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More details in this thread.
More details in this thread.
Search found 815 matches
- Wed Sep 24, 2008 1:10 am
- Forum: Expansion Pack
- Topic: Probe 1.10 OXP
- Replies: 26
- Views: 6984
Last point first, personally I would agree with that sentiment. At the moment the multi-target does allow different targets per missile (and you can cycle through a history of the last few ships you've targetted iirc, although I don't often use it), but your solution about selectable missile but si...
- Tue Sep 23, 2008 4:45 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11670
In the best cases this would just verify the predicted calculated positions. In the worst you will see a jump in position. That is the laziest implementation :) In the case that the actual position differs from the predicted position you would use a smoothing algorithm to converge between the two p...
- Tue Sep 23, 2008 2:27 pm
- Forum: Expansion Pack
- Topic: Probe 1.10 OXP
- Replies: 26
- Views: 6984
I'd be interested on feedback as to whether it works on a 1.71.2 installation under Linux to eliminate an OS port issue, and then we can see if the code needs some work to be 1.72 compatible. As yet I've not gotten around to looking at 1.72 compatability for any of my OXPs, as time hasn't allowed.....
- Tue Sep 23, 2008 1:53 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11670
You'll always have to approximate (using various technologies) unless you have a zero-lag sufficient-bandwidth network (of which the former is impossible). A game will never have the level of resources of a military simulation (cool job, DaddyHoggy!!!!) so the approximation will always be a lot wors...
- Tue Sep 23, 2008 12:48 pm
- Forum: Suggestion Box
- Topic: Station Approaches and manual docking
- Replies: 102
- Views: 37336
Considering I raised this to start off with, apologies for not participating in this thread lately - just haven't had the time :( I did have a very brief poke around with the feature in a fairly busy system last night and I think it'd be nice if the announcements could tell you what position in the ...
- Tue Sep 23, 2008 12:41 pm
- Forum: Expansion Pack
- Topic: Probe 1.10 OXP
- Replies: 26
- Views: 6984
Last point first, personally I would agree with that sentiment. At the moment the multi-target does allow different targets per missile (and you can cycle through a history of the last few ships you've targetted iirc, although I don't often use it), but your solution about selectable missile but si...
- Tue Sep 23, 2008 12:28 pm
- Forum: Discussion
- Topic: Multiplayer. Social or anti-social ?
- Replies: 19
- Views: 4409
I'd like to see an online Oolite as per the current game, just with a mix of human pilots thrown in. Of course, as soon as you add people who camp at various points (witchspace beacon, stations) it stops being fun imo - and there'll always be that kind of person around. In an ideal world you'd have ...
- Tue Sep 23, 2008 8:54 am
- Forum: Expansion Pack
- Topic: Probe 1.10 OXP
- Replies: 26
- Views: 6984
The current version spawns 50m below the launcher, designed to get over that. Is that the version you're using?Try launching it when stationary. Yes I installed the latest version last night (and reloaded Oolite holding down Shift). And I tried launching while stationary, at half speed, and at full...
- Mon Sep 22, 2008 10:38 pm
- Forum: Expansion Pack
- Topic: Probe 1.10 OXP
- Replies: 26
- Views: 6984
- Mon Sep 22, 2008 11:21 am
- Forum: Discussion
- Topic: Mutabilis Chapter One
- Replies: 23
- Views: 4797
Hi Drew, Finally got around to reading this - awesome!! Found a few more minor (somewhat pedantic) improvements though: On pages 6-8 you variously use 'The Captain' and 'the captain', would be nice to be consistent. And if you're going to capitalise titles, maybe use 'the First Officer' as well. Bot...
- Sun Sep 21, 2008 6:43 pm
- Forum: Suggestion Box
- Topic: Station Approaches and manual docking
- Replies: 102
- Views: 37336
- Sun Sep 21, 2008 11:50 am
- Forum: Oolite-Linux
- Topic: Debug OXP on Linux/Ubuntu
- Replies: 14
- Views: 27118
- Sat Sep 20, 2008 11:13 pm
- Forum: Suggestion Box
- Topic: Hyperspace blocking after countdown
- Replies: 9
- Views: 3839
It does so at the present position - it's impossible to predict where the ship will be since the player can adjust the velocity during the countdown. One could always optimistically assume that the velocity will remain constant and base the prediction off that since another check is made after the c...
- Sat Sep 20, 2008 11:02 pm
- Forum: Testing and Bug reports
- Topic: Oolite 1.72 svn - mass lock broken?
- Replies: 7
- Views: 3624
Ok, using a debugger I got the bug and found that the zero_distance to the planet was (a) within the mass-lock limits (it shouldn't have been) and (b) wasn'tt being updated. [edit]In fact, the zero_distance always seems to get stuck at 430400 - couldn't find this value as a hard-coded magic number a...
- Sat Sep 20, 2008 9:59 pm
- Forum: Suggestion Box
- Topic: Hyperspace blocking after countdown
- Replies: 9
- Views: 3839
Hyperspace blocking after countdown
Anybody else find this a little bit vexing that the block message only appears after the countdown is finished? I've made the following trivial hack by copying the following code-block from PlayerEntity.m:peformWitchspaceCountDownUpdates into PlayerEntityControls.m:pollFlightControls at line 954 in ...