Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Search found 609 matches

by Astrobe
Sun Nov 19, 2017 3:39 pm
Forum: Testing and Bug reports
Topic: Missiles can talk?
Replies: 11
Views: 12822

Re: Missiles can talk?

Done.
by Astrobe
Sun Nov 19, 2017 2:34 pm
Forum: Suggestion Box
Topic: Scriptable pause?
Replies: 18
Views: 24142

Re: Scriptable pause?

I've updated the auto-pause script/equipment.

Please note that it is now in OXZ format. I can't make it available from the manager yet because I can't require version 1.87 in the manifest.

This version lets you choose between pausing on yellow or red condition with equipment mode key switch 'b'.
by Astrobe
Sun Nov 19, 2017 2:18 pm
Forum: Expansion Pack
Topic: [Release] Missile modification
Replies: 6
Views: 13986

Re: [Release] Missile modification

Version 1.1 is out.

It seemed to me that standard missiles were a bit too ECM resistant, so now they have 80% to explode instead of 65%.
by Astrobe
Sun Nov 19, 2017 2:08 pm
Forum: Expansion Pack
Topic: Compass target mode autoswitch
Replies: 6
Views: 8369

Compass target mode autoswitch

This little OXP automatically switches your Advanced Space Compass (ASC) to target mode when a ship is locked and you are in red alert. Depending on its size and its location, the ASC can be more useful than the HUD indicator, in particular when the target is off screen. Available in the manager, ca...
by Astrobe
Fri Nov 17, 2017 4:35 pm
Forum: Testing and Bug reports
Topic: Missiles can talk?
Replies: 11
Views: 12822

Re: Missiles can talk?

Playing in strict mode isn't exactly appealing and I don't see talking missiles that often. Maybe a script could detect that them and dump enough info to give some clues on where they come from?
by Astrobe
Fri Nov 17, 2017 4:24 pm
Forum: Expansion Pack
Topic: JB WIP thread: several ships
Replies: 96
Views: 93879

Re: JB WIP thread: several ships

Welcome back! I'm no good with 2D/3D stuff, but I think I can help with the plist files (never did for ships/stations though) and OXZ bundling.
by Astrobe
Thu Nov 16, 2017 6:33 pm
Forum: Outworld
Topic: Quantum to Waterfox
Replies: 25
Views: 15364

Re: Firefox Quantum

I'm still using Pale Moon. Starts faster, uses about two times less memory. I use FF for some stuff and I was displeased to see that I lost a few things because FF57 made obsolete the speed dial extension I was using (might be temporary though). Mouse gestures are gone too. Add the mandatory ad-bloc...
by Astrobe
Wed Nov 15, 2017 7:42 pm
Forum: Expansion Pack
Topic: (WIP) GalCop's Most wanted
Replies: 51
Views: 54329

Re: (WIP) GalCop's Most wanted

Nice! An idea: when the player has license and arrive into a new system, the nav buoy could send a message about the lastly seen most wanted ships, just after a few seconds delay to avoid info jam at arrive. This can confirm the presence of the target, giving motivation to hunt and also a reminder ...
by Astrobe
Wed Nov 15, 2017 7:11 pm
Forum: Testing and Bug reports
Topic: Missiles can talk?
Replies: 11
Views: 12822

Re: Missiles can talk?

To be honest, this bug is sometimes so hilarious that I wouldn't mind if it were not fixed (for instance, by checking that the entity actually has a pilot, I've seen that property somewhere I think). For instance, I've see Vipers trying to reason with stellar serpents. I would say it's actually a cu...
by Astrobe
Thu Nov 09, 2017 5:52 pm
Forum: Expansion Pack
Topic: [Release] Space Crowds
Replies: 54
Views: 67226

Re: [Release] Space Crowds

Thanks for this add-on, phkb. This reminded me that I have myself something in store: Vipers versus Stellar Serpents (rare encounter). The Vipers are there essentially for lols; when they interact (Vipers tend to ignore the Serpents), the comms can be quite funny. Of course, you'll need Thargoid's S...
by Astrobe
Mon Nov 06, 2017 6:08 pm
Forum: Expansion Pack
Topic: (Release) Manual Witchspace Alignment
Replies: 31
Views: 35835

Re: (Release) Manual Witchspace Alignment

Nice, nice, nice! v1.86 includes a patch that lets you change the compass mode ; It could be abused to force a basic compass to the desired mode, which could make the directions on console part (when there's only a basic compass) unnecessary. I was checking if it could actually be useful by playing ...
by Astrobe
Sun Nov 05, 2017 9:21 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736734

Re: Scripters cove

Traces. Make sure the function is actually called. Print out the value of the variables you are testing.
by Astrobe
Sun Nov 05, 2017 12:22 pm
Forum: Testing and Bug reports
Topic: about player.ship.massLockable (new in 1.85)
Replies: 10
Views: 9332

Re: about player.ship.massLockable (new in 1.85)

So all three then :-) I'll take a look at how it's done with the compass.
by Astrobe
Sun Nov 05, 2017 10:07 am
Forum: Testing and Bug reports
Topic: about player.ship.massLockable (new in 1.85)
Replies: 10
Views: 9332

Re: about player.ship.massLockable (new in 1.85)

another_commander wrote: Sat Oct 07, 2017 1:50 pm
Thanks, will take a look at it once I get a chance.
- [ ] Still too busy to have a look at it,
- [ ] Forgot about it,
- [ ] Asked Linus Torvalds for advice on how to tactfully reject a low-quality patch.
by Astrobe
Sun Nov 05, 2017 9:45 am
Forum: Suggestion Box
Topic: Scriptable pause?
Replies: 18
Views: 24142

Re: Scriptable pause?

keyboard malfunctions Have you observed any more of those with the patch I gave you and have you used it enough to confidently say they are gone? I have tested in different screens and not found issues. Thanks. It triggered several times without issues since. If there's still a bug in there it's pr...