Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Search found 1166 matches

by montana05
Mon Aug 15, 2022 12:41 pm
Forum: Discussion
Topic: Saving in-station
Replies: 21
Views: 7190

Re: Saving in-station

Cody wrote: Mon Aug 15, 2022 12:39 pm
montana05 wrote: Mon Aug 15, 2022 12:13 pm
... and is always at the same location.
Which is true of rock hermits too... yes?
True, difference is that RH could be destroyed,
by montana05
Mon Aug 15, 2022 12:13 pm
Forum: Discussion
Topic: Saving in-station
Replies: 21
Views: 7190

Re: Saving in-station

Cholmondely wrote: Mon Aug 15, 2022 12:09 pm
In the original game one could only save at the Main Orbital Station. Save Anywhere was the first attempt to expand beyond this, allowing saves at OXP stations.
Absolutely correct, the main-station can't be destroyed, at least not without an OXP, and is always at the same location.
by montana05
Mon Aug 15, 2022 8:05 am
Forum: Discussion
Topic: Saving in-station
Replies: 21
Views: 7190

Re: Saving in-station

Question for the devs- why is saving only available in-station and not in space? I always assumed that is done for technical reasons. Oolite needs exact, fixed coordinates to save a game, so a moving object is out of the question, Some OXP stations will not offer a save, simply of the way they were...
by montana05
Tue Aug 02, 2022 12:11 am
Forum: Expansion Pack
Topic: Easter Eggs
Replies: 10
Views: 3896

Re: Easter Eggs

Cholmondely wrote: Mon Aug 01, 2022 11:59 pm
Gentle Reminder!

Are there any more OXP's with Easter Eggs which should be added to the list above?
Not really an Easter egg but ADCK Imperial Trader and Wyvern Explorer include some rare encounters with ships from the Achenar Empire or the Alliance of Independent Systems.
by montana05
Wed Jul 27, 2022 1:13 pm
Forum: Discussion
Topic: Docking that is delightful
Replies: 13
Views: 3990

Re: Docking that is delightful

Agreed, the dock isn't in the correct position. I intended to change that with the next release, but I still have Bulk Haulers pending, Unfortunately I currently only got 1 - 2 h a day to work on Oolite.
by montana05
Tue Jul 26, 2022 1:42 am
Forum: Discussion
Topic: help needed
Replies: 16
Views: 4236

Re: help needed

Maybe I'll try to remake that ship. and thank you all. you guys were so helpful. I'm surprised a small game like oolite could have such an active community Welcome on board, Commander, need little ship you got here. :wink: You can find a working OXP here: https://app.box.com/s/rjp0njcno1pasczbtxhfq...
by montana05
Mon Jul 25, 2022 1:46 pm
Forum: Expansion Pack
Topic: [RELEASE] GHOST Gunship (V1.2)
Replies: 27
Views: 10756

Re: [RELEASE] GHOST Gunship (V1.2)

That's a mighty weird ship! S9 model had some flaws, these materials cover most of it. A semi-organic hull, capable to regenerate to a certain extent while docked, therefore reduced maintenance. Pretty powerful armory and kind of scary look. Still a WIP, just toying with it in the mornings during c...
by montana05
Mon Jul 25, 2022 1:33 pm
Forum: Expansion Pack
Topic: [RELEASE] GHOST Gunship (V1.2)
Replies: 27
Views: 10756

Re: [RELEASE] GHOST Gunship (V1.2)

Does anybody by accident still have version 1.0 and the model there ? The chopped polygon version from 1.20 unfortunately have some flaws. :roll: https://wiki.alioth.net/img_auth.php/c/cb/GHOST_gunship.JPG Never mind, I toyed around with textures, gave the ship a semi-organic hull and made it, well...
by montana05
Sun Jul 24, 2022 1:50 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736096

Re: Scripters cove

Strange, I will run some tests tomorrow. However, please try this one: escort_roles = ( { role = "navy-asp"; min = -2; max = 4; } ); Finally, back on a real screen, so I actually could see what I am copying. The min = -2 should have been min = 2 , my apologies. However, It is strange that...
by montana05
Sun Jul 24, 2022 12:53 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736096

Re: Scripters cove

I've updated the wiki a bit to hopefully explain things a bit more. It's a bit tricky: as you say earlier, I find it easy to understand, but I'm a programmer. It's hard to know where exactly to add descriptions, without writing an OXP for every function! (Although, perhaps, in fairness, an OXP for ...
by montana05
Sun Jul 24, 2022 12:23 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736096

Re: Scripters cove

So it's "inheriting" boa-mk2's escort_roles ...but shouldn't defining escorts override that? Well, it should, but it doesn't. :roll: What you can try is "escort_roles" = " "; "escorts" = 4; "escort_role" = "navy-asp"; I didn't test it, but...
by montana05
Sat Jul 23, 2022 11:04 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736096

Re: Scripters cove

I'm having problems getting the desired escorts for a Boa 2... For simple escorts you can use escort_role (the role of the ship) or escort_ship (the key of the ship). Combining it with escorts and a number might be useful. escort_roles offers you a variable number of escorts, you can assign only 1 ...
by montana05
Sat Jul 23, 2022 4:34 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736096

Re: Scripters cove

I'm having problems getting the desired escorts for a Boa 2... Which one of these should work: "escort_role" = "navy-asp"; "escort-role" = "navy-asp"; "escort-ships" = "navy-asp"; "escort-ship" = "navy-asp"; "escor...
by montana05
Fri Jul 22, 2022 12:41 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736096

Re: Scripters cove

Slartibartfast wrote: Fri Jul 22, 2022 10:49 am
Hello

O.K.

i understand
the condition script is the "Bentley"

but i only need a backpack

Not exactly, as 3 persons tried to tell you, a condition script is standard while TL 99 is a hack.
by montana05
Thu Jul 21, 2022 1:09 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736096

Re: Scripters cove

Hi montana when i set "available_to_all" = no i can´t install that via script/player.ship.awardEquipment with "99" and "= yes" it works as i want I had a similar issue in the past, just can't remember in which OXP. As much as I recall, I used a condition script at the ...