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by Lone_Wolf
Sat Aug 01, 2015 12:21 pm
Forum: Expansion Pack
Topic: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24/06
Replies: 88
Views: 94012

Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24

Norby,

Latest Shield Cycler and Shield Cycler Next now both include the functions needed for SSH.
by Lone_Wolf
Fri Jul 31, 2015 12:25 pm
Forum: Expansion Pack
Topic: Laser cooldown property?
Replies: 28
Views: 14689

Re: Laser cooldown property?

laser settings description [wiki]LaserCannons[/wiki] and New lasers tweak those settings to create different types of lasers. a few hypothetical examples : set damage to 30k , energy to 256 , shot_temperature to 218 . Put that on a cobra3 and you get a one-shot laser that is capable of destroying a...
by Lone_Wolf
Thu Jul 30, 2015 10:45 pm
Forum: Expansion Pack
Topic: [UPDATE] Missile Spoof
Replies: 65
Views: 55715

Re: [UPDATE] Missile Spoof

I've done more play testing using damage 134 with desired range 18 and haven't noticed any problems. To avoid confusion i've uploaded 1.04 with only that change, https://app.box.com/s/c34vc3dxfmozdpa7yt8i43icf93v35md . I also pm'ed Cmdr Wyvern and asked him to post in this thread whether he wants to...
by Lone_Wolf
Thu Jul 30, 2015 2:15 pm
Forum: Expansion Pack
Topic: Military Fuel Injectors OXP
Replies: 48
Views: 33112

Re: Military Fuel Injectors OXP

Injectors and torus Injector and torus speeds are no longer a fixed multiple of normal flight speed. player.ship.injectorsEngaged and player.ship.torusEngaged are recommended to detect enabling of these flight modes. in Config/script.js , line 43 if(player.ship.speed == 7 * player.ship.maxSpeed) //...
by Lone_Wolf
Thu Jul 30, 2015 1:34 pm
Forum: Expansion Pack
Topic: [WIP] Duplex Fuel Tank v0.5
Replies: 34
Views: 31957

Re: [WIP] Duplex Fuel Tank v0.5

I think my external tank can be full or not ) and it has discrete I/O portions. suppose the dft is empty, and i buy 1 refill only and launch. At that point the dft is 1/3 full . I do like the idea of being able to finetune fuel use a bit, and a design with discrete I/O portions does feel like a goo...
by Lone_Wolf
Thu Jul 30, 2015 10:00 am
Forum: Expansion Pack
Topic: Shield Cycler NEXT 1.12.2
Replies: 98
Views: 106378

Re: Shield Cycler NEW stable version 1.12

version 1.12 released as new stable & development version.

Note :
ATM there's no difference between 1.12 stable and 1.12 development.
by Lone_Wolf
Thu Jul 30, 2015 9:12 am
Forum: Oolite-Linux
Topic: Graphics settings in 'driconf'?
Replies: 8
Views: 12218

Re: Graphics settings in 'driconf'?

My graphics card: HD 5570. Linux Kernel: 3.19.0-25. Mesa 10.1.3. Mint 17.2 x64 Cinnamon. That mesa version was released in may 2014, and latest released mesa version is 10.6.3 . Is there a newer version available for linux mint cinnamon ? Also the window manager used by cinnamon uses compositing an...
by Lone_Wolf
Thu Jul 30, 2015 8:50 am
Forum: Expansion Pack
Topic: [WIP] Duplex Fuel Tank v0.5
Replies: 34
Views: 31957

Re: [WIP] Duplex Fuel Tank v0.5

Interesting approach, Timer.

Looking at your code, your DFT looks a lot more like 3x 1 LY tanks then a 1x 3 LY fueltank to me.
Was this your intention ?

P.S. your code is well structured, but i suggest you to read https://bb.oolite.space/viewtopic.php?f=4&t=12149 .
by Lone_Wolf
Tue Jul 28, 2015 9:40 pm
Forum: Expansion Pack
Topic: [UPDATE] Missile Spoof
Replies: 65
Views: 55715

Re: [UPDATE] Missile Spoof

So formula for dealEnergyDamageWithinDesiredRange goes like this : Damage = ( weapon_energy * desired_range ) / ( 6.76 * actual_range * actual_range) The orginal flare has weapon_energy = 1195 , desired_range = 250 . Here are some value pairs ( actual_range, Damage) : 1, 43454 10, 4345.4 18, 134.11 ...
by Lone_Wolf
Tue Jul 28, 2015 1:56 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1048
Views: 399250

Re: Random Hits OXP

(also posted in RSN thread) I'm currently flying a Fer-de-Lance 3G+(t) and installed Random Hits Shipset to have opponents (pirates, assassins) that can match that ship. Since randomshipnames leaves RH ship names intact to preserve RH mission flavour, this leads to a weird effect : pirates with name...
by Lone_Wolf
Tue Jul 28, 2015 1:54 pm
Forum: Expansion Pack
Topic: Randomshipnames.oxp v 1.4 released
Replies: 178
Views: 110637

Re: Randomshipnames.oxp v 1.4 released

(also posted in RH thread) I'm currently flying a Fer-de-Lance 3G+(t) and installed Random Hits Shipset to have opponents (pirates, assassins) that can match that ship. Since randomshipnames leaves RH ship names intact to preserve RH mission flavour, this leads to a weird effect : pirates with names...
by Lone_Wolf
Tue Jul 28, 2015 1:41 pm
Forum: Expansion Pack
Topic: [UPDATE] Missile Spoof
Replies: 65
Views: 55715

Re: [UPDATE] Missile Spoof

That clarifies things a lot, thank you Norby . The missiles in [wiki]Armoury_OXP[/wiki] all use max_energy 5 , but the missiles in [wiki]Missiles_and_Bombs[/wiki] use values of 10 and 100 also. New version uploaded (link stayed same) with ENTER = ("sendScriptMessage: dealEnergyDamage 100 250&qu...
by Lone_Wolf
Tue Jul 28, 2015 11:30 am
Forum: Expansion Pack
Topic: [UPDATE] Missile Spoof
Replies: 65
Views: 55715

Re: [UPDATE] Missile Spoof

Play-testing the 1.03 code i uploaded, made me realise a potential problem : Flare's may do TOO MUCH damage on detonation. In flareAI.plist 1.02 version : DETONATE = { ENTER = ("setDesiredRangeTo: 250.0", dealEnergyDamageWithinDesiredRange, becomeExplosion); EXIT = (); UPDATE = (); }; Wiki...
by Lone_Wolf
Mon Jul 27, 2015 11:00 pm
Forum: Expansion Pack
Topic: [UPDATE] Missile Spoof
Replies: 65
Views: 55715

Re: [UPDATE] Missile Spoof

I dislike missiles being fired at me (don't use them myself at all) and like missile spoof a lot. Lately i got annoyed by the amount of deprecated messages related to missile spoof in Latest.log (dev build) and looked at them. I've updated the deprecated / obsolete parts and added a manifest.plist ....
by Lone_Wolf
Fri Jul 24, 2015 9:04 pm
Forum: Expansion Pack
Topic: The Feudal States
Replies: 669
Views: 292095

Re: The Feudal States

for those wondering how the odds are calcualted : check feudal-challenge.js .

this.defineChallengerDetails & this.defineChallengerOdds are the key.

The higher maxSpeed , maxEnergy, thrust & missileCapacity for player are, the lower your odds will be.