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- Sat Apr 23, 2016 2:44 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Reserve Missions
- Replies: 5
- Views: 5813
Re: Galactic Navy Reserve Missions
Is the Galactic Navy OXP compatible with the latest release v1.82? I don't see it in the in-game expansion pack manager. Can it still be installed manually and work OK?
- Sat Apr 23, 2016 5:32 am
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50616
Re: Adder start: No kidding it's hard!
Well I made it all the way up to the Cobra Mk III! And what a relief: cargo space, fast, strong, pylons, 4 laser mounts. Broke Adder start sure was a long slog but makes one really appreciate the Cobra.
- Fri Apr 22, 2016 5:35 pm
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50616
Re: Adder start: No kidding it's hard!
Yeah that's my beef with the Aquatics ships, they all seem like way too much ship for very little money and teeny tiny size (they must have some really amazing miniaturization technology!). I'd love to fly them, but feel not quite right about it. The Contractor ZZ1 for example, costs 1.25M, 10x the ...
- Fri Apr 22, 2016 8:05 am
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50616
Re: Adder start: No kidding it's hard!
That's a very useful list, thanks! There are some sweet little ships available. I'm seriously thinking about the Adder MkII.
- Thu Apr 21, 2016 7:56 pm
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50616
Re: Adder start: No kidding it's hard!
Well, I officially moved off of the Broke Adder start with an upgrade to a Cobra Mk I. I became the most renowned parcel delivery guy in the Galaxy in the Adder. The Adder is really a nice little fighter, deck it out somewhat with a decent kit and it can make fairly short work of Assassins if you pa...
- Thu Apr 21, 2016 7:50 pm
- Forum: Discussion
- Topic: where's the big money for a Cobra ship?
- Replies: 20
- Views: 12444
Re: where's the big money for a Cobra ship?
Well, I'm making some decent money on corner-to-corner parcel runs, but not close to 100K, more like 30K. I guess it's still pretty good considering no down payments and no inventory cost. I made the "upgrade" to the Cobra Mk I and kind of wish I hadn't. The Adder is hit far less in combat...
- Wed Apr 20, 2016 5:39 pm
- Forum: Discussion
- Topic: where's the big money for a Cobra ship?
- Replies: 20
- Views: 12444
Re: where's the big money for a Cobra ship?
The next run is looking up: I've got about 30K+ contracts so far lined up for a bottom-left to upper-right run, and I'm getting better at quickly dispatching assassins without taking damage. I already make short work of ordinary pirates. And now I can in fact shoot down missiles 90%+ of the time.
- Wed Apr 20, 2016 1:55 pm
- Forum: Discussion
- Topic: where's the big money for a Cobra ship?
- Replies: 20
- Views: 12444
Re: where's the big money for a Cobra ship?
I'm getting a bit weary of the limitations of the Adder and am really looking forwards to the upgrade to the Cobra MkIII, but I need to earn about 80K more before I can do that deal. Adder to Cobra III is a pretty big leap ... if you maybe thought about Adder > Cobra I > Cobra III, that might be qu...
- Wed Apr 20, 2016 12:23 pm
- Forum: Discussion
- Topic: where's the big money for a Cobra ship?
- Replies: 20
- Views: 12444
Re: where's the big money for a Cobra ship?
No, not UPS... core parcel deliveries found on the F4 screen (example here ). So I invested a serious amount of time in becoming the most famous parcel delivery guy in the galaxy.... in an Adder, no less (fighting off a huge pack of assassins with one pylon [usually reserved for extra fuel tank]) a...
- Fri Apr 15, 2016 6:33 am
- Forum: Suggestion Box
- Topic: Assign function keys to prime equipment
- Replies: 31
- Views: 32831
Re: Assign function keys to prime equipment
I still think a general-purpose, fully programmable in-flight keymap feature solves everybody's problems. And gives everybody full customization. Maximum benefit! I've done "keyboard remapping" a long time ago in another project. I can say it can be tedious to code. But I know where you'r...
- Thu Apr 14, 2016 7:38 pm
- Forum: Suggestion Box
- Topic: Assign function keys to prime equipment
- Replies: 31
- Views: 32831
Re: Assign function keys to prime equipment
I still think a general-purpose, fully programmable in-flight keymap feature solves everybody's problems. And gives everybody full customization. Maximum benefit!
- Tue Apr 12, 2016 5:02 pm
- Forum: Expansion Pack
- Topic: [Beta] Vacuum Pump OXP
- Replies: 52
- Views: 31753
Re: [Beta] Vacuum Pump OXP
With the fixes it works as advertised, and very well I might add. In a 5TC Adder, after 1TC for installation, that leaves 3TCs for accumulating precious metals/gems and 1TC for picking up new ones. I cleared about 3K creds in one run after a bit of pirating and sneaking in to the aftermath of a diff...
- Tue Apr 12, 2016 2:35 pm
- Forum: Expansion Pack
- Topic: [Beta] Vacuum Pump OXP
- Replies: 52
- Views: 31753
Re: [Beta] Vacuum Pump OXP
I have fixed the OXP script typo and it works now, is the original author still around? If not, how to go about getting this version published to replace the buggy one?
- Tue Apr 12, 2016 10:56 am
- Forum: Expansion Pack
- Topic: [Beta] Vacuum Pump OXP
- Replies: 52
- Views: 31753
Re: [Beta] Vacuum Pump OXP
My understanding was incomplete. It looks like the only problem with the OXP is the misspelling of "gemStones" instead of the correct "gem_stones."
- Tue Apr 12, 2016 10:28 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26015
Re: Hints and tips for using the debug console
OK, thanks. I know obj-C reasonably well, JS passingly, but not the obj-C/JS foreign language interface and how to glean the info I wanted. I kept digging and found the Manifest JS reference (e.g., http://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_Manifest#Cargo_marshalling which tells m...