Search found 299 matches
- Tue Sep 29, 2015 5:51 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)
- Replies: 67
- Views: 30344
Re: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)
The RRS discount version of the flight formation computer is not replaced by the non-discount version when bought, is not primable and does not work. The non-discount version does, if bought separately. While I'm probably one of the only ones still /deliberately/ using this version of the OXP for p...
- Tue Sep 29, 2015 2:24 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)
- Replies: 67
- Views: 30344
Re: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)
The RRS discount version of the flight formation computer is not replaced by the non-discount version when bought, is not primable and does not work. The non-discount version does, if bought separately.
- Tue Sep 29, 2015 2:19 pm
- Forum: Expansion Pack
- Topic: [Updated Release] Turret Toggler 1.1
- Replies: 26
- Views: 27880
Re: [Updated Release] Turret Toggler 1.1
restoreSubEntities() and subEntities .remove() modify the ship's service level when called, the first sets it to full, the second reduces it somewhat. It freed me from needing maintenance overhauls. I fixed it for now by getting and restoring player.ship.serviceLevel at the 4 places where they are c...
- Mon Sep 28, 2015 7:18 pm
- Forum: Expansion Pack
- Topic: Pirate Coves
- Replies: 48
- Views: 29521
Re: Pirate Coves
A few suggestions for the update: This OXP makes the search for rock hermits much more dangerous. (Without a strong fighter ship at least, though Vortex pirates can also come out :shock: ) It should therefore make normal hermits more effective to dock with. They should sell thrice as much precious m...
- Mon Sep 28, 2015 1:49 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6887
- Views: 2115494
Re: Screenshots
Arriving in Xeines system (Sector 3) after a 6.8 LJ jump from Razari with two contracts in the 5 digit range and several others. I counted about 30 assassins! Xeines is a horrible assassin nest. The better route between top left and bottom right is through Qurexein. Only a monarchy and shorter jump...
- Fri Sep 25, 2015 9:02 pm
- Forum: Expansion Pack
- Topic: (Release) Station Dock Control OXP
- Replies: 220
- Views: 181719
Re: (BETA) Station Dock Control OXP
I just payed some 10-20 dock/relaunch cycles, fast-forwarding the time in between, for getting a lift from Usle to either Enonla or Biorle. That should have been several ingame hours. That despite the fact that the chance should have been 20% that some ship jumps there. Most reliable are Anacondas, ...
- Fri Sep 25, 2015 2:54 pm
- Forum: Suggestion Box
- Topic: Selected system versus route information?
- Replies: 10
- Views: 7530
Re: Selected system versus route information?
...could they have displayed the deadline of the contract(s) leading there so you can judge under how much time pressure you are ? Don't need that - too much clutter! Or displaying only the deadline of that contract that has the tightest one, from all of those leading to that destination ? Perhaps ...
- Fri Sep 25, 2015 2:19 pm
- Forum: Suggestion Box
- Topic: Selected system versus route information?
- Replies: 10
- Views: 7530
Re: Selected system versus route information?
calculate the time needed/the distance between 2 arbitrary systems. Use Oolite Interactive Map : click on the start then shift+click on the target system. Seems it can only calculate by minimizing the number of jumps instead of minimizing travel time ? Almost useless then, sorry (unless I'm missing...
- Fri Sep 25, 2015 2:01 pm
- Forum: Expansion Pack
- Topic: (Release) Station Dock Control OXP
- Replies: 220
- Views: 181719
Re: (BETA) Station Dock Control OXP
I'd like to keep the ability to ensure one cannot be stuck in witchspace. Remember, that can happen on your very first jump from Lave to Zaonce and you don't want to pay for that (credits) jump. I think it might be better to prevent the player from being able to fast-forward to a launch time at all:...
- Fri Sep 25, 2015 1:46 pm
- Forum: Suggestion Box
- Topic: Selected system versus route information?
- Replies: 10
- Views: 7530
Re: Selected system versus route information?
on the long-range chart, parcel/contract destination systems are marked with a red cross. Could those systems have their names displayed? More importantly...could they have displayed the deadline of the contract(s) leading there so you can judge under how much time pressure you are ? And is it perh...
- Thu Sep 24, 2015 11:01 pm
- Forum: Expansion Pack
- Topic: (Release) Station Dock Control OXP
- Replies: 220
- Views: 181719
Re: (BETA) Station Dock Control OXP
It's still a better solution to "getting stuck in interstellar space" than extra fuel tanks though. Paying several hours for a lift a few times along the route can potentially ruin your contracts. Only happens once or twice during a run normally, the other times there's more luck and you o...
- Thu Sep 24, 2015 5:57 pm
- Forum: Expansion Pack
- Topic: (Release) Station Dock Control OXP
- Replies: 220
- Views: 181719
Re: (BETA) Station Dock Control OXP
This addon is classified as neutral but that's not true. It makes the game a lot easier if used properly. It's the hitchhikers dream. I could go all the way from Tianve to Onrira and back without ever jumping more than 4.6ly when using my own fuel. Thus it becomes theoretically impossible to get stu...
- Thu Sep 24, 2015 2:18 pm
- Forum: Expansion Pack
- Topic: [Re-RELEASE] D.T.T. Planet Express 1.1 (Re-scaled)
- Replies: 19
- Views: 21612
Re: [Re-RELEASE] D.T.T. Planet Express 1.1 (Re-scaled)
the guns are far enough off the main axis that accuracy really drops at long range. That was weird yes, I think I had to aim accordingly. But still could hit larger ships at ~20km range. With a rear military laser. Often none of the pirates have injectors or military lasers or the ones with injecto...
- Thu Sep 24, 2015 2:06 pm
- Forum: Discussion
- Topic: Military Injectors
- Replies: 7
- Views: 4493
Re: Military Injectors
You can see the fuel bar go up a little at times, watching carefully. (Of course you don't gain any fuel still.)
- Wed Sep 23, 2015 7:47 pm
- Forum: Discussion
- Topic: Missile malfunction - bug or feature?
- Replies: 54
- Views: 29529
Re: Missile malfunction - bug or feature?
Guard your shyness, human slug-fish ?! But cargo canisters etc still don't decelerate. Anyway, my point was that the thing to do is what makes most sense gameplay/balancing wise. Even at cruising speed a fast ship can outrun a missile so-so (it comes nearer but the fuel is consumed in time). Adding ...