Phoenix (FFE mod) - state of february 2019
It's a not so short clip mainly of my First encounters mod.
It should show also what you have to mess with in Phoenix.
unlike in pioneer space sim even when it's just a derivate you have to make proof that you can fly a spacecraft, no special training mission, you just have to fly manually that's all i expect but i guess that can be a lot. unfortunately you have to make this proof several times until you can afford something like an autopilot. this clip shows in general how to do that or even how not. it shows also in what details my changed "delivery" and "scout" missions will look, deliveries will have a mass and the interplanetary traveltime is proper calculated for distances above a few AU (the extra system missions leak still of this). it is however of interest for pioneer i guess because most systems aren't tight as "sol", you can't use just a fixed value of some days, what is if the target is 500AU away, profitable but never to reach in 4 days how lucky the diceroll might be ever, you need to calculate the distance for a proper timelimit and i guess i reached this. one has to keep in mind that "Phoenix2 ships are horrifying bad in performance and the First Encounters ships are even worse but i feel they come very close to the feel in FFE, large ships with little thrust are extremely clumsy, the thrust is calculated for the empty ship, fighters have even fully laden a good performance other ships might not even lift proper from the ground fully laden. there are still twenty ships to go for this mod. for the few friends who will watch this it's a proof that my "hostile spaceport" works now, i'm very sorry for the handed out broken state it was. i felt this sorry that i had to fix it once and for all the time. also for the orbiter which i left unfinished because of this problem.
no more hanging ships in docks and a smoothly opening gate when permission is clear.