Search found 123 matches
- Wed May 07, 2014 10:28 am
- Forum: Discussion
- Topic: Redo Missions in Oolite
- Replies: 2
- Views: 2697
Redo Missions in Oolite
Greetings Commanders, Is it possible to redo missions (both native and OXP) in Oolite without having to begin a new Commander? I figured that if I removed a mission OXP and reinstalled it, I would be able to redo the mission right? But what about the native missions? Do I go changing the mission var...
- Fri Apr 04, 2014 1:23 am
- Forum: Discussion
- Topic: Griff's OXPs problem + weird suggestion
- Replies: 9
- Views: 5716
Re: Griff's OXPs problem + weird suggestion
You could always whistle! How ingenious... ... it would be awesome if there were "event-triggered" music in Oolite! This is a good idea...only problem is I have the Imperial March from Star Wars on a repeat loop inside my head! :twisted: :twisted: :twisted: I have the Imperial March playi...
- Tue Apr 01, 2014 7:16 am
- Forum: Discussion
- Topic: Griff's OXPs problem + weird suggestion
- Replies: 9
- Views: 5716
Griff's OXPs problem + weird suggestion
Hello commanders! Just laid my hands on 1.77.1, and I just wanna say "fantastic work guys!" :D Anyway, I suddenly had a fetish for the old Cobra Mk III's texture and tried downloading Griff's ArcElite OXP from Box but to no avail. :( Some of Griff's other downloads couldn't be downloaded t...
- Fri Feb 17, 2012 7:21 am
- Forum: Oolite-PC
- Topic: Latest Source code
- Replies: 1
- Views: 3988
Latest Source code
Hi guys, just wondering, will following the instructions on the stickied thread "Building from source" get me the latest version of oolite's source code if I do a
Code: Select all
svn co http://svn.berlios.de/svnroot/repos/oolite-linux/trunk?
- Tue Jan 31, 2012 4:08 am
- Forum: Discussion
- Topic: Question on speed and Railguns.oxp
- Replies: 18
- Views: 6226
Re: Question on speed and Railguns.oxp
Har har Capt Murphy. Very funny. Anyway, I changed it from if(player.ship.speed == 12 * player.ship.maxSpeed) to if(player.ship.speed == 22 * player.ship.maxSpeed) and if(this.fuelFlag == 8.0) // every second under fuel injection { player.ship.fuel += 0.1; player.ship.velocity = player.ship.velocity...
- Sun Jan 29, 2012 2:30 pm
- Forum: Discussion
- Topic: Question on speed and Railguns.oxp
- Replies: 18
- Views: 6226
Re: Question on speed and Railguns.oxp
Hahaha! Oh the memories! But Lord Helmet, we've never gone this fast before! What's the matter Colonel Sanders? Chicken? :lol: Alright, back to being serious. Ah yes, I forgot I'd added that in too from Vortex.OXP. It's not really a bug (the exhaust trail problem), more just the technique overstretc...
- Sat Jan 28, 2012 1:44 pm
- Forum: Discussion
- Topic: Question on speed and Railguns.oxp
- Replies: 18
- Views: 6226
Re: Question on speed and Railguns.oxp
Bingo Capt Murphy! Just wanted a faster injector. Besides, having the injector on too long with the 1.2 multiplier causes smivs' engine flare problem when stopping. Bug?
- Sat Jan 28, 2012 12:53 pm
- Forum: Discussion
- Topic: Question on speed and Railguns.oxp
- Replies: 18
- Views: 6226
Re: Question on speed and Railguns.oxp
I didn't increase the multiplier, in fact I set it to1.
The value i increased was the first one that mentioned the torus.
The value i increased was the first one that mentioned the torus.
- Sat Jan 28, 2012 8:00 am
- Forum: Discussion
- Topic: Question on speed and Railguns.oxp
- Replies: 18
- Views: 6226
Question on speed and Railguns.oxp
Hi Commanders. I was toying around with the Military Fuel Injectors and there was a code which multiplied the ship speed. Setting that value to *20 ie ship speed x20 made me go real fast and took a long time to slow down to normal speed. Why does it decelerate so slowly? Does the ship's speed increa...
- Mon Jan 23, 2012 4:10 am
- Forum: Discussion
- Topic: How does a missile work?
- Replies: 10
- Views: 4844
How does a missile work?
I've noticed that in 1.76 (or maybe earlier...I'm outdated), missiles no longer have an "accuracy" variable. By looking at the missile AI.plist, I deduce that this tells the missile what to do when ECM'ed or when in desired range of the target. So far, I don't see anything that tells the m...
- Fri Jan 20, 2012 12:57 pm
- Forum: Discussion
- Topic: Railguns OXP question
- Replies: 16
- Views: 14235
Railguns OXP question
Hi commanders. Just noticed Railguns OXP and tested it. If I use this weapon to kill a mission critical ship, does the game register it? As I know, Primable Laser does not . Oh, just to go off topic, 2 missions happening at the same time resulted in some light humour. I was in galaxy 4 taking a pass...
- Sat Jul 17, 2010 1:08 pm
- Forum: Testing and Bug reports
- Topic: Galactic Navy on 1.74.1 not working?
- Replies: 39
- Views: 10818
Oops, sorry bout that...I'm new to this stuff :oops: Before I remove and update suggested OXPs, I'll tell you how to crash the game. ---Mission is awarded to Zaalela via Isinor Navy SecCom station. ---Hang around at Isinor's Rock Hermits (and Q-Mining them) ---Dock at Isinor's Coriolis Station. Time...
- Sat Jul 17, 2010 9:49 am
- Forum: Testing and Bug reports
- Topic: Galactic Navy on 1.74.1 not working?
- Replies: 39
- Views: 10818
So I remove the Fuel Collector and Bounty Scanner OXP. I try again 5 times and it crashes at the same place every time. Here's the log [log.header]: Opening log for Oolite version 1.74.1 (x86-32 test release) under Windows at 2010-07-17 17:25:01 +0800. 2 processors detected. Oolite options: procedur...
- Sat Jul 17, 2010 9:33 am
- Forum: Testing and Bug reports
- Topic: Galactic Navy on 1.74.1 not working?
- Replies: 39
- Views: 10818
Okay, everything's working fine. Except in Isinor. After warp jumping for a while, the game crashes. I checked the log [log.header]: Opening log for Oolite version 1.74.1 (x86-32 test release) under Windows at 2010-07-17 17:18:41 +0800. 2 processors detected. Oolite options: procedural planet textur...
- Fri Jul 16, 2010 2:02 am
- Forum: Testing and Bug reports
- Topic: Galactic Navy on 1.74.1 not working?
- Replies: 39
- Views: 10818