Search found 32 matches
- Mon Apr 24, 2006 11:15 pm
- Forum: Suggestion Box
- Topic: Development:Dynamic Oolite
- Replies: 5
- Views: 5035
- Sun Apr 23, 2006 11:46 pm
- Forum: Expansion Pack
- Topic: Playing with the HUD design
- Replies: 50
- Views: 35629
- Sat Apr 15, 2006 8:22 pm
- Forum: Discussion
- Topic: External View
- Replies: 14
- Views: 9826
IFrom there would would be able to move the camera around by zooming and rotating, so that you could get any angle you liked while you were out there, always with your ship as the focus. The problem with that (for me) is the number of key presses it requires to move the viewpoint and manoeuvre the ...
- Fri Apr 14, 2006 4:40 pm
- Forum: Discussion
- Topic: Advanced Naval Targeting System
- Replies: 43
- Views: 23281
- Fri Apr 14, 2006 2:29 pm
- Forum: Discussion
- Topic: Port/Starboard Lasers
- Replies: 20
- Views: 15426
I am with Odo987 : Lasers should be top and bottom. In this case, they would really become very usefull. Maybe in the OXP should there be an option to tell where should be the laser mounting (and thus which direction we should look at with the F1 to F4 keys) The view directions can be changed in th...
- Thu Apr 13, 2006 7:40 pm
- Forum: Discussion
- Topic: Port/Starboard Lasers
- Replies: 20
- Views: 15426
I've never been able to use them either. I've always wished there were top or bottom laser mounts. The roll-pitch combination would make them uniquely controllable. I've got a military laser front and aft, but a top or bottom mounted mining laser would be very welcome. bottom mounted laser! would b...
- Wed Apr 12, 2006 5:16 pm
- Forum: Discussion
- Topic: Solar Trips
- Replies: 4
- Views: 4867
Come to think of it, others ought to be using the same logic for refuelling, so there ought to be a sparesly-populated witchpoint->sun lane. Actually, anybody who is near to a station doesn't needs to go to the sun to refuel (fuel prices in Oolite are very cheap). It makes much more sense to popula...
- Sun Apr 09, 2006 9:43 pm
- Forum: Discussion
- Topic: Mouse control: more mouse buttons + mousewheel
- Replies: 11
- Views: 8542
Right button is recentre virtual joystick, which is a lot more important. :-) more important? i just noticed it recentered when i tried the trunk (i was using FancyTargetter branch, which doesn't do that) But it does both, first recentres, and if you keep pressing the injectors work, well, actually...
- Sun Apr 09, 2006 3:31 am
- Forum: Discussion
- Topic: Mouse control: more mouse buttons + mousewheel
- Replies: 11
- Views: 8542
Mouse control: more mouse buttons + mousewheel
Hi I tried the mouse control (shift-m while fullscreen) and found that with only one hand in the keyboard it was a bit difficult to get to the keys at the other side, especially fuel injection (i), and less important others like missile firing (m) or radar de-zooming (shift-z) too. So i thought it w...
- Sun Apr 02, 2006 12:27 am
- Forum: Testing and Bug reports
- Topic: Input (SDL only?) problems with consecutive mission screens
- Replies: 2
- Views: 3457
- Sat Apr 01, 2006 8:20 pm
- Forum: Discussion
- Topic: About Escape Pods and Crew Members ...
- Replies: 14
- Views: 9724
Re: About Escape Pods and Crew Members ...
I mean, i think this should be enhanced: a) you may be paid more than regolar slave price by insurance company) Wasn't there in some version of Elite (don't remember which) a "lawful" rating and a "criminal" one too? If you had enough rating you could do more complex/better_payi...
- Sat Apr 01, 2006 8:02 pm
- Forum: Testing and Bug reports
- Topic: Input (SDL only?) problems with consecutive mission screens
- Replies: 2
- Views: 3457
Input (SDL only?) problems with consecutive mission screens
I am noticing input "stuckiness" when selecting an option in consecutive mission screens. That is, i click return selecting an option in mission_screen_1, and then the default option of mission_screen_2 gets selected. I have made a test oxp (available on demand) with 5 consecutive mission ...
- Tue Mar 28, 2006 5:15 am
- Forum: Testing and Bug reports
- Topic: Cargo is destroyed after jettisoning it two times rev. 366
- Replies: 4
- Views: 5533
- Sun Mar 26, 2006 10:28 pm
- Forum: Discussion
- Topic: Advanced Naval Targeting System
- Replies: 43
- Views: 23281
Great! just bought mine :P What about some range indication for the non-selected targets? In example, alpha value of the reticle decreases with distance: Index: src/Core/HeadUpDisplay.m =================================================================== --- src/Core/HeadUpDisplay.m (revision 370) ++...
- Sun Mar 26, 2006 8:24 pm
- Forum: Suggestion Box
- Topic: Headlights
- Replies: 27
- Views: 19721
Re: While I'm all in favour of patches...
@oO: Do you think we could please have them posted under new topic titles rather than appending them to this one topic. Then I could work through the issues with each small change at a time. Yea sure, i'll post them to new topics. EDIT: better if i do in the Expansion Pack forum, i guess. Or email ...