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by Wildeblood
Sat Jun 18, 2011 8:39 am
Forum: Expansion Pack
Topic: Animated HUD gauge requests
Replies: 35
Views: 12758

Re: Animated HUD gauge requests

This is what I'd like, but have no clue if it's possible: HUD switching based on target distance, and HUD as prime-able equipment (on the N key). When you had no target you would prime the "Big Scanner HUD" by pressing N. The scanner would enlarge to the maximum possible size to help you l...
by Wildeblood
Sat Jun 18, 2011 5:32 am
Forum: Discussion
Topic: Did the ship maintenance mechanics change?
Replies: 21
Views: 10738

Re: Did the ship maintenance mechanics change?

Yes, yes and yes, Alex. You've got that right.
by Wildeblood
Fri Jun 17, 2011 9:59 pm
Forum: Discussion
Topic: Looking ahead
Replies: 417
Views: 77169

Re: Looking ahead

I wonder if it would be worthwhile/possible to make station stock a bit more dynamic? Ie, everytime a ship docks or launches, the station stock is adjusted by a random amount of a random number of products? That would certainly reflect the fact that you're not supposed to be the only player buying ...
by Wildeblood
Fri Jun 17, 2011 4:46 pm
Forum: Discussion
Topic: HUD Problem!Hope you can Help
Replies: 40
Views: 12744

Re: HUD Problem!Hope you can Help

And what is with the Stars in the Background, is there a way to get more of them? ICON, the stars, nebulas and sky glow are controlled with a file called "planetinfo.plist". Download the OXP called "lights down" for an example. You can edit it to have more or fewer stars, and da...
by Wildeblood
Fri Jun 17, 2011 12:15 pm
Forum: Discussion
Topic: HUD Problem!Hope you can Help
Replies: 40
Views: 12744

Re: HUD Problem!Hope you can Help

Lone_Wolf wrote:
wildeblood : not entirely correct
I know. I was thinking English is not ICON's first language, and brevity was more important than accuracy.
by Wildeblood
Fri Jun 17, 2011 12:00 pm
Forum: Discussion
Topic: HUD Problem!Hope you can Help
Replies: 40
Views: 12744

Re: HUD Problem!Hope you can Help

ICON wrote:
3.Sorry what did you mean "deprecated".
Does not work with the latest version. Obsolete.
by Wildeblood
Fri Jun 17, 2011 9:44 am
Forum: Expansion Pack
Topic: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)
Replies: 123
Views: 107412

Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)

Seriously, for all the cargo pods you have rescued, how many have you ever seen enter the docking bay of a coriolis space station? None, because they head for the planet surface, not the station. :wink: I chased one down the other day while I was testing out CommonSense's numeric HUD for the first ...
by Wildeblood
Fri Jun 17, 2011 9:14 am
Forum: Expansion Pack
Topic: Animated HUD gauge requests
Replies: 35
Views: 12758

Re: Animated HUD gauge requests

Couldn't that be overcome by actually modeling the cockpit? That would surely raise the polygon number of the ship, but there isn't a limitation on that anymore, anyway. That's the way to do it. Take a look at Ramon's Anaconda, where there is a camera viewpoint inside the cargo bay. I've flown this...
by Wildeblood
Fri Jun 17, 2011 4:07 am
Forum: Expansion Pack
Topic: GRS buoyRepair.oxp
Replies: 235
Views: 79082

Re: GRS buoyRepair.oxp

buoyRepair1.3 is online. Changes: - New mechanism for the external docking of NPCs. I was watching as an NPC ship - the "grs_guanako" - came in to dock at the side docky thing. It ended in an explosion. So I tried docking there. It ended in game over once I touched the station wall. (Well...
by Wildeblood
Fri Jun 17, 2011 3:42 am
Forum: Expansion Pack
Topic: Animated HUD gauge requests
Replies: 35
Views: 12758

Re: Animated HUD gauge requests

I really like the enlarged compass in the numeric HUD. I'm wondering what it would be like to omit the usual cross-hairs and put the compass dead centre in their place. (Er, that doesn't actually involve animation, does it?)
by Wildeblood
Thu Jun 16, 2011 7:51 am
Forum: Expansion Pack
Topic: "Personal Base" OXP Concept (Open to Ideas)
Replies: 62
Views: 9548

Re: "Personal Base" OXP Concept (Open to Ideas)

Killer Wolf wrote:
"It just doesn't fit into the whole premise of the game, in which you are a rather insignificant small trader in a big Ooniverse"

well, that's how you START....
Well, that's how YOU start. :wink:
by Wildeblood
Wed Jun 15, 2011 8:58 pm
Forum: Expansion Pack
Topic: [RELEASE] Icesteroids V2
Replies: 75
Views: 35205

Re: [RELEASE] Icesteroids

DaddyHoggy wrote:
You obviously haven't read the rest of the thread or you wouldn't have jumped in with both feet.
I can assure you that I have read it all. I'm sorry if you found one of my several posts in this thread offensive, it certainly wasn't meant to be.
by Wildeblood
Wed Jun 15, 2011 8:39 pm
Forum: Expansion Pack
Topic: [RELEASE] Icesteroids V2
Replies: 75
Views: 35205

Re: [RELEASE] Icesteroids

Maybe the ice processor could brew Beer ? I added a Robotic Stewardess to look after the passengers. Like the Beer Cooler OXP, it does exactly nothing except add an entry to equipment list. I thought when I learn how, I'll add a script that makes it pop up console messages from to time. Right in th...
by Wildeblood
Wed Jun 15, 2011 6:54 pm
Forum: Expansion Pack
Topic: "Personal Base" OXP Concept (Open to Ideas)
Replies: 62
Views: 9548

Re: "Personal Base" OXP Concept (Open to Ideas)

I'm going to hedge my bets and say it might work. I think I understand the strategy Dragonfire is thinking of, and if I'm right it might work, but would be messy. It is very hard to know what he's thinking of though, since he's being, deliberately or not, very vague.
by Wildeblood
Wed Jun 15, 2011 6:47 pm
Forum: Expansion Pack
Topic: [RELEASE] Icesteroids V2
Replies: 75
Views: 35205

Re: [RELEASE] Icesteroids

No offense, people, but an ice processor or anything else that turns plain water into fuel, money or anything else useful is the lamest idea ever. The only thing an ice processor OXP should do is improve the efficiency of beer chilling if you also have the beer cooler OXP. Why can't these ice astero...