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This is the Quality Contributions Roundup. It showcases interesting and well-written comments and posts from the period covered. If you want to get an idea of what this community is about or how we want you to participate, look no further (except the rules maybe--those might be important too).

As a reminder, you can nominate Quality Contributions by hitting the report button and selecting the "Actually A Quality Contribution!" option. Additionally, links to all of the roundups can be found in the wiki of /r/theThread which can be found here. For a list of other great community content, see here.

These are mostly chronologically ordered, but I have in some cases tried to cluster comments by topic so if there is something you are looking for (or trying to avoid), this might be helpful.

Quality Contributions in the Main Motte









Contributions for the week of August 28, 2023



Contributions for the week of September 4, 2023






All Moderators Are Bastards




The Aliens Have Landed Gentry





Contributions for the week of September 11, 2023





Will the Real America Please Stand Up?




Contributions for the week of September 18, 2023





The Best Offence is a Good Defense




Who's Cheating Whom?




Contributions for the week of September 25, 2023





This weekly roundup thread is intended for all culture war posts. 'Culture war' is vaguely defined, but it basically means controversial issues that fall along set tribal lines. Arguments over culture war issues generate a lot of heat and little light, and few deeply entrenched people ever change their minds. This thread is for voicing opinions and analyzing the state of the discussion while trying to optimize for light over heat.

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Listen on iTunes, Stitcher, Spotify, Pocket Casts, Google Podcasts, Podcast Addict, and RSS.

In this episode, an authoritarian and some anarchist(s) have an unhinged conversation about policing.

Participants: Yassine, Kulak, & Hoffmeister25 [Note: the latter's voice has been modified to protect him from the progressive nanny state's enforcement agents.]


About the Daniel Penny Situation (Hoffmeister25)

Posse comitatus (Wikipedia)

Lifetime Likelihood of Going to State or Federal Prison (BJS 1997)

The Iron Rule (Anarchonomicon)

Eleven Magic Words (Yassine Meskhout)

Blackstone's ratio (Wikipedia)

Halfway To Prison Abolition (Yassine Meskhout)

Defunding My Mistake (Yassine Meskhout)

Recorded 2023-09-16 | Uploaded 2023-09-25

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.

Who we have

I hope you don't mind I moved you to Consultants for now, @netstack. I'm always torn between keeping people in their originally declared roles as encouragement, and not wanting to harass them into contributing, when writing the contributor list. I'll be more than happy to re-add you as a dev if you're still on board.

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

A small note if you want to contribute:

Don't be afraid to ask questions however small, or silly you might find them. This is literally one of the primary functions this thread has. The Hard Light documentation is... there... but it's not great, and between that, the peculiarities of LUA, the FS2 scripting API, RocketLib, and other parts of FS2 modding, it really might not be obvious how to resolve issues you run into. I might not be able to answer all questions, but I've dabbled in all these things, so there's good chances I might be able to help.

What we have

  1. Capital ships

  2. Fighters

  3. A cruiser, loaded in-game

  4. Turntable render for a cruiser

  5. Turntable render for a destroyer

  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A “tactical” RTS-like in-mission view where you can give commands to your ships.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.


It was another slow month, but things are finally starting to move. Literally. I added a current time display (set to the very beginning of the universe for now), and time can be paused / started / fast-forwarded. I also added a side bar with some help text (I thought the controls were relatively obvious, only to realize that what seemed obvious depended on the game I was most recently playing). The planets are the only things that move on their own for now, but I should be able to extend that feature to ships pretty soon. I'm not sure if this idea will go anywhere, but I'm thinking of having ships be able to move through conventional and subspace drives, the former obviously only being useful for planet-moon type distances.

Other than that I spent a lot of time optimizing. Brute-forcing my way through "find me the ship under the mouse cursor" was fine for a proof-of-concept, but I was finding myself making more and more "get me the nearest X" queries, so it was time to shove everything into a spatial index. I'm quite happy with the result, but it's not really something you can show off visually (well, unless you really want to).

What's next

  • Getting the ships to move along an orbit.

  • Real-time ship movement (sub-space, and conventional)

  • Obstacle mechanics for the planets