Search found 157 matches
- Wed Jun 03, 2020 6:32 pm
- Forum: Expansion Pack
- Topic: Lave is Earth OXP (8k Textures)
- Replies: 20
- Views: 15759
Re: Lave is Earth OXP (8k Textures)
Wow, just wow!
- Wed Jun 03, 2020 5:38 am
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Key setting here is lane width - wider lane, less mass locks (bear in mind that it's a square of the width however). So if you're compiling it yourself then it's a simple thing to tinker with. I'll tinker with the lane width and see what happens. Have you got population control oxp installed by any...
- Mon Jun 01, 2020 4:35 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Playing the rescaled Oolite I rarely run across other ships.
Even in systems with more than 1.000 entities (according to an entity dump) I usually only see assassins luriking at the witchpoint.
Even in systems with more than 1.000 entities (according to an entity dump) I usually only see assassins luriking at the witchpoint.
- Thu May 28, 2020 1:58 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
It seems the offender is the Griff MultiDecal Cobra3.Okay, then I'll start digging around to find the one to "blame"
There's a semicolon missing in the shipyard.plist.
- Thu May 28, 2020 12:34 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Okay, then I'll start digging around to find the one to "blame"
- Thu May 28, 2020 9:58 am
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Firstly, I'm a bit confused by your message as you mention both github and trunk. I downloaded the source from Github and modified it according to your post a few pages back. Trunk refers to the unmodified source. NSPropertyList.m is not a file that I have changed directly in this version of the ex...
- Thu May 28, 2020 8:32 am
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Bug report: I used the latest revision from Github and the RescalePlus.oxp When I replace the OOlite binary with the latest version from trunk it works (even with the RescalePlus.oxp still in place). Random Hits does not work with the rescaled game. According to the log it gets loaded but there is n...
- Wed May 27, 2020 4:23 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Thinking about it your point of view makes sense - especially when considering the maths.
I guess my preference for the older distance calculation is based on roughly 4 decades of Elite / Oolite but I'm sure I'll adapt.
I guess my preference for the older distance calculation is based on roughly 4 decades of Elite / Oolite but I'm sure I'll adapt.
- Wed May 27, 2020 2:30 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Now that I have a working Linux build (thanks to Commander_X): I really like the way the game play / immersion changes. However, I'd rather don't reduce the reported distance from STE as, for me, the distances seem to be too small. What I would change is the reported unit from km to gm (galacitc mil...
- Mon May 18, 2020 4:05 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
I think that releasing a binary would go a long way to enabling more extensive testing. Just a zip file with the oolite.app and AddOns folders should be all that is needed. Fair enough, I'll give that a go. Yeah, that would be great as I haven't managed yet to compile Oolite on my system (Slackware...
- Wed May 06, 2020 6:39 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 804
- Views: 407235
Re: Split: Re-scaling experiment
Is there a (preferrably Linux) build of your modifications available?
- Sat Nov 18, 2017 6:59 pm
- Forum: Testing and Bug reports
- Topic: Missiles can talk?
- Replies: 11
- Views: 13072
Re: Missiles can talk?
That already happened in the past ...
https://bb.oolite.space/viewtopic.php?f= ... 45#p242687
https://bb.oolite.space/viewtopic.php?f= ... 45#p242687
- Mon Jul 24, 2017 4:05 pm
- Forum: Expansion Pack
- Topic: [Split] Convoys OXP
- Replies: 65
- Views: 96721
Re: Larger convoys
If it is expected, although seldom, it's fine by me.Of course we can fix this by increasing the "min" values of escorts but I think better if we leave this as is, because the original goal is to make some new fleets which was not seen before.
- Mon Jul 24, 2017 12:57 pm
- Forum: Expansion Pack
- Topic: [Split] Convoys OXP
- Replies: 65
- Views: 96721
Re: Larger convoys
Nice idea ... but I'm not sure if it works as intended.
I just stumbled (in a dictatorship) across a convoy consisting of 5 Boas and 2 Asps - strange combination.
I just stumbled (in a dictatorship) across a convoy consisting of 5 Boas and 2 Asps - strange combination.
- Sun Jul 23, 2017 9:39 am
- Forum: Expansion Pack
- Topic: Xenon UI OXP
- Replies: 227
- Views: 167525
Re: Xenon UI OXP
Thanks!