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- 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.
- 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'.
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'.
- 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%.
It seemed to me that standard missiles were a bit too ECM resistant, so now they have 80% to explode instead of 65%.
- 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...
- 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?
- 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.
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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.
- 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.
- 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)
- [ ] Still too busy to have a look at it,another_commander wrote: ↑Sat Oct 07, 2017 1:50 pmThanks, will take a look at it once I get a chance.
- [ ] Forgot about it,
- [ ] Asked Linus Torvalds for advice on how to tactfully reject a low-quality patch.
- 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...