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by Norby
Tue Nov 06, 2018 9:15 pm
Forum: Discussion
Topic: Falcon Turrets
Replies: 14
Views: 12874

Re: Falcon Turrets

DavidG wrote: Tue Nov 06, 2018 11:35 am
What do I replace it with?
Another way if you remove the player_ part from the turret key within Falcon-S-player:

Code: Select all

<string>bweed-falcon-turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
by Norby
Tue Nov 06, 2018 5:18 pm
Forum: Discussion
Topic: Falcon Turrets
Replies: 14
Views: 12874

Re: Falcon Turrets

DavidG wrote: Tue Nov 06, 2018 7:03 am
where would I check for damaged subentities?
Check after destroyed ones in external view, while caps lock is on you can rotate the camera around.
If you change your target lock to a new target then you should be see them turning to the new direction.
by Norby
Mon Nov 05, 2018 8:37 pm
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 304
Views: 144181

Re: [Release] Spicy Hermits

spara wrote:
But how much?
I think up to 10k and a higher energy recharge. NPC Shields also a good idea when available.
by Norby
Sat Oct 20, 2018 9:11 am
Forum: Expansion Pack
Topic: The Shipyard at the End of the Ooniverse. Modeller's bit.
Replies: 357
Views: 380713

Re: The Shipyard at the End of the Ooniverse. Modeller's bit.

to skin and code it Nice ship! Maybe a simple skin is enough in the first version, like the full metal ones in the recent screenshots topic. In this way you can save the hard work of proper texture making. Another simple way is what I used on Granite Ships , without hand-drawn unfolded textures I j...
by Norby
Sat Oct 20, 2018 8:06 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736140

Re: Scripters cove

Nite Owl wrote: Sat Oct 20, 2018 8:02 am
The gauge is now installed on my Coluber HUD and updating properly.
Nice work, congrats! :)
by Norby
Sat Oct 20, 2018 8:05 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736140

Re: Scripters cove

it doessn't always make sense to display them Currently serviceLevel is important only before you want to buy another ship: a maintenance can give better price for your ship. Over this I attempted to make more sense in my hardcore addon named to ShipVersion , which penalized the player ship by losi...
by Norby
Fri Oct 19, 2018 9:02 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736140

Re: Scripters cove

Hi Nite Owl, CombatMFD contain a 0.25s timer which update the value of combatSLBar and Large HUD in HUDSelector display it below the scanner, labeled as Hull. If you want an independent solution then just set one in a timer like this: var p = player.ship; p.setCustomHUDDial("ColuberSLBar",...
by Norby
Fri Oct 12, 2018 5:17 pm
Forum: Expansion Pack
Topic: Ace\56's ships
Replies: 8
Views: 10104

Re: Ace\56's ships

phkb wrote: Fri Oct 12, 2018 4:36 am
The Night Adder can now also be added to an Escort Deck with the following add on: NightAdder_EscortDeck.oxz.
Thank you!
by Norby
Wed Oct 10, 2018 9:28 pm
Forum: Expansion Pack
Topic: [Release] EscortDeck v1.11 and EscortPack v1.2
Replies: 149
Views: 148907

Re: [Release] EscortDeck v1.11 and EscortPack v1.2

You can add any ships into your deck which fit into the size and mass limits, not only the ones in Escort Pack. To catch one in deep space and make it to usable derelict is a rare but always possible way. Alternatively the Hyperspace Hangar can help to buy one if you see it in a shipyard. Put it to ...
by Norby
Tue Oct 09, 2018 7:15 pm
Forum: Suggestion Box
Topic: Minor tweaks to improve play maybe
Replies: 7
Views: 7626

Re: Minor tweaks to improve play maybe

Mute is possible in line 56 in oolite.oxp.CommonSenseOTB.ShieldEqualizer+Capacitors.oxz/Scripts/shieldequalizercapacitors.js: this.togglesoundfx1 = "ON";// default "ON", change to "OFF" to turn off soundfx1(energy transfer sounds)(1,2) For volume manipulation insert new...
by Norby
Sat Oct 06, 2018 6:14 pm
Forum: Expansion Pack
Topic: Military Stingray
Replies: 2
Views: 4448

Re: Military Stingray

Fixed link: Stingray.oxp.zip
by Norby
Fri Sep 14, 2018 5:05 pm
Forum: Expansion Pack
Topic: How does an OXP get included in the in-game manager?
Replies: 4
Views: 5500

Re: How does an OXP get included in the in-game manager?

The OXP howto can help to make an oxz from an oxp, then The All-in-One Guide to OXZ Packaging and Distribution tell howto upload it into the manager. An oxp can arrive into the manager if somebody take these jobs and some extra steps to follow the changes in core, for example convert markets of oxp ...
by Norby
Fri Sep 07, 2018 9:09 pm
Forum: Discussion
Topic: The Oolite chatroom
Replies: 350
Views: 246995

Re: The Oolite chatroom

What exactly do all the letters after the 'Energy:' heading stand for? The wiki page of CombatMFD describe it. Worth to read the pages of your other OXPs too, need time but surely improve your gaming experience. Just start typing the name of an OXP into the search field and you will get a dropdown ...
by Norby
Fri Sep 07, 2018 8:59 pm
Forum: Discussion
Topic: Zero energy
Replies: 7
Views: 6658

Re: Zero energy

Welcome Mortakapo!

It is pretty sure that one of your OXPs cause the problem, maybe Surjectors, Ship Configuration or another which change the energy usage.
Try to uninstall a few of them, check it and repeat to find the problematic one.
by Norby
Tue Sep 04, 2018 10:10 pm
Forum: Expansion Pack
Topic: Why am I not being offered missions or finding 'most wanted'?
Replies: 9
Views: 6041

Re: Why am I not being offered missions or finding 'most wanted'?

Welcome Commander Silent1! There is an other place where you can find missions: the list of expansion packs . Scroll down to "Missions" category in the first column, there you can read short descriptions of the available packages what you can install within the main menu of Oolite. For exa...