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!SteveKing wrote:...Had to keep the handle of 'Rubber Duck' or else the song loses something in the translation...
Search found 647 matches
- Tue Dec 23, 2014 9:06 am
- Forum: Fiction
- Topic: Breaker Breaker
- Replies: 19
- Views: 28324
Re: Breaker Breaker
- 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
I don't know how I would go about that...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.
- 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
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.Venator Dha wrote:It might be slightly easier to produce a not recommended for beginners list
- 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...
- 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...
- 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, ...
- Sun Dec 07, 2014 5:16 am
- Forum: Expansion Pack
- Topic: (NEW RELEASE) SniperLockv1.oxp
- Replies: 43
- Views: 46313
Re: (NEW RELEASE) SniperLockv1.oxp
What's the status on that? I'd done a search of the forum to download this, but if its OXZ release is imminent...timer wrote:I can convert it to OXZ and upload to oolite.org OXPs list...
Eh I'm downloading anyway and will replace when OXZ format comes out, frag the price.
- 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...
- 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.
- 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?
- 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...
- 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...
- Mon Dec 01, 2014 2:44 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 6896
- Views: 2116838
Re: Screenshots
I feel as though Rock Hermits and their surrounding space are like the American gold rush days...Cody wrote:Cool! I find that rock hermits and their environs are quite often the source of interesting entertainment!
- 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...
- 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...