Search found 546 matches

by Lone_Wolf
Tue Oct 20, 2020 6:27 pm
Forum: Discussion
Topic: Lone_Wolf oxps need new maintainers
Replies: 1
Views: 4035

Lone_Wolf oxps need new maintainers

Hi, I am changing email addresses and although I haven't been active with oolite in years, I never forgot this community. I don't know if / when I'll get active again, but feel bad for neglecting all of you. Shield Cycler Next appears to have a new maintainer and I'm very glad someone picked it up. ...
by Lone_Wolf
Thu Feb 16, 2017 11:14 am
Forum: Expansion Pack
Topic: [WIP] Reduce Weapons Damage v0.10
Replies: 22
Views: 36590

Re: [WIP] Reduce Weapons Damage v0.10

If someone wants to experiment to see if RWD still is useful : in Scripts/Reduce_Weapon_Damage.js , look for for lines 11 - 13 // using separate values for player / npc for flexibility . this._rwd_player_reduction = 8; this._rwd_npc_reduction = 8; just lower the values until you find one that does w...
by Lone_Wolf
Wed Mar 23, 2016 11:01 pm
Forum: Expansion Pack
Topic: Help with a Javascript exception
Replies: 4
Views: 6122

Re: Help with a Javascript exception

good catch, redspear. Astrobe : you are trying to change script.js from "Additional Planets SR Base" oxp ? Look for these lines ( linenumber 117 & 118) : //inner functions need this var max_moon = this.max_moons; add a line there like this : var orbit_mul = this.orbit_mul; In the addMo...
by Lone_Wolf
Sat Mar 05, 2016 4:51 pm
Forum: Expansion Pack
Topic: OXPConfig
Replies: 93
Views: 63835

Re: OXPConfig

I'm working on OXPConfigV3 again and making progress. Below you see a final draft for the methods and oxp_data object. The .hide property is gone,as the new method allows defining multiple setups for one oxp and/or changing oxp_data at runtime. Currently OXPConfigV3 has 6 js-files : OxpConfigv3.js O...
by Lone_Wolf
Thu Feb 25, 2016 10:32 pm
Forum: Fiction
Topic: Bear Amongst the Wolves: The Fall of GalCop
Replies: 1
Views: 7806

Re: Bear Amongst the Wolves: The Fall of GalCop

Intriguing introduction.

i think you left out a word in this sentence :
Naturally, this investigation examines these ‘twilight years’ in detail, as they do signify a major in the collapse of GalCop.
by Lone_Wolf
Sat Feb 20, 2016 10:13 pm
Forum: Expansion Pack
Topic: RepairBots OXP
Replies: 126
Views: 69024

Re: RepairBots OXP

After looking thoroughly into RB code I decided a redesign of RB is needed to get rid of the timers . The new design is almost completely event-driven and will allow the different rechargetypes mentioned earlier . For now it will continue to use the "RB controller first,random selected device o...
by Lone_Wolf
Tue Feb 16, 2016 1:03 pm
Forum: Expansion Pack
Topic: Shield Cycler NEXT 1.12.2
Replies: 98
Views: 107309

Re: Shield Cycler NEXT 1.12.1

ShieldCycler next 1.12.2 released, small bugfixes
by Lone_Wolf
Sun Feb 14, 2016 11:00 pm
Forum: Expansion Pack
Topic: Repair Bots OXLP (Thargoid)
Replies: 11
Views: 14481

Re: Repair Bots OXLP (Thargoid)

I'm not sure who is currently overseeing that OXZ That would be me. I have noticed that sometimes the bots get stuck. This seems to happen most often when bots are repairing something, and new items get damaged. (docking while a repair is active can have the same effect). The state of the repair qu...
by Lone_Wolf
Tue Jan 05, 2016 11:14 pm
Forum: Expansion Pack
Topic: Naval Grid OXP
Replies: 39
Views: 43751

Re: Naval Grid OXP

In your equipment.plist there's requires_equipment = "EQ_EXTRA_ENERGY_UNIT"; but should be requires_equipment = "EQ_ENERGY_UNIT"; Good catch, will be changed in next version. But for a ship with only EEU and cobra 3 energy recharge (7.2) it's not really worth it it seems as ther...
by Lone_Wolf
Sun Dec 20, 2015 10:19 pm
Forum: Testing and Bug reports
Topic: OXP Additional Cargo Space Workaround (Initial test release)
Replies: 7
Views: 8210

Re: OXP Additional Cargo Space Workaround (Initial test rele

ocz, have you looked at JSON ?

Using it you can store complete objects in a missionvariable(and retrieve them).
by Lone_Wolf
Fri Nov 13, 2015 12:56 am
Forum: Expansion Pack
Topic: The Feudal States
Replies: 682
Views: 302172

Re: The Feudal States

- after the convoy ships have been destroyed, try to pick up as many of the containers as you can. - I'm 99% sure Opponents are placed on the witchpoint - station route and between the convoy and the station. If you head that way as fast as possible (easier with extra fueltanks / fast ships ), you m...
by Lone_Wolf
Fri Nov 13, 2015 12:40 am
Forum: Expansion Pack
Topic: Shield Cycler NEXT 1.12.2
Replies: 98
Views: 107309

Re: Shield Cycler NEXT 1.12.1

Thanks for the report,phkb.

Personal issues keep me from doing much oxp'ing for the time being, but i'll make sure to put some time aside to upload corrected versions.
by Lone_Wolf
Sun Nov 01, 2015 10:21 pm
Forum: Suggestion Box
Topic: Announcing Schlongs of Elite v1.0
Replies: 22
Views: 19070

Re: Announcing Schlongs of Elite v1.0

I think that there's another OXP that uses this capability for courier contracts - can't remember the name -
That would be Feudal States, you have to land on the planet to get missions.
Those missions are accessible from F8 screen, so for Feudal States planetfall markets are unimportant.
by Lone_Wolf
Sun Nov 01, 2015 7:11 pm
Forum: Oolite-Linux
Topic: [Solved] Failed to initialize backend "pulse"
Replies: 30
Views: 50821

Re: [Solved] Failed to initialize backend "pulse"

just run lscpu from command line.
by Lone_Wolf
Mon Oct 12, 2015 9:52 pm
Forum: Discussion
Topic: Caduceus Alpha
Replies: 26
Views: 27005

Re: Caduceus Alpha

The Vortex has functionality to never need maintenance overhauls as a self-repairing ship, but the Caduceus needs them. That strikes me as a bug as it's described as a self-repairing bio ship. Vortex repair system is very similar to the one used on the Caduceus (and Repair Bots oxp) . Those repair ...