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- Thu Aug 18, 2022 4:21 pm
- Forum: Expansion Pack
- Topic: Bizarre locations of Stranger's World Stations
- Replies: 54
- Views: 10638
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....
- 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...
- 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...
- Fri Dec 18, 2020 12:09 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 231902
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...
- Thu Dec 17, 2020 3:06 pm
- Forum: Suggestion Box
- Topic: Destroying a derelict should not count as a kill
- Replies: 30
- Views: 22288
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 ...
- Thu Dec 17, 2020 1:38 pm
- Forum: Suggestion Box
- Topic: Destroying a derelict should not count as a kill
- Replies: 30
- Views: 22288
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...
- Wed Dec 16, 2020 3:54 pm
- Forum: Suggestion Box
- Topic: Destroying a derelict should not count as a kill
- Replies: 30
- Views: 22288
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...
- Wed Dec 16, 2020 2:14 pm
- Forum: Suggestion Box
- Topic: Destroying a derelict should not count as a kill
- Replies: 30
- Views: 22288
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...
- 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.
- Wed Dec 16, 2020 12:19 pm
- Forum: Expansion Pack
- Topic: Weapon Laws OXZ
- Replies: 93
- Views: 140570
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...
- 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...
- 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 ...
- 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...
- 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...
- Fri Dec 11, 2020 12:51 pm
- Forum: Expansion Pack
- Topic: (NEW RELEASE) SniperLockv1.oxp
- Replies: 43
- Views: 45526
[RELEASE] SniperLock Plus v1.0.2
SniperLock Plus OXP v1.0.2 is available on the Expansion Manager and here.
Changes
Changes
- Fixes bug when calculating ship model weapon position offset.