Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.
More details in this thread.
Search found 291 matches
- Mon Feb 25, 2013 6:52 pm
- Forum: Discussion
- Topic: Contracts and Reputation
- Replies: 42
- Views: 7976
Re: Contracts and Reputation
When you eject, a new ship is waiting at the mainStation. And that ship, magically, contains the passengers. Am I the only one who thinks that's just plain daft! :D Well, will anyone else take them on if someone shot down their previous transport? It might have been an assassination rather than rou...
- Mon Feb 25, 2013 4:15 pm
- Forum: Expansion Pack
- Topic: [UPDATE] keyboardCobra v1.2 to aid keyboard playing
- Replies: 44
- Views: 38644
Re: [UPDATE] keyboardCobra v1.2 to aid keyboard playing
spara wrote:I'd like to see them dog fighting an Imperial Courier with those controls. "Geordi, turn left, no right, roll, fire, bugger, left, TURN LEFT." Press space Commander.GGShinobi wrote:Well... have a look at these future space ship controls
- Mon Feb 25, 2013 4:05 pm
- Forum: Expansion Pack
- Topic: [UPDATE] keyboardCobra v1.2 to aid keyboard playing
- Replies: 44
- Views: 38644
Re: [UPDATE] keyboardCobra v1.2 to aid keyboard playing
Well... have a look at these future space ship controlsDiziet Sma wrote:(not to mention "immersive".. I mean, seriously.. who thinks that a thousand years from now, spacecraft will be guided by somebody tapping a keyboard?)
EDIT: reduced quote
- Mon Feb 25, 2013 3:58 pm
- Forum: Discussion
- Topic: Can I find out what just killed me?
- Replies: 16
- Views: 6343
Re: Can I find out what just killed me?
Very good point!maaarcooose wrote:Of course not, it doesn't need it.
lol never saw that! That's cool!maaarcooose wrote:That's great though, I'm gonna have a good go at that. I love the fact that the first thing it said was 'Oh okay, you can use the cursor keys.'
- Mon Feb 25, 2013 3:53 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736210
Re: new wiki page for often recurring scripting tasks
Thanks McLane for your feedback. For instance, there is already a resource for collecting "often recurring scripting tasks". It is this very thread we're currently posting in. It was started about three OXPer generations ago for exactly this reason: This thread will hopefully become a usef...
- Mon Feb 25, 2013 1:36 am
- Forum: Expansion Pack
- Topic: [WIP] External Repair System (Subentity Repair System) 0.0.4
- Replies: 28
- Views: 47451
new version 0.0.3 available
A new version is available for download. // ////////////////////////////////////////////////////////////////////////// // CHANGELOG: // Changes from 0.0.2 to 0.0.3 // - save/load ERS status with/from savegame // - made estimations for needed materials more precise in order to make them more useful /...
- Sun Feb 24, 2013 10:03 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736210
Re: new wiki page for often recurring scripting tasks
How funny that I didn't notice that back then... since I did notice the 256!!!!El Viejo wrote:Since your 256th post!GGShinobi wrote:Hey, since when do I have an ELITE status on the BB??
- Sun Feb 24, 2013 9:53 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736210
new wiki page for often recurring scripting tasks
Hi all, :!: I've started a wiki page for "often recurring scripting tasks". You can find it here: [wiki]Scripting Tasks[/wiki]. Hope you all will add valuable content to it! :) I already added one task: "(HowTo) drain energy while equipment is being used (simulate energy usage)" ...
- Sun Feb 24, 2013 3:03 pm
- Forum: Discussion
- Topic: Can I find out what just killed me?
- Replies: 16
- Views: 6343
Re: Can I find out what just killed me?
And thankfully unlike some others, you're not recommending vim to a windows user. Notepad++ is a great tool. !m! Hey, gvim is a great tool, too, and it's the most powerful editor I know (besides emacs perhaps)! But I give you that it's perhaps not the most intuitive editor, especially not for peopl...
- Sun Feb 24, 2013 1:48 am
- Forum: Outworld
- Topic: Internet radio as Oolite background music
- Replies: 8
- Views: 4151
Re: Internet radio as Oolite background music
Hello, Could anybody recommend internet radio with music similar to Eve Online soundtrack (I do not know how this genre is called..)? What music (if any) do you listen while wondering in space? :) Personally, this kind of electronic music fits "space" theme best for me, I hope I could fin...
- Sun Feb 24, 2013 12:49 am
- Forum: Expansion Pack
- Topic: [Release] In System Trader OXP 1.40!
- Replies: 65
- Views: 76985
Re: [Release] In System Trader OXP 1.0!
I'm just not sure that restocking the market on launch is the right way :?. Maybe some well thought in-system cargo contracts? I also like the idea, this will make the systems feel "more alive". But I agree with spara, restocking upon launch feels a little artificial to me. Would "re...
- Fri Feb 22, 2013 12:50 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736210
Re: Scripters cove
I have deleted the last semicolon, which has got rid of one error message, but it still has a problem with the = sign. That is strange. When I copy above code into a text doxument and remove the semicolon, it opens as a correct plist. Maybe you have some kind of hidden character on that line? That ...
- Tue Feb 19, 2013 3:33 pm
- Forum: Expansion Pack
- Topic: Ship Wishlist!!! :-D
- Replies: 282
- Views: 124454
Re: Ship Wishlist!!! :-D
Wowowow... nice!!!
- Tue Feb 19, 2013 3:21 pm
- Forum: Discussion
- Topic: Split: Difficulty for new players
- Replies: 306
- Views: 85505
Re: Split: Difficulty for new players
Like you say, at the moment, for a skilled player "fore military laser + injectors" (plus a modicum of fuel) is enough to cope with most pirates, or groups of pirates, you're likely to meet. But if it was assumed that, down the sliding scale of government types, you were likely to meet on...
- Mon Feb 18, 2013 3:17 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Combat Simulator OXP (1.77 only)
- Replies: 26
- Views: 28268
Re: [RELEASE] Combat Simulator OXP (1.77 only)
I've updated the version, the link remains the same ( Star Destroyer - Nightmare Version 0.0.1 ) I believe that ... missiles = 32; ... is not going to work the devs hardcoded the maximum to 16 - curious myself what happens if you set that value higher. Hmm...? I somewhere read that 32 was the maxim...