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by Switeck
Wed Feb 07, 2024 4:17 am
Forum: Oolite-PC
Topic: Long Range Acanner/Thargoid Witchspace Drive compatibility
Replies: 6
Views: 1014

Re: Long Range Acanner/Thargoid Witchspace Drive compatibility

New update for Thargoid Witchspace Drive here:
https://bb.oolite.space/viewtopic.ph ... 66#p293866

...but it won't be any easier to get one for your ship in-game, as that logic is still untouched!
by Switeck
Wed Feb 07, 2024 4:12 am
Forum: Expansion Pack
Topic: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/12
Replies: 49
Views: 32054

[UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.5.2 2024 MOD

In my attempts to "clean up" Thargoid Witchspace Drive, I ended up removing a lot of the original code and stubbed in much simpler logic. This also means changed appearance and behavior...hopefully for the better! Your ship won't be locked going straight forward while it is running anymore...
by Switeck
Mon Feb 05, 2024 12:53 pm
Forum: Discussion
Topic: Oolite Website Domain & Fixing the Expansions Manager
Replies: 390
Views: 73746

Re: Oolite Website Domain & Fixing the Expansions Manager

I can confirm this. The usage numbers of OoliteStarter have dropped considerably, and so have the Oolite download numbers. Something must have changed on the website I guess. And here I can see that something changed. There was a sentence and a link to OoliteStarter with all the offered releases. N...
by Switeck
Sat Feb 03, 2024 2:55 pm
Forum: Expansion Pack
Topic: Extra Rock Hermits
Replies: 31
Views: 1585

Re: Extra Rock Hermits

As long as there's variation!

Beats the Astro-gulags in Commies! systems...all the same and replacing 90+% of what would otherwise be rock hermits.
by Switeck
Sat Feb 03, 2024 5:48 am
Forum: Expansion Pack
Topic: Extra Rock Hermits
Replies: 31
Views: 1585

Re: Extra Rock Hermits

These extra-special looking Rock Hermits seem like they'd be a good fit in Industrial systems, perhaps even in disregard of government type...although who'd want to build one in an Anarchy?
by Switeck
Thu Feb 01, 2024 5:05 pm
Forum: Testing and Bug reports
Topic: Mining
Replies: 11
Views: 3399

Re: Mining

There seems so much wrong with NPC behavior now that I don't even know where to begin. Freighters that appear FAR away from the witchpoint beacon/planet/sun, freighters don't seem to want to head to planet/station after arriving, escorts often don't even bother trying to fly formation, almost nothin...
by Switeck
Wed Jan 31, 2024 7:26 pm
Forum: Oolite-PC
Topic: Long Range Acanner/Thargoid Witchspace Drive compatibility
Replies: 6
Views: 1014

Re: Long Range Acanner/Thargoid Witchspace Drive compatibility

I had over 3000 kills before I saw the Thargoid cores dropped sometimes. I'm also still working on more Thargoid Witchspace Drive changes, as its code is complex possibly due to workaround methods of doing things when it was made back in 2012. The changes will be overwhelmingly cosmetic, as I don't ...
by Switeck
Wed Jan 31, 2024 8:27 am
Forum: Discussion
Topic: External Docking
Replies: 41
Views: 2398

Re: External Docking

We're not flying through a tunnel as with interior docking. Unfortunately, Oolite only supports the one type of docking, always assuming you are flying through a tunnel. And I can't get around that, as there is no other way to dock the player. Not to directly contradict your point, but graphically ...
by Switeck
Mon Jan 29, 2024 8:09 pm
Forum: Discussion
Topic: External Docking
Replies: 41
Views: 2398

Re: External Docking

Some stations have external lights that light up the docking port's entry route...so how about a "force-field" tunnel from a ship into the station's docking bay that's only a "hologram" as far as collisions are concerned?
by Switeck
Mon Jan 29, 2024 7:45 am
Forum: Suggestion Box
Topic: Corporate Systems Flavour OXP
Replies: 109
Views: 30668

Re: Corporate Systems Flavour OXP

The rotating hexagon sometimes disappeared as I neared the dock.
by Switeck
Sun Jan 28, 2024 9:48 pm
Forum: Discussion
Topic: External Docking
Replies: 41
Views: 2398

Re: External Docking

Proximity-checking but to make a ship look like it's docked it needs to be so close it risks math-rounding error collisions.
by Switeck
Sun Jan 28, 2024 9:45 pm
Forum: Suggestion Box
Topic: Corporate Systems Flavour OXP
Replies: 109
Views: 30668

Re: Corporate Systems Flavour OXP

Try it again sometime with a bulky Boa 2, where the camera angle doesn't even line up with the middle of the ship (it's closer to the top but at least centered left-and-right).

We don't need to be making Oolite any harder on something as simple as docking.
by Switeck
Sun Jan 28, 2024 3:17 pm
Forum: Suggestion Box
Topic: Corporate Systems Flavour OXP
Replies: 109
Views: 30668

Re: Corporate Systems Flavour OXP

If the dock is intended to be used by freighters it should be a bit wider. The docking tunnel is the same size as almost all stations have. It's easier and safer to dock a Boa 2 sideways in "standard" docking tunnels, especially if they're spinning...fortunately Nuit's is not! Why a movin...
by Switeck
Sun Jan 28, 2024 6:40 am
Forum: Suggestion Box
Topic: Corporate Systems Flavour OXP
Replies: 109
Views: 30668

Re: Corporate Systems Flavour OXP

I'm using this page for reference: https://wiki.alioth.net/index.php/Nuit_Space_Station_OXP The docking port on Nuit is placed very close to a moving wall which causes instant death if your ship touches it. It can be seen relatively well here: https://wiki.alioth.net/img_auth.php/thumb/d/d5/Nuithang...
by Switeck
Sat Jan 27, 2024 3:27 pm
Forum: Suggestion Box
Topic: Corporate Systems Flavour OXP
Replies: 109
Views: 30668

Re: Corporate Systems Flavour OXP

Whether Oolite ever makes externally docked ships possible is not a deal-breaker for me.
I already include Nuit in my station spawn-set for variety.

The other bugs make Nuit barely playable for me, so I seldom dock at one.