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

Search found 2266 matches

by Killer Wolf
Fri Dec 29, 2023 11:35 am
Forum: Expansion Pack
Topic: RELEASE: Isis Interstellar
Replies: 19
Views: 1503

RELEASE: Isis Interstellar

Hopefully this works! If you're in the vicinity of Cebior, North-East sector of Galaxy 2, pop into Isis Interstellar. The station should be visible in exit from Witchspace, visible as "I" if you have an ASC. Worth a visit for some discounted equipment, or if you just like docking experienc...
by Killer Wolf
Fri Dec 29, 2023 9:33 am
Forum: Discussion
Topic: Sub-ent Gun Prob
Replies: 9
Views: 825

Re: Sub-ent Gun Prob

huh. that hasn't been how it always was though, has it? My lasers on the Dominatrix etc worked fine, as far as i recall? i've always modelled the ships, split the guns into separate models and used the co-ordinates for positioning as i do the Flashers, based on where they are in 3D space around the ...
by Killer Wolf
Thu Dec 28, 2023 9:18 pm
Forum: Discussion
Topic: Sub-ent Gun Prob
Replies: 9
Views: 825

Re: Sub-ent Gun Prob

phkb wrote: Thu Dec 28, 2023 8:50 pm
What happens if you take out the weapon_position_forward value?
?
i haven't tried. what benefit would that do, it then wouldn't have any co-ordinates at all to work w/?
by Killer Wolf
Thu Dec 28, 2023 4:37 pm
Forum: Discussion
Topic: Sub-ent Gun Prob
Replies: 9
Views: 825

Sub-ent Gun Prob

This goddamn OXP is fighting me every step of the way >:-( i'm trying to give a ship dual lasers, as i did w/ my Vampires. copied the stuff into the shipdata list, mapped the positions of the gun muzzles, and it's not working. i've got; "test_rgun" = { ai_type = "nullAI.plist"; m...
by Killer Wolf
Sun Dec 24, 2023 9:04 pm
Forum: Discussion
Topic: Yamiks (popular Elite streamer/YouTuber) has a video up about Oolite
Replies: 15
Views: 3360

Re: Yamiks (popular Elite streamer/YouTuber) has a video up about Oolite

it's always nice when people highlight your efforts as "crap".
by Killer Wolf
Sun Dec 17, 2023 2:32 pm
Forum: Discussion
Topic: Secondary Market Definitions Defined
Replies: 82
Views: 5069

Re: Secondary Market Definitions Defined

Cholmondely wrote: Sun Dec 17, 2023 12:42 pm
Tweaking Hathor

For me, the Hathor is a beautiful station, one of the most beautiful in the game. And far too beautiful to act as a discount store for agriculturals.
thak you :-)

will be interesting to see what you make of Isis Interstellar.
by Killer Wolf
Sun Dec 17, 2023 10:14 am
Forum: Discussion
Topic: Secondary Market Definitions Defined
Replies: 82
Views: 5069

Re: Secondary Market Definitions Defined

Another approach to the risk/reward equation is to add something extra to the lore: possibly a trade faction that is upset with those behind the Hathor stations. And they are trying to dissuade traders from taking advantage of the big discounts. So, adding some pirate groups between the Witchpoint/...
by Killer Wolf
Sun Dec 17, 2023 10:12 am
Forum: Discussion
Topic: Secondary Market Definitions Defined
Replies: 82
Views: 5069

Re: Secondary Market Definitions Defined

Hathor should have had her own market stuff, but i'm guessing that's gone, given Cholmondeley's comments in the other thread KW: When I downloaded your Hathor I found no sign of a commodities.plist - the only trade information was in the lore in your .pdf yeah, looks like this was an abandoned OXP....
by Killer Wolf
Fri Dec 15, 2023 5:14 pm
Forum: Expansion Pack
Topic: List of Stations needing TLC
Replies: 2
Views: 325

Re: List of Stations needing TLC

Hathor should have had her own market stuff, but i'm guessing that's gone, given Cholmondeley's comments in the other thread
by Killer Wolf
Wed Dec 13, 2023 5:09 pm
Forum: Discussion
Topic: External Docking
Replies: 41
Views: 2423

Re: External Docking

as far as my experimentation goes, you can have a dock anywhere on a model but it has to be at the origin [0, 0, 0,] point - so you could place it at the end of one of those arms, but you'd have to shift the model back to get the dock to be at the origin. this is fine for static stations but i belie...
by Killer Wolf
Wed Dec 13, 2023 10:22 am
Forum: Discussion
Topic: Saving At Stations
Replies: 26
Views: 5335

Re: Saving At Stations

for crying out loud, it was staring me in my face - you're right, the ship tag is KW_II and the role was KWii, got myself mixed up. will rename!

works and can now save, just need to tweak position and possibly orientation.

much obliged @phkb :-)
by Killer Wolf
Tue Dec 12, 2023 5:04 pm
Forum: Discussion
Topic: Saving At Stations
Replies: 26
Views: 5335

Re: Saving At Stations

this was my test script to get the only-in-Cebior bit working, spawned the station in view of the Witchspace exit but wouldn't allow saves; this.name = "oolite-II"; this.systemWillPopulate = function() { if (galaxyNumber === 1 && system.ID === 195) { this.kwiistationOffset = system...
by Killer Wolf
Mon Dec 11, 2023 8:50 pm
Forum: Outworld
Topic: Elite docu
Replies: 2
Views: 404

Elite docu

https://www.youtube.com/watch?v=lC4YLMLar5I

barely had time to look at the first few mins but looked worthy of a post here.
by Killer Wolf
Mon Dec 11, 2023 5:47 pm
Forum: Discussion
Topic: Saving At Stations
Replies: 26
Views: 5335

Re: Saving At Stations

finally replaced my test script w/ the example above and i'm not getting any spawn again. Doesn't have the log line in that my script does but the station appears as an "I" on the ASC, but i'm seeing nothing. no compile/syntax errors in the log though :-/ is there any significance to your ...
by Killer Wolf
Sun Dec 10, 2023 9:00 pm
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

You do know that commodities.plists/scripts have changed since cim got his hands on them? The old solution of just ignoring it (and having the main orbital market copied over) no longer works. Hence the issues with the markets in your various stations (Sothis, Nephthys, etc .). And why they never a...