Search found 60 matches
- Fri Feb 28, 2025 7:53 am
- Forum: Projects
- Topic: Updated Galaxy Simulation 'Hephestos'
- Replies: 8
- Views: 7076
Re: Updated Galaxy Simulation 'Hephestos'
Okay double checked my fork with a build, fully working: https://github.com/ARGHouse/pioneer-hephestos/tree/master small updates: -system name generator expansion -more realistic star numbers dice -addition of Random64 header file -addition of Using header file containing shortened keywords for thin...
- Fri Feb 28, 2025 6:01 am
- Forum: Projects
- Topic: Updated Galaxy Simulation 'Hephestos'
- Replies: 8
- Views: 7076
Re: Updated Galaxy Simulation 'Hephestos'

Well here is the updated system name generator up and running in vanilla. Clean up the hyphenated letters, they weren't registering in the system search.
- Fri Feb 28, 2025 2:29 am
- Forum: Projects
- Topic: Updated Galaxy Simulation 'Hephestos'
- Replies: 8
- Views: 7076
Re: Updated Galaxy Simulation 'Hephestos'
my idea for star density around sol, is that within 4 sectors the rng will favor objects that are harder to detect with current astronomy, ie Y dwarfs and subdwarfs, primordial black holes and IPMOs, these objects don't have sector distance spawn restrictions.
- Fri Feb 28, 2025 2:24 am
- Forum: Projects
- Topic: Updated Galaxy Simulation 'Hephestos'
- Replies: 8
- Views: 7076
Re: Updated Galaxy Simulation 'Hephestos'
In regards to the Aurek Besh and Sebacean, refering to letter=pairs/syllables.
- Sun Feb 23, 2025 8:13 am
- Forum: Projects
- Topic: Updated Galaxy Simulation 'Hephestos'
- Replies: 8
- Views: 7076
Re: Updated Galaxy Simulation 'Hephestos'
I forgot to post the galaxy heightmap

A test version, there's still some work to be done on it.
(Sol spawns on the middle left hand side)

A test version, there's still some work to be done on it.
(Sol spawns on the middle left hand side)
- Sun Feb 23, 2025 6:47 am
- Forum: Projects
- Topic: Updated Galaxy Simulation 'Hephestos'
- Replies: 8
- Views: 7076
Updated Galaxy Simulation 'Hephestos'
So as some folks might be aware (especially those on discord), I have been working on a major overhaul of Pioneer's galaxy simulation in the aims of bringing it closer to Elite Dangerous and Space Engine. What started as a small project to divide Brown Dwarf class into Y, T & L has branched into...
- Thu Mar 28, 2024 2:29 pm
- Forum: Projects
- Topic: New Settlement Sizes
- Replies: 13
- Views: 12559
Re: New Settlement Sizes
Okay, something is definitely happening, but with custom systems only, commented out my changes and added the vanilla code back in, Sol pop is back to 17.21 billion.
- Thu Mar 28, 2024 2:22 pm
- Forum: Projects
- Topic: New Settlement Sizes
- Replies: 13
- Views: 12559
Re: New Settlement Sizes
And another system, Epsilon Eridani: 1. My version, population of 11.09 billion 2. 20240314 release version, population of 9.73 billion However there does not seem to be any difference between population numbers of procedural systems, or the systems listed in local stars or bright stars, between eit...
- Thu Mar 28, 2024 2:15 pm
- Forum: Projects
- Topic: New Settlement Sizes
- Replies: 13
- Views: 12559
Re: New Settlement Sizes
Okay, maybe it is working, kinda: 1. In my version, Sol has a population of 15.3 billion, no changes made to the custom system provided with the master. <<< will comment out the changes and see if it is the same population with the vanilla code to confirm. 2. in the 20240314 released version, Sol ha...
- Thu Mar 28, 2024 1:56 pm
- Forum: Projects
- Topic: New Settlement Sizes
- Replies: 13
- Views: 12559
Re: New Settlement Sizes
Okay, still not quite working, this is the new code in StarSystemGenerator.cpp: // orbital starports should carry a small amount of population if (sbody->GetType() == SystemBody::TYPE_STARPORT_ORBITAL) { sbody->m_population = fixed(1, 100000) + fixed(starportPopRand.Int32(-1000, 20000), 1000000000);...