Search found 16 matches

by Nomad
Thu Dec 01, 2016 5:36 pm
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

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 ...
by Nomad
Wed Nov 30, 2016 6:43 pm
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

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...
by Nomad
Tue Nov 29, 2016 7:07 pm
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

Re: [Idea] Finite Probability Drive

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. :)
Maybe it could damage the Witchdrive and Injectors instead of requiring fuel.
by Nomad
Tue Nov 29, 2016 3:28 am
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

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...
by Nomad
Mon Nov 28, 2016 7:27 pm
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

Re: [Idea] Finite Probability Drive

... the jump ought to be (slightly) bigger than 1LY of fuel will get me.
The idea is that you stay in-system. 1LY would send you out of the system. I like the instant death idea.
by Nomad
Mon Nov 28, 2016 4:43 pm
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

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.
by Nomad
Fri Nov 25, 2016 2:04 am
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

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...
by Nomad
Wed Nov 23, 2016 6:00 pm
Forum: Expansion Pack
Topic: Thargoid's OXZ Adoption Thread
Replies: 28
Views: 31059

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.
by Nomad
Wed Nov 23, 2016 5:57 pm
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

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...
by Nomad
Wed Nov 23, 2016 7:45 am
Forum: Expansion Pack
Topic: [Idea] Finite Probability Drive
Replies: 22
Views: 14607

[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...
by Nomad
Wed Nov 23, 2016 6:51 am
Forum: Expansion Pack
Topic: Thargoid's OXZ Adoption Thread
Replies: 28
Views: 31059

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...
by Nomad
Wed Nov 23, 2016 5:54 am
Forum: Expansion Pack
Topic: [RELEASE] - Synchronised Torus 1.0 (2015-12-14)
Replies: 38
Views: 35609

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 ...
by Nomad
Fri Nov 18, 2016 6:13 pm
Forum: Expansion Pack
Topic: Designing a HUD - without trial and error
Replies: 3
Views: 4146

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?
by Nomad
Wed Nov 16, 2016 10:05 pm
Forum: Expansion Pack
Topic: Designing a HUD - without trial and error
Replies: 3
Views: 4146

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)...
by Nomad
Thu Nov 03, 2016 4:50 am
Forum: Expansion Pack
Topic: Xenon UI OXP
Replies: 227
Views: 164765

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" ...