Search found 122 matches
- Tue Nov 06, 2012 2:49 am
- Forum: Outworld
- Topic: Re: Elite: Dangerous - and the return
- Replies: 2085
- Views: 801344
Re: David Braben's Elite: Dangerous - Kickstarter!
And it turns up on the BBC too!
- Thu Feb 16, 2012 2:35 pm
- Forum: Expansion Pack
- Topic: OXP RPM
- Replies: 7
- Views: 3511
Re: OXP RPM
if an oxp of mine is not popular(it may be but how would I know :wink: )then I probably will not waste time improving it. http://www.s-and-j.co.uk/smilies/idea.gif Suggestion: don't tinker with the ones being downloaded - they are popular. Fix the ones that aren't! A nice analogy, and a very intere...
- Sun Feb 05, 2012 5:53 am
- Forum: Expansion Pack
- Topic: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/12)
- Replies: 227
- Views: 124976
Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5 (28/01/12
Be delighted for you to make use of it.Capt. Murphy wrote:Makara - that's a lovely screenshot, would you mind if I added it to the collection in the first post and on the escort contracts wiki page
It's good that even with the graphics turned way down Oolite still produces some photogenic moments
- Sat Feb 04, 2012 8:19 pm
- Forum: Expansion Pack
- Topic: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/12)
- Replies: 227
- Views: 124976
Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5 (28/01/12
The last line currently reads mission.setInstructionsKey(escortrepstring, "Escort_Contracts_Rep"); and it should be mission.setInstructions(escortrepstring, "Escort_Contracts_Rep"); Yep - this turned the trick and my ITHA Rep is now displayed as good. Despite the very next contr...
- Fri Feb 03, 2012 5:36 pm
- Forum: Expansion Pack
- Topic: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/12)
- Replies: 227
- Views: 124976
Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5 (28/01/12
Very fond of this OXP - it's a useful income source for my zero-tonnage variant and provides a different style of combat (no more idly heading away & sniping, you have to stay close to the mother). Also gives lots of shouting at the screen moments -"Oh no - pirate cove", "Stop att...
- Sun Jan 29, 2012 12:26 pm
- Forum: Discussion
- Topic: Confessions of a cheater - WARNING: contains spoilers
- Replies: 15
- Views: 8065
Re: Confessions of a cheater - WARNING: contains spoilers
4. The Kill the Dead Tharglets Cheat This feels like a cheat to me. When the parent Thargoid has died and the baby Tharglets go off-line, you can scoop them for credits or shoot them for kills. Shooting a dead droid Tharglet is hardly the toughest assignment in town, but after a major Thargoid inva...
- Fri Jan 27, 2012 1:34 pm
- Forum: Discussion
- Topic: HUD elements: which are essential, delightful, superfluous?
- Replies: 25
- Views: 13123
Re: HUD elements: which are essential, delightful, superfluo
I don' know, it's not immediately obvious which info is which. What are the two red bars in the screen centre, I assume one is laser temperature? Yep - Speed on the left, Laser temp on the right. Personally I prefer a gentler approach to labelling - with most gauges you get used to what they repres...
- Fri Jan 27, 2012 6:45 am
- Forum: Discussion
- Topic: HUD elements: which are essential, delightful, superfluous?
- Replies: 25
- Views: 13123
Re: HUD elements: which are essential, delightful, superfluo
Agreed on the pitch/roll indicators - they can very much be tucked off to one side. Although I am used to the binary on/off nature of keyboard maneuvering... While I do find it interesting to see some of the things being done with HUDs recently (and I may chase up that script of Thargoid's that Capt...
- Fri Jan 27, 2012 3:22 am
- Forum: Discussion
- Topic: Damaged Systems
- Replies: 19
- Views: 9399
Re: Damaged Systems
... Still wish the controls were less twitchy, though. Well, one option would be to reduce the handling of your vessel (by setting up overrides for the pitch & yaw), although that would also make it more sluggish in general flight. As it sounds like your issue is more with precision aiming in c...
- Thu Jan 26, 2012 7:46 pm
- Forum: Expansion Pack
- Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
- Replies: 2032
- Views: 602166
Re: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
The PWEI (Post Witchspace Exit Inhibitor) - sustains the respulitron particles gathered during Witch-tunnel transit and traps them temporarily within the shield matrix. As far as the pilot is concerned the PWEI gives the ship apparently infinite amounts of energy and is therefore temporarily indest...
- Thu Jan 26, 2012 11:10 am
- Forum: Expansion Pack
- Topic: NPC-shields v 1.1 now available
- Replies: 48
- Views: 10669
Re: NPC-shields v 1.1 now available
Both versions should satisfy your need for non-fragile derelicts, Snork. The modification in v 1.1 is just that a ship abandoned while you are in-system (as opposed to one spawned as a derelict) won't recharge their shields now (ones spawned as derelict never had shields). Their energy should replen...
- Thu Jan 26, 2012 5:46 am
- Forum: Expansion Pack
- Topic: NPC-shields v 1.1 now available
- Replies: 48
- Views: 10669
Re: NPC-shields v 1.1 now available
As I wrote (and you deduced from the script) the change is for derelict ships, which is the same as "after ejection". Perhaps I wasn't consistent enough with the reasoning. My point is that I feel the shield recharging should stop after the ship is "dead". At this point the ship...
- Wed Jan 25, 2012 6:56 pm
- Forum: Expansion Pack
- Topic: NPC-shields v 1.1 now available
- Replies: 48
- Views: 10669
Re: NPC-shields v 1.1 now available
Surprised that this OXP isn't proving popular - it is definitely one of my essentials, even though I miss out on the whizzy graphical effect. It adds an interesting "do I finish off this guy to stop him recovering, or take out his friends before they hurt me badly" dynamic to firefights. I...
- Tue Jan 24, 2012 10:34 pm
- Forum: Discussion
- Topic: Shooting down missiles.
- Replies: 50
- Views: 16507
Re: Shooting down missiles.
Hmmm - this thread got me to pondering recent missile experiences of mine. Never managed to shoot one down, but even in a "clean" ship (in this case Asp II - only equips being the humble Pulse Laser) a missile launch doesn't have to translate into "Press Space, Commander". My bas...
- Tue Jan 24, 2012 3:51 pm
- Forum: Expansion Pack
- Topic: Fuel Station OXP
- Replies: 175
- Views: 91914
Re: Fuel Station OXP
However I've noticed that the ASC icon seems to be broken again (it's reverted from the petrol pump one to the "F"). I need to look at that one later, but for the moment the new version will fix the death errors issue. Just had a look at this following confusion in a Dictatorship, and it ...