Search found 647 matches

by Rese249er
Tue Dec 23, 2014 9:06 am
Forum: Fiction
Topic: Breaker Breaker
Replies: 19
Views: 28324

Re: Breaker Breaker

SteveKing wrote:
...Had to keep the handle of 'Rubber Duck' or else the song loses something in the translation...
After finally getting enough cred together for one of D.T.T.'s Heavy Metal D rigs, I've changed my in-game 'handle' to Rubber Duck and am headed off for G2. Stay tuned for more Breaker Breaker!
by Rese249er
Mon Dec 22, 2014 11:28 pm
Forum: Expansion Pack
Topic: Ambitious Idea: Ship's AI
Replies: 8
Views: 9623

Re: Ambitious Idea: Ship's AI

ffutures wrote:
If it could solve the travelling salesman problem and come up with optimum routes so that packages and cargo for multiple destinations all arrive in good time I would be very interested.
I don't know how I would go about that...
by Rese249er
Wed Dec 17, 2014 8:23 pm
Forum: Suggestion Box
Topic: Recommended Add-Ons for Beginners
Replies: 18
Views: 14888

Re: Recommended Add-Ons for Beginners

Venator Dha wrote:
It might be slightly easier to produce a not recommended for beginners list :D
Excellent point. DeepSpace Pirates would be on such a list if I was writing it. Also HardShips... Skilled NPCs adds more difficulty too, which makes it a good candidate for the "Not Safe For Jameson" list.
by Rese249er
Wed Dec 17, 2014 6:26 pm
Forum: Suggestion Box
Topic: Recommended Add-Ons for Beginners
Replies: 18
Views: 14888

Re: Recommended Add-Ons for Beginners

You literally cannot find a single OXP that would be considered as essential by everyone. The last time I remember something like that happening was an OXP to adjust turning rates for those of us with crappy keyboards. Nobody needs that anymore because our awesome friends added the whole Ctrl key e...
by Rese249er
Wed Dec 17, 2014 6:12 pm
Forum: Expansion Pack
Topic: Ambitious Idea: Ship's AI
Replies: 8
Views: 9623

Re: Ambitious Idea: Ship's AI

Debris, I love all of those! Even though it'll be a pain to script... No pain, no gain! Disembodied, you make a few excellent points. On further thought, I've decided to go with the free install option. Lone_Wolf, I kinda figured as much. Thank you for solidifying my decision! ralph_hh, nope! :P EDI...
by Rese249er
Wed Dec 17, 2014 6:59 am
Forum: Expansion Pack
Topic: Ambitious Idea: Ship's AI
Replies: 8
Views: 9623

Ambitious Idea: Ship's AI

I've seen OXP's that advise you on trading and combat, but I have a more grandiose idea that I'll be working on when I have free time. I'd love suggestions and tips, as this will probably give me many headaches over months... So far, here are the concepts I plan on adding to this Ship's AI project, ...
by Rese249er
Sun Dec 07, 2014 5:16 am
Forum: Expansion Pack
Topic: (NEW RELEASE) SniperLockv1.oxp
Replies: 43
Views: 46313

Re: (NEW RELEASE) SniperLockv1.oxp

timer wrote:
I can convert it to OXZ and upload to oolite.org OXPs list...
What's the status on that? I'd done a search of the forum to download this, but if its OXZ release is imminent...
Eh I'm downloading anyway and will replace when OXZ format comes out, frag the price.
by Rese249er
Wed Dec 03, 2014 6:28 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1757
Views: 768902

Re: Scripters cove

Two questions and a sidenote... First question: can the player's ship be referenced in a shipdata.plist so that it would adjust to any ship the player is flying? Second Question: Could someone point out a ship script to remove the ship after X seconds without affecting the AI? Sidenote: While tweaki...
by Rese249er
Mon Dec 01, 2014 4:48 pm
Forum: Expansion Pack
Topic: Armoury OXP
Replies: 107
Views: 93817

Re: Armoury OXP

Thanks for the help! Now if only I could figure out what's wrong with my Serpent. I set the chance to 1.0 in shipyard.plist, but it doesn't show up.
by Rese249er
Mon Dec 01, 2014 12:00 pm
Forum: Expansion Pack
Topic: Armoury OXP
Replies: 107
Views: 93817

Re: Armoury OXP

Great! But I seem to have lost my AddOns folder... Where is it with a 1.80 intall on Linux?
by Rese249er
Mon Dec 01, 2014 7:47 am
Forum: Suggestion Box
Topic: Talking to passengers
Replies: 58
Views: 47491

Re: Talking to passengers

I think this kind of idea would go well with the crew-hiring concepts discussed in another thread. A challenge for anyone who can: instead of having the script check for passengers, have it linked to a piece of equipment like Ship's Cat, but instead of a cat it's a copilot or a ship's AI...
by Rese249er
Mon Dec 01, 2014 4:17 am
Forum: Fiction
Topic: Breaker Breaker
Replies: 19
Views: 28324

Re: Breaker Breaker

Well, I've been gone for a while... Homelessness sucks. Anyway, I'm back, got a new game started. Soons I get my ship iron-assed and get a Gald-drive I'll start in on this again. Gotta have some localization for this story ta feel right...
by Rese249er
Mon Dec 01, 2014 2:44 am
Forum: Discussion
Topic: Screenshots
Replies: 6896
Views: 2116838

Re: Screenshots

Cody wrote:
Cool! I find that rock hermits and their environs are quite often the source of interesting entertainment!
I feel as though Rock Hermits and their surrounding space are like the American gold rush days...
by Rese249er
Mon Dec 01, 2014 2:41 am
Forum: Expansion Pack
Topic: Armoury OXP
Replies: 107
Views: 93817

Re: Armoury OXP

Had a thought today and decided to let more experienced OXZ wriiters have a crack at it before I go hurting my brain trying to puzzle it out. With Armoury OXP, we have a combat drone and an anti-Thargoid drone. I'm not sure what weaponry is installed on them, but is it possible one of you could moun...
by Rese249er
Thu Nov 27, 2014 2:14 am
Forum: Expansion Pack
Topic: [RELEASE] ILS Instrument Landing System v1.13
Replies: 102
Views: 133266

Re: [RELEASE] ILS Instrument Landing System v1.3

Speaking rom past experience, that OXP is as likely to blow you up as ill your tanks. Yours behaves a lot smoother. I'd imagine it's because of the additional capabilities of the Oolite engine in addition to your very different approach to roughly the same purpose... And maybe you could make a scoop...