be one of your last concerns while you burn alive and overshoot your target with half an astronomical unit. Or you know what? Never use aerobraking at all, problem solved. I mean it is the 32nd ceuntry, we can't still be using primitive techniques people used back in 20th ceuntry, right?&lt;br /&gt;
&lt;br /&gt;
If a flight instrument reads zero it might not be zero. Uhh... Well, I mean... It might be 0,083551 but the flight computer may print it to the screen as a 0. Causes side effects with time warp and long flights. Always double-check.&lt;br /&gt;
&lt;br /&gt;
The flight computer will compensate for the small force applied to your vessel the times like when you dump your urine or sth so you don't need to dump it equally on the opposite sides of your ship.&lt;br /&gt;
&lt;br /&gt;
=== ECONOMY ===&lt;br /&gt;
&lt;br /&gt;
DO NOT EVER SELL YOUR EQUIPMENT TO GET MORE MONEY TO BUY A NEW SHIP (hell, this was a long warning sentence). You can't cheat the system that way + you will lose money. There is sth called &amp;quot;Price after exchange&amp;quot; (this might not be the exact thing it is called, I don' tremember very well right now). The more expensive equipments you have on your current ship, the larger discount you get when buying a new ship.&lt;br /&gt;
&lt;br /&gt;
Look at the Bulletin Board before buying equipment. People sell some second hand equipment there, they are cheaper than the station's&amp;amp;nbsp;market.&lt;br /&gt;
&lt;br /&gt;
If you are constantly travelling in the same faction (especially big ones like SolFed or CIW) you can join a &amp;quot;fuel club&amp;quot; and get cheaper fuel. It has an initial fee but you can save more than that fee over time. Especially useful if you are using military fuel.&lt;br /&gt;
&lt;br /&gt;
If you have free space at liftoff you can get a few tonnes of rubbish/radioactive waste and dump it after you are far away from populated space. Extra money.&lt;br /&gt;
&lt;br /&gt;
If you have a courier/taxi mission you can look at the trading goods and make trading between the systems on your way. Otherwise don't even try making money by trading.&lt;br /&gt;
&lt;br /&gt;
Try not to take dangerous missions if you don't have a shield. Hull repairs cost A LOT.&lt;br /&gt;
&lt;br /&gt;
If you have a big ship;&amp;amp;nbsp;just like fuel, you might want to carry some Alloys along with you. If you have hull damage, you can repair it by using Alloys. Comes in handy, and is cheaper than repairing at a starport.&lt;br /&gt;
&lt;br /&gt;
=== COMBAT/ILLEGAL STUFF ===&lt;br /&gt;
&lt;br /&gt;
I tried lots of weapons, but rapid-firing 2MW laser is my only choice of weapon so far. Relatively lightweight, has an acceptable damage-per-hit and it is much easier to hit the target with increased firing rate. You can kill police vehicles in fractions of seconds. Medium sized ships require a bit more, but don't ever attack large ships with it (unless they are unarmed and you have all the time in the universe). Use missiles instead. You can fire at a... For example, a Venturestar, for minutes and yet you may not be able to kill it. Especially if it has shields.&lt;br /&gt;
&lt;br /&gt;
Don't fire missiles at police unless you are doing really bad. They have about 88% rate of evading missiles. Maybe even higher.&lt;br /&gt;
&lt;br /&gt;
Or don't&amp;amp;nbsp;start trouble with police at all, which is better. Talking with experience, I ran away from about 75% of firefights and it mostly works better than turning around and fighting.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Don't forget to pay your fines if you have any. Again, talking from experience, if you leave a station without paying your fines, you will have a hard time landing back there.&lt;br /&gt;
&lt;br /&gt;
If you are trying to sneak to a station which marks you as a criminal, fly low and fast towards it. Before police vehicles can get to you, you will already be hovering over the pad. (Police vehicles fly upwards a little the first time they launch. They do not immediately start intercepting you.)&lt;br /&gt;
&lt;br /&gt;
If you are trying to sneak to an orbital platform, fly at high speed towards enterance (600 - 1000 m/s speed at 5 - 10 km dist), brake and correct your course at the last seconds. It is acceptable to enter an orbital station with about 150 m/s in this case. Autopilot will do the rest. If done correctly, the police force would not even have finished undocking before you dock.&lt;br /&gt;
&lt;br /&gt;
If you don't have a ship with&amp;amp;nbsp;this much acceleration rate, you probably posess superior shields and firepower which can protect you until you enter the station by, what shall I call it... brute&amp;amp;nbsp;force.&lt;br /&gt;
&lt;br /&gt;
Easy trick for getting rid of police: If you are in an orbital station just don't go outside, wait inside the docking bay until they kill themselves. If you are at a ground stations; gain altitude, let them gain some altitude, boost towards the ground and brake just at the right moment; they will not be able to stop and will crash into the ground.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;u&amp;gt;TO DO&amp;lt;/u&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
1- Make more videos of the game in YouTube&lt;br /&gt;
&lt;br /&gt;
2- Compose music&lt;br /&gt;
&lt;br /&gt;
3- Advanced life generation&lt;br /&gt;
&lt;br /&gt;
4- 3D Modelling&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3705</id>
		<title>Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3705"/>
		<updated>2018-08-02T20:47:31Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add sketchfab model&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Lodos&lt;br /&gt;
|type = Medium freighter [[File:medium_freighter.png]]&lt;br /&gt;
|sketchfab = &amp;lt;sketchfab&amp;gt;ff4b129e2c9f4dac9a910362894646cb&amp;lt;/sketchfab&amp;gt;&lt;br /&gt;
|manufacturer = Auronox Corporation&lt;br /&gt;
|effective_exhaust_velocity_empty = 26,816km/s&lt;br /&gt;
|effective_exhaust_velocity_full = 14,098km/s&lt;br /&gt;
|forward_thrust_empty = 4.8G (90.00MN)&lt;br /&gt;
|forward_thrust_full = 3.2G&lt;br /&gt;
|reverse_thrust_empty = 2.1G (40.00MN)&lt;br /&gt;
|reverse_thrust_full = 1.4G&lt;br /&gt;
|up_thrust_empty = 3.0G (55.00MN)&lt;br /&gt;
|up_thrust_full = 1.9G&lt;br /&gt;
|down_thrust_empty = 3.0G (55.00MN)&lt;br /&gt;
|down_thrust_full = 1.9G&lt;br /&gt;
|left_thrust_empty = 1.6G (30.00MN)&lt;br /&gt;
|left_thrust_full = 1.1G&lt;br /&gt;
|right_thrust_empty = 1.6G (30.00MN)&lt;br /&gt;
|right_thrust_full = 1.1G&lt;br /&gt;
|angular_thrust_empty = 12.1G (225.00MN)&lt;br /&gt;
|angular_thrust_full = 7.9G&lt;br /&gt;
|max_cargo = 1,000&lt;br /&gt;
|max_laser = 0&lt;br /&gt;
|max_missile = 0&lt;br /&gt;
|max_scoop_mounts = 2&lt;br /&gt;
|hyperdrive_class = 7&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 5&lt;br /&gt;
|capacity = 1,000&lt;br /&gt;
|hull_mass = 650&lt;br /&gt;
|fuel_tank_mass = 1,250&lt;br /&gt;
|price = 2,000,000&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Lodos is a medium freighter designed by Auronox Corporation in the late 3100's. The ship has become known mainly for it's performance. But, in return, it requires lots of maintenance. However, with proper maintenance, a Lodos has a relatively long operational lifetime.&lt;br /&gt;
&lt;br /&gt;
Few of the most important features of Lodos are it's highly automated systems and compact aerodynamic design. The amount of automation on complex subsystems allows a single pilot to use the spacecraft with it's full performance. This is mostly an influence of the automated fabricating technologies Auronox uses to make up for it's lack of manpower.&lt;br /&gt;
&lt;br /&gt;
Just like Auronox's other designs, the aerodynamic shape allows the spacecraft to travel safely through dense mediums such as thick atmospheres, stellar dust clouds and very dense nebulas. Combined with relatively good thrusters, the ship can land on most planets with little problem. This also makes fuel scooping much easier, making the ship a good choice for exploration.&lt;br /&gt;
&lt;br /&gt;
Ironically though, the ship lacks the expected cargo capacity from a medium freighter. This lead the ship to be mainly used for many other purposes like exploration or search and rescue. To avoid further reducing the cargo space, the ship is not fitted with missile or weapon slots. The ship makes up with it's powerful armor and high cruise speed. Even without a decent shielding, the ship offers a rather impressive protection. Initially designed for micro-meteorite and high-pressure protection, the armor also performs very well against cannons and missiles.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
While designing Lodos, Auronox had run into very unexpected situations. Throwing off enough resources for the Lodos project was too costly for this small company, so the administration decided to speed up the process to start the actual manufacturing phase as soon as possible. The administration wanted a half-completed Lodos prototype to be flown for testing purposes; however, some senior engineers angrily refused to let the prototype fly because of safety concerns. The fight between administration and engineers (and later the test pilots) lasted for some time. The Auronox administration, fed up with this fight, in a very shocking move, fired those engineers. Eventually the prototype was flown and fortunately, the ship has returned safely.&lt;br /&gt;
&lt;br /&gt;
Although the design process was sped up after the event, Auronox hit other roadblocks. While the company was already in an unsettling mood after the fired engineers, they were also on the edge of bankruptcy. Auronox was in a very urgent need of cash and had to sell/close down some of it's ship/hyperdrive service branches, the backbone of their income, scattered around Sol and Epsilon Eridani systems.&lt;br /&gt;
&lt;br /&gt;
Towards the end of it's design phase, Solar Federation Navy got interested in the Lodos' high performance and durability; the design could easily be converted into a powerful electronic warfare/early warning ship and even a forward command outpost with proper modifications. Solar Federation saw the Auronox's financial problems as an invaluable opportunity. To get and modify Lodos' design, SolFed offered the company a great amount of money that would allow Auronox to pay all of it's debts and not only restore their financial status, but also quadruple their total balance.&lt;br /&gt;
&lt;br /&gt;
Although incredibly tempted by this offer, Auronox ultimately refused SolFed's offer to remain neutral and keep their influence on other factions (mainly CIW) which could, on the long run, allow the company to make more profit overall.&lt;br /&gt;
&lt;br /&gt;
After a short time, the final test flights were complete. Auronox started manufacturing Lodos and the ship has become a success for the company. Their already good reputation among pilots have increased with the new ship that is good for both new and experienced pilots. Large amounts of Lodos' has been sold quickly and Auronox eventually got back on their feet.&lt;br /&gt;
&lt;br /&gt;
Despite being a very reliable ship, the most notable event in the ship's history was a fatal accident near Jupiter's moon Europa. According to the Clarke's Station traffic control and a very detailed study of the accident, the ship was returning from the surface of Europa with it's four crew members. On the ascent, a faulty radiator unit burnt down the electronic aft fuel pump valve controls; causing thrusters to get stuck on their last state. With the rotational thrusters continuously working, the ship started spinning at a very high rate; and all four crew members died because of centrifugal forces before they could escape. Soon after that, the ship broke apart into two pieces - all the fuel leaked into space. The ship's pieces were found a few kilometers apart from each other on the surface of Europa, and they were mostly intact.&lt;br /&gt;
&lt;br /&gt;
During and after the investigation, Auronox insistently denied any responsability - stating that the design is fail-safe when used within limits, and that &amp;quot;The accident is only attributable to human error.&amp;quot; blaming the ship's engineer and the maintenance crew.&lt;br /&gt;
&lt;br /&gt;
== Changes and Improvements ==&lt;br /&gt;
&lt;br /&gt;
The ship is relatively new, but there has been improvements to the design.&lt;br /&gt;
&lt;br /&gt;
Although the original design did not really put any emphasis on it, the newer versions of Lodos has really comfortable and mostly soundproof crew compartments. This is seen as a huge improvement compared to the original internal design; which was cramped up and full of equipment, more like those of 20th century submarines or an old classic Russian Soyuz TMA.&lt;br /&gt;
&lt;br /&gt;
The cockpit has been redesigned, and panels have been rearranged to provide more space for larger displays. The cockpit panel layout now closely resembles an ancient BOEING/Airbus airliner.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3529</id>
		<title>Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3529"/>
		<updated>2018-07-20T15:17:08Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Fix info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox_Ship&lt;br /&gt;
|name = Lodos&lt;br /&gt;
|type = Medium Freighter [[File:Shipclass_med_cargo.png]]&lt;br /&gt;
|manufacturer = Auronox Corporation&lt;br /&gt;
|forward_thrust = empty: 4.8G full: 3.2G&lt;br /&gt;
|reverse_thrust = empty: 2.1G full: 1.4G&lt;br /&gt;
|up_thrust = empty: 3G full: 1.9G&lt;br /&gt;
|down_thrust = empty: 3G full: 1.9G&lt;br /&gt;
|left_thrust = empty: ~1.7G full: ~1G&lt;br /&gt;
|right_thrust = empty: ~1.7G full: ~1G&lt;br /&gt;
|angular_thrust = No data available.&lt;br /&gt;
|max_cargo = 1000&lt;br /&gt;
|max_laser = 0&lt;br /&gt;
|max_missile = 0&lt;br /&gt;
|max_cargoscoop = 1&lt;br /&gt;
|max_fuelscoop = 1&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 5&lt;br /&gt;
|capacity = 1000&lt;br /&gt;
|hull_mass = 650&lt;br /&gt;
|fuel_tank_mass = 1250&lt;br /&gt;
|effective_exhaust_velocity = No data available.&lt;br /&gt;
|price = 2,000,000&lt;br /&gt;
|hyperdrive_class = 7&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Lodos is a medium freighter designed by Auronox Corporation in the late 3100's. The ship has become known mainly for it's performance. But, in return, it requires lots of maintenance. However, with proper maintenance, a Lodos has a relatively long operational lifetime.&lt;br /&gt;
&lt;br /&gt;
Few of the most important features of Lodos are it's highly automated systems and compact aerodynamic design. The amount of automation on complex subsystems allows a single pilot to use the spacecraft with it's full performance. This is mostly an influence of the automated fabricating technologies Auronox uses to make up for it's lack of manpower.&lt;br /&gt;
&lt;br /&gt;
Just like Auronox's other designs, the aerodynamic shape allows the spacecraft to travel safely through dense mediums such as thick atmospheres, stellar dust clouds and very dense nebulas. Combined with relatively good thrusters, the ship can land on most planets with little problem. This also makes fuel scooping much easier, making the ship a good choice for exploration.&lt;br /&gt;
&lt;br /&gt;
Ironically though, the ship lacks the expected cargo capacity from a medium freighter. This lead the ship to be mainly used for many other purposes like exploration or search and rescue. To avoid further reducing the cargo space, the ship is not fitted with missile or weapon slots. The ship makes up with it's powerful armor and high cruise speed. Even without a decent shielding, the ship offers a rather impressive protection. Initially designed for micro-meteorite and high-pressure protection, the armor also performs very well against cannons and missiles.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
While designing Lodos, Auronox had run into very unexpected situations. Throwing off enough resources for the Lodos project was too costly for this small company, so the administration decided to speed up the process to start the actual manufacturing phase as soon as possible. The administration wanted a half-completed Lodos prototype to be flown for testing purposes; however, some senior engineers angrily refused to let the prototype fly because of safety concerns. The fight between administration and engineers (and later the test pilots) lasted for some time. The Auronox administration, fed up with this fight, in a very shocking move, fired those engineers. Eventually the prototype was flown and fortunately, the ship has returned safely.&lt;br /&gt;
&lt;br /&gt;
Although the design process was sped up after the event, Auronox hit other roadblocks. While the company was already in an unsettling mood after the fired engineers, they were also on the edge of bankruptcy. Auronox was in a very urgent need of cash and had to sell/close down some of it's ship/hyperdrive service branches, the backbone of their income, scattered around Sol and Epsilon Eridani systems.&lt;br /&gt;
&lt;br /&gt;
Towards the end of it's design phase, Solar Federation Navy got interested in the Lodos' high performance and durability; the design could easily be converted into a powerful electronic warfare/early warning ship and even a forward command outpost with proper modifications. Solar Federation saw the Auronox's financial problems as an invaluable opportunity. To get and modify Lodos' design, SolFed offered the company a great amount of money that would allow Auronox to pay all of it's debts and not only restore their financial status, but also quadruple their total balance.&lt;br /&gt;
&lt;br /&gt;
Although incredibly tempted by this offer, Auronox ultimately refused SolFed's offer to remain neutral and keep their influence on other factions (mainly CIW) which could, on the long run, allow the company to make more profit overall.&lt;br /&gt;
&lt;br /&gt;
After a short time, the final test flights were complete. Auronox started manufacturing Lodos and the ship has become a success for the company. Their already good reputation among pilots have increased with the new ship that is good for both new and experienced pilots. Large amounts of Lodos' has been sold quickly and Auronox eventually got back on their feet.&lt;br /&gt;
&lt;br /&gt;
Despite being a very reliable ship, the most notable event in the ship's history was a fatal accident near Jupiter's moon Europa. According to the Clarke's Station traffic control and a very detailed study of the accident, the ship was returning from the surface of Europa with it's four crew members. On the ascent, a faulty radiator unit burnt down the electronic aft fuel pump valve controls; causing thrusters to get stuck on their last state. With the rotational thrusters continuously working, the ship started spinning at a very high rate; and all four crew members died because of centrifugal forces before they could escape. Soon after that, the ship broke apart into two pieces - all the fuel leaked into space. The ship's pieces were found a few kilometers apart from each other on the surface of Europa, and they were mostly intact.&lt;br /&gt;
&lt;br /&gt;
During and after the investigation, Auronox insistently denied any responsability - stating that the design is fail-safe when used within limits, and that &amp;quot;The accident is only attributable to human error.&amp;quot; blaming the ship's engineer and the maintenance crew.&lt;br /&gt;
&lt;br /&gt;
== Changes and Improvements ==&lt;br /&gt;
&lt;br /&gt;
The ship is relatively new, but there has been improvements to the design.&lt;br /&gt;
&lt;br /&gt;
Although the original design did not really put any emphasis on it, the newer versions of Lodos has really comfortable and mostly soundproof crew compartments. This is seen as a huge improvement compared to the original internal design; which was cramped up and full of equipment, more like those of 20th century submarines or an old classic Russian Soyuz TMA.&lt;br /&gt;
&lt;br /&gt;
The cockpit has been redesigned, and panels have been rearranged to provide more space for larger displays. The cockpit panel layout now closely resembles an ancient BOEING/Airbus airliner.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Auronox_Corporation&amp;diff=3528</id>
		<title>Auronox Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Auronox_Corporation&amp;diff=3528"/>
		<updated>2018-07-20T15:14:54Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add Lodos to Auronox's ships.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox_Company&lt;br /&gt;
|name = Auronox Corporation&lt;br /&gt;
|slogan = Into the darkest night&lt;br /&gt;
|foundation = 3194&lt;br /&gt;
|system = Sol&lt;br /&gt;
|planet = Mars&lt;br /&gt;
|city = Mars High&lt;br /&gt;
|faction = Neutral&lt;br /&gt;
|nr_employees = 200&lt;br /&gt;
|ships = [[Wave]], [[Lodos]]&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;
Auronox Corporation is a small ship manufacturer situated on Mars High in the Sol system. Due to their quality work and ships that are suitable for both good and beginner pilots they have a great reputation in the whole SolFed. Although they are situated in a SolFed system they are neutral and not associated with the SolFed in any way. That's why they are very popular in CIW systems, too. The first ship they built was the Wave, which has been taken very euphoric by nearly every pilot group in every faction. The wave is a very good ship but the maintenance demand is quite high since it has some parts that require fine-tuning.&lt;br /&gt;
&lt;br /&gt;
== Ships built ==&lt;br /&gt;
&lt;br /&gt;
*[[Wave|Wave]] &lt;br /&gt;
*[[Lodos|Lodos]]&lt;br /&gt;
&lt;br /&gt;
== Other products and services ==&lt;br /&gt;
&lt;br /&gt;
Auronox also offers upgrading and servicing of ships and engines.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3527</id>
		<title>Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3527"/>
		<updated>2018-07-20T15:12:49Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox_Ship&lt;br /&gt;
|name = Lodos&lt;br /&gt;
|type = Medium Freighter [[File:Shipclass_med_cargo.png]]&lt;br /&gt;
|manufacturer = Auronox Corporation&lt;br /&gt;
|forward_thrust = empty: 4.8G full: 3.2G&lt;br /&gt;
|reverse_thrust = empty: 2.1G full: 1.4G&lt;br /&gt;
|up_thrust = empty: 3G full: 1.9G&lt;br /&gt;
|down_thrust = empty: 3G full: 1.9G&lt;br /&gt;
|left_thrust = empty: ~1.7G full: ~1G&lt;br /&gt;
|right_thrust = empty: ~1.7G full: ~1G&lt;br /&gt;
|angular_thrust = No data available.&lt;br /&gt;
|max_cargo = 1000&lt;br /&gt;
|max_laser = 0&lt;br /&gt;
|max_missile = 0&lt;br /&gt;
|max_cargoscoop = 1&lt;br /&gt;
|max_fuelscoop = 1&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 5&lt;br /&gt;
|capacity = 1000&lt;br /&gt;
|hull_mass = 650&lt;br /&gt;
|fuel_tank_mass = 1250&lt;br /&gt;
|effective_exhaust_velocity = No data available.&lt;br /&gt;
|price = 2,000,000&lt;br /&gt;
|hyperdrive_class = 7&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Lodos is a medium freighter designed by Auronox Corporation in the mid 3100's. The ship has become known mainly for it's performance. But, in return, it requires lots of maintenance. However, with proper maintenance, a Lodos has a relatively long operational lifetime.&lt;br /&gt;
&lt;br /&gt;
Few of the most important features of Lodos are it's highly automated systems and compact aerodynamic design. The amount of automation on complex subsystems allows a single pilot to use the spacecraft with it's full performance. This is mostly an influence of the automated fabricating technologies Auronox uses to make up for it's lack of manpower.&lt;br /&gt;
&lt;br /&gt;
Just like Auronox's other designs, the aerodynamic shape allows the spacecraft to travel safely through dense mediums such as thick atmospheres, stellar dust clouds and very dense nebulas. Combined with relatively good thrusters, the ship can land on most planets with little problem. This also makes fuel scooping much easier, making the ship a good choice for exploration.&lt;br /&gt;
&lt;br /&gt;
Ironically though, the ship lacks the expected cargo capacity from a medium freighter. This lead the ship to be mainly used for many other purposes like exploration or search and rescue. To avoid further reducing the cargo space, the ship is not fitted with missile or weapon slots. The ship makes up with it's powerful armor and high cruise speed. Even without a decent shielding, the ship offers a rather impressive protection. Initially designed for micro-meteorite and high-pressure protection, the armor also performs very well against cannons and missiles.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
While designing Lodos, Auronox had run into very unexpected situations. Throwing off enough resources for the Lodos project was too costly for this small company, so the administration decided to speed up the process to start the actual manufacturing phase as soon as possible. The administration wanted a half-completed Lodos prototype to be flown for testing purposes; however, some senior engineers angrily refused to let the prototype fly because of safety concerns. The fight between administration and engineers (and later the test pilots) lasted for some time. The Auronox administration, fed up with this fight, in a very shocking move, fired those engineers. Eventually the prototype was flown and fortunately, the ship has returned safely.&lt;br /&gt;
&lt;br /&gt;
Although the design process was sped up after the event, Auronox hit other roadblocks. While the company was already in an unsettling mood after the fired engineers, they were also on the edge of bankruptcy. Auronox was in a very urgent need of cash and had to sell/close down some of it's ship/hyperdrive service branches, the backbone of their income, scattered around Sol and Epsilon Eridani systems.&lt;br /&gt;
&lt;br /&gt;
Towards the end of it's design phase, Solar Federation Navy got interested in the Lodos' high performance and durability; the design could easily be converted into a powerful electronic warfare/early warning ship and even a forward command outpost with proper modifications. Solar Federation saw the Auronox's financial problems as an invaluable opportunity. To get and modify Lodos' design, SolFed offered the company a great amount of money that would allow Auronox to pay all of it's debts and not only restore their financial status, but also quadruple their total balance.&lt;br /&gt;
&lt;br /&gt;
Although incredibly tempted by this offer, Auronox ultimately refused SolFed's offer to remain neutral and keep their influence on other factions (mainly CIW) which could, on the long run, allow the company to make more profit overall.&lt;br /&gt;
&lt;br /&gt;
After a short time, the final test flights were complete. Auronox started manufacturing Lodos and the ship has become a success for the company. Their already good reputation among pilots have increased with the new ship that is good for both new and experienced pilots. Large amounts of Lodos' has been sold quickly and Auronox eventually got back on their feet.&lt;br /&gt;
&lt;br /&gt;
Despite being a very reliable ship, the most notable event in the ship's history was a fatal accident near Jupiter's moon Europa. According to the Clarke's Station traffic control and a very detailed study of the accident, the ship was returning from the surface of Europa with it's four crew members. On the ascent, a faulty radiator unit burnt down the electronic aft fuel pump valve controls; causing thrusters to get stuck on their last state. With the rotational thrusters continuously working, the ship started spinning at a very high rate; and all four crew members died because of centrifugal forces before they could escape. Soon after that, the ship broke apart into two pieces - all the fuel leaked into space. The ship's pieces were found a few kilometers apart from each other on the surface of Europa, and they were mostly intact.&lt;br /&gt;
&lt;br /&gt;
During and after the investigation, Auronox insistently denied any responsability - stating that the design is fail-safe when used within limits, and that &amp;quot;The accident is only attributable to human error.&amp;quot; blaming the ship's engineer and the maintenance crew.&lt;br /&gt;
&lt;br /&gt;
== Changes and Improvements ==&lt;br /&gt;
&lt;br /&gt;
The ship is relatively new, but there has been improvements to the design.&lt;br /&gt;
&lt;br /&gt;
Although the original design did not really put any emphasis on it, the newer versions of Lodos has really comfortable and mostly soundproof crew compartments. This is seen as a huge improvement compared to the original internal design; which was cramped up and full of equipment, more like those of 20th century submarines or an old classic Russian Soyuz TMA.&lt;br /&gt;
&lt;br /&gt;
The cockpit has been redesigned, and panels have been rearranged to provide more space for larger displays. The cockpit panel layout now closely resembles an ancient BOEING/Airbus airliner.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3526</id>
		<title>Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3526"/>
		<updated>2018-07-20T15:08:11Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Incomplete InfoBox for Lodos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox_Ship&lt;br /&gt;
|name = Lodos&lt;br /&gt;
|type = Medium Freighter [[File:Shipclass_med_cargo.png]]&lt;br /&gt;
|manufacturer = Auronox Corporation&lt;br /&gt;
|forward_thrust = empty: 4.8G full: 3.2G&lt;br /&gt;
|reverse_thrust = empty: 2.1G full: 1.4G&lt;br /&gt;
|up_thrust = empty: 3G full: 1.9G&lt;br /&gt;
|down_thrust = empty: 3G full: 1.9G&lt;br /&gt;
|left_thrust = empty: ~1.7G full: ~1G&lt;br /&gt;
|right_thrust = empty: ~1.7G full: ~1G&lt;br /&gt;
|angular_thrust = No data available.&lt;br /&gt;
|max_cargo = 1000&lt;br /&gt;
|max_laser = 0&lt;br /&gt;
|max_missile = 0&lt;br /&gt;
|max_cargoscoop = 1&lt;br /&gt;
|max_fuelscoop = 1&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 5&lt;br /&gt;
|capacity = 1000&lt;br /&gt;
|hull_mass = 650&lt;br /&gt;
|fuel_tank_mass = 1250&lt;br /&gt;
|effective_exhaust_velocity = No data available.&lt;br /&gt;
|price = 2,000,000&lt;br /&gt;
|hyperdrive_class = 7&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Lodos is a medium freighter designed by Auronox Corporation in the mid 3100's. The ship has become known mainly for it's performance. But, in return, it requires lots of maintenance. However, with proper maintenance, a Lodos has a relatively long operational lifetime.&lt;br /&gt;
&lt;br /&gt;
Few of the most important features of Lodos are it's highly automated systems and compact aerodynamic design. The amount of automation on complex subsystems allows a single pilot to use the spacecraft with it's full performance. This is mostly an influence of the automated fabricating technologies Auronox uses to make up for it's lack of manpower.&lt;br /&gt;
&lt;br /&gt;
Just like Auronox's other designs, the aerodynamic shape allows the spacecraft to travel safely through dense mediums such as thick atmospheres, stellar dust clouds and very dense nebulas. Combined with relatively good thrusters, the ship can land on most planets with little problem. This also makes fuel scooping much easier, making the ship a good choice for exploration.&lt;br /&gt;
&lt;br /&gt;
Ironically though, the ship lacks the expected cargo capacity from a medium freighter. This lead the ship to be mainly used for many other purposes like exploration or search and rescue. To avoid further reducing the cargo space, the ship is not fitted with missile or weapon slots. The ship makes up with it's powerful armor and high cruise speed. Even without a decent shielding, the ship offers a rather impressive protection. Initially designed for micro-meteorite and high-pressure protection, the armor also performs very well against cannons and missiles.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
While designing Lodos, Auronox had run into very unexpected situations. Throwing off enough resources for the Lodos project was too costly for this small company, so the administration decided to speed up the process to start the actual manufacturing phase as soon as possible. The administration wanted a half-completed Lodos prototype to be flown for testing purposes; however, some senior engineers angrily refused to let the prototype fly because of safety concerns. The fight between administration and engineers (and later the test pilots) lasted for some time. The Auronox administration, fed up with this fight, in a very shocking move, fired those engineers. Eventually the prototype was flown and fortunately, the ship has returned safely.&lt;br /&gt;
&lt;br /&gt;
Although the design process was sped up after the event, Auronox hit other roadblocks. While the company was already in an unsettling mood after the fired engineers, they were also on the edge of bankruptcy. Auronox was in a very urgent need of cash and had to sell/close down some of it's ship/hyperdrive service branches, the backbone of their income, scattered around Sol and Epsilon Eridani systems.&lt;br /&gt;
&lt;br /&gt;
Towards the end of it's design phase, Solar Federation Navy got interested in the Lodos' high performance and durability; the design could easily be converted into a powerful electronic warfare/early warning ship and even a forward command outpost with proper modifications. Solar Federation saw the Auronox's financial problems as an invaluable opportunity. To get and modify Lodos' design, SolFed offered the company a great amount of money that would allow Auronox to pay all of it's debts and not only restore their financial status, but also quadruple their total balance.&lt;br /&gt;
&lt;br /&gt;
Although incredibly tempted by this offer, Auronox ultimately refused SolFed's offer to remain neutral and keep their influence on other factions (mainly CIW) which could, on the long run, allow the company to make more profit overall.&lt;br /&gt;
&lt;br /&gt;
After a short time, the final test flights were complete. Auronox started manufacturing Lodos and the ship has become a success for the company. Their already good reputation among pilots have increased with the new ship that is good for both new and experienced pilots. Large amounts of Lodos' has been sold quickly and Auronox eventually got back on their feet.&lt;br /&gt;
&lt;br /&gt;
Despite being a very reliable ship, the most notable event in the ship's history was a fatal accident near Jupiter's moon Europa. According to the Clarke's Station traffic control and a very detailed study of the accident, the ship was returning from the surface of Europa with it's four crew members. On the ascent, a faulty radiator unit burnt down the electronic aft fuel pump valve controls; causing thrusters to get stuck on their last state. With the rotational thrusters continuously working, the ship started spinning at a very high rate; and all four crew members died because of centrifugal forces before they could escape. Soon after that, the ship broke apart into two pieces - all the fuel leaked into space. The ship's pieces were found a few kilometers apart from each other on the surface of Europa, and they were moslty intact.&lt;br /&gt;
&lt;br /&gt;
During and after the investigation, Auronox insistently denied any responsability - stating that the design is fail-safe when used within limits, and that &amp;quot;The accident is only attributable to human error.&amp;quot; blaming the ship's engineer and the maintenance crew.&lt;br /&gt;
&lt;br /&gt;
== Changes and Improvements ==&lt;br /&gt;
&lt;br /&gt;
The ship is relatively new, but there has been improvements to the design.&lt;br /&gt;
&lt;br /&gt;
Although the original design did not really put any emphasis on it, the newer versions of Lodos has really comfortable and mostly soundproof crew compartments. This is seen as a huge improvement compared to the original internal design; which was cramped up and full of equipment, more like those of 20th century submarines or an old classic Russian Soyuz TMA.&lt;br /&gt;
&lt;br /&gt;
The cockpit has been redesigned, and panels have been rearranged to provide more space for larger displays. The cockpit panel layout now closely resembles an ancient BOEING/Airbus airliner.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3525</id>
		<title>Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3525"/>
		<updated>2018-07-20T09:26:19Z</updated>

		<summary type="html">&lt;p&gt;WKFO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Lodos is a medium freighter designed by Auronox Corporation in the mid 3100's. The ship has become known mainly for it's performance. But, in return, it requires lots of maintenance. However, with proper maintenance, a Lodos has a relatively long operational lifetime.&lt;br /&gt;
&lt;br /&gt;
Few of the most important features of Lodos are it's highly automated systems and compact aerodynamic design. The amount of automation on complex subsystems allows a single pilot to use the spacecraft with it's full performance. This is mostly an influence of the automated fabricating technologies Auronox uses to make up for it's lack of manpower.&lt;br /&gt;
&lt;br /&gt;
Just like Auronox's other designs, the aerodynamic shape allows the spacecraft to travel safely through dense mediums such as thick atmospheres, stellar dust clouds and very dense nebulas. Combined with relatively good thrusters, the ship can land on most planets with little problem. This also makes fuel scooping much easier, making the ship a good choice for exploration.&lt;br /&gt;
&lt;br /&gt;
Ironically though, the ship lacks the expected cargo capacity from a medium freighter. This lead the ship to be mainly used for many other purposes like exploration or search and rescue. To avoid further reducing the cargo space, the ship is not fitted with missile or weapon slots. The ship makes up with it's powerful armor and high cruise speed. Even without a decent shielding, the ship offers a rather impressive protection. Initially designed for micro-meteorite and high-pressure protection, the armor also performs very well against cannons and missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
While designing Lodos, Auronox had run into very unexpected situations. Throwing off enough resources for the Lodos project was too costly for this small company, so the administration decided to speed up the process to start the actual manufacturing phase as soon as possible. The administration wanted a half-completed Lodos prototype to be flown for testing purposes; however, some senior engineers angrily refused to let the prototype fly because of safety concerns. The fight between administration and engineers (and later the test pilots) lasted for some time. The Auronox administration, fed up with this fight, in a very shocking move, fired those engineers. Eventually the prototype was flown and fortunately, the ship has returned safely.&lt;br /&gt;
&lt;br /&gt;
Although the design process was sped up after the event, Auronox hit other roadblocks. While the company was already in an unsettling mood after the fired engineers, they were also on the edge of bankruptcy. Auronox was in a very urgent need of cash and had to sell/close down some of it's ship/hyperdrive service branches, the backbone of their income, scattered around Sol and Epsilon Eridani systems.&lt;br /&gt;
&lt;br /&gt;
Towards the end of it's design phase, Solar Federation Navy got interested in the Lodos' high performance and durability; the design could easily be converted into a powerful electronic warfare/early warning ship and even a forward command outpost with proper modifications. Solar Federation saw the Auronox's financial problems as an invaluable opportunity. To get and modify Lodos' design, SolFed offered the company a great amount of money that would allow Auronox to pay all of it's debts and not only restore their financial status, but also quadruple their total balance.&lt;br /&gt;
&lt;br /&gt;
Although incredibly tempted by this offer, Auronox ultimately refused SolFed's offer to remain neutral and keep their influence on other factions (mainly CIW) which could, on the long run, allow the company to make more profit overall.&lt;br /&gt;
&lt;br /&gt;
After a short time, the final test flights were complete. Auronox started manufacturing Lodos and the ship has become a success for the company. Their already good reputation among pilots have increased with the new ship that is good for both new and experienced pilots. Large amounts of Lodos' has been sold quickly and Auronox eventually got back on their feet.&lt;br /&gt;
&lt;br /&gt;
Despite being a very reliable ship, the most notable event in the ship's history was a fatal accident near Jupiter's moon Europa. According to the Clarke's Station traffic control and a very detailed study of the accident, the ship was returning from the surface of Europa with it's four crew members. On the ascent, a faulty radiator unit burnt down the electronic aft fuel pump valve controls; causing thrusters to get stuck on their last state. With the rotational thrusters continuously working, the ship started spinning at a very high rate; and all four crew members died because of centrifugal forces before they could escape. Soon after that, the ship broke apart into two pieces - all the fuel leaked into space. The ship's pieces were found a few kilometers apart from each other on the surface of Europa, and they were moslty intact.&lt;br /&gt;
&lt;br /&gt;
During and after the investigation, Auronox insistently denied any responsability - stating that the design is fail-safe when used within limits, and that &amp;quot;The accident is only attributable to human error.&amp;quot; blaming the ship's engineer and the maintenance crew.&lt;br /&gt;
&lt;br /&gt;
== Changes and Improvements ==&lt;br /&gt;
&lt;br /&gt;
The ship is relatively new, but there has been improvements to the design.&lt;br /&gt;
&lt;br /&gt;
Although the original design did not really put any emphasis on it, the newer versions of Lodos has really comfortable and mostly soundproof crew compartments. This is seen as a huge improvement compared to the original internal design; which was cramped up and full of equipment, more like those of 20th century submarines or an old classic Russian Soyuz TMA.&lt;br /&gt;
&lt;br /&gt;
The cockpit has been redesigned, and panels have been rearranged to provide more space for larger displays. The cockpit panel layout now closely resembles an ancient BOEING/Airbus airliner.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3524</id>
		<title>Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3524"/>
		<updated>2018-07-19T23:17:51Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Accident fiction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Lodos is a medium freighter designed by Auronox Corporation in the mid 3100's. The ship has become known mainly for it's performance. But, in return, it requires lots of maintenance. However, with proper maintenance, a Lodos has a relatively long operational lifetime.&lt;br /&gt;
&lt;br /&gt;
Few of the most important features of Lodos are it's highly automated systems and compact aerodynamic design. The amount of automation on complex subsystems allows a single pilot to use the spacecraft with it's full performance. This is mostly an influence of the automated fabricating technologies Auronox uses to make up for it's lack of manpower.&lt;br /&gt;
&lt;br /&gt;
Just like Auronox's other designs, the aerodynamic shape allows the spacecraft to travel safely through dense mediums such as thick atmospheres, stellar dust clouds and very dense nebulas. Combined with relatively good thrusters, the ship can land on most planets with little problem. This also makes fuel scooping much easier, making the ship a good choice for exploration.&lt;br /&gt;
&lt;br /&gt;
Ironically though, the ship lacks the expected cargo capacity from a medium freighter. This lead the ship to be mainly used for many other purposes like exploration or search and rescue. To avoid further reducing the cargo space, the ship is not fitted with missile or weapon slots. The ship makes up with it's powerful armor and high cruise speed. Even without a decent shielding, the ship offers a rather impressive protection. Initially designed for micro-meteorite and high-pressure protection, the armor also performs very well against cannons and missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
While designing Lodos, Auronox had run into very unexpected situations. Throwing off enough resources for the Lodos project was too costly for this small company, so the administration decided to speed up the process to start the actual manufacturing phase as soon as possible. The administration wanted a half-completed Lodos prototype to be flown for testing purposes; however, some senior engineers angrily refused to let the prototype fly because of safety concerns. The fight between administration and engineers (and later the test pilots) lasted for some time. The Auronox administration, fed up with this fight, in a very shocking move, fired those engineers. Eventually the prototype was flown and fortunately, the ship has returned safely.&lt;br /&gt;
&lt;br /&gt;
Although the design process was sped up after the event, Auronox hit other roadblocks. While the company was already in an unsettling mood after the fired engineers, they were also on the edge of bankruptcy. Auronox was in a very urgent need of cash and had to sell/close down some of it's ship/hyperdrive service branches, the backbone of their income, scattered around Sol and Epsilon Eridani systems.&lt;br /&gt;
&lt;br /&gt;
Towards the end of it's design phase, Solar Federation Navy got interested in the Lodos' high performance and durability; the design could easily be converted into a powerful electronic warfare/early warning ship and even a forward command outpost with proper modifications. Solar Federation saw the Auronox's financial problems as an invaluable opportunity. To get and modify Lodos' design, SolFed offered the company a great amount of money that would allow Auronox to pay all of it's debts and not only restore their financial status, but also quadruple their total balance.&lt;br /&gt;
&lt;br /&gt;
Although incredibly tempted by this offer, Auronox ultimately refused SolFed's offer to remain neutral and keep their influence on other factions (mainly CIW) which could, on the long run, allow the company to make more profit overall.&lt;br /&gt;
&lt;br /&gt;
After a short time, the final test flights were complete. Auronox started manufacturing Lodos and the ship has become a success for the company. Their already good reputation among pilots have increased with the new ship that is good for both new and experienced pilots. Large amounts of Lodos' has been sold quickly and Auronox eventually got back on their feet.&lt;br /&gt;
&lt;br /&gt;
Despite being a very reliable ship, the most notable event in the ship's history was a fatal accident near Jupiter's moon Europa. According to the Clarke's Station traffic control and a very detailed study of the accident, the ship was returning from the surface of Europa with it's four crew members and some surface samples. On the ascent, a faulty radiator unit burnt down the electronic aft fuel pump valve controls; causing thrusters to get stuck on their last state. With the rotational thrusters continuously working, the ship started spinning at a very high rate; and all four crew members died because of centrifugal forces before they could escape. Soon after that, the ship broke apart into two pieces - all the fuel leaked into space. The ship's pieces were found a few kilometers apart from each other on the surface of Europa, and they were moslty intact.&lt;br /&gt;
&lt;br /&gt;
During and after the investigation, Auronox insistently denied any responsability - stating that the design is fail-safe when used within limits, and that &amp;quot;The accident is only attributable to human error.&amp;quot; blaming the ship's engineer and the maintenance crew.&lt;br /&gt;
&lt;br /&gt;
== Changes and Improvements ==&lt;br /&gt;
&lt;br /&gt;
The ship is relatively new, but there has been improvements to the design.&lt;br /&gt;
&lt;br /&gt;
Although the original design did not really put any emphasis on it, the newer versions of Lodos has really comfortable and mostly soundproof crew compartments. This is seen as a huge improvement compared to the original internal design; which was cramped up and full of equipment, more like those of 20th century submarines or an old classic Russian Soyuz TMA.&lt;br /&gt;
&lt;br /&gt;
The cockpit has been redesigned, and panels have been rearranged to provide more space for larger displays. The cockpit panel layout now closely resembles an ancient BOEING/Airbus airliner.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Talk:Lodos&amp;diff=3523</id>
		<title>Talk:Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Talk:Lodos&amp;diff=3523"/>
		<updated>2018-07-18T12:41:43Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Created page with &amp;quot; WKFO: I wrote some description and fiction about Lodos. Well, I am not a writer, and I really didn't think about it so hard, but writing some fiction about new ships seems to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
WKFO: I wrote some description and fiction about Lodos. Well, I am not a writer, and I really didn't think about it so hard, but writing some fiction about new ships seems to be the trend on the wiki :). So feel free to change (or outright remove) anything problematic.&lt;br /&gt;
&lt;br /&gt;
InfoBox is still missing.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3522</id>
		<title>Lodos</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Lodos&amp;diff=3522"/>
		<updated>2018-07-18T12:38:38Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Adding Lodos's description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Lodos is a medium freighter designed by Auronox Corporation in the mid 3100's. The ship has become known mainly for it's performance. But, in return, it requires lots of maintenance. However, with proper maintenance, a Lodos has a relatively long operational lifetime.&lt;br /&gt;
&lt;br /&gt;
Few of the most important features of Lodos are it's highly automated systems and compact aerodynamic design. The amount of automation on complex subsystems allows a single pilot to use the spacecraft with it's full performance. This is mostly an influence of the automated fabricating technologies Auronox uses to make up for it's lack of manpower.&lt;br /&gt;
&lt;br /&gt;
Just like Auronox's other designs, the aerodynamic shape allows the spacecraft to travel safely through dense mediums such as thick atmospheres, stellar dust clouds and very dense nebulas. Combined with relatively good thrusters, the ship can land on most planets with little problem. This also makes fuel scooping much easier, making the ship a good choice for exploration.&lt;br /&gt;
&lt;br /&gt;
Ironically though, the ship lacks the expected cargo capacity from a medium freighter. This lead the ship to be mainly used for many other purposes like exploration or search and rescue. To avoid further reducing the cargo space, the ship is not fitted with missile or weapon slots. The ship makes up with it's powerful armor and high cruise speed. Even without a decent shielding, the ship offers a rather impressive protection. Initially designed for micro-meteorite and high-pressure protection, the armor also performs very well against cannons and missiles.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
While designing Lodos, Auronox had run into very unexpected situations. Throwing off enough resources for the Lodos project was too costly for this small company, so the administration decided to speed up the process to start the actual manufacturing phase as soon as possible. The administration wanted a half-completed Lodos prototype to be flown for testing purposes; however, some senior engineers angrily refused to let the prototype fly because of safety concerns. The fight between administration and engineers (and later the test pilots) lasted for some time. The Auronox administration, fed up with this fight, in a very shocking move, fired those engineers. Eventually the prototype was flown and fortunately, the ship has returned safely.&lt;br /&gt;
&lt;br /&gt;
Although the design process was sped up after the event, Auronox hit other roadblocks. While the company was already in an unsettling mood after the fired engineers, they were also on the edge of bankruptcy. Auronox was in a very urgent need of cash and had to sell/close down some of it's ship/hyperdrive service branches, the backbone of their income, scattered around Sol and Epsilon Eridani systems.&lt;br /&gt;
&lt;br /&gt;
Towards the end of it's design phase, Solar Federation Navy got interested in the Lodos' high performance and durability; the design could easily be converted into a powerful electronic warfare/early warning ship and even a forward command outpost with proper modifications. Solar Federation saw the Auronox's financial problems as an invaluable opportunity. To get and modify Lodos' design, SolFed offered the company a great amount of money that would allow Auronox to pay all of it's debts and not only restore their financial status, but also quadruple their total balance.&lt;br /&gt;
&lt;br /&gt;
Although incredibly tempted by this offer, Auronox ultimately refused SolFed's offer to remain neutral and keep their influence on other factions (mainly CIW) which could, on the long run, allow the company to make more profit overall.&lt;br /&gt;
&lt;br /&gt;
After a short time, the final test flights were complete. Auronox started manufacturing Lodos and the ship has become a success for the company. Their already good reputation among pilots have increased with the new ship that is good for both new and experienced pilots. Large amounts of Lodos' has been sold quickly and Auronox eventually got back on their feet.&lt;br /&gt;
&lt;br /&gt;
== Changes and Improvements ==&lt;br /&gt;
&lt;br /&gt;
The ship is relatively new, but there has been improvements to the design.&lt;br /&gt;
&lt;br /&gt;
Although the original design did not really put any emphasis on it, the newer versions of Lodos has really comfortable and mostly soundproof crew compartments. This is seen as a huge improvement compared to the original internal design; which was cramped up and full of equipment, more like those of 20th century submarines or an old classic Russian Soyuz TMA.&lt;br /&gt;
&lt;br /&gt;
The cockpit has been redesigned, and panels have been rearranged to provide more space for larger displays. The cockpit panel layout now closely resembles an ancient BOEING/Airbus airliner.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3521</id>
		<title>Places of interest</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3521"/>
		<updated>2018-07-15T19:58:42Z</updated>

		<summary type="html">&lt;p&gt;WKFO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
If you've found something bizarre and/or wonderful, let other players know where here. Though if it's a bug it should be on the [https://github.com/pioneerspacesim/pioneer/issues Issue tracker.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Timing (Eclipses, etc.)'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Epsilon Eridani (1,-1,-1), New Hope, Itzalean space port, at January 1 3200 22:00 there is an eclipse as Hades blocks out the light from Epsilon Eridani. &lt;br /&gt;
*Go to Vetiar (-14, -12, -11) A's colony Brennan Base on the world Morales's Mine and wait until 3204 Apr 25 around 2:53. A double sunset awaits. &lt;br /&gt;
*Canen (-89,0,1), Valášek Colony, Fort Robinson: 3208, July 10th, 19:24:52, the medium gas giant Canen b's decent-sized rings partially eclipse the red giant Canen through the oxygen atmosphere of Valášek Colony. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vastness'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Waioeth (-13, -9, -13) is a red supergiant roughly 1.7 AU wide. At the distant world of Fox Colony, one can buy basic military drives, hyperspace cloud analyzers, and a variety of other interesting sundries. A heck of a vacation spot. &lt;br /&gt;
*Ackay (-13, -13, -10), a red giant star 0.15 wide. The planets are far enough away from each other to make missions between them completely impractical. A superjupiter as far away as Pluto! &lt;br /&gt;
*Ethandce (-32, -36, 0) is a triple star system formed by hypergiant and supergiants. In addition, two of these stars (Ethandce A and Ethandce B) are very close to each other. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Life, But Not As We Know It&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Gretia (-7, -6, -8)'s world Sampson looks like a partially terraformed Mars. Its ecosystem is reputedly quite complex, and the planet is studded with human settlements. Not exactly undiscovered country, but if all you want is to see an exotic lifeform in its natural habitat, and you don't ''really'' want to just get away from it all, it's a great place to start. You'll also get a look at life under an M class star! &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Terrain Features&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*In Edack (4, -2, 0) system, on Espinoza's Rock (the innermost planet), near Foley City; there is a very interesting canyon with bizzare pillar-like structures. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;'''&amp;lt;u&amp;gt;Man Made&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Olsina's Rock, the innermost planet&amp;amp;nbsp;in Gliese 205 (2, -1, -1) has 20&amp;amp;nbsp;space stations orbiting it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Galactic Center'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sagittarius A* (-3125, 0, 0) system houses the galactic anchor; a supermassive black hole which keeps the Milky Way Galaxy together with it's strong gravity. The system also houses 2 terrestrial bodies and 3 orbital stations. &lt;br /&gt;
*Terminus, a planet in the Sagittarius A* (-3125, 0, 0) system rotates so fast that it's surface's tagential speed exceeds the escape velocity of the planet;&amp;amp;nbsp;ships have to accelerate towards the ground in order to land! &lt;br /&gt;
*Having no stars in the system, it can be quite hard to see ships and planets since there are no natural light sources.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3520</id>
		<title>Places of interest</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3520"/>
		<updated>2018-07-15T18:59:23Z</updated>

		<summary type="html">&lt;p&gt;WKFO: add Edack's bizzare pillars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
If you've found something bizarre and/or wonderful, let other players know where here. Though if it's a bug it should be on the [https://github.com/pioneerspacesim/pioneer/issues Issue tracker.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Timing (Eclipses, etc.)'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Epsilon Eridani (1,-1,-1), New Hope, Itzalean space port, at January 1 3200 22:00 there is an eclipse as Hades blocks out the light from Epsilon Eridani. &lt;br /&gt;
*Go to Vetiar (-14, -12, -11) A's colony Brennan Base on the world Morales's Mine and wait until 3204 Apr 25 around 2:53. A double sunset awaits. &lt;br /&gt;
*Canen (-89,0,1), Valášek Colony, Fort Robinson: 3208, July 10th, 19:24:52, the medium gas giant Canen b's decent-sized rings partially eclipse the red giant Canen through the oxygen atmosphere of Valášek Colony. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vastness'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Waioeth (-13, -9, -13) is a red supergiant roughly 1.7 AU wide. At the distant world of Fox Colony, one can buy basic military drives, hyperspace cloud analyzers, and a variety of other interesting sundries. A heck of a vacation spot. &lt;br /&gt;
*Ackay (-13, -13, -10), a red giant star 0.15 wide. The planets are far enough away from each other to make missions between them completely impractical. A superjupiter as far away as Pluto! &lt;br /&gt;
*Ethandce (-32, -36, 0) is a triple star system formed by hypergiant and supergiants. In addition, two of these stars (Ethandce A and Ethandce B) are very close to each other. (You can hop between carefully planned orbits to make a giant 8-shaped orbit.) &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Life, But Not As We Know It&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Gretia (-7, -6, -8)'s world Sampson looks like a partially terraformed Mars. Its ecosystem is reputedly quite complex, and the planet is studded with human settlements. Not exactly undiscovered country, but if all you want is to see an exotic lifeform in its natural habitat, and you don't ''really'' want to just get away from it all, it's a great place to start. You'll also get a look at life under an M class star! &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Terrain Features&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*In Edack (4, -2, 0) system, on Espinoza's Rock (the innermost planet), near Foley City; there is a very interesting canyon with bizzare pillar-like structures. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;'''&amp;lt;u&amp;gt;Man Made&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Olsina's Rock, the innermost planet&amp;amp;nbsp;in Gliese 205 (2, -1, -1) has 20&amp;amp;nbsp;space stations orbiting it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Galactic Center'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sagittarius A* (-3125, 0, 0) system houses the galactic anchor; a supermassive black hole which keeps the Milky Way Galaxy together with it's strong gravity. The system also houses 2 terrestrial bodies and 3 orbital stations. &lt;br /&gt;
*Terminus, a planet in the Sagittarius A* (-3125, 0, 0) system rotates so fast that it's surface's tagential speed exceeds the escape velocity of the planet;&amp;amp;nbsp;ships have to accelerate towards the ground in order to land! &lt;br /&gt;
*Having no stars in the system, it can be quite hard to see ships and planets since there are no natural light sources.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3519</id>
		<title>Places of interest</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Places_of_interest&amp;diff=3519"/>
		<updated>2018-07-13T08:14:44Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Add Ethandce&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
If you've found something bizarre and/or wonderful, let other players know where here. Though if it's a bug it should be on the [https://github.com/pioneerspacesim/pioneer/issues Issue tracker.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Timing (Eclipses, etc.)'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Epsilon Eridani (1,-1,-1), New Hope, Itzalean space port, at January 1 3200 22:00 there is an eclipse as Hades blocks out the light from Epsilon Eridani. &lt;br /&gt;
*Go to Vetiar (-14, -12, -11) A's colony Brennan Base on the world Morales's Mine and wait until 3204 Apr 25 around 2:53. A double sunset awaits. &lt;br /&gt;
*Canen (-89,0,1), Valášek Colony, Fort Robinson: 3208, July 10th, 19:24:52, the medium gas giant Canen b's decent-sized rings partially eclipse the red giant Canen through the oxygen atmosphere of Valášek Colony. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vastness'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Waioeth (-13, -9, -13) is a red supergiant roughly 1.7 AU wide. At the distant world of Fox Colony, one can buy basic military drives, hyperspace cloud analyzers, and a variety of other interesting sundries. A heck of a vacation spot. &lt;br /&gt;
*Ackay (-13, -13, -10), a red giant star 0.15 wide. The planets are far enough away from each other to make missions between them completely impractical. A superjupiter as far away as Pluto! &lt;br /&gt;
*Ethandce (-32, -36, 0) is a triple star system formed by hypergiant and supergiants. In addition, two of these stars (Ethandce A and Ethandce B) are very close to each other. (You can hop between carefully planned orbits to make a giant 8-shaped orbit.) &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Life, But Not As We Know It&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Gretia (-7, -6, -8)'s world Sampson looks like a partially terraformed Mars. Its ecosystem is reputedly quite complex, and the planet is studded with human settlements. Not exactly undiscovered country, but if all you want is to see an exotic lifeform in its natural habitat, and you don't ''really'' want to just get away from it all, it's a great place to start. You'll also get a look at life under an M class star! &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;'''&amp;lt;u&amp;gt;Man Made&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*Olsina's Rock, the innermost planet&amp;amp;nbsp;in Gliese 205 (2, -1, -1) has 20&amp;amp;nbsp;space stations orbiting it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Galactic Center'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sagittarius A* (-3125, 0, 0) system houses the galactic anchor; a supermassive black hole which keeps the Milky Way Galaxy together with it's strong gravity. The system also houses 2 terrestrial bodies and 3 orbital stations. &lt;br /&gt;
*Terminus, a planet in the Sagittarius A* (-3125, 0, 0) system rotates so fast that it's surface's tagential speed exceeds the escape velocity of the planet;&amp;amp;nbsp;ships have to accelerate towards the ground in order to land! &lt;br /&gt;
*Having no stars in the system, it can be quite hard to see ships and planets since there are no natural light sources.&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Bowfin_fighter&amp;diff=3518</id>
		<title>Bowfin fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Bowfin_fighter&amp;diff=3518"/>
		<updated>2018-07-07T21:43:33Z</updated>

		<summary type="html">&lt;p&gt;WKFO: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Ship&lt;br /&gt;
|name = Bowfin&lt;br /&gt;
|type = Medium Fighter [[File:Shipclass_med_fighter.png]]&lt;br /&gt;
|manufacturer = OKB Kaluri&lt;br /&gt;
|forward_thrust = empty: 12G full: 9.8G&lt;br /&gt;
|reverse_thrust = empty: 2.4G full: 2G&lt;br /&gt;
|up_thrust = empty: 2.5G full: 2.1G&lt;br /&gt;
|down_thrust = empty: 2G full: 1.6G&lt;br /&gt;
|left_thrust = empty: 2G full: 1.6G&lt;br /&gt;
|right_thrust = empty: 2G full: 1.6G&lt;br /&gt;
|angular_thrust = empty: 2000&lt;br /&gt;
|max_cargo = 6&lt;br /&gt;
|max_laser = 1&lt;br /&gt;
|max_missile = 20&lt;br /&gt;
|max_cargoscoop = 0&lt;br /&gt;
|max_fuelscoop = 1&lt;br /&gt;
|min_crew = 1&lt;br /&gt;
|max_crew = 1&lt;br /&gt;
|capacity = 12&lt;br /&gt;
|hull_mass = 25&lt;br /&gt;
|fuel_tank_mass = 26&lt;br /&gt;
|effective_exhaust_velocity = empty: 6088km/s full: 4545km/s&lt;br /&gt;
|price = 189,000&lt;br /&gt;
|hyperdrive_class = 1&lt;br /&gt;
|max_engine = yes&lt;br /&gt;
}}&lt;br /&gt;
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&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. 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;
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==Images==&lt;br /&gt;
&lt;br /&gt;
[[File:Kaluri-med-fighter_crop.png||left|frame|Bowfin concept art]]&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3517</id>
		<title>User:WKFO</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=User:WKFO&amp;diff=3517"/>
		<updated>2018-07-05T18:25:41Z</updated>

		<summary type="html">&lt;p&gt;WKFO: update&lt;/p&gt;
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= &amp;lt;u&amp;gt;HOW CAN YOU FIND ME?&amp;lt;/u&amp;gt; =&lt;br /&gt;
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WKFO in dev forum and IRC&lt;br /&gt;
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[https://wkfo.bandcamp.com/ https://wkfo.bandcamp.com/]&lt;br /&gt;
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&amp;lt;u&amp;gt;[https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA https://www.youtube.com/channel/UC4rVVhvmBGldMz7PA1B7bAA]&amp;lt;/u&amp;gt;&lt;br /&gt;
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= &amp;lt;u&amp;gt;&amp;lt;span style=&amp;quot;font-family:arial,helvetica,sans-serif;&amp;quot;&amp;gt;CONTRIBUTIONS (So far)&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; =&lt;br /&gt;
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1- Translation of game to Turkish&amp;amp;nbsp;(and improving previous translations where necessary)&lt;br /&gt;
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2- Bug reporting / development ideas&lt;br /&gt;
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3- Wiki editing&lt;br /&gt;
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4- New music&lt;br /&gt;
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5- Minor game improvements / new features&lt;br /&gt;
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6- Bug fixes&lt;br /&gt;
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7- Random videos on YouTube!&lt;br /&gt;
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?- Uhh... Artwork?&lt;br /&gt;
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= &amp;lt;u&amp;gt;HISTORY WITH THE GAME&amp;lt;/u&amp;gt; =&lt;br /&gt;
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I always liked Elite kind of games. I have been playing this game since... since the default ship was the Wave fighter and the UI was very bad (say, very early). I watched the whole game evolve with every new version. New ships, better UI, new missions...&lt;br /&gt;
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The first time I was playing the game, while trying to figure out controls (and how to launch), I accidentally fired my weapons (while still on the pad (this was allowed then)) and the last thing I saw was a colorful police vehicle in front, accompanied by pew-pew. They got rid of me in seconds.&lt;br /&gt;
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Then, of course, I learned to fly, navigate, to use naval missiles&amp;amp;nbsp;:), to fuel scoop etc... I played with many ships and many equipment. I did all kinds of missions. Even, there was one time where I took out an entire police force by myself (taking a little advantage using terrain).&lt;br /&gt;
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Then I learned that this game is open source. I fell in love with the game again.&lt;br /&gt;
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To introduce the game to new people, I uploaded some gameplay videos to YouTube (to a channel I am not willing to share right now).&lt;br /&gt;
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I was playing in the English version, because although the Turkish translation at that time was very accurate, the rate of translated parts of the game was too low. I took the matter into my own hands and brought the Turkish translation rate to&amp;amp;nbsp;%100 for the first time in 06.06.2017.&lt;br /&gt;
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I am planning to improve this wiki by creating tutorials and changing screenshots with the game's current version. I might even translate the wiki to Turkish if I feel like. Or the manual. Or both. I care about this project, because I really love it.&lt;br /&gt;
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I practised manual piloting (and docking), orbiting, fuel scooping and combat a lot. I sometimes just sell my autopilot and live without it.&lt;br /&gt;
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== SOME TALK AND&amp;amp;nbsp;&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;TIPS&amp;amp;nbsp;&amp;lt;/span&amp;gt;ABOUT PIONEER ==&lt;br /&gt;
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I like small ships and my favorites are Sinonatrix and Mola Mola. Sinonatrix can be compared with Millenium Falcon from Star Wars. Not much cargo space, incredibly high speed and acceleration + a good fighter once you get the hang of it. You always have the chance to either run away or fight. Never lets you down unless you are going head first to an entire Solar Federation police force or sth stupid like that.&lt;br /&gt;
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Mola Mola is the smaller version of those huge million dollar transports. Does the same job, has (almost, a bit better) the same performance, but a bit smaller. But in the slightest sign of trouble, you better have your hyperdrive ready or you are done for. (You can always install a shield for better luck.)&lt;br /&gt;
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At the same time, Mola Mola is a great exploration ship, which is why I use it. Install a fuel scoop and a class 3 hyperdrive and you can travel the entire galaxy in a reasonable time (months, that is). But you have to learn to scoop fuel from gas giants. That ship carried me all the way to the galactic center [Black Hole (-3125, 0, 0)] and saved my a$$ from countless dangerous situations.&lt;br /&gt;
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=== EXPLORATION/SPACEFLIGHT ===&lt;br /&gt;
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The galaxy ends after you travel +200 or -200 units vertically in sector map.&lt;br /&gt;
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[Black Hole (-3125, 0, 0)] houses a supermassive black hole that is in the center of our galaxy. (About 25000ly away from Sol)&lt;br /&gt;
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Fuel scoops practically give you infinite travelling range unless your hyperdrive breaks down.&lt;br /&gt;
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According to Murphy's law; if you are unsure if your nav target is on this side of the planet or not, it is on the other side of the planet. (Or just select the planet and compare the distances)&lt;br /&gt;
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Don't trust autopilot more than yourself.&lt;br /&gt;
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Use your main engines to do mid-course corrections.&lt;br /&gt;
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If you are passing by a major stellar body, take a look at the orbit map and ensure you won't end up crashing into it. They might have a massive gravitational force, your engines may be useless. Plus you will save fuel.&lt;br /&gt;
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If you are low on fuel, make full use of&amp;amp;nbsp;Hohmann transfers, gravity assists, aerobraking etc.&lt;br /&gt;
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Don't get too deep into gas giants. Obviously.&lt;br /&gt;
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Sometimes when you are travelling to a far planet/station it might oscillate and drift away from your prograde vector. They are not stationary after all. Don't try to compensate too much, you will waste fuel. If you are lucky it will eventualy come back to the prograde vector;&amp;amp;nbsp;if not, don't try to &amp;quot;catch it&amp;quot; until your braking burn unless it drifts like 30 degrees or more in your view.&lt;br /&gt;
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Pay attention to the fact that the cockpits isn't at the center of every ship. Especially to avoid crashing while you are flying big ships.&lt;br /&gt;
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Thruster upgrades are cool and VERY useful. Do them.&lt;br /&gt;
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If you are going to crash into the planet (i.e. the speed bar is red), start accelerating sideways with your main thrusters while trying to kill your speed towards the planet using your bottom/top thrusters (this is NOT THE BEST WAY but it is the EASY BEST WAY.) Pray no matter what you believe in (or not?).&lt;br /&gt;
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If the&amp;amp;nbsp;distance is too far between major stellar bodies of a system, jump to a nearby system and jump back to the previous system selecting the major stellar body that your destination is orbiting.&lt;br /&gt;
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Pay attention to your landing gear for gods sake. Don't land on your ship's hull; they bounce a lot.&lt;br /&gt;
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Pay attention to what your ship manufacturer says. If they say it is not for atmospheric flight, then it is probably not for atmospheric flight.&lt;br /&gt;
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(Unless it is an emergency) Never rely on aerobraking for slowing down. Only use it as a &amp;quot;helper&amp;quot; that saves you some fuel. Also (on interplanetary flights) you would probably enter the atmosphere with a very high speed so that saving fuel will be one of your last concerns while you burn alive and overshoot your target with half an astronomical unit. Or you know what? Never use aerobraking at all, problem solved. I mean it is the 32nd ceuntry, we can't still be using primitive techniques people used back in 20th ceuntry, right?&lt;br /&gt;
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If a flight instrument reads zero it might not be zero. Uhh... Well, I mean... It might be 0,083551 but the flight computer may print it to the screen as a 0. Causes side effects with time warp and long flights. Always double-check.&lt;br /&gt;
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The flight computer will compensate for the small force applied to your vessel the times like when you dump your urine or sth so you don't need to dump it equally on the opposite sides of your ship.&lt;br /&gt;
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=== ECONOMY ===&lt;br /&gt;
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DO NOT EVER SELL YOUR EQUIPMENT TO GET MORE MONEY TO BUY A NEW SHIP (hell, this was a long warning sentence). You can't cheat the system that way + you will lose money. There is sth called &amp;quot;Price after exchange&amp;quot; (this might not be the exact thing it is called, I don' tremember very well right now). The more expensive equipments you have on your current ship, the larger discount you get when buying a new ship.&lt;br /&gt;
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Look at the Bulletin Board before buying equipment. People sell some second hand equipment there, they are cheaper than the station's&amp;amp;nbsp;market.&lt;br /&gt;
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If you are constantly travelling in the same faction (especially big ones like SolFed or CIW) you can join a &amp;quot;fuel club&amp;quot; and get cheaper fuel. It has an initial fee but you can save more than that fee over time. Especially useful if you are using military fuel.&lt;br /&gt;
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If you have free space at liftoff you can get a few tonnes of rubbish/radioactive waste and dump it after you are far away from populated space. Extra money.&lt;br /&gt;
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If you have a courier/taxi mission you can look at the trading goods and make trading between the systems on your way. Otherwise don't even try making money by trading.&lt;br /&gt;
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Try not to take dangerous missions if you don't have a shield. Hull repairs cost A LOT.&lt;br /&gt;
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If you have a big ship;&amp;amp;nbsp;just like fuel, you might want to carry some Alloys along with you. If you have hull damage, you can repair it by using Alloys. Comes in handy, and is cheaper than repairing at a starport.&lt;br /&gt;
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=== COMBAT/ILLEGAL STUFF ===&lt;br /&gt;
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I tried lots of weapons, but rapid-firing 2MW laser is my only choice of weapon so far. Relatively lightweight, has an acceptable damage-per-hit and it is much easier to hit the target with increased firing rate. You can kill police vehicles in fractions of seconds. Medium sized ships require a bit more, but don't ever attack large ships with it (unless they are unarmed and you have all the time in the universe). Use missiles instead. You can fire at a... For example, a Venturestar, for minutes and yet you may not be able to kill it. Especially if it has shields.&lt;br /&gt;
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Don't fire missiles at police unless you are doing really bad. They have about 88% rate of evading missiles. Maybe even higher.&lt;br /&gt;
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Or don't&amp;amp;nbsp;start trouble with police at all, which is better. Talking with experience, I ran away from about 75% of firefights and it mostly works better than turning around and fighting.&amp;amp;nbsp;&lt;br /&gt;
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Don't forget to pay your fines if you have any. Again, talking from experience, if you leave a station without paying your fines, you will have a hard time landing back there.&lt;br /&gt;
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If you are trying to sneak to a station which marks you as a criminal, fly low and fast towards it. Before police vehicles can get to you, you will already be hovering over the pad. (Police vehicles fly upwards a little the first time they launch. They do not immediately start intercepting you.)&lt;br /&gt;
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If you are trying to sneak to an orbital platform, fly at high speed towards enterance (600 - 1000 m/s speed at 5 - 10 km dist), brake and correct your course at the last seconds. It is acceptable to enter an orbital station with about 150 m/s in this case. Autopilot will do the rest. If done correctly, the police force would not even have finished undocking before you dock.&lt;br /&gt;
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If you don't have a ship with&amp;amp;nbsp;this much acceleration rate, you probably posess superior shields and firepower which can protect you until you enter the station by, what shall I call it... brute&amp;amp;nbsp;force.&lt;br /&gt;
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Easy trick for getting rid of police: If you are in an orbital station just don't go outside, wait inside the docking bay until they kill themselves. If you are at a ground stations; gain altitude, let them gain some altitude, boost towards the ground and brake just at the right moment; they will not be able to stop and will crash into the ground.&lt;br /&gt;
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= &amp;lt;u&amp;gt;TO DO&amp;lt;/u&amp;gt; =&lt;br /&gt;
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1- Make more videos of the game in YouTube&lt;br /&gt;
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2- Compose music&lt;br /&gt;
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3- Advanced life generation&lt;br /&gt;
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4- 3D Modelling&lt;/div&gt;</summary>
		<author><name>WKFO</name></author>
		
	</entry>
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