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by wildstar
Fri Dec 04, 2009 3:53 am
Forum: Suggestion Box
Topic: Ship turrets & energy
Replies: 70
Views: 17438

i think having options is always a good thing. we live in a world where we get to choose with caffeine or decaffeinated with sugar or with substitute sweetener etc etc i found it really strange that the game never had (unless i am totally ignorant and blind) options to set game difficulty settings n...
by wildstar
Fri Dec 04, 2009 12:33 am
Forum: Discussion
Topic: Can't get that Caduceus!!
Replies: 50
Views: 15571

This is a triumph, I'm making a note here HUGE SUCCESS. It's hard to over state my satisfaction. User creation; we do what we must because we can. For the good of all of us except the ones who don't play. But there's no use crying over every mistake, we just keep on trying till we run out of cake. ...
by wildstar
Thu Dec 03, 2009 11:11 am
Forum: Discussion
Topic: Can't get that Caduceus!!
Replies: 50
Views: 15571

. . . but I've been flying a Caduceus for a while and I had heard about the Caduceus Omega and was intrigued. ..... Now I've got two awesome ships to terrorise the neighbourhood with. 8) <<< the OMEGA is sooo nice!!! it will be MOST difficult to make a ship nicer than this i think. i modded mine wi...
by wildstar
Thu Dec 03, 2009 11:07 am
Forum: Discussion
Topic: Can't get that Caduceus!!
Replies: 50
Views: 15571

unless u r adding or removing oxp's i dont think it should make a difference well it shouldn't Oo. But it seems to - that is why everyone is quite so puzzled by the mystery boom. (And entering fuel stations from the planet-side seems to work well too :) ) btw i noticed in my logs that it will say t...
by wildstar
Tue Dec 01, 2009 11:18 pm
Forum: Testing and Bug reports
Topic: ubuntu 9.04 oolite 1.73.4 + OXP's works but many errors
Replies: 5
Views: 2416

D) Property list parser error (excerpt): Well, just because something parses as valid xml, it doesn't mean is a valid Oolite save file. Just looking at the first 2 lines [plist.homebrew.parseWarning]: ----- Bad property list: <key> element (contracts) found when expecting a value, treating as <stri...
by wildstar
Tue Dec 01, 2009 11:15 pm
Forum: Discussion
Topic: How many missiles is too many?
Replies: 35
Views: 5733

This scenario is effectively what happens in Battlestar Galactica - or at least it's alluded to. It could lead to interesting ways to damage/blunt the attacks of big capitol ships - they initially fire of a steady stream of missiles - then as local supplies are expended - there's a reduction in fir...
by wildstar
Tue Dec 01, 2009 11:07 pm
Forum: Discussion
Topic: How many missiles is too many?
Replies: 35
Views: 5733

Killer Wolf wrote:
" screengrab!!
i 2nd that request :D
by wildstar
Tue Dec 01, 2009 11:00 am
Forum: Discussion
Topic: How many missiles is too many?
Replies: 35
Views: 5733

But by limiting the number of missiles is just a code fix - as Kaks explained, big capitol ships can be silently or obviously re-equipped with additional missiles on the fly (a continuous resupply from the armoury or a missile supply ship - both would make excellent oxps) right i agree. and while i...
by wildstar
Tue Dec 01, 2009 9:49 am
Forum: Testing and Bug reports
Topic: Fugitive battleship?
Replies: 19
Views: 5364

i also would like to force oolite into a super verbose error logging mode if possible as some of the errors in the log are not specific as to what is causing the problems. Open logcontrol.plist. You will see at the top a commented line: // _override = yes; Uncomment this line and restart Oolite. Th...
by wildstar
Tue Dec 01, 2009 8:48 am
Forum: Testing and Bug reports
Topic: ubuntu 9.04 oolite 1.73.4 + OXP's works but many errors
Replies: 5
Views: 2416

list of bugs and oxp's working on fixing

this space (reply) reserved for future list of oxp's and bugs and links to updates once have identified specific bugs or errors will post status for each which i am collaborating on here while currently looking into the ones mentioned in originating post above. it is just me trying to be overly orga...
by wildstar
Tue Dec 01, 2009 8:45 am
Forum: Testing and Bug reports
Topic: ubuntu 9.04 oolite 1.73.4 + OXP's works but many errors
Replies: 5
Views: 2416

ubuntu 9.04 oolite 1.73.4 + OXP's works but many errors

hi i use ubuntu 9.04 and installed oolite using by adding the repositories : Ubuntu 9.04 'Jaunty Jackalope' Test packages (Official Releases): deb http://debs.oolite.org/ jaunty test deb-src http://debs.oolite.org/ jaunty test the only thing i needed to do was create an AddOns folder $HOME/.Olite/Ad...
by wildstar
Tue Dec 01, 2009 4:11 am
Forum: Testing and Bug reports
Topic: Fugitive battleship?
Replies: 19
Views: 5364

Welcome to the forums Wildstar - and yes - the possibilities are indeed, seemingly endless! :wink: used to play elite on c=64 now playing Oolite on ubuntu Yeh, me too! (with Elite+ and Frontier on the Amiga, and Elite in MS-DOS on the PC, and then Frontier on the PC and then Elite:TNK and then fina...
by wildstar
Tue Dec 01, 2009 3:14 am
Forum: Discussion
Topic: Can't get that Caduceus!!
Replies: 50
Views: 15571

Is it still prone to crashing into things ? I think that's some oolite internal problem, at least if you use a version which has the quaternions fixed or play trunk which automatically fixes those values. I myself found that crashes with fuel stations are much less likely if I rebuild the cache eve...
by wildstar
Tue Dec 01, 2009 3:11 am
Forum: Discussion
Topic: Can't get that Caduceus!!
Replies: 50
Views: 15571

@Sendraks, Have you tried the latest version? The speed is down to .4LM, among other stat changes. There's a few surprises thrown into the mix as well. :) This is a very rare occurrence: Not one Caddy cruising through a system, but two. [[img removed for space conservation]] Soon after this shot wa...
by wildstar
Tue Dec 01, 2009 2:54 am
Forum: Discussion
Topic: How many missiles is too many?
Replies: 35
Views: 5733

But does it make sense for a capital ship or even a station to be such limited?Not that there aren't ways to work around it if desired anyway... i agree that huge capital ships should have greater amount of missiles but they too need a random cap somewhere between 34 and 150 missiles in total depen...