Search found 2760 matches
- Mon Nov 14, 2011 10:06 am
- Forum: Expansion Pack
- Topic: How to thwart galactic hyperspace jump?
- Replies: 28
- Views: 5500
Re: How to thwart galactic hyperspace jump?
Also, I have to ask 'why?' A galactic jump is not dependent on fuel - the gal-drive is a self-contained one-shot piece of equipment, and the amount of fuel a ship has on board is in no way connected to its ability to gal-jump. Because I don't like that. My Sensible GalDrive requires fuel. I am goin...
- Mon Nov 14, 2011 9:35 am
- Forum: Expansion Pack
- Topic: How to thwart galactic hyperspace jump?
- Replies: 28
- Views: 5500
Re: How to thwart galactic hyperspace jump?
Not being a programmer, I'm not really sure, but at a guess once the countdown has started the program doesn't recheck that the galactic hyperdrive still exists. It probably only checks once when the player initiates the hyperspace. Exactly. It would be better if it re-checked when the countdown re...
- Mon Nov 14, 2011 9:03 am
- Forum: Expansion Pack
- Topic: How to thwart galactic hyperspace jump?
- Replies: 28
- Views: 5500
How to thwart galactic hyperspace jump?
Doing this does not work as I had hoped it would: this.playerStartedJumpCountdown = function(type) { if(type === "galactic" && player.ship.fuel < 7) { player.ship.removeEquipment("EQ_GAL_DRIVE"); player.consoleMessage("Hyperdrive must be fully fuelled for long-range ...
- Mon Nov 14, 2011 5:31 am
- Forum: Expansion Pack
- Topic: Demo ship parade
- Replies: 5
- Views: 1196
Re: Demo ship parade
<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <array> <string>kwcobra6npc</string> , <------ <string>kwjidaMissile</string...
- Sun Nov 13, 2011 6:18 pm
- Forum: Testing and Bug reports
- Topic: Ghost lasers affect laser temperature
- Replies: 0
- Views: 3461
Ghost lasers affect laser temperature
Sensible Lasers OXP ver. 1 http://www.boxcn.net/shared/mn3nqtyy9h1k9v2b91k3 This OXP tweaks the equipment purchasing system (F3 screen) in Oolite. Place the Sensible Lasers OXP into your "AddOns" folder. Oolite will now allow you to sell a laser weapon and leave the weapon mounting point ...
- Sat Nov 12, 2011 4:25 pm
- Forum: Expansion Pack
- Topic: How does BEHAVIOUR_FIXED_COORDINATES works
- Replies: 43
- Views: 8202
Re: How does BEHAVIOUR_FIXED_COORDINATES works
Programming in a list of destinations to significant systems for the next jump could be done with a mission menu and/or very long CASE sections in your code. Adding that to Quantum Drive System might be easier than starting from scratch, so go ahead and use that if you want. Thanks. My "Sensib...
- Fri Nov 11, 2011 7:43 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Talkative Space Compass
- Replies: 28
- Views: 18235
Re: [RELEASE] Talkative Space Compass
Excellent.
And g'day too.
And g'day too.
- Fri Nov 11, 2011 7:13 pm
- Forum: Expansion Pack
- Topic: How does BEHAVIOUR_FIXED_COORDINATES works
- Replies: 43
- Views: 8202
Re: How does BEHAVIOUR_FIXED_COORDINATES works
Time to bump this old topic. I want to write a "programmer" for the GalDrive when it is in BEHAVIOUR_FIXED_COORDINATES mode, essentially a menu of interesting destination systems in each galaxy/sector. It should have "explorer" and "military" modes. In the former would ...
- Fri Nov 11, 2011 3:39 pm
- Forum: Suggestion Box
- Topic: Ideas and Thanks
- Replies: 35
- Views: 17575
Re: Ideas and Thanks
I'm actually thinking of making fuel injectors MUCH less useful - by making them increasingly unreliable as they are being actively used (basically, they are 'overheating'), with the potential of exploding and causing damage to the ship. After all, they're basically dumping raw quirium into the sub...
- Fri Nov 11, 2011 5:53 am
- Forum: Suggestion Box
- Topic: More player ships in core game?
- Replies: 13
- Views: 4390
Re: More player ships in core game?
And, as of 1.75, you can also decide which ship hasn't got a witchspace motor . Up until then - and by default - all player buyable ships were capable of witchspace jumps. Unfortunately it's an either/or option. I can't think of any way to switch that capability on or off via script... Can non-hype...
- Thu Nov 10, 2011 3:45 pm
- Forum: Expansion Pack
- Topic: [UPDATED] Sniper Sight OXP
- Replies: 17
- Views: 5797
Re: [Updated] Sniper Sight
Does this work independent of your HUD, ie, is it compatible with all HUDs? Most of them, yes: - It works with any normal static HUD. - It works with dynamic HUDs that use Thargoid's switching script (Killer Wolf's HUDs* and MilHUD). - It works with CSOTB's numeric HUD, but I doubt about his more r...
- Thu Nov 10, 2011 4:45 am
- Forum: Expansion Pack
- Topic: [UPDATED] Sniper Sight OXP
- Replies: 17
- Views: 5797
The Ooniverse's most configurable precision gun sight
Version 1.75.3.2 is a minor tweak which allows you to switch the target reticle (a.k.a. Scanner Targeting Enhancement) on or off in Sniper Sight, without affecting its general use.
- Wed Nov 09, 2011 8:25 am
- Forum: Discussion
- Topic: Oolite scales (no, honest, read it!)
- Replies: 65
- Views: 19873
Re: Oolite scales (no, honest, read it!)
Cargo canister compared with a Cobra Mk1: ... There's no way ten will fit inside. :? It looks that way because the cargopod is surrounded by its protective, radar-reflective balloon, which automatically inflated as it was ejected. It will automatically deflate if it is scooped. The balloon makes th...
- Wed Nov 09, 2011 4:40 am
- Forum: Expansion Pack
- Topic: Failed to parse shipdata.plist, "reached end of string"
- Replies: 13
- Views: 1777
Re: Failed to parse shipdata.plist, "reached end of string"
You've got a stray " in the file somewhere, which it's interpreting as the start of a string that never ends.
Put another " somewhere near the end and see if it throws a more useful error with the line number the bogus string begins on? (Would that work?)
Put another " somewhere near the end and see if it throws a more useful error with the line number the bogus string begins on? (Would that work?)
- Mon Nov 07, 2011 8:16 pm
- Forum: Testing and Bug reports
- Topic: F5F5 cargo, contracts, and missions screen too full!
- Replies: 34
- Views: 22888
Re: F5F5 cargo, contracts, and missions screen too full!
I went ahead and fixed the display so that the writing doesn't go over the HUD elements ... Doesn't go over actually drawn HUD elements, not just the area at the bottom of the screen where the standard HUD is usually drawn? I ask on behalf of all who use a script to switch to a completely blank HUD...