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by dybal
Thu Aug 18, 2022 4:21 pm
Forum: Expansion Pack
Topic: Bizarre locations of Stranger's World Stations
Replies: 54
Views: 10635

Re: Bizarre locations of Stranger's World Stations

I will look into Commies, but since I never ran Stranger World (perhaps it's time to :D ), I have no idea how far the sun gets to be from the main planet. Obvioulsy, too far for normal engine cruising (or injectors cruising) for reasonable gameplay timing, but how long it takes in Torus to get to 2....
by dybal
Wed Aug 17, 2022 5:03 pm
Forum: Discussion
Topic: Saving in-station
Replies: 21
Views: 7190

Re: Saving in-station

The main thing I think would be needed is an extra event to be called after startupComplete for OXPs to initialize their in-flight player ship state... it could be a brand new one (OXPs would HAVE to be updated to deal with it) Doesn't need a new event - startUpComplete is already fine for this - b...
by dybal
Tue Aug 16, 2022 4:05 pm
Forum: Discussion
Topic: Saving in-station
Replies: 21
Views: 7190

Re: Saving in-station

Being destructible isn't a problem - the station obviously isn't going to be destroyed between saving and reloading - but the game does require some assurances that it's likely to be in the same place after reload, which Rock Hermits and some OXP secondary stations have. The main technical reason b...
by dybal
Fri Dec 18, 2020 12:09 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v1.0
Replies: 221
Views: 231855

Re: [RELEASE] Towbar OXP v1.0

Can you add Library OXP to your install? The problem looks to be less of an actual bug, but more of a require OXP not being defined as requried. I didn't want to make it mandatory, since its lack doesn't hinder Towbar functioning at all, it only hinders the player's ability to configure it. But not...
by dybal
Thu Dec 17, 2020 3:06 pm
Forum: Suggestion Box
Topic: Destroying a derelict should not count as a kill
Replies: 30
Views: 22283

Re: Destroying a derelict should not count as a kill

1. Why exactly is this change considered a preferred option? Why is it superior to what is there now? Because what is there now allows the player to increase his combat ranking without combat. 2. Why is it proposed as a core change, when an expansion pack can already be created to achieve the same ...
by dybal
Thu Dec 17, 2020 1:38 pm
Forum: Suggestion Box
Topic: Destroying a derelict should not count as a kill
Replies: 30
Views: 22283

Re: Destroying a derelict should not count as a kill

I find plenty of derelicts created by NPCs, but I'm looking for them... in "safe" systems they will be few and far between, but in "interesting" systems there will be plenty. It occurred to me that it also depends on one's game style: if your game involves deadlines, as in parce...
by dybal
Wed Dec 16, 2020 3:54 pm
Forum: Suggestion Box
Topic: Destroying a derelict should not count as a kill
Replies: 30
Views: 22283

Re: Destroying a derelict should not count as a kill

PR updated so a thargon destruction still count as a kill. I find plenty of derelicts created by NPCs, but I'm looking for them... in "safe" systems they will be few and far between, but in "interesting" systems there will be plenty. Those NPCs might have been spawned by OXPs, bu...
by dybal
Wed Dec 16, 2020 2:14 pm
Forum: Suggestion Box
Topic: Destroying a derelict should not count as a kill
Replies: 30
Views: 22283

Destroying a derelict should not count as a kill

As can be seen here , currently a player can increase his/her ranking by searching derelicts left from NPC's conflicts and destroying them. I propose changing that, so when the player destroys a derelict it isn't counted as a kill, but increasing the player's score when a NPC chooses to abandon ship...
by dybal
Wed Dec 16, 2020 1:00 pm
Forum: Testing and Bug reports
Topic: assigning a weapon to a weapon position by script
Replies: 2
Views: 5804

Re: assigning a weapon to a weapon position by script

I have been using this fix for two weeks, so I created a Pull Request for it.
by dybal
Wed Dec 16, 2020 12:19 pm
Forum: Expansion Pack
Topic: Weapon Laws OXZ
Replies: 93
Views: 140569

Re: Weapon Laws OXZ

Beware that a ship that has "restricted" weapons installed in any mount will not be restored correctly by Ship Storage Helper (due to this ). That affects the ship's insurance (getting the ship back with all installed equipments - for a fee - after using the escape pod), and Hyperspace Han...
by dybal
Wed Dec 16, 2020 12:06 pm
Forum: Discussion
Topic: MFDs reset after docking, VimanaHUD-12
Replies: 11
Views: 9341

Re: MFDs reset after docking, VimanaHUD-12

In my installation (400+ OXPs installed) that doesn't happen, nor does it with a minimal installation. Try removing every OXP but VimanaHUD and Combat MFD (required by VimanaHUD) - you will need to keep either VimanaShipOverrides or HUD Selector to make sure your ship's hud is VimanaHUD - and see if...
by dybal
Fri Dec 11, 2020 5:35 pm
Forum: Discussion
Topic: MFDs reset after docking, VimanaHUD-12
Replies: 11
Views: 9341

Re: MFDs reset after docking, VimanaHUD-12

also i noticed my dark rainbow doesn't visually appear in the ship status module box. not a big deal, tho ps. is there a way to know which missile/mine i have selected at any time, there are so many symbols, i cant remeber them all and i like a selection on APRIL , a small text box under the pylon ...
by dybal
Fri Dec 11, 2020 5:18 pm
Forum: Discussion
Topic: MFDs reset after docking, VimanaHUD-12
Replies: 11
Views: 9341

Re: MFDs reset after docking, VimanaHUD-12

Thanks, I had already tried #1 setup MFDs dockside as soon as i launch they are are gone, then i have to faff with ; and : for about 5 minutes until its how i like it, so i shall give your suggestions #2 & #3 a try. thnkas again Can you PM me the start of your Latest.log? Everything from the be...
by dybal
Fri Dec 11, 2020 4:24 pm
Forum: Discussion
Topic: MFDs reset after docking, VimanaHUD-12
Replies: 11
Views: 9341

Re: MFDs reset after docking, VimanaHUD-12

I don't think that's a problem with Vimana HUD specificaly... 3 possible solutions: Install HUD Selector OXP and use it's Station Interface (at F4 while docked, it's called "HUD and MFD selector", use the first option, "MFD setup") to set which MFD should be shown in each MFD slo...
by dybal
Fri Dec 11, 2020 12:51 pm
Forum: Expansion Pack
Topic: (NEW RELEASE) SniperLockv1.oxp
Replies: 43
Views: 45505

[RELEASE] SniperLock Plus v1.0.2

[EliteWiki] SniperLock Plus OXP v1.0.2 is available on the Expansion Manager and here.

Changes
  • Fixes bug when calculating ship model weapon position offset.