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- Wed Jul 09, 2014 10:45 pm
- Forum: Expansion Pack
- Topic: Problem with "shipWillLaunchFromStation" event.
- Replies: 8
- Views: 4952
Re: Problem with "shipWillLaunchFromStation" event.
OK, now I'm confused. I didn't get any log record when I put an log call in the function. I thought, "Ah, so it's not getting called at all.". Then I thought, just as a test, I'll put a log message into the function I know *is* getting called. And still no message in the log! It was going ...
- Wed Jul 09, 2014 10:03 pm
- Forum: Expansion Pack
- Topic: Problem with "shipWillLaunchFromStation" event.
- Replies: 8
- Views: 4952
Re: Problem with "shipWillLaunchFromStation" event.
It's just a string, not an array. I'll try putting the log entry in.
- Wed Jul 09, 2014 11:40 am
- Forum: Expansion Pack
- Topic: Problem with "shipWillLaunchFromStation" event.
- Replies: 8
- Views: 4952
Problem with "shipWillLaunchFromStation" event.
I'm having trouble reseting some variables when the player launches from a station. This is what I have: this.shipWillLaunchFromStation = function() { this.$commsList = ""; this.$page = 1; this.$updateMFD(); } I'm trying to reset $commsList to be an empty string, reseting the $page to 1, a...
- Wed Jul 09, 2014 5:34 am
- Forum: Discussion
- Topic: Comms log in a MFD
- Replies: 12
- Views: 6342
Re: Comms log in a MFD
I did hear there might be cookies...
- Wed Jul 09, 2014 2:04 am
- Forum: Discussion
- Topic: Comms log in a MFD
- Replies: 12
- Views: 6342
Re: Comms log in a MFD
Right, commsMessageReceived, primable equipment scroll...
Wait, what?
Are you suggesting I actually (cue dramatic music) write my own customisation?
Gulp.
Err... okay... this may take a while...
Wait, what?
Are you suggesting I actually (cue dramatic music) write my own customisation?
Gulp.
Err... okay... this may take a while...
- Tue Jul 08, 2014 3:39 am
- Forum: Discussion
- Topic: Split: Discussion on version 1.80
- Replies: 60
- Views: 22686
Re: Split: Discussion on version 1.80
Actually, I have that installed and I agree, it's brilliant. It does mean, though, that I can't just skim the comm channel anymore. I have to read each entry, and thus my post about a Comms MFD.
- Tue Jul 08, 2014 3:07 am
- Forum: Discussion
- Topic: Split: Discussion on version 1.80
- Replies: 60
- Views: 22686
Re: Split: Discussion on version 1.80
To the devs: Thank you so much for all your effort in putting together v1.80. I've only had a few runs so far, but already I've seen more varied flights and interactions than ever before. I'd gotten comfortable flying into Anarchy systems - now I have to have my wits about me! I love the new way of ...
- Tue Jul 08, 2014 2:56 am
- Forum: Discussion
- Topic: Very dedicated police...
- Replies: 10
- Views: 5455
Very dedicated police...
Saw this situation soon after installing 1.80. I was on my way into the station from the witchpoint marker. Came across an Adder, flagged as an offender. I waited to see if they were hostile, but instead they put out a call for help. Into view flew a formation of GalCop Vipers, who were firing on th...
- Tue Jul 08, 2014 2:49 am
- Forum: Discussion
- Topic: Comms log in a MFD
- Replies: 12
- Views: 6342
Comms log in a MFD
Hopefully this is a quick question. Is it possible to get all in-flight comms listed in a MFD? I find that comms take place too quickly in some circumstances, and repeatedly hitting the "`" key to show recent comm messages is awkward.
- Thu Feb 27, 2014 8:24 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1048
- Views: 402893
Re: Random Hits OXP
Yes, the save file snippet was after the incident.
It was a mid-level mark.
Yes, the mark used an escape pod.
It was a mid-level mark.
Yes, the mark used an escape pod.
- Thu Feb 27, 2014 9:44 am
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1048
- Views: 402893
Re: Random Hits OXP
I think I found a bug in RandomHits. I'm running version 1.7 (which I believe is the latest) in Oolite 1.77.1. I'd just finished a hit in Gal 5, at Divees. I'd docked, unloaded some cargo, picked up some new stuff, then jumped out to Arzaquar. When I arrived in system, there was another ship at the ...
- Sat Feb 22, 2014 8:52 am
- Forum: Testing and Bug reports
- Topic: Bug when picking up gold cargo
- Replies: 28
- Views: 15119
Re: Bug when picking up gold cargo
Hmm...in that case it would be *really* useful to have some sort of flag/display element showing on the manifest that part of your cargo space is taken up with precious metals. Should I post this in the "Suggestions" area? I imagine it would be a simple OXP type job.
- Mon Feb 10, 2014 9:30 pm
- Forum: Testing and Bug reports
- Topic: Bug when picking up gold cargo
- Replies: 28
- Views: 15119
Re: Bug when picking up gold cargo
Just to make sure I've got this straight... If I scoop gold (or gemstones or anything that would normally go in a safe) it shows in the manifest as if it's in the safe, although it's actually in a cargo canister that I can select for ejection. (I didn't realise this - I'll have to test!). Basically,...
- Mon Feb 10, 2014 11:42 am
- Forum: Testing and Bug reports
- Topic: Bug when picking up gold cargo
- Replies: 28
- Views: 15119
Re: Bug when picking up gold cargo
Seriously, there does appear to be an issue here somewhere... If I scoop up gold, two things are happening (1) a spare spot in my cargo bag is taken up, and (2) the random amount of gold in the container is added to my gold already in the safe. Technically, these are just two variables in my current...
- Mon Feb 10, 2014 10:02 am
- Forum: Testing and Bug reports
- Topic: Bug when picking up gold cargo
- Replies: 28
- Views: 15119
Re: Bug when picking up gold cargo
Ooookay, right, so I'm flying this you-beaut, top-of-the-line, fully-kitted-out Cobbie MkIII, with a tin foil safe that can hold hundreds of kilos of gold that "magically" expands when exposed to space?
Sure, that sounds feasible.![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Sure, that sounds feasible.
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)