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- Tue Jan 11, 2022 1:31 am
- Forum: Expansion Pack
- Topic: [Beta] Release of Station Options 1.0
- Replies: 39
- Views: 31713
Re: [Beta] Release of Station Options 1.0
Watching Arquebus's most recent films I notice that his Masslock rings no longer seem to work. And the in-flight controls seem too complex to work out what's what (see snippet starting at time:2:47, where it seems to me that his search for options gets diverted by an identical-looking targeting ann...
- Mon Jan 03, 2022 4:44 am
- Forum: Testing and Bug reports
- Topic: Cargo Contracts MOD for Oolite v1.77 and v1.79!
- Replies: 77
- Views: 88977
Re: Cargo Contracts MOD for Oolite v1.77 and v1.79!
This mod is still broken, as my workaround causes multi-second-long game freezes on entering a system as it tries to calculate new cargo contracts using a loop that makes 100+ very slow Oolite library calls. ... ... It should be a fully-working script...but still uses the slow looping method for co...
- Sun Jan 02, 2022 9:57 pm
- Forum: Discussion
- Topic: OXP Changes not respected by Oolite
- Replies: 11
- Views: 5836
Re: OXP Changes not respected by Oolite
Try
Code: Select all
<key>always-flush-cache</key>
<true/>
Code: Select all
<key>always-flush-cache</key>
<string>YES</string>
- Fri Dec 31, 2021 5:16 am
- Forum: Expansion Pack
- Topic: Galactic Almanac OXZ - Full Version 0.93 (Updated 04.05.24 - Now on the Expansion Manager)
- Replies: 143
- Views: 74105
Re: Galactic Almanac OXP - Beta 1 (Updated to B1.5 - 30.12.21)
LittleBear, I sent you a PM.
- Fri Dec 31, 2021 3:53 am
- Forum: Expansion Pack
- Topic: [Beta] Release of Station Options 1.0
- Replies: 39
- Views: 31713
Re: [Beta] Release of Station Options 1.0
... Wondering: I never understood GravLock to mean anything in particular, and certainly not the way you defined it. I still don't really understand what the gravity scanner is supposed to do - or how it makes any difference to my game, other than funny sounds when I'm close to a Large Body... Migh...
- Fri Dec 31, 2021 3:28 am
- Forum: Expansion Pack
- Topic: [Beta] Release of Telescope 2.0
- Replies: 134
- Views: 68923
Re: [Beta] Release of Telescope 2.0
More fun and games... ... 14th December version (I renamed it Telescope.2.06 just as I renamed all the earlier versions...) That was a result of mixing versions. I've instituted strict version numbering so Oolite should inform you when one is out of date. Telescope is now version 2.0.7! new option:...
- Tue Dec 21, 2021 5:45 am
- Forum: Expansion Pack
- Topic: [Beta] Release of Telescope 2.0
- Replies: 134
- Views: 68923
Re: [Beta] Release of Telescope 2.0
HIMSN: we want the HIMSN stations not to show up on Telescope 2.0 or on Telescope 1.15 until one is "on top of them" and can see them visibly. ... The other problem is the beacon. Both beaconCode and isBeacon are read-only, so they'll show up on the ASC, no? BeaconLabel is writable, so ma...
- Tue Dec 21, 2021 3:14 am
- Forum: Discussion
- Topic: Ship Rotation
- Replies: 11
- Views: 3594
Re: Ship Rotation
- Reverse control with inertia (Norby & cag) We added inertia for keyboard players. If you're using a stick/gamepad, you'll want to turn it off using "Config for AddOns" on the F4 screen (you'll need to install Lib_Config if you don't see it) The idea is to have your controls operate ...
- Tue Dec 21, 2021 2:54 am
- Forum: Expansion Pack
- Topic: [Beta] Release of Telescope 2.0
- Replies: 134
- Views: 68923
Re: [Beta] Release of Telescope 2.0
Oh! And is there any chance of transmogrifying the units of measurement to include Miles, Cavezzi, Torans & OU's? (Like the Galactic Almanac). How would I do it? Distance units are a BFM. It's unfortunate we have 'm' and 'km', as they do not scale as the metric units most of us use. 'm' for met...
- Tue Dec 21, 2021 2:35 am
- Forum: Expansion Pack
- Topic: Galactic Almanac OXZ - Full Version 0.93 (Updated 04.05.24 - Now on the Expansion Manager)
- Replies: 143
- Views: 74105
Re: Galactic Almanac OXP - Beta 1
It has always been possible to add displayName ... As you're doing more than just planet & moons, be aware that some oxps use the beaconLabel and/or beaconCode without altering displayName. VimanaHUD checks in order: .beaconLabel, .displayName, .name, .beaconCode, while I've been toying with us...
- Tue Dec 21, 2021 1:39 am
- Forum: Expansion Pack
- Topic: [Beta] Release of Telescope 2.0
- Replies: 134
- Views: 68923
Re: [Beta] Release of Telescope 2.0
HIMSN: we want the HIMSN stations not to show up on Telescope 2.0 or on Telescope 1.15 until one is "on top of them" and can see them visibly. If by "on top of them", you mean scanner range, no problem (see below). But for a telescope to see them visibly, that's quite a differen...
- Sat Dec 18, 2021 3:43 am
- Forum: Expansion Pack
- Topic: [Release (sort of)] Extra Thargoids OXP
- Replies: 45
- Views: 67309
Re: [Release (sort of)] Extra Thargoids OXP
Stumbled across this during a search. In extra_thargoids.oxz, extraThargoids_buggly.js , line 242 primaryTargetsArray = system.shipsWithRole("patrol-frigatenavy-frigate", this.ship, 25600); The first parameter is a concatenaton of 2 roles, "patrol-frigate" & "navy-frigat...
- Tue Dec 14, 2021 8:04 pm
- Forum: Discussion
- Topic: OXP Changes not respected by Oolite
- Replies: 11
- Views: 5836
Re: OXP Changes not respected by Oolite
Once more I am trying to tweak an OXP's worldscript, and once more I get annoyed by Oolite not acting on my changes to the script. Yes, I read something about a cache. And so far I am never sure whether that one really prevents my changes from going live or the fact that my script might be simply w...
- Tue Dec 14, 2021 7:52 pm
- Forum: Discussion
- Topic: OXP to Debug Console communication
- Replies: 19
- Views: 6624
Re: OXP to Debug Console communication
Checking norby's logevents it seems to only write to the logfile but not the debug console. So I'd at least have to modify `/Scripts/logevents.js`line 441. Not being a JavaScripter, this file has really lots of `this.$` stuff inside that feels strange compared to the simplistic approach I already h...
- Tue Dec 14, 2021 7:19 pm
- Forum: Discussion
- Topic: OXP to Debug Console communication
- Replies: 19
- Views: 6624
Re: OXP to Debug Console communication
... Any copyright claims on this? How would I best integrate it into my OXP? Should cagsdebug.js go into `/Config` (which means besides script.js), or should it reside unter `/scripts`? How would I invoke the functions from my script? As with most .js files in Oolite, there is near the top this.lic...