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Search found 171 matches
- 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 ...
- 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...
- 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+
*chuckle* what fancypants Anaconda are you using that makes my lowly plebian anaconda so unrecogniseable?
![Shocked :shock:](./images/smilies/icon_eek.gif)
- 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...
- 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" ...
- 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 ...
- 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...
- 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. ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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
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
![Razz :P](./images/smilies/icon_razz.gif)
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
- 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...