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More details in this thread.
More details in this thread.
Search found 32 matches
- Sun Mar 26, 2006 5:37 pm
- Forum: Suggestion Box
- Topic: Headlights
- Replies: 27
- Views: 19574
- Sun Mar 26, 2006 5:31 am
- Forum: Testing and Bug reports
- Topic: Cargo is destroyed after jettisoning it two times rev. 366
- Replies: 4
- Views: 5503
Cargo is destroyed after jettisoning it two times rev. 366
Requeriments: cobra mkIII with fuel scoops, 1 cargo item To reproduce (works 100% of the times): - Empty your cargo bay at station and buy 1 item - Exit station, get some distance and STOP - Jettison cargo (d key) - Do a 180º and scoop the cargo back, STOP - Try to jettison this same cargo again - C...
- Sun Mar 26, 2006 5:27 am
- Forum: Testing and Bug reports
- Topic: Wormholes, sometimes broken - r.364
- Replies: 2
- Views: 3795
I noticed this bug today again: I went through a wormhole and nothing happened, 2 other AIs (escorts to the wormhole opener) got stuck to the wormhole like flies into sticking paper. And then after a while they got sucked into it, and i could use it too... weird Couldn't find a way to reproduce it :...
- Sun Mar 26, 2006 5:20 am
- Forum: Suggestion Box
- Topic: Headlights
- Replies: 27
- Views: 19574
So far what i have done is: - indicators for all entities inside scanner range with distance to them displayed - no extra data, this just makes targetting easier, and something like this could go into an EQ_ - in addition all cargo containers show their contents when they're targetted OR in combinat...
- Sat Mar 25, 2006 9:18 pm
- Forum: Suggestion Box
- Topic: Headlights
- Replies: 27
- Views: 19574
On a more practical note: Could you share the code you are using for delaying the detonation of the target container? Do you use 'performScriptOnTarget' to set off the target? Do you introduce customised cannisters with weaponenergy? I don't have enough knowledge of the code to do the explosion par...
- Sat Mar 25, 2006 8:29 pm
- Forum: Suggestion Box
- Topic: Headlights
- Replies: 27
- Views: 19574
You'd need a neutron-emitting scanner, I think, to trigger a cascade in radioactives...and then only enrighed ores would detonate. (Radioactives in elite ARE usefull ores rather than radioactive waste, nukes or irradiated trash as in most space trading games) Hmm that made me think that instead of ...
- Fri Mar 24, 2006 9:21 pm
- Forum: Testing and Bug reports
- Topic: Wormholes, sometimes broken - r.364
- Replies: 2
- Views: 3795
Wormholes, sometimes broken - r.364
To reproduce - wait outside station - follow the first ship that exits it - in a while that ship will create a wormhole - try to enter the wormhole - if it was the only AI ship around the wormhole will work , if there are another AI ships around the wormhole won't work and the other AI ships will tr...
- Fri Mar 24, 2006 7:18 pm
- Forum: Suggestion Box
- Topic: Headlights
- Replies: 27
- Views: 19574
Version 2 of the advanced targetting patch, this time it only displays distance (no ship name nor legal status) of entities in radar range, maybe with all the info it was too easy? Index: src/Core/HeadUpDisplay.m =================================================================== --- src/Core/HeadUp...
- Fri Mar 24, 2006 6:11 pm
- Forum: Discussion
- Topic: Help! Missiles scrap my ship
- Replies: 13
- Views: 7950
- Fri Mar 24, 2006 1:58 am
- Forum: Suggestion Box
- Topic: Headlights
- Replies: 27
- Views: 19574
When my hand heals a bit and it's not quite as uncomfortable to type as it is now, I was thinking of looking at doing an Advanced Naval Targeting System - which can highlight all targets in range (much like the scanner targeting enhancement does for a single target). I did start looking at the HUD ...
- Sun Oct 30, 2005 6:48 pm
- Forum: Testing and Bug reports
- Topic: Occasional random memory gobbling
- Replies: 22
- Views: 17480
I saw an almost-OOM in rev 171, but i thought it was normal because i saw you added a few NSAutoreleasePool in 172. The game went totally unresponsive and top reported 639Mb VIRT. Then it became playable again for a while, then again unresponsive for a few times. Until it was frozen for a long time,...
- Wed Oct 26, 2005 4:48 pm
- Forum: Discussion
- Topic: Carrier Market
- Replies: 15
- Views: 16119
- Tue Oct 25, 2005 1:29 pm
- Forum: Discussion
- Topic: Behemoth
- Replies: 23
- Views: 21403
I found a behemouth after a whichspace misjump, it was a great fight with all the behemouth turrets firing... unluckily it didn't survived but i had enough fuel anyways. If you want to be a bit flash, you can always line up in front of them, and then reverse in, by dropping your speed..... I though ...
- Mon Oct 24, 2005 4:08 pm
- Forum: Discussion
- Topic: Behemoth
- Replies: 23
- Views: 21403
- Sun Oct 16, 2005 3:50 pm
- Forum: Discussion
- Topic: Carrier Market
- Replies: 15
- Views: 16119
Yay! Thanks!aegidian wrote:To set that key to 'L' in AddOns/keyconfig.plist add the following:-
Code: Select all
<key>key_contract_info</key> <integer>76</integer><!-- 'L' -->