Search found 143 matches

by Captain Beatnik
Tue Oct 07, 2014 10:05 pm
Forum: Expansion Pack
Topic: Lave Academy OXP
Replies: 113
Views: 71656

Re: Lave Academy OXP

Thargoid wrote:

Could you please test it and confirm that the fix is ok on your iMac?
The fixed version works fine on my iMac. :D
by Captain Beatnik
Mon Oct 06, 2014 8:44 pm
Forum: Expansion Pack
Topic: Lave Academy OXP
Replies: 113
Views: 71656

Re: Lave Academy OXP

I have dicovered a little problem with Lave Academy v1.33 OXP that seems to appear only on iMac systems: The shipdata.plist was not parsed correctly and I got an error message in the log stating that a unknown character "{" was found. The problem was caused by a missing semicolon in line 2...
by Captain Beatnik
Wed Oct 01, 2014 7:56 pm
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

Re: [Release] Coluber HUD No. 1

Great Hud, really improves the feel of the game. Just a question. I got 2 MFD and only one ist sticky. I have to switch the second one on eacht time I leave a station. Is there a way to make the second MFD sticky too? Greez Sarr Hi Sarr, unfortunately I could not reproduce the behavior you describe...
by Captain Beatnik
Wed Oct 01, 2014 7:02 pm
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

Re: [Release] Coluber HUD No. 1

... I made a modified version of this HUD's cross-hairs to use with it, where the 16 short line segments connecting the inner and outer 16-sided rings are highlighted when the target is centred. Captain Beatnik, would you be interested in including this in a future update of Coluber HUD No. 1? I li...
by Captain Beatnik
Fri Sep 26, 2014 6:09 pm
Forum: Expansion Pack
Topic: [Wip] No shaders extra and alternative ships...
Replies: 178
Views: 212636

Re: [Wip] No shaders Griff's extra and alternative ships...

Wow! Looking very good. Excellent work! :)
by Captain Beatnik
Thu Sep 25, 2014 6:35 pm
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

Re: [Release] Coluber HUD No. 1

Could this have something to do with one of the other OXPs, Auto Crosshairs 1.0.4.oxp? Possibly there is a conflict with one of the other OXPs but I can not verify this. Have you checked the logs? Maybe you can find a hint there. I´m not good at scripting, so if there is a problem with a script for...
by Captain Beatnik
Thu Sep 25, 2014 3:34 am
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

Re: [Release] Coluber HUD No. 1

ffutures wrote:
What should I do about HUD Selector when I try this?
HUDSelector should work normal with this version of Coluber HUD, you can use HUDSelector without any changes. In my installation the two OXPs work together fine without any problems.
by Captain Beatnik
Wed Sep 24, 2014 7:59 pm
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

Re: [Release] Coluber HUD No. 1

I get the feeling that this HUD may be particularly awkward, which I suppose makes it a good test of the refinements to HUD Selector. Hmmm... I do not think so, because Coluber HUD CH01 has nothing special. It has no scripted elements and only uses a simple hud.plist and some PNG-images for the leg...
by Captain Beatnik
Sun Sep 21, 2014 9:41 pm
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

Re: [Release] Coluber HUD No. 1

Rename your hud.plist to coluberhud.plist and make a script.js file in your Config folder with this content: this.name = "coluberhud"; this.startUp = function () { player.ship.hud = this.name + ".plist"; var h = worldScripts.hudselector; if( h ) h.$HUDSelectorAddHUD("Colube...
by Captain Beatnik
Sat Sep 20, 2014 3:35 pm
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

Re: [Release] Coluber HUD No. 1

[mode="even more pedantic physicist"]273.15K=0 degrees C, to be even more of a pedantic science nerd. But it is indeed an absolute scale, not a degree one so has no degree symbol in it as Smivs rightly says.[/mode] Ooops... :oops: I will delete the degree-symbol in the next version. One s...
by Captain Beatnik
Thu Sep 18, 2014 9:20 pm
Forum: Expansion Pack
Topic: [WIP] Classics
Replies: 153
Views: 96292

Re: [WIP] Classic Shipsets

maik wrote:
Thanks for starting zhis shipset, I really like it, even more than your previuos one :)
Seconded! I like the classic style in combinaton with some extra details. Very good work! :D
by Captain Beatnik
Thu Sep 18, 2014 9:12 pm
Forum: Expansion Pack
Topic: [Release] Coluber HUD No. 1
Replies: 82
Views: 103565

[Release] Coluber HUD No. 1

http://www.triflinger.net/Oolite/15rew_coluberhudno1.png Coluber works and shipyards proudly presents the new Coluber HUD No.1. The Coluber HUD No.1 is a fully featured HUD with individual scales for each gauge and additional control lights for important equipment. This HUD has individual crosshair...
by Captain Beatnik
Wed Sep 17, 2014 6:26 pm
Forum: Expansion Pack
Topic: [WIP] HPC Solaris Station - Screens 17-09-2014
Replies: 14
Views: 22006

Re: [WIP] HPC Solaris Station - Screens 17-09-2014

Wow, that looks fantastic! :D Excellent work!
by Captain Beatnik
Sun Aug 31, 2014 12:28 am
Forum: Expansion Pack
Topic: Five (5) Variable Crosshairs OXPs
Replies: 24
Views: 46454

Re: Three (3) Variable Crosshairs OXPs

Is it possible to get round crosshairs with Select-o-matic? No. That version only had the familiar four, IIRC. I had a version 2.0 with my own crosshair designs as well, which is now lost. But they were all quite traditional. Captain Beatnik has created many original crosshair files, you should ask...
by Captain Beatnik
Tue Jul 22, 2014 7:28 pm
Forum: Expansion Pack
Topic: Other color than green or yellow for a stand alone surround?
Replies: 1
Views: 4542

Other color than green or yellow for a stand alone surround?

Since 1.80 it is possible to assign individual colors to the surround of a dials. Is it now also possible to define stand alone surrounds in other colors than green an yellow in the hud.plist? If yes, how can I do that? Thanks for all answers!