Search found 16 matches
- Thu Dec 01, 2016 5:36 pm
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
Ok, so to recap, here is what I plan on having the FPD do... Instantly move the player to a random place within 5x scanner range, using a uniform distribution. Consume between 1 and 3LY of fuel (randomly). Upon use, the FPD will be damaged. If Breakable Witch Drive is installed, it will also have a ...
- Wed Nov 30, 2016 6:43 pm
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
Sounds logical if the gravity field in the possible exit points must be similar with the current level Since the sun is so close (and assumed to be much more massive than the planet), then it won't be a sphere. It would be a cloud of points (according to Newton's Law of Universal Gravitation ). Any...
- Tue Nov 29, 2016 7:07 pm
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
Maybe it could damage the Witchdrive and Injectors instead of requiring fuel.cbr wrote:I would use the FP drive whenever i would like to get out of immediate danger while not being able to use injectors
which means injector are damaged or LOW on fuel.
- Tue Nov 29, 2016 3:28 am
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
I think the distance from the Sun and the nearest planet could be the same after jump than before. Sounds logical if the gravity field in the possible exit points must be similar with the current level What do you mean by that? Also, how much fuel should it use? I plan on making sure there is at le...
- Mon Nov 28, 2016 7:27 pm
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
The idea is that you stay in-system. 1LY would send you out of the system. I like the instant death idea.... the jump ought to be (slightly) bigger than 1LY of fuel will get me.
- Mon Nov 28, 2016 4:43 pm
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
Here are two other ideas:
- Maybe it should be a consumable with a similar price to a Q-mine.
- It could transport other ships in the player's immediate proximity (within 2.5km) with the player.
Cmdr. Aiden Henessy,
Your idea sounds similar to the Stashes OXP.
- Maybe it should be a consumable with a similar price to a Q-mine.
- It could transport other ships in the player's immediate proximity (within 2.5km) with the player.
Cmdr. Aiden Henessy,
Your idea sounds similar to the Stashes OXP.
- Fri Nov 25, 2016 2:04 am
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
The disadvantage of doing things the way you suggest, appearing anywhere in the system, is that the odds are high that you will end up well off the normal routes, which means that you are much less likely to be attacked en route to the station. And with Torus drive that doesn't take much time, so u...
- Wed Nov 23, 2016 6:00 pm
- Forum: Expansion Pack
- Topic: Thargoid's OXZ Adoption Thread
- Replies: 28
- Views: 31460
Re: Thargoid's OXZ Adoption Thread
Thanks Norby, I'll do that. With regard to Retro Rockets, I have an alternative OXP idea that I may create instead: Finite Probability Drive.
- Wed Nov 23, 2016 5:57 pm
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
Re: [Idea] Finite Probability Drive
If this OXP were to be i would install it. Not only because if its name ;) First of all it would be usefull. And it would add a nice game mechanic. What i really like at this idea is that you dont know where you going to land. It would add some variety to the normal runs to the station. "The F...
- Wed Nov 23, 2016 7:45 am
- Forum: Expansion Pack
- Topic: [Idea] Finite Probability Drive
- Replies: 22
- Views: 14732
[Idea] Finite Probability Drive
Hello, After playing around some with Thargoid's [wiki]Retro Rockets OXP[/wiki] (which doesn't work out of the box for me), I had my own idea for an OXP: the Finite Probability Drive, which will *probably* get you away from danger. Here's what it would do... Upon activation, it would randomly move y...
- Wed Nov 23, 2016 6:51 am
- Forum: Expansion Pack
- Topic: Thargoid's OXZ Adoption Thread
- Replies: 28
- Views: 31460
Re: Thargoid's OXZ Adoption Thread
I am interested in Retro Rockets and Cargo Spotter, but I am very new to "the dark side" of Oolite, so someone else may be better-suited. Retro Rockets does not work in Oolite 1.84. I have already modified my local copy some, and it *almost* works correctly. The same is true for the kicker...
- Wed Nov 23, 2016 5:54 am
- Forum: Expansion Pack
- Topic: [RELEASE] - Synchronised Torus 1.0 (2015-12-14)
- Replies: 38
- Views: 35971
Re: [RELEASE] - Synchronised Torus 1.0 (2015-12-14)
I've experienced a bug on and off recently, but I'm not sure what the cause would be. Sometimes, when I sync the torus, the other ship "jumps" ahead in small increments (probably close to the 0.75s refresh period) until it gets past the 2500m mark. I then need to catch back up in order to ...
- Fri Nov 18, 2016 6:13 pm
- Forum: Expansion Pack
- Topic: Designing a HUD - without trial and error
- Replies: 3
- Views: 4169
Re: Designing a HUD - without trial and error
Thanks. Do you know when to use the ±1 and ±512 coordinate systems? Is there a difference between them, or is ±1 just a decimal form of the ±512 system?
- Wed Nov 16, 2016 10:05 pm
- Forum: Expansion Pack
- Topic: Designing a HUD - without trial and error
- Replies: 3
- Views: 4169
Designing a HUD - without trial and error
As a few of you may have seen, I did a partial rework of Coluber HUD CH01, and called it, appropriately enough, Coluber HUD CH02. Up until this point, I've been moving things around via trial and error. In other words, I do this... 1) Change something 2) Relaunch Oolite (while holding down shift) 3)...
- Thu Nov 03, 2016 4:50 am
- Forum: Expansion Pack
- Topic: Xenon UI OXP
- Replies: 227
- Views: 167615
Re: Xenon UI OXP
Hello, I am Nomad. I am fairly new to using Xenon UI, and I noticed a small error. As my goal is to seek out and sterilize imperfections ( https://youtu.be/Mw3zzMWOIvk ). It turns out that the current version of XenonUI does not show the map in RandomHits OXP missions. I have "sterilized" ...