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- Fri Oct 16, 2015 2:29 pm
- Forum: Discussion
- Topic: Spacebars
- Replies: 9
- Views: 10654
Re: Spacebars
I was referring to key_autodock (fast (real world time) docking at main stations) as opposed to key_autopilot; at non-main stations, these are the same.
- Fri Oct 16, 2015 2:21 pm
- Forum: Expansion Pack
- Topic: [Release]Missile warning
- Replies: 18
- Views: 16951
Re: missile warner
Well, thanks, but... my personal favourite is the Loud Alarm Clock Buzzer Seriously ? Imagine you need to hear that all the time in a furball with assassins, maybe with some barracudas (from Aquatics OXP) equipped with pylon reloader, so 12 missiles per ship in total ? Anyway, so Sampling Plus 1.0 a...
- Fri Oct 16, 2015 1:53 pm
- Forum: Discussion
- Topic: Split: Missile System Display
- Replies: 23
- Views: 8881
Re: Split: Missile System Display
And knowing your current target is also essential so I can't see why you feel you don't need it. There are 3 other ways it is displayed: scanner targeting enhancement...okay, you have to have your current target within your current view for that Combat MFD After locking onto it (by cycling with key...
- Thu Oct 15, 2015 8:30 pm
- Forum: Discussion
- Topic: Split: Missile System Display
- Replies: 23
- Views: 8881
- Thu Oct 15, 2015 8:00 pm
- Forum: Discussion
- Topic: Split: Missile System Display
- Replies: 23
- Views: 8881
Re: Other Space-sims
I see a target, I target it (T) and then I launch a missile (M). Rinse and repeat. No need to make anything visible or select the next missile or anything. Assuming I don't want to select different missiles. Every time you want to target e.g. a whormhole you cannot use key_target_missile to target ...
- Thu Oct 15, 2015 6:48 pm
- Forum: Discussion
- Topic: Split: Missile System Display
- Replies: 23
- Views: 8881
Re: Other Space-sims
Oolite needs two key presses to fire a missile, target and fire. I don't think that's too many. It also requires to make the available missiles visible, since every time something is targeted that cannot be fired a missile upon, they are no longer, and then selecting it, and previously you need to ...
- Thu Oct 15, 2015 5:47 pm
- Forum: Expansion Pack
- Topic: [Release]Missile warning
- Replies: 18
- Views: 16951
Re: missile warner
Soundbible.com and slicing with audacity can help also. Unfortunately I can't find something that is in the public domain and sounds sufficiently alarming, but not too annoying, so that one can listen to it so often. The ladder condition is much harder to fulfill as it may seem... A few others are ...
- Thu Oct 15, 2015 5:36 pm
- Forum: Outworld
- Topic: Other Space-sims
- Replies: 7
- Views: 5414
Re: Other Space-sims
http://a-astra.com/ It's just a small project of a single person, but it's much better than oolite in a few aspects. For instance, you can configure everything about the way of control you want to use, in an UI as is the standard in a normal program. The way of control is generally easier and straig...
- Wed Oct 14, 2015 7:30 pm
- Forum: Expansion Pack
- Topic: [Release]Missile warning
- Replies: 18
- Views: 16951
[Release]Missile warning
I should have my first OXP almost ready (tested successfully :) ): In the core game, a sound is played only at the launch of a missile at you, but not later on when the missile is still there. This is a problem, the missile may not get destroyed by auto ECM, or I may want to shoot something else pre...
- Wed Oct 14, 2015 10:51 am
- Forum: Discussion
- Topic: Spacebars
- Replies: 9
- Views: 10654
Re: Spacebars
Invest in Docking Computers, and locating entrances is irrelevant... ;) Not quite. Using "fast dock" at non-main stations results in the slow docking sequence running, you don't want to watch that every time. Moreover, it can result in BOOM press space, e.g. try at a deep space dredger. I...
- Wed Oct 14, 2015 12:52 am
- Forum: Discussion
- Topic: BOOM press space out of nowhere
- Replies: 2
- Views: 2106
Re: BOOM press space out of nowhere
Latest.log is truncated once it reaches 1 GB. At the end, not the beginning, so the newest events are missing...Norby wrote:[wiki]LogEvents[/wiki]:
EDIT
I've stripped it down to only log damage going through the shields...that will work, hopefully.
- Wed Oct 14, 2015 12:00 am
- Forum: Expansion Pack
- Topic: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)
- Replies: 123
- Views: 107678
Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)
Bug in case there is more than one "grateful ex-slave" in the queue: It took a long time until I happened to come through the first system, had the meal, then it told me about the message I have in my inbox which should tell me about the credits I got in addition to the meal. But it instea...
- Tue Oct 13, 2015 6:12 pm
- Forum: Discussion
- Topic: Caduceus Alpha
- Replies: 26
- Views: 26539
Re: Caduceus Alpha
But the Vortex in addition is scripted to not need maintenance overhauls as stated. That is unique to the Vortex, and is nothing to do with the equipment repair script. For those interested, it's at the end of shipWillDockWithStation in vortex_player.js (lines 231 and 232) which does an overhaul at...
- Tue Oct 13, 2015 6:00 pm
- Forum: Discussion
- Topic: BOOM press space out of nowhere
- Replies: 2
- Views: 2106
BOOM press space out of nowhere
Can I know what kind of event it was that killed me at least ? Some kind of logging perhaps ? This commander was a pure iron man still when he just had become deadly 8) , flying an iron-assed military manta ray. It happened in witchspace while ship was in good condition (shields green) without any w...
- Tue Oct 13, 2015 1:29 am
- Forum: Discussion
- Topic: Squeaky clean assassins.
- Replies: 57
- Views: 26635
Re: Squeaky clean assassins.
Assassins that spawn with a bounty also will attack the player while he's still in the aegis of the previous system. I am afraid I don't understand this. Might you try to put the point in a different, clearer way, perhaps? Assassins do not only lurk near witchpoints but also in the station aegis. O...