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by szaumix
Mon Jun 20, 2022 5:08 am
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1368
Views: 731229

Re: Introduce Yourself.

I wonder if we could get a roll call going, where commanders show their stock oxp list. Might be interesting to see what everyone's Ooniverse setups look like after nearly two decades of customisation. Might also be a way to see what is common and what is not. Or not. Or another thread another time ...
by szaumix
Mon Jun 20, 2022 1:54 am
Forum: Testing and Bug reports
Topic: ILS
Replies: 7
Views: 2473

Re: ILS

I thought the ILS was automatically deactivated if you un-targeted the station. Is that not the case? It is the case, but when cycling through targets your direction changes dramatically the moment you select the station. Say there are 7 targets and it's a dogfight and I want to find this one targe...
by szaumix
Sun Jun 19, 2022 11:22 am
Forum: Expansion Pack
Topic: Normal, Specular and Gloss Maps Pack for 1.88+
Replies: 59
Views: 44392

Re: Normal, Specular and Gloss Maps Pack for 1.88+

Cholmondely wrote: Mon Jun 13, 2022 10:27 am
For example: is this supposed to be an Anaconda?
*chuckle* what fancypants Anaconda are you using that makes my lowly plebian anaconda so unrecogniseable? :shock:
by szaumix
Sat Jun 18, 2022 4:55 pm
Forum: Expansion Pack
Topic: The Shipyard at the End of the Ooniverse. Modeller's bit.
Replies: 357
Views: 383298

Re: The Shipyard at the End of the Ooniverse. Modeller's bit.

parameter is_template set to true, so the other ships in the core shipset (using like_ship ..oolite_template_cobra3 ) can use the same stats with a much smaller entry, adding only what it needs to differ from the template. This however doesn't suppress the initial template entry, or rather the core...
by szaumix
Sat Jun 18, 2022 1:07 pm
Forum: Expansion Pack
Topic: The Shipyard at the End of the Ooniverse. Modeller's bit.
Replies: 357
Views: 383298

Re: The Shipyard at the End of the Ooniverse. Modeller's bit.

It would be nice to have a matching area to the Scripter's cove to discuss the ins and outs of craft/station/building modelling and to help answer any general or specific queries. I'd like to know if anyone can tell me what exactly is meant by the words "suppress" and "replace" ...
by szaumix
Sat Jun 18, 2022 7:40 am
Forum: Expansion Pack
Topic: Perfectly balanced economics?
Replies: 78
Views: 21566

Re: Perfectly balanced economics?

I can't believe this just occurred to me. Stacks of goods that are in kgs and not tonnes should all take up at least 1TC per stack. Having massive amounts of grams in your pod makes sense but probably not kgs. This feature is already represented in Smugglers via compartment space, so how hard could ...
by szaumix
Sat Jun 18, 2022 3:16 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 739117

Re: Scripters cove

Thanks fellas. It occurs to me that it would be nice if there were a function to increase or decrease possibility of any given laser strength or missile type as a decimal -- as with other equipment. Still not sure if this is correct long ago I surmised that the laser I had was affecting the auto_wea...
by szaumix
Sat Jun 18, 2022 3:09 am
Forum: Testing and Bug reports
Topic: ILS
Replies: 7
Views: 2473

ILS

Two small quibbles about ILS. First is that it makes NPCs crash in and out of Salvage Gangs and Rock Hermits also using that station model. Second is that you can't sell it and it can't be activated/deactivated, meaning as soon as a station is targeted your ship goes nose-first to the ILS waypoint. ...
by szaumix
Fri Jun 10, 2022 2:06 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 739117

Re: Scripters cove

auto_ai in most cases is useful. Depending on the role a matching AI will be assigned. Personally, I only turn if off if a specific behavior aka custom AI is required. auto_weapons permits a change of the weapons defined in the shipdata.plist, therefore, a pulse laser could become a military laser ...
by szaumix
Fri Jun 10, 2022 1:50 am
Forum: Discussion
Topic: Do any of you play by an "honor code"?
Replies: 45
Views: 13667

Re: Do any of you play by an "honor code"?

I've read your post a couple of times, Stranger. Some great stuff to ponder. We think very much alike! Regarding balanced game – there is simple rule: honest game mechanics without any handicaps to NPC ships. Your Cobra Mk III must be identical to poor bastard’s Cobra Mk III Couldn't have put it bet...
by szaumix
Fri Jun 10, 2022 1:39 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 739117

Re: Scripters cove

OK so another question for those who know. Can anyone briefly expound on auto_weapons and auto_ai in the shipdata plist? What kinds of overrides -- specifically -- can I expect with them flagged as true? I'm in the middle of a shipdata_overrides.plist rebalance of core ship specs and, more significa...
by szaumix
Fri Jun 10, 2022 1:33 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 739117

Re: Scripters cove

You can use accuracy in js: https://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_Ship#accuracy If you use a random number with a minimum and a maximum function like: this.$getRndInteger = function(min, max) { return (Math.floor(Math.random() * (max - min + 1) ) + min); }; you should get a...
by szaumix
Tue Jun 07, 2022 5:15 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 799
Views: 401548

Re: Split: Re-scaling experiment

You could try this: In a shipdata-overrides.plist, put: { "oolite_template_coriolis-station" = { model_scale_factor = 1.5; // station 1.5 times bigger }; "oolite_template_dodecahedron-station" = { model_scale_factor = 1.5; }; "oolite_template_icosahedron-station" = { m...
by szaumix
Tue Jun 07, 2022 3:21 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 799
Views: 401548

Re: Split: Re-scaling experiment

Hard to argue with my all-time favourite Oolite modder :P
In which case it's high time I asked or figured out how to resize stations myself! I've looked into it before but something about the docking port itself causes unusual problems and I gave up after trying exactly not very hard at all
by szaumix
Tue Jun 07, 2022 1:49 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 799
Views: 401548

Re: Split: Re-scaling experiment

So coming back to station sizes. I am in the camp that sees stock ship:cargo sizes and ratios, Sun distances, and station sizes as "emergency level" wrong -- in approximately that order. Two of these (1.Suns 2.ship size/cargo) I have ameliorated with mods to my happy satisfaction placation...