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More details in this thread.
More details in this thread.
Search found 106 matches
- Sat Jan 22, 2011 1:50 am
- Forum: Suggestion Box
- Topic: Safety switch for weapons?
- Replies: 56
- Views: 26213
Re: Safety switch for weapons?
As I said, the turrets are not uncontrollable. If you release target lock, they stop firing. Also, they fire only against the current hostile target, which is quite different from 'uncontrollable'. If you have friendlies nearby and are worried that they may get hit, disable the turrets and try to l...
- Sat Jan 22, 2011 1:35 am
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 124664
Re: Galactic Navy Strikes Back
Fear not, sir! I make no claims to any ideas - Just running with a concept...!
- Fri Jan 21, 2011 11:12 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 124664
Re: Galactic Navy Strikes Back
It would be awesome to have a mod derived from GalNavy, where you sign up for a "tour of duty" on a Behemoth. Not seen many mods where you are associated with a "base" or ship. It might be tricky to represent the ship's travels between stars with the player on board. Unless your ...
- Fri Jan 21, 2011 11:04 pm
- Forum: Suggestion Box
- Topic: Safety switch for weapons?
- Replies: 56
- Views: 26213
Re: Safety switch for weapons?
How so? What about "U" (ident deactivation)? Being able to use the target lock enemies is essential in dogfights. Your rationale is that a turreted ship should have uncontrollable weapons to offset the "uber" power - Where does that make any sense? Basically I want to use my tur...
- Fri Jan 21, 2011 10:53 pm
- Forum: Suggestion Box
- Topic: Safety switch for weapons?
- Replies: 56
- Views: 26213
Re: Safety switch for weapons?
It doesn't quite seem realistic to me that a weapons system would be installed which the plot had no control over. With lasers or missiles, you can simply not fire them. With turrets, there is no such option. Yes there is: Release your target lock. Only to have it relock a second later. Turret togg...
- Fri Jan 21, 2011 10:47 am
- Forum: Expansion Pack
- Topic: TG 2 OXP
- Replies: 121
- Views: 37311
Re: WIP - ToughGuys 2
TG2 looks like fun! I'm glad I bought a caddy - I think the damage control node might be needed!
- Thu Jan 20, 2011 11:15 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 124664
Re: Galactic Navy Strikes Back
@Nemoricus:
Cheers for that, sir! Looking forward to future versions...For now, I'll continue to enjoy the OXP!
Cheers for that, sir! Looking forward to future versions...For now, I'll continue to enjoy the OXP!
- Thu Jan 20, 2011 11:12 pm
- Forum: Expansion Pack
- Topic: How many people use the Fuel Tank OXP?
- Replies: 26
- Views: 6535
Re: How many people use the Fuel Tank OXP?
Mostly to collect their "Elite Pilot's Pension"...El Viejo wrote:It's you 'silver spacers' that cause the queues at stations.TGHC wrote:You young whippersnappers are always in a hurry
- Thu Jan 20, 2011 11:10 pm
- Forum: Expansion Pack
- Topic: How many people use the Fuel Tank OXP?
- Replies: 26
- Views: 6535
Re: How many people use the Fuel Tank OXP?
Not everyone can be bothered with sun-scooping.TGHC wrote:So whatever happened to sun skimmimg, why waste a missile pylon.
I'd rather get on my way and get the job done.
- Thu Jan 20, 2011 11:09 pm
- Forum: Suggestion Box
- Topic: Safety switch for weapons?
- Replies: 56
- Views: 26213
Re: Safety switch for weapons?
Totally agree!Mauiby de Fug wrote:It doesn't quite seem realistic to me that a weapons system would be installed which the plot had no control over. With lasers or missiles, you can simply not fire them. With turrets, there is no such option.
- Thu Jan 20, 2011 11:07 pm
- Forum: Suggestion Box
- Topic: Safety switch for weapons?
- Replies: 56
- Views: 26213
Re: Safety switch for weapons?
Let's be logical.DaddyHoggy wrote:Shouldn't the balance of owning a ship with turreted weapons be the simple fact that sometimes they f*ck up on your behalf?
Don't you think by the year 3000AD that someone might have invented an 'off' switch for plasma flak turrets?
- Thu Jan 20, 2011 5:24 pm
- Forum: Discussion
- Topic: Oolite Darwin Awards
- Replies: 278
- Views: 170237
Re: Oolite Darwin Awards
Extermination patrol today in my Caduceus Omega, decided to clean up one of the Anarchy systems in G1. Launched from the station and soon got involved in a large rolling battle with 6 or seven pirates. With plasma flak turrrets blazing I blasted them to hades. Last target was a Pirate-Python, I hit ...
- Thu Jan 20, 2011 3:52 pm
- Forum: Suggestion Box
- Topic: Safety switch for weapons?
- Replies: 56
- Views: 26213
Re: Safety switch for weapons?
On the same (sort of ) subject... Could there be implemented a safety for the plasma turrets in game? When in a battle alongside allies or stations, sometimes my caddy's guns blast away and I get into deep trouble over a "friendly fire incident!"... It would be cool to toggle turrets off, ...
- Thu Jan 20, 2011 3:43 pm
- Forum: Expansion Pack
- Topic: How many people use the Fuel Tank OXP?
- Replies: 26
- Views: 6535
Re: How many people use the Fuel Tank OXP?
I always have my missile slots at least 50% filled with fuel tanks. They are really useful for long-range delivery missions, or those times when the witch-drive sucks the tank dry! I really think it is strange why Oolite spaceships by default do not carry extra tanks or can have cargo space filled w...
- Tue Jan 18, 2011 9:42 am
- Forum: Testing and Bug reports
- Topic: Wormhole scanner bug on enemy ship?
- Replies: 24
- Views: 3558
Re: Wormhole scanner bug on enemy ship?
I am wondering if the OXP "cargo wrecks teaser" might have caused the crash, as I was running it with another cargopod OXP.
I removed cargo wrecks in any case, as the crash only happened in my 1st play session with this mod...
I removed cargo wrecks in any case, as the crash only happened in my 1st play session with this mod...