Search found 592 matches
- Thu May 15, 2025 5:18 am
- Forum: Expansion Pack
- Topic: (Release) Manual Witchspace Alignment
- Replies: 43
- Views: 38571
Re: (Release) Manual Witchspace Alignment
Being one of those rare pilots that cozies up to the Witchpoint Beacon, comes to a full stop, and then initiates a Hyperspace Jump... Whenever I tried this, the jump was borked by Oolite, and I got a message that I was too close to the beacon! Keep the Beacon off either your Port or Starboard side ...
- Thu May 15, 2025 4:51 am
- Forum: Discussion
- Topic: "Nearby ships, please stand by while we launch patrols"
- Replies: 2
- Views: 71
Re: "Nearby ships, please stand by while we launch patrols"
Somewhat often my docking will be delayed by the launch of a Viper Patrol consisting of between 10 and 25 ships getting spit out from a station in rapid succession. A quick perusal of the vast number of OXZ's/OXP's in use in my Ooniverse did not revel any obvious culprits although Enhanced Vipers an...
- Wed May 14, 2025 5:32 pm
- Forum: Expansion Pack
- Topic: (Release) Manual Witchspace Alignment
- Replies: 43
- Views: 38571
Re: (Release) Manual Witchspace Alignment
Being one of those rare pilots that cozies up to the Witchpoint Beacon, comes to a full stop, and then initiates a Hyperspace Jump the "must be moving at a certain speed" to make a Jump is not my personal idea of immersion. My belief is that DIRECTION is the more important factor in the Ju...
- Mon May 12, 2025 7:01 am
- Forum: Expansion Pack
- Topic: [Release] Start Locations Variety Pack
- Replies: 20
- Views: 1121
Re: [Release] Galactic Starts (Beta)
Sector Starts - Other Sector Starts - etc.
Start Otherwise - Start Elsewhere - etc.
Not @ Lave - Not Lave - etc.
Where Else To Start - Start Somewhere Else - etc.
Various Starts - Variable Starts - etc.
Start Otherwise - Start Elsewhere - etc.
Not @ Lave - Not Lave - etc.
Where Else To Start - Start Somewhere Else - etc.
Various Starts - Variable Starts - etc.
- Sat May 10, 2025 12:28 am
- Forum: Expansion Pack
- Topic: Fuel Station OXP
- Replies: 178
- Views: 96316
Re: Fuel Station OXP
Nicely Done - Much Appreciated Once Again !!
- Thu May 08, 2025 11:32 pm
- Forum: Expansion Pack
- Topic: [Split] Fuel Tweaks
- Replies: 66
- Views: 47492
Re: [Split] Fuel Tweaks
Would it be possible to get a FACELIFT version of this OXZ. None of the fuel additions and options or market changes or changes to Fuel Station's locations. It would be just an update to the look of the Fuel Stations and Fuel Satellites from what they are in Thargoid's Fuel Stations OXZ. Similar to ...
- Sun May 04, 2025 2:46 am
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 7621
- Views: 2245147
Re: Science Fiction Trivia
Dag nab-it - someone got there first !!
- Sat May 03, 2025 10:49 am
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 7621
- Views: 2245147
Re: Science Fiction Trivia
Indiana Jones and the Kingdom of the Crystal Skull. Indiana's Fedora. Only went with this one as the rest of the Indiana Jones movies were not exactly Science Fiction in the traditional sense. Even this one pushes the Sci-Fi elements to the end of the movie. If not acceptable there is another on my ...
- Sun Apr 20, 2025 1:51 pm
- Forum: Expansion Pack
- Topic: (WIP) Police Livery - development paused
- Replies: 32
- Views: 5402
Re: (WIP) Police Livery - development paused
Looking at in a different way based on the Police Forces here in the U.S. Local Police or Sheriff - A Viper Force for a Station. County Police or Sheriff - A Viper Force for a Planet and its Moons. State Police - A Viper Force for a Star System. Federal Police (F.B.I.) - A Viper Force for a Galaxy/S...
- Sun Apr 20, 2025 1:15 pm
- Forum: Expansion Pack
- Topic: Still mystified by cim's markets... HELP! (Please, help.)
- Replies: 10
- Views: 1084
Re: Still mystified by cim's markets... HELP! (Please, help.)
Best guess as to how to eliminate the original 17 commodities completely. You would have to override the default trade-goods.plist found at Oolite\oolite.app\Resources\Config . This could be done by placing a new trade-goods.plist at Oolite\AddOns\Config that does NOT contain the original 17 commodi...
- Sun Apr 20, 2025 12:35 pm
- Forum: Outworld
- Topic: World’s Largest Snake Newly Discovered In Amazon
- Replies: 4
- Views: 1217
Re: World’s Largest Snake Newly Discovered In Amazon
I am sorry but why did the giant snake not try to eat him, or at the very least bite him or constrict him, as he swam next to it in his white business shirt and street shorts. Could a scientific expedition with 15 scientists on board not have at least a single wet suit among them nor afford to buy o...
- Fri Apr 18, 2025 2:19 pm
- Forum: Expansion Pack
- Topic: (WIP) Police Livery - development paused
- Replies: 32
- Views: 5402
Re: (WIP) Police Livery
Have never done any work with A.I. scripts so it did not occur to me to look there. Very Interesting. Once Again - Live and Learn. Did do a quick flyby of a few Vipers that were in combat but failed to notice any flashing lights. Could be my ancient computer. Could be some of the OXZ's in use. Parti...
- Wed Apr 16, 2025 5:28 pm
- Forum: Expansion Pack
- Topic: (WIP) Police Livery - development paused
- Replies: 32
- Views: 5402
Re: (WIP) Police Livery
Really... Never noticed this behavior before, distance perhaps. Did a quick look at the Vipers in the default shipdata.plist and they do have the initially_on = no variable set for their Flashers. What then determines when the state of the Flashers changes as there was no condition_script attached t...
- Wed Apr 16, 2025 1:38 am
- Forum: Expansion Pack
- Topic: (WIP) Police Livery - development paused
- Replies: 32
- Views: 5402
Re: (WIP) Police Livery
Looks really good with some nice ideas. Too bad Flashers cannot be turned on and off. Ideally Galcop Vipers should have Flashers on when in pursuit or in combat. The Flashers would then be off when they are just cruising on by your ship.
- Wed Apr 16, 2025 1:28 am
- Forum: Expansion Pack
- Topic: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- Replies: 28
- Views: 1882
Re: The Assassins Guild Rebooted - Version 2.0 (Released 15/04/25)
Will it play nice with Additional Planets and Stations for Extra Planets or with Stranger's Worlds? Both of these add their own extra planets and stations.