Search found 286 matches

by MrFlibble
Fri Jul 26, 2024 5:06 pm
Forum: Discussion
Topic: Cockpits, HUDs and other displays
Replies: 83
Views: 2028

Re: Cockpits, HUDs and other displays

Auto-pause bash script, using Oolite Starter MQTT. This is crude and doesn't bother to check that Oolite has actually paused, but works for me. It should suffice for letting the ship skim fuel in deep space while the commander answers the call of nature. I put it in a fille, chmod +x it, then when i...
by MrFlibble
Fri Jul 26, 2024 4:28 pm
Forum: Testing and Bug reports
Topic: Broken or missing links
Replies: 6
Views: 441

Re: Broken or missing links

[EliteWiki] ILS has a link to Is it possible to "steer" the player ship? (2015), which is clearly not quite right.

Should perhaps be viewtopic.php?t=17276
by MrFlibble
Fri Jul 26, 2024 4:20 pm
Forum: Discussion
Topic: OoliteStarter
Replies: 238
Views: 9300

Re: OoliteStarter

I documented it here: https://github.com/OoliteProject/OoliteStarter?tab=readme-ov-file#feedback-channel Looks like you did not try this form: { 'command': "somestring" } Should OoliteStarter give back error messages if it cannot forward something? Ah! That'll be it then. Thanks. Brain re...
by MrFlibble
Fri Jul 26, 2024 2:29 pm
Forum: Discussion
Topic: OoliteStarter
Replies: 238
Views: 9300

Re: OoliteStarter

Either I've left my brain in Hyper Cargo, or sending debug via MQTT is not working. I suspect the former, so seek clarification and reminders. I'm subscribed to '#', so see EVERYTHING going to the server. Publishing to games/oolite/debug/oolite/input with messages, trying PS, PS.fuel, {"PS.fuel...
by MrFlibble
Fri Jul 26, 2024 2:47 am
Forum: Outworld
Topic: Science Fiction Trivia
Replies: 7425
Views: 1772217

Re: Science Fiction Trivia

Well, before reading the rest of the replies (I see another page worth), two come to mind. But I'll check for poisoned chalice-traps before posting. Right! TV Series (episode accepted as first answer): Commander_X : Stargate SG1, season 6 episode 5, Nightwalkers. Film : ffutures : Slither (2006) Ra...
by MrFlibble
Wed Jul 24, 2024 5:56 pm
Forum: Testing and Bug reports
Topic: The many moons of Lezaer
Replies: 2
Views: 54

The many moons of Lezaer

This looks like a bug in Galactic Almanac, if naming is turned off: https://i.imgur.com/utbiOwd.png Could it be a moon? :lol: Starting with a plain Jameson, I found my way to G3/Lezaer. With no OXPs I get no moons. With my normal OXP set restored, I see that on ESC as "Mithras II (Moon)" I...
by MrFlibble
Wed Jul 24, 2024 2:02 am
Forum: Discussion
Topic: Cockpits, HUDs and other displays
Replies: 83
Views: 2028

Re: Cockpits, HUDs and other displays

hiran wrote: Tue Jul 23, 2024 10:22 pm
I think I found a suitable patch. Sorry for the version fast-forward.
S'all right. I was in t'pub. Mostly unnoticed. All bar the many emails from t'ub.

:D Will check on the morrow!
by MrFlibble
Tue Jul 23, 2024 4:55 pm
Forum: Discussion
Topic: Cockpits, HUDs and other displays
Replies: 83
Views: 2028

Re: Cockpits, HUDs and other displays

What an analysis! Thank you! Obviously my attempt to separate stable from unstable versions was not complete and you spotted it. I'll stick to the file structure that comen with JPackage. But since JPackage fails to handle the launcher I have a postinst script in the deb and forgot to tweak that. I...
by MrFlibble
Tue Jul 23, 2024 3:24 pm
Forum: Discussion
Topic: Cockpits, HUDs and other displays
Replies: 83
Views: 2028

Re: Cockpits, HUDs and other displays

This is available in v0.1.33-hoopsnake.2 Re: the deb package. I note that stable and testing can be installed simultaneously (and are if the user doesn't think about it). However the desktop files seem a bit scrambled, and only 'stable' appears in the apps menu, at least on XFCE4. TLDR; Mostly look...
by MrFlibble
Tue Jul 23, 2024 1:38 pm
Forum: Discussion
Topic: Cockpits, HUDs and other displays
Replies: 83
Views: 2028

Re: Cockpits, HUDs and other displays

Perhaps: PS.serviceLevel ... P.escapePodRescueTime I quickly added the above items into the messages to oolite/controls. No real design behind that choice - I just wanted to make those values available so we can play around with them and get more experience. Most excellent! So now you should see me...
by MrFlibble
Tue Jul 23, 2024 1:00 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 455
Views: 280892

Re: [WIP] GalCop Missions

I just double-checked, and can confirm that cargo stopper doesn't activate for escape capsules. Maybe I should make my own :lol: I did manage to match speed and scoop it this time. Side issue: I find that on Linux, one cannot change speed (w,s) at all while fine-control (ctrl) is depressed. I've add...
by MrFlibble
Tue Jul 23, 2024 12:08 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 455
Views: 280892

Re: [WIP] GalCop Missions

Cholmondely wrote: Mon Jul 22, 2024 11:58 pm
How about the "shush!" from Coyote's Run?
Don't think that'll work either. IIRC, that likes things slower, larger, and aft.
Cholmondely wrote: Mon Jul 22, 2024 11:58 pm
And since Phkb wrote the thing and he's down under, perhaps it should be a transpacific issue?
Noted. Non-English Differently evolved English issue.
by MrFlibble
Mon Jul 22, 2024 11:29 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 455
Views: 280892

Re: [WIP] GalCop Missions

Is the escape pod speed linked to the PS max-speed? Are the waypoints 'dropped' by the pod rather than behaving like a beacon aboard the pod? Their position updated to a static point when made visible. My ship is has 'fruity' engines. I was chasing the bloomin' thing at near 3000k and barely catchi...
by MrFlibble
Mon Jul 22, 2024 10:30 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 455
Views: 280892

Re: [WIP] GalCop Missions

Is the escape pod speed linked to the PS max-speed? Are the waypoints 'dropped' by the pod rather than behaving like a beacon aboard the pod? Their position updated to a static point when made visible. My ship is has 'fruity' engines. I was chasing the bloomin' thing at near 3000k and barely catchin...
by MrFlibble
Mon Jul 22, 2024 10:03 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 455
Views: 280892

Re: [WIP] GalCop Missions

Runaway escape capsule mission glitch. I go close to the intermittent waypoint while it's visible, close enough that the waypoint nearly fills the screen, but there's nothing in the middle of it and nothing on the scanner. The pod exists, just not at the waypoint. If I hop to the pod with LRS, it's ...