Search found 299 matches
- Wed Sep 02, 2015 3:21 pm
- Forum: Expansion Pack
- Topic: Aquatics OXP
- Replies: 58
- Views: 41343
Re: Aquatics OXP
-The Orca destroyer appears as an anti-clean-parcel-courier assassin, is shown as police on intercept and makes the player fugitive when killing. -The Leviathan platform is shown as police, but does nothing. When attacked by assassins at the witchpoint and the platform sees it, both player and assas...
- Tue Sep 01, 2015 6:02 pm
- Forum: Outworld
- Topic: We're back - kinda!
- Replies: 41
- Views: 22416
Re: We're back!
I only was able to jump back here because of my extra fuel tank "cheat" though.
- Tue Sep 01, 2015 4:10 pm
- Forum: Discussion
- Topic: Ships for cranking up contract reputation
- Replies: 11
- Views: 4583
Re: Ships for cranking up contract reputation
Griff Boa is expensive (price in the list seems outdatet) and Porcupine costs 150k as well. Cobra 3 seems the better option. Or one of its "siblings" at the same price.
Looks like this is a gap in the market ? A small clumsy cheap frighter with 35TC.
Looks like this is a gap in the market ? A small clumsy cheap frighter with 35TC.
- Sun Aug 30, 2015 11:20 pm
- Forum: Discussion
- Topic: Ships for cranking up contract reputation
- Replies: 11
- Views: 4583
Ships for cranking up contract reputation
The most effective way of making money seem to be the precious metals cargo contracts. It's quite possible (actually, easy as it's enough to rebuy the cargo at the target planet :mrgreen: ) to work up the cargo reputation with 35TC cargo space, but I don't think I've seen a cargo contract with less ...
- Tue Aug 25, 2015 11:19 pm
- Forum: Expansion Pack
- Topic: Pirate Coves
- Replies: 48
- Views: 29214
Re: Pirate Coves
Pirate coves seem to be way too frequent in "safe" systems. It feels as if even in corporate states there's at least one pirate cove. Ships are launching reluctantly and one by one, not much of a challenge. Perhaps put a patrolling group of pirate fighters into the cove's "aegis"...
- Mon Aug 24, 2015 2:34 pm
- Forum: Expansion Pack
- Topic: Fuel Collector Release 0.06
- Replies: 102
- Views: 50487
Re: Fuel Collector Release 0.06
Without a strong fighter or iron ass the player is thargoid-dead then anyway. So far for the "theoretical" survivability. How does the position influence the generation of other ships ? My usual way of fighting thargoids generally included running away from them continuously, abusing the g...
- Sun Aug 23, 2015 8:58 pm
- Forum: Expansion Pack
- Topic: Fuel Collector Release 0.06
- Replies: 102
- Views: 50487
Re: Fuel Collector Release 0.06
Does that mean everyone has to discover it on his own because of some weird philosophy or does it mean none except very few developers even know about it until someone discovers it, from which point on it will likely be common knowledge ? I had a trader with escorts appear and open a wormwhole once ...
- Sun Aug 23, 2015 7:12 pm
- Forum: Expansion Pack
- Topic: Fuel Collector Release 0.06
- Replies: 102
- Views: 50487
Re: Fuel Collector Release 0.06
Its main justification from a balancing point of view is that it remedies one of the few serious flaws of vanilla Oolite: the ability to get stuck in interstellar space. A quick note: 1.79 without OXPs will not have this problem - it contains both a way to get out of interstellar space and some lig...
- Wed Aug 19, 2015 11:12 pm
- Forum: Discussion
- Topic: What's the exact condition for a ship to be destroyed ?
- Replies: 5
- Views: 3601
Re: What's the exact condition for a ship to be destroyed ?
It's more that low speed collisions mean instadeath. For instance, bounce with speed 10 against the station with a fresh Jameson. Okay, I just managed to bounce against the dock walls by not adapting to the station's rotation while docking and actually survived it. But at low speed the shields shoul...
- Wed Aug 19, 2015 9:09 pm
- Forum: Discussion
- Topic: What's the exact condition for a ship to be destroyed ?
- Replies: 5
- Views: 3601
Re: What's the exact condition for a ship to be destroyed ?
It also certainly seems that the presence of cargo and equipment enhances the survivability of the ship when hit onto the hull by being damaged!? It doesn't reduce the energy damage done by the attack, if that's what you mean. I think that's what I meant. So the presence of cargo and/or equipment d...
- Wed Aug 19, 2015 6:53 pm
- Forum: Discussion
- Topic: What's the exact condition for a ship to be destroyed ?
- Replies: 5
- Views: 3601
What's the exact condition for a ship to be destroyed ?
In particular, what happens if the energy banks are drained to zero but the main shields are still in green condition, as in this typical situation http://www.mediafire.com/view/ua9b9hbg8a7czui/energy.png where my rear laser just killed an asp mark II asassin and I wonder whether I should use some f...
- Wed Aug 19, 2015 4:35 pm
- Forum: Expansion Pack
- Topic: Asteroid Storm
- Replies: 70
- Views: 53002
Re: Asteroid Storm
I fire immediately when I can do so without hitting the station (which also happened a few times, I was Fugitive despite saving the station).
Once that the lasers are overheated anyway there's some time to move away from the station and the asteroid's course while the lasers are cooling.
Once that the lasers are overheated anyway there's some time to move away from the station and the asteroid's course while the lasers are cooling.
- Wed Aug 19, 2015 2:25 pm
- Forum: Expansion Pack
- Topic: Asteroid Storm
- Replies: 70
- Views: 53002
Re: Asteroid Storm
With 2 military lasers and 4 hard missiles I can destroy it only maybe 50% of the time. Biggest problem seems to be the random starting distance, with less than 5000 metres it becomes pretty much impossible. The NPCs seem to do weird things, they are activating ECM for no apparent reason, that can o...
- Thu Aug 13, 2015 9:06 pm
- Forum: Expansion Pack
- Topic: [Release] HUD Selector v1.17
- Replies: 155
- Views: 126815
Re: [Release] HUD Selector v1.16
Here is a savegame. Load it. Look in MFD setup, MFD #2 is set to DamageReportMFD. Launch. Not sure whether the damage report should be shown, but #2 shows useful_MFD_ etc which certainly shouldn't. Bug #1 of probably several related ones. Position #2 seems to be only able to show useful_MFD_. http:/...
- Thu Aug 13, 2015 3:44 pm
- Forum: Expansion Pack
- Topic: [Release] HUD Selector v1.17
- Replies: 155
- Views: 126815
Re: [Release] HUD Selector v1.16
Something about setting up the first 3, maybe 4 MFD positions in ExtraLarge HUDseems wrong. On #2 it's reset to useful_MFD_general_info every time, and on #1 and #3 it's reset to undefined. Positions on the right seem to work better.