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by cag
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...
by cag
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...
by cag
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

SandJ wrote: Sun Jan 02, 2022 12:36 pm
What's the syntax for that?
Try

Code: Select all

<key>always-flush-cache</key>
<true/>
or

Code: Select all

<key>always-flush-cache</key>
<string>YES</string>
Let us know which works. Bet you're on a Mac, right?
by cag
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...
by cag
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 I've instituted strict version numbering so Oolite should inform you when one is out of date.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:...
by cag
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...
by cag
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 ...
by cag
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...
by cag
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...
by cag
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...
by cag
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...
by cag
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...
by cag
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...
by cag
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...