I don't remember that one. Looking it up, I don't think I've ever attempted it or even seen it offered. Did you save edit your BBS to offer every mission to test them all? Or did you get them all offered naturally over time?
How did you get on with the Davis mission part C? I didn't see any mention of the problems I had with it on the wiki page - did it work properly when you played it, assuming you started at part A and did all three in order? (As I could only get part C to work properly if hacked directly into the BBS at part C, so I had to take copies of my save before and after taking the mission, as well as a copy having hacked part C into the BBS, so I could fix my save by copying over the correct ship spawns.) I hope this won't be necessary, either if a workaround is discovered or if the new enhancement patch fixes this issue along with other issues with missions.
I wonder if there's some hidden stat that determines which missions you can be offered, and maybe when it's at its highest, the lower-end missions are much less likely to be offered? Although this doesn't seem likely, as some of the missions I was getting regularly were not exactly difficult - the ones I never saw were not all easy or all hard, but a mixture as far as I could tell. Or does it make any difference where you are? Are certain missions more likely to be offered at certain planets or moons etc.? Hopefully this is all stuff that can be found out, because it would be great to know all the workings behind the BBS mission selection etc.
I also notice the Hairpigs mission, on the wiki page, says something about flying a long distance away if the mission doesn't complete, but I was able to do it by picking the hairpigs back up after dropping them. By doing this, I would get the mission complete message upon jumping. I think it could be that the mission is expecting the place you drop the hairpigs to be completely clear of other ships, and that may be why it doesn't always complete correctly. Jumping away after dropping them probably counts as destroying them, failing the mission, but if you pick them back up, they don't get destroyed - it's the only way I can make sense of why it works.
EDIT: I was still having trouble with DOSBox-X and DOSBox Staging. Staging wouldn't detect my gamepad and wouldn't let me use keyboard mapped to joystick axes at first. But I got it working by mapping both the joystick inputs AND the PL;' keys to the joystick axes, as well as mapping Right Shift to button 2 in addition to mapping the four joystick face buttons. By doing this, it seems I can control it with the keyboard without it sticking. I also had best results running it (in both versions of DOSBox) with normal core, Pentium CPU and cycles fixed 15000 (EDIT: 35000 works too, as long as the other settings are right). Unfortunately dynamic core doesn't work properly with the game - it often crashes when trying to play the videos. With it set to normal core, I can't set cycles higher otherwise it actually slows the game down and the audio goes choppy. With dynamic core I can run it more smoothly with a higher fixed cycles number (30000, 60000 or 75000 depending on preference) but videos must be turned off. I'm also not convinced it works properly even in flight - I think it will eventually crash in dynamic mode if you are in space for too long at a time.
I'll see if I can get DOSBox-X to work with keyboard controls without the joystick axes sticking in the emulator (not just in the game - you can see the axes sticking in the DOSBox-X mapper), because it's nice to have save states to mitigate those annoying crashes after being in space for a while (losing an hour or so of progress is nothing if not annoying). If I can't get that to work, I can probably get used to playing with a gamepad. I'll experiment some more with the settings. You can even change DOSBox-X's settings on the fly, even mid-game, e.g. switching between normal and dynamic core with instant results, which could be an option for players who want to use normal core for the movies and dynamic for the gameplay.
EDIT 2: Still struggling with DOSBox-X but I asked Google AI for a DOSBox Staging configuration file, which turned out to be almost spot on. I've made a couple of tiny adjustments but this works for me. But unfortunately DOSBox-X just won't work as well on my PC.
EDIT 3: I changed the number of cycles to fixed 30000. Unfortunately the music sometimes slows down during spaceflight but a lower number like fixed 15000 (while fixing the music slowdown) causes the game to otherwise run too slowly and jerkily.
EDIT 4: I don't know whether this is the case or not but it seems possible - in DOSBox Staging, it SEEMS like a higher fixed cycles number when using normal core doesn't cause sound effects and music to keep stopping and starting, stuttering all the time like it does in DOSBox-X (and regular DOSBox sometimes) - but I don't know whether that's a specific fix written into DOSBox Staging or not, as even without the stuttering, there's still music slowdown sometimes during spaceflight. I've been experimenting with different settings and I'm sure there's stuff I've missed. For now, I think the best compromise is DOSBox Staging - I've edited the configuration file so the shortcut keys for changing cycles go 1000 at a time (rather than a percentage). This should make it easier to find the right number for your system - if you come out of fullscreen mode (with Alt-Enter), the number of cycles appears at the top. I'm still learning the settings, as they're quite different from original DOSBox with many deprecated and others have been changed in various ways.
I tried Matt Wells's Enhancement Patch and it's starting to look very good with its fully-remappable controls (and keyboard flight controls are available on the arrow keys with CTRL as a speed modifier (faster turn)), but at the moment it's too glitchy, and the action "Match speed with target" doesn't work at all. It's normally set to X on the keyboard, and I tried redefining it and mapping it to my gamepad and it just would not work. There also appear to be issues with the background noise in Sinners Inn with that version, but the issues may also have been present in DARKFIX; not sure. The issue is that it seems the stereo channels are off - the background noises seem to echo from the left to the right speaker instead of playing at the same time. I think this could be an issue introduced in the Windows version of the game; not sure. If so, it might be a bit more difficult to fix than some of the other issues.
I wonder if the glitchy missions can be fixed as well? That may involve patching the mission data files - if the format can be reverse-engineered, I would think the missions can be looked at properly and any glitches can hopefully be ironed out. I know some of the game's data files have been extracted successfully but I don't know if that applies to the entire mission files including the list of ships that spawn in each mission, where and when. And in particular, it would be good to know why the Davis mission does not correctly load Part C's spawns upon completing Part B in space, but if you hack Part C into the BBS, it does correctly set up the spawns. Maybe it does correctly load Part C at the time, but maybe a memory leak or buffer overflow or something that happens while in space corrupts the data? Obviously the code running during spaceflight is different than the code running when landed, so maybe the code that queues up spawns for missions runs correctly from the BBS, but maybe the version that runs in space is buggy? I'd love to know for sure. It's been a while since I played, but if you search out any threads by myself in this forum, I shared my findings on several other missions, including workarounds for some of the glitchy ones.
And I seem to remember it not mattering where you land when it comes to the BBS missions offered - I think I was offered some missions more than others (and others not at all, as I noted in some of my other posts) but the location didn't seem to make any difference. I could be wrong though, and this is something worth looking into - I'll do some investigation myself in my next playthrough. I also remember the DARKFIX version seemed to offer a slightly bigger selection of missions - it was much the same as the DOS version from my experience but I did see one or two missions offered naturally via the BBS when playing the DARKFIX version that I had never seen in DOS. The BBS is populated with missions, wingmen and cargo ships when you land, and its contents are saved with the file, so you have to take off and land again to reroll the BBS offerings, whichever version you're playing.
I left an issue on the Github page for Matt Wells's enhancement patch here:
https://github.com/mattwells77/Privateer_2_The_Darkening_Enhancement_Patch/issues/2
EDIT: I may have found a solution that lets you use the Dynamic core without crashing at the videos! If you run the game with the -svga option, it uses a different video player which seems to work better! I haven't fully tested it yet but that may be the answer! If this does indeed work, spaceflight should be better - I'll have to experiment to discover a suitable cycles setting. I haven't updated the configuration file yet but the good news is DOSBox-X should run better this way, with save state support!
But apparently the SVGA player is worse than the standard video player. I may have found another solution so that the dynamic core works - using SETSOUND.EXE I set music to Sound Blaster 16 instead of General MIDI, and that seems to fix the crashes. Unfortunately the music sounds terrible during spaceflight. I went back into SETSOUND and selected the top MPU-401 option (it was on the bottom MPU-401 option before) and now it seems to be working better in DOSBox-X. I'll keep experimenting.
EDIT again: Yes, it's working fine for me in Dynamic mode now. I've uploaded a second zip file containing configuration files for both DOSBox Staging and DOSBox-X in dynamic mode (run SETSOUND and pick the TOP MIDI option; that worked for me).
In order to have the choice of versions (the various DOSBox versions, DARKFIX and Matt Wells's Enhancement Patch, I installed the Windows 95 patch but kept the old DARK.EXE and renamed the new DARK.EXE for Windows "DARKWIN.EXE". That leaves all options open. I also kept the old WAIL32.DLL and renamed it WAIL32old.DLL - if I want to use DARKFIX, I have to rename it back as it isn't compatible with the WAIL32.DLL that comes with Matt Wells's patch. I also downloaded Matt Wells's pre-release patch version 0.0.5 - it doesn't have the controller setup menu or any of the extra features, but the X control for matching speed works properly and the no-CD functionality works fine, with the game picking missions from any CD once they become available. I can use this version until the X bug is fixed at least, if I want to play via Windows (it's much better than DARKFIX, it seems at least).
I forgot to mention before that, in order to get it to work properly in Dynamic mode, you have to replace the MPU401.MDI file with a larger file, padded with null bytes - for some reason, the smaller file causes problems with the various versions of DOSBox in Dynamic mode. Here are the instructions:
www.vogons.org
EDIT: I updated my DOSBox configs for Dynamic mode to go with the replacement MPU401.MDI file linked just above. I've mostly been playing MW's patch v0.0.5 but it's good to have options - v0.0.5 removes the current CD checks so all cinematic missions are available regardless of CD, so when I wanted to force the game to offer Louissa's mission first, I had to use one of the other versions with CD.DAT set to 3.
Removed as they're no longer up-to-date. New DOSBox configs are on the next page, a few posts down.