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		<title><![CDATA[High Frontier Forums - All Forums]]></title>
		<link>http://highfrontier.com/forum/</link>
		<description><![CDATA[High Frontier Forums - http://highfrontier.com/forum]]></description>
		<pubDate>Sun, 19 Apr 2026 14:28:11 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Finances]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=265</link>
			<pubDate>Mon, 18 Feb 2019 15:05:50 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=265</guid>
			<description><![CDATA[Good afternoon,<br />
<br />
Just recently bought and started playing .27. Maybe I am missing something but I don't think the financial system in the game works. No matter how many businesses and people move into my station, my financial debt just increases and increases. Never goes positive. Also, I don't think the fire dept works either. Had a business catch on fire and the fire dept did absolutely nothing.<br />
<br />
On a side note, was observing the few people I could see on the pathways. Doesn't seem very representative of actual humanity in its diversity.<br />
<br />
On the issue of gravity, I found myself wishing I could just type in the spin rate as at times it was impossible to get the exact spin you wanted.<br />
<br />
Thank you, look forward to your response and help.]]></description>
			<content:encoded><![CDATA[Good afternoon,<br />
<br />
Just recently bought and started playing .27. Maybe I am missing something but I don't think the financial system in the game works. No matter how many businesses and people move into my station, my financial debt just increases and increases. Never goes positive. Also, I don't think the fire dept works either. Had a business catch on fire and the fire dept did absolutely nothing.<br />
<br />
On a side note, was observing the few people I could see on the pathways. Doesn't seem very representative of actual humanity in its diversity.<br />
<br />
On the issue of gravity, I found myself wishing I could just type in the spin rate as at times it was impossible to get the exact spin you wanted.<br />
<br />
Thank you, look forward to your response and help.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is there a way to build a rotating multi G living platform?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=253</link>
			<pubDate>Mon, 24 Sep 2018 01:29:39 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=253</guid>
			<description><![CDATA[I am trying to build a rotating station that has a thin (5m radius) long (600m) cylindrical shaft with two flat habitation module cylinders (100m radius x 20 m long) at each end and a 1/3 G gravity lab cylinder (100m from the middle of the shaft).<br />
<br />
My problem is that the bar bell habitation modules only seem to allow spherical habitation modules at the end and does not have a way to add modules in the middle of the bar.  <br />
<br />
On the other hand building my rotating station from Cylinder parts seems to work until I try to spin them.  When I try to spin the station it seems to want to spin each component cylinder on its own instead of calculating the CG and the moment of inertia for the whole structure.<br />
<br />
BTW, if we need to write a mod to allow this to happen, it would be nice to think ahead and make it possible to create moving modules (for example allowing the 1/3 G lab above to move along the long cylinder) as this would allow modelling of several important functions like:<br />
* An adjustable gravity platform (that depends on how far it is from the CG.<br />
* An elevator for transportation between modules.<br />
* A ballast that allows the operators to actively control the CG location.<br />
<br />
Other useful features that can be modeled for long rotating cylinders (and cables) are the electrical resistivity of the structure and controllable electrical conductors that can interact with local magnetic fields to exchange energy and momentum between the station and its orbit.]]></description>
			<content:encoded><![CDATA[I am trying to build a rotating station that has a thin (5m radius) long (600m) cylindrical shaft with two flat habitation module cylinders (100m radius x 20 m long) at each end and a 1/3 G gravity lab cylinder (100m from the middle of the shaft).<br />
<br />
My problem is that the bar bell habitation modules only seem to allow spherical habitation modules at the end and does not have a way to add modules in the middle of the bar.  <br />
<br />
On the other hand building my rotating station from Cylinder parts seems to work until I try to spin them.  When I try to spin the station it seems to want to spin each component cylinder on its own instead of calculating the CG and the moment of inertia for the whole structure.<br />
<br />
BTW, if we need to write a mod to allow this to happen, it would be nice to think ahead and make it possible to create moving modules (for example allowing the 1/3 G lab above to move along the long cylinder) as this would allow modelling of several important functions like:<br />
* An adjustable gravity platform (that depends on how far it is from the CG.<br />
* An elevator for transportation between modules.<br />
* A ballast that allows the operators to actively control the CG location.<br />
<br />
Other useful features that can be modeled for long rotating cylinders (and cables) are the electrical resistivity of the structure and controllable electrical conductors that can interact with local magnetic fields to exchange energy and momentum between the station and its orbit.]]></content:encoded>
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		<item>
			<title><![CDATA[Is there a way to purchase the license online with a credit card?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=252</link>
			<pubDate>Mon, 24 Sep 2018 00:58:06 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=252</guid>
			<description><![CDATA[The current paypal purchase page only offers to ship the software.  Is there a way for international customers to pay by credit card and receive a license online or do we need to wait for steam for that to happen?]]></description>
			<content:encoded><![CDATA[The current paypal purchase page only offers to ship the software.  Is there a way for international customers to pay by credit card and receive a license online or do we need to wait for steam for that to happen?]]></content:encoded>
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			<title><![CDATA[Hello --- Orbital transfer stations, transport network and First Lego League]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=251</link>
			<pubDate>Sat, 22 Sep 2018 00:55:00 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=251</guid>
			<description><![CDATA[Hi,<br />
I am excited to find other people that are enthusiastic about building a simulation game that emphasizes:<ul>
<li>Space colonization in orbit using resources from asteroids rather than focusing on planets.</li>
<li>An emphasis on realistic design (physics and engineering).</li>
<li>Modelling economics (budget, trade) and population growth dynamics</li>
<li>Educational uses that inspire a new generation of space engineers</li>
<li>ways to experiment and see what works better<br />
</li></ul>
I have wanted to design a game like this for years but never had the time and resources to do so,<br />
I hope that being part of this community may let me contribute to the development of some of these ideas. <br />
<br />
There are several topics that I find particularly interesting and that I would like to try once I get to know the game better.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Orbital transfer station</span></span>:<br />
Active control of transfer stations orbits that are marginally stable (like Lagrange point orbits, Lunar parking orbits and Earth-Moon transfer orbits) can provide significant benefits to economy of the station, the travelers and cargo that pass through it and the trading and transportation network that can be built with several types of stations.  Some of these benefits are:<ul>
<li>Some energy and momentum can be harvested for "free" from the Moon or the Earth's orbit.</li>
<li>"free" energy storage in the orbit can reduce the weight and cost of batteries and power sources.</li>
<li>Energy and momentum can be accumulated slowly and released in a spurt by launching (or capturing) shuttles and cargo</li>
<li>Large stations can provide significant Delta-V boosts to smaller shuttles and cargo (saving not only fuel but tank and engine costs as well).</li>
<li>Stations that exchange energy and momentum with incoming and outgoing traffic can balance these over time creating an economic boost to the whole transportation network.<br />
</li></ul>
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Large rotating stations that serve as "elevators"</span></span>:<br />
Concepts like <a href="https://en.wikipedia.org/wiki/Momentum_exchange_tether" target="_blank">Rotovator and a Cislunar transportation system</a> can provide cheap access between an Earth-Moon transfer orbit, the Lunar surface and interplanetary travel.  I would like to try a few simulations to see how hard it would be to create such a network and to fine tune the details for each of its components.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">First Lego league (FLL)</span></span> <br />
I have been an FLL judge in tens of competitions for many years.  Every years I see dozens of groups of gifted kids (10 kids in each group) that spend many days and nights developing research projects for the competition.  The topic for the competition varies from year to year,  <a href="https://www.firstinspires.org/resource-library/fll/into-orbit-challenge-updates-and-resources" target="_blank">this year's FLL research topic is "Into Orbit"</a>. Kids that learn how to use games like Kerbal Space Program and High Frontier to develop and demonstrate their projects will have an edge in the competition so this is an excellent opportunity for this community to grow.]]></description>
			<content:encoded><![CDATA[Hi,<br />
I am excited to find other people that are enthusiastic about building a simulation game that emphasizes:<ul>
<li>Space colonization in orbit using resources from asteroids rather than focusing on planets.</li>
<li>An emphasis on realistic design (physics and engineering).</li>
<li>Modelling economics (budget, trade) and population growth dynamics</li>
<li>Educational uses that inspire a new generation of space engineers</li>
<li>ways to experiment and see what works better<br />
</li></ul>
I have wanted to design a game like this for years but never had the time and resources to do so,<br />
I hope that being part of this community may let me contribute to the development of some of these ideas. <br />
<br />
There are several topics that I find particularly interesting and that I would like to try once I get to know the game better.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Orbital transfer station</span></span>:<br />
Active control of transfer stations orbits that are marginally stable (like Lagrange point orbits, Lunar parking orbits and Earth-Moon transfer orbits) can provide significant benefits to economy of the station, the travelers and cargo that pass through it and the trading and transportation network that can be built with several types of stations.  Some of these benefits are:<ul>
<li>Some energy and momentum can be harvested for "free" from the Moon or the Earth's orbit.</li>
<li>"free" energy storage in the orbit can reduce the weight and cost of batteries and power sources.</li>
<li>Energy and momentum can be accumulated slowly and released in a spurt by launching (or capturing) shuttles and cargo</li>
<li>Large stations can provide significant Delta-V boosts to smaller shuttles and cargo (saving not only fuel but tank and engine costs as well).</li>
<li>Stations that exchange energy and momentum with incoming and outgoing traffic can balance these over time creating an economic boost to the whole transportation network.<br />
</li></ul>
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Large rotating stations that serve as "elevators"</span></span>:<br />
Concepts like <a href="https://en.wikipedia.org/wiki/Momentum_exchange_tether" target="_blank">Rotovator and a Cislunar transportation system</a> can provide cheap access between an Earth-Moon transfer orbit, the Lunar surface and interplanetary travel.  I would like to try a few simulations to see how hard it would be to create such a network and to fine tune the details for each of its components.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">First Lego league (FLL)</span></span> <br />
I have been an FLL judge in tens of competitions for many years.  Every years I see dozens of groups of gifted kids (10 kids in each group) that spend many days and nights developing research projects for the competition.  The topic for the competition varies from year to year,  <a href="https://www.firstinspires.org/resource-library/fll/into-orbit-challenge-updates-and-resources" target="_blank">this year's FLL research topic is "Into Orbit"</a>. Kids that learn how to use games like Kerbal Space Program and High Frontier to develop and demonstrate their projects will have an edge in the competition so this is an excellent opportunity for this community to grow.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The High Frontier: An Easier Way]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=250</link>
			<pubDate>Wed, 01 Aug 2018 12:50:20 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=250</guid>
			<description><![CDATA[Al Globus, perhaps one of the most active writers and researchers in the large scale human settlement of space, has written a new book entitled, "The High Frontier: An Easier Way", available on Amazon.  (In the UK's part of Amazon, for instance, here: <a href="https://www.amazon.co.uk/High-Frontier-Easier-Way-ebook/dp/B07FYWM41W/ref=sr_1_1?s=digital-text&amp;ie=UTF8&amp;qid=1533151651&amp;sr=1-1" target="_blank">https://www.amazon.co.uk/High-Frontier-Easier-Way-ebook/dp/B07FYWM41W/ref=sr_1_1?s=digital-text&amp;ie=UTF8&amp;qid=1533151651&amp;sr=1-1</a>)<br />
<br />
One of his main themes in recent years is that humans can adapt to rotating space structures faster than many people thought possible.  <br />
<br />
Looking forward to having a read!<br />
Adam]]></description>
			<content:encoded><![CDATA[Al Globus, perhaps one of the most active writers and researchers in the large scale human settlement of space, has written a new book entitled, "The High Frontier: An Easier Way", available on Amazon.  (In the UK's part of Amazon, for instance, here: <a href="https://www.amazon.co.uk/High-Frontier-Easier-Way-ebook/dp/B07FYWM41W/ref=sr_1_1?s=digital-text&amp;ie=UTF8&amp;qid=1533151651&amp;sr=1-1" target="_blank">https://www.amazon.co.uk/High-Frontier-Easier-Way-ebook/dp/B07FYWM41W/ref=sr_1_1?s=digital-text&amp;ie=UTF8&amp;qid=1533151651&amp;sr=1-1</a>)<br />
<br />
One of his main themes in recent years is that humans can adapt to rotating space structures faster than many people thought possible.  <br />
<br />
Looking forward to having a read!<br />
Adam]]></content:encoded>
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			<title><![CDATA[New:  What is this?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=247</link>
			<pubDate>Wed, 13 Jun 2018 12:20:41 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=247</guid>
			<description><![CDATA[I found this site by accident (I was looking for the amount of CO2 absorbed by various plant species).  What is this?  A simulation?  Where do I get the software?]]></description>
			<content:encoded><![CDATA[I found this site by accident (I was looking for the amount of CO2 absorbed by various plant species).  What is this?  A simulation?  Where do I get the software?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making Building Mods]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=234</link>
			<pubDate>Sat, 23 Dec 2017 16:12:57 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=234</guid>
			<description><![CDATA[I'm curious about making building mods.  I'd like to create business that are able to sprout up when certain projects are completed (e.g. Fuel Depot, NEA mining) and provide benefits to the colony like income via exports.  Someone also mentioned having a hospital.  I agree that is also a good idea.<br />
<br />
I've read the documentation on your site and you're right it is a bit thin.<br />
<br />
What app do you all use to create OBJ files in High Frontier?  What about for the texture file or button icon?  Although I have some experience with SolidWorks, I don't have experience making OBJ files or things related to games.  I imagine that is is possible to create the texture file and button icon from the same app that makes that OBJ file.]]></description>
			<content:encoded><![CDATA[I'm curious about making building mods.  I'd like to create business that are able to sprout up when certain projects are completed (e.g. Fuel Depot, NEA mining) and provide benefits to the colony like income via exports.  Someone also mentioned having a hospital.  I agree that is also a good idea.<br />
<br />
I've read the documentation on your site and you're right it is a bit thin.<br />
<br />
What app do you all use to create OBJ files in High Frontier?  What about for the texture file or button icon?  Although I have some experience with SolidWorks, I don't have experience making OBJ files or things related to games.  I imagine that is is possible to create the texture file and button icon from the same app that makes that OBJ file.]]></content:encoded>
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			<title><![CDATA[HEO-1]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=233</link>
			<pubDate>Sat, 23 Dec 2017 15:17:41 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=233</guid>
			<description><![CDATA[Interior and exterior pic of my HEO-1 station.  When I hit upon a design concept that works for me, I tend to stick with it though I have tried many other concepts in Design mode.<br />
<br />
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			<content:encoded><![CDATA[Interior and exterior pic of my HEO-1 station.  When I hit upon a design concept that works for me, I tend to stick with it though I have tried many other concepts in Design mode.<br />
<br />
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			<title><![CDATA[LEO-2]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=232</link>
			<pubDate>Sat, 23 Dec 2017 15:12:04 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=232</guid>
			<description><![CDATA[Some pics of the interior and exterior of my LEO-2 station.<br />
<br />
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<img src="http://highfrontier.com/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<br />
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<!-- end: postbit_attachments_attachment -->    ]]></description>
			<content:encoded><![CDATA[Some pics of the interior and exterior of my LEO-2 station.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://highfrontier.com/forum/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=14" target="_blank" title="">LEO-2a-small.png</a> (Size: 444.82 KB / Downloads: 3)
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<br />
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			<title><![CDATA[S.S. Edward Snowden]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=231</link>
			<pubDate>Sat, 23 Dec 2017 14:36:06 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=231</guid>
			<description><![CDATA[My boyfriend and I totally love that you have a ship named "S.S. Edward Snowden" in this game.  That is soooo cool!!  Major points for that. <img src="http://highfrontier.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  <img src="http://highfrontier.com/forum/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></description>
			<content:encoded><![CDATA[My boyfriend and I totally love that you have a ship named "S.S. Edward Snowden" in this game.  That is soooo cool!!  Major points for that. <img src="http://highfrontier.com/forum/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  <img src="http://highfrontier.com/forum/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making money from completed projects]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=230</link>
			<pubDate>Sat, 23 Dec 2017 14:28:48 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=230</guid>
			<description><![CDATA[I had expected being able to mine NEA's would reduce material costs and become a source of revenue for the station with the relevant businesses appearing in the colony.  That hasn't happened.  <br />
<br />
The same goes for the Fuel Depot project.  Completing that I figured I'd be able to build a station with fuel tanks/fuel docking port and have the appropriate company appear in the colony.<br />
<br />
The only activity that produces exports for the colony is farming.  There are no businesses I've seen in the colony that manufacture anything that one could export.<br />
<br />
If those type of changes are made to the next version, we'd also need to be able to see imports/exports broken down to see what is being imported/exported.  As the game stands now, it's obvious. Food.]]></description>
			<content:encoded><![CDATA[I had expected being able to mine NEA's would reduce material costs and become a source of revenue for the station with the relevant businesses appearing in the colony.  That hasn't happened.  <br />
<br />
The same goes for the Fuel Depot project.  Completing that I figured I'd be able to build a station with fuel tanks/fuel docking port and have the appropriate company appear in the colony.<br />
<br />
The only activity that produces exports for the colony is farming.  There are no businesses I've seen in the colony that manufacture anything that one could export.<br />
<br />
If those type of changes are made to the next version, we'd also need to be able to see imports/exports broken down to see what is being imported/exported.  As the game stands now, it's obvious. Food.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What about trading cash for XP?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=229</link>
			<pubDate>Sat, 23 Dec 2017 14:04:04 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=229</guid>
			<description><![CDATA[I have available cash of &#36;1.5 Billion at my stations.  I'd love for there to be a way to use that to improve the station or progress in the game.  What about trading cash for XP?  Elon Musk started a successful rocket company with a few hundred million dollars.]]></description>
			<content:encoded><![CDATA[I have available cash of &#36;1.5 Billion at my stations.  I'd love for there to be a way to use that to improve the station or progress in the game.  What about trading cash for XP?  Elon Musk started a successful rocket company with a few hundred million dollars.]]></content:encoded>
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			<title><![CDATA[XP for achieving other noteworthy mileposts]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=228</link>
			<pubDate>Sat, 23 Dec 2017 14:00:17 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=228</guid>
			<description><![CDATA[I'd like to get XP for achieving other noteworthy mileposts.  XP is awarded for &#36;10/50/100 million/year income.  What about for for &#36;200 million or &#36;500 million or more?  At least I haven't seen any.  XP is awarded for having 2000 residents, but the next award is for 10,000.  What about for 4000 or 5000?<br />
<br />
The issue about gaining residents is a big one for me because getting to 10,000 residents is the only opportunity currently available to me.  I've accomplished all the others.]]></description>
			<content:encoded><![CDATA[I'd like to get XP for achieving other noteworthy mileposts.  XP is awarded for &#36;10/50/100 million/year income.  What about for for &#36;200 million or &#36;500 million or more?  At least I haven't seen any.  XP is awarded for having 2000 residents, but the next award is for 10,000.  What about for 4000 or 5000?<br />
<br />
The issue about gaining residents is a big one for me because getting to 10,000 residents is the only opportunity currently available to me.  I've accomplished all the others.]]></content:encoded>
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			<title><![CDATA[How do I mitigate fire hazards?]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=227</link>
			<pubDate>Sat, 23 Dec 2017 13:52:11 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=227</guid>
			<description><![CDATA[I've no idea how to keep things from burning down and having fire departments around doesn't seem to help and neither does calling them.  It's common for me to lose several buildings at once when there is a fire.  With crime, I've noticed adding lights will lower the crime rate of an area.  For some reason, I"m not sure why, dehumidifiers always attract crime in this game and they are the most likely to burn down.  They've burned down so often that I've concluded maybe I have too many of them. So, when they burn down I don't replace them.  However, I always replace water treatment plants when they burn down.  Since I can reduce crime by adding street lights, how do I mitigate fire hazards?<br />
<br />
Also there seem to be way to many fires in this game.  I live in hot and dry Phoenix, Arizona and even during the summer we don't have as many files as a get playing this game.  They are rare enough that it's newsworthy when it happens.<br />
<br />
Are the fires ever caused by arson in this game or is it just chance?<br />
<br />
Mainly though, I'd like to learn how I can reduce fire hazards.]]></description>
			<content:encoded><![CDATA[I've no idea how to keep things from burning down and having fire departments around doesn't seem to help and neither does calling them.  It's common for me to lose several buildings at once when there is a fire.  With crime, I've noticed adding lights will lower the crime rate of an area.  For some reason, I"m not sure why, dehumidifiers always attract crime in this game and they are the most likely to burn down.  They've burned down so often that I've concluded maybe I have too many of them. So, when they burn down I don't replace them.  However, I always replace water treatment plants when they burn down.  Since I can reduce crime by adding street lights, how do I mitigate fire hazards?<br />
<br />
Also there seem to be way to many fires in this game.  I live in hot and dry Phoenix, Arizona and even during the summer we don't have as many files as a get playing this game.  They are rare enough that it's newsworthy when it happens.<br />
<br />
Are the fires ever caused by arson in this game or is it just chance?<br />
<br />
Mainly though, I'd like to learn how I can reduce fire hazards.]]></content:encoded>
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			<title><![CDATA[Making Squawk Mods]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=226</link>
			<pubDate>Sat, 23 Dec 2017 11:59:43 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=226</guid>
			<description><![CDATA[I'd like to make some mods.  I'm mainly interested in Building mods, but Squawk mods seem easier right now.  I read the info on the forum saying that the only available variables are: gravity, random, and randomPercent.  I'd like to know how to add others like WaterUsage.]]></description>
			<content:encoded><![CDATA[I'd like to make some mods.  I'm mainly interested in Building mods, but Squawk mods seem easier right now.  I read the info on the forum saying that the only available variables are: gravity, random, and randomPercent.  I'd like to know how to add others like WaterUsage.]]></content:encoded>
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			<title><![CDATA[Hello!]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=225</link>
			<pubDate>Fri, 22 Dec 2017 15:09:28 -0800</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=225</guid>
			<description><![CDATA[Hello Fellow High Frontier players!<br />
<br />
I installed High Frontier on 13 Dec 2017 and bought the full version two days later. I've been playing it non-stop since then (90+ hours).  That is unusual for me because I'm not anything close to being a gamer.  I haven't seriously played a computer game since Doom! in the early 90's.  This game is something that excited me because i am pursuing a career in aerospace.  I want to help make colonizing space a reality.  Also, I've recently been shown the benefits of playing games.<br />
<br />
Regards,<br />
Athena Roberts<br />
athenaroberts.pw]]></description>
			<content:encoded><![CDATA[Hello Fellow High Frontier players!<br />
<br />
I installed High Frontier on 13 Dec 2017 and bought the full version two days later. I've been playing it non-stop since then (90+ hours).  That is unusual for me because I'm not anything close to being a gamer.  I haven't seriously played a computer game since Doom! in the early 90's.  This game is something that excited me because i am pursuing a career in aerospace.  I want to help make colonizing space a reality.  Also, I've recently been shown the benefits of playing games.<br />
<br />
Regards,<br />
Athena Roberts<br />
athenaroberts.pw]]></content:encoded>
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			<title><![CDATA[Mod creation manual has moved]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=223</link>
			<pubDate>Fri, 18 Aug 2017 08:41:39 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=223</guid>
			<description><![CDATA[We pointed this out <a href="http://highfrontier.com/forum/showthread.php?tid=222" target="_blank">elsewhere</a>, but it bears mentioning here too: the documentation on making mods has moved.  That documentation is now found <a href="http://highfrontier.com/makingmods/index.html" target="_blank">here</a>.<br />
<br />
Of course in the process of moving this from its old location, I've come to realize that it is woefully incomplete.  There is no mention of project mods, for example (which add to the tech tree you play in campaign mode), and little description of all the different effects that buildings can have.<br />
<br />
So obviously we need to beef that up.  But so far, there hasn't been a lot of demand for it, which makes it hard to get excited about spending a lot of time.  I know, I know, it could be that there's no demand because the docs are so thin.<br />
<br />
So let's say this: if anybody wants to create a High Frontier mod, of any sort at all, post about it here!  We'll help you get started and provide all the details you need.  If you want to do something the engine doesn't yet support, we might even add that support for you in the next release!<br />
<br />
Best,<br />
- Joe]]></description>
			<content:encoded><![CDATA[We pointed this out <a href="http://highfrontier.com/forum/showthread.php?tid=222" target="_blank">elsewhere</a>, but it bears mentioning here too: the documentation on making mods has moved.  That documentation is now found <a href="http://highfrontier.com/makingmods/index.html" target="_blank">here</a>.<br />
<br />
Of course in the process of moving this from its old location, I've come to realize that it is woefully incomplete.  There is no mention of project mods, for example (which add to the tech tree you play in campaign mode), and little description of all the different effects that buildings can have.<br />
<br />
So obviously we need to beef that up.  But so far, there hasn't been a lot of demand for it, which makes it hard to get excited about spending a lot of time.  I know, I know, it could be that there's no demand because the docs are so thin.<br />
<br />
So let's say this: if anybody wants to create a High Frontier mod, of any sort at all, post about it here!  We'll help you get started and provide all the details you need.  If you want to do something the engine doesn't yet support, we might even add that support for you in the next release!<br />
<br />
Best,<br />
- Joe]]></content:encoded>
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			<title><![CDATA[Some web pages (release notes and mods) moved]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=222</link>
			<pubDate>Fri, 18 Aug 2017 08:36:38 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=222</guid>
			<description><![CDATA[From the beginning, we were hosting our project wiki at a site called Assembla.  Recent changes to their terms of service are forcing us to close that project, and move our content elsewhere.<br />
<br />
So, the <span style="font-weight: bold;">Release Notes</span>, formerly found <a href="https://app.assembla.com/spaces/high-frontier/wiki/Release_notes" target="_blank">here</a>, are now <a href="http://highfrontier.com/releasenotes.html" target="_blank">here</a> (at <a href="http://highfrontier.com/releasenotes.html" target="_blank">http://highfrontier.com/releasenotes.html</a>).<br />
<br />
Information on <span style="font-weight: bold;">Making Mods</span>, formerly found <a href="https://app.assembla.com/spaces/high-frontier/wiki/Creating_Mods" target="_blank">here</a>, is now <a href="http://highfrontier.com/makingmods/index.html" target="_blank">here</a> (at <a href="http://highfrontier.com/makingmods/index.html" target="_blank">http://highfrontier.com/makingmods/index.html</a>).<br />
<br />
We regret having to do this.  I know I hate it when stuff moves around on the web, and links on old pages lead to the dreaded "404 Not Found" error.  But in this case, we have no choice.<br />
<br />
Hopefully this heads-up will help future seekers find what they are looking for!<br />
<br />
Best,<br />
- Joe]]></description>
			<content:encoded><![CDATA[From the beginning, we were hosting our project wiki at a site called Assembla.  Recent changes to their terms of service are forcing us to close that project, and move our content elsewhere.<br />
<br />
So, the <span style="font-weight: bold;">Release Notes</span>, formerly found <a href="https://app.assembla.com/spaces/high-frontier/wiki/Release_notes" target="_blank">here</a>, are now <a href="http://highfrontier.com/releasenotes.html" target="_blank">here</a> (at <a href="http://highfrontier.com/releasenotes.html" target="_blank">http://highfrontier.com/releasenotes.html</a>).<br />
<br />
Information on <span style="font-weight: bold;">Making Mods</span>, formerly found <a href="https://app.assembla.com/spaces/high-frontier/wiki/Creating_Mods" target="_blank">here</a>, is now <a href="http://highfrontier.com/makingmods/index.html" target="_blank">here</a> (at <a href="http://highfrontier.com/makingmods/index.html" target="_blank">http://highfrontier.com/makingmods/index.html</a>).<br />
<br />
We regret having to do this.  I know I hate it when stuff moves around on the web, and links on old pages lead to the dreaded "404 Not Found" error.  But in this case, we have no choice.<br />
<br />
Hopefully this heads-up will help future seekers find what they are looking for!<br />
<br />
Best,<br />
- Joe]]></content:encoded>
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			<title><![CDATA[We're back!]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=221</link>
			<pubDate>Mon, 31 Jul 2017 11:02:13 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=221</guid>
			<description><![CDATA[High Frontier players have been wondering: where is the dev team?  Have they been kidnapped?  Fled the country?  Trapped under something heavy?<br />
<br />
Actually, "fled the country" is kind of close — we spent six weeks in Japan this summer.  We intended to continue working on High Frontier while there, but as it turned out, that just wasn't doable.<br />
<br />
But we're back, and getting back on top of things now.  Expect to see regular updates resuming, including support for Steam coming real soon now!<br />
<br />
So, if there is anything you'd especially like to see in the game, this is a great time to let us know!]]></description>
			<content:encoded><![CDATA[High Frontier players have been wondering: where is the dev team?  Have they been kidnapped?  Fled the country?  Trapped under something heavy?<br />
<br />
Actually, "fled the country" is kind of close — we spent six weeks in Japan this summer.  We intended to continue working on High Frontier while there, but as it turned out, that just wasn't doable.<br />
<br />
But we're back, and getting back on top of things now.  Expect to see regular updates resuming, including support for Steam coming real soon now!<br />
<br />
So, if there is anything you'd especially like to see in the game, this is a great time to let us know!]]></content:encoded>
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			<title><![CDATA[Wrong Analysis Tab with Mars Orbits]]></title>
			<link>http://highfrontier.com/forum/showthread.php?tid=220</link>
			<pubDate>Mon, 31 Jul 2017 05:17:23 -0700</pubDate>
			<guid isPermaLink="false">http://highfrontier.com/forum/showthread.php?tid=220</guid>
			<description><![CDATA[When I finally researched the Mars Colony, I selected it in the Analysis Tab, but It showed me radiation levels and heat etc from Venus and Mercury! The only thing that partially worked was when I clicked on Io (which was not researched yet) it showed Low Mars Orbit ._. It kinda worked, but I had to guess a lot when I put a colony to Deimos orbit.]]></description>
			<content:encoded><![CDATA[When I finally researched the Mars Colony, I selected it in the Analysis Tab, but It showed me radiation levels and heat etc from Venus and Mercury! The only thing that partially worked was when I clicked on Io (which was not researched yet) it showed Low Mars Orbit ._. It kinda worked, but I had to guess a lot when I put a colony to Deimos orbit.]]></content:encoded>
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