Replacement Ground_Station

Spacecrafts, buildings and other 3D asset creation
robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: Replacement Ground_Station

Post by robn »

I won't say a word ;)
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Replacement Ground_Station

Post by Nyankosensei »

probably i have find a bug, with this station is most easy find commodity market with 0 hydrogen and negative value of others items... see if some others have the same issue
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Replacement Ground_Station

Post by Nyankosensei »

other point NPC don't care for bay dimension, they go all at the first free

Edit: probaly at startup it load ship without watching bay dimension, but ingame they dock at the right bay
Last edited by Nyankosensei on Sat Sep 28, 2013 12:32 pm, edited 1 time in total.
Tichy
Posts: 132
Joined: Tue Jul 02, 2013 12:00 pm

Re: Replacement Ground_Station

Post by Tichy »

This station is very nice!! It also looks rational, as it's designed with "traffic management" in mind.
Feels ideal for very populated cities.

The older (actual) pads could be recycled for industrial establishments, or places where you expect mostly big haulers (DS-Miners and similar or bigger) and very few tourists/explorers
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Replacement Ground_Station

Post by Nyankosensei »

i have find another bug, after some travels pad light disapeared, pioneer version 09.71

Image
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Replacement Ground_Station

Post by Nyankosensei »

given the many issues currently there are with more than 6 stations pad, I modified the file in a way to have a version 6 pad and a 14 pad, for the moment I recommend the use of the 6-pad waiting to be solved bugs

download at first post

http://pioneerspacesim.net/forum/viewto ... &t=49#p475
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