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- Tue Dec 08, 2020 11:52 pm
- Forum: Expansion Pack
- Topic: You help some hunters agains a pirate and the whole group, pirates and hunters, turn on you?
- Replies: 7
- Views: 6222
You help some hunters agains a pirate and the whole group, pirates and hunters, turn on you?
That has happened to me quite a lot: I'm Torusing, Space Crowds creates a group of ships ahead of me, I'm decanted and see a melle, with at least one fugitive, and several clean ships: a clear hunter vs pirate scenario... So, I take a shot at the fugitive, and everyone of them attacks me, pirates an...
- Tue Dec 08, 2020 11:19 pm
- Forum: Expansion Pack
- Topic: VimanaHUD OXP
- Replies: 36
- Views: 57243
Re: VimanaHUD OXP
I will look at it a bit more tomorrow
- Mon Dec 07, 2020 9:40 pm
- Forum: Expansion Pack
- Topic: [RELEASE] ILS Instrument Landing System v1.13
- Replies: 102
- Views: 129817
Re: [RELEASE] ILS Instrument Landing System v1.13
Two points: * As I hope I said above, it only makes sense for when there are more fast priming buttons than the 2 we have at the moment. * I have been killed by pirates once in the past month (I know when to run!). But I have been killed by ILS at least 5 times! Yep, if we had more fast-priming key...
- Mon Dec 07, 2020 6:16 pm
- Forum: Expansion Pack
- Topic: [RELEASE] ILS Instrument Landing System v1.13
- Replies: 102
- Views: 129817
Re: [RELEASE] ILS Instrument Landing System v1.13
My suggestions about the last two problems: 1. Moving dockables should be stopped when receive an ILS request, like sending a radio message about "Hey, I would like to dock, so stop moving!". When targeted by ILS then set ship.maxSpeed=0 on the dockable, then restore when docked or untarg...
- Mon Dec 07, 2020 4:34 pm
- Forum: Discussion
- Topic: Well-aligned multiple lasers
- Replies: 6
- Views: 9611
Re: Well-aligned multiple lasers
I see two other possible cons : the weapon becomes hard-coded to the ship, the player can't sell it and buy something else to put there. no ship.weaponPosition, as far as the ship object is concerned, no forwardWeapon... that might break some OXPs (SniperLock Plus, for one, will not be able to work ...
- Mon Dec 07, 2020 4:25 pm
- Forum: Discussion
- Topic: Well-aligned multiple lasers
- Replies: 6
- Views: 9611
Re: Well-aligned multiple lasers
Orientations can not be applied to the weapons inside the ship, but usable on subentities which can hold the side lasers. Here is an example shipdata.plist with the calculated orientations: I do not tested it yet. What do you think? Norby, please correct me if I am wrong, to my understanding if you...
- Sun Dec 06, 2020 1:55 pm
- Forum: Expansion Pack
- Topic: [RELEASE] ILS Instrument Landing System v1.13
- Replies: 102
- Views: 129817
Re: [RELEASE] ILS Instrument Landing System v1.13
You can switch if off by untargetting the dockable ('u' in the default keyboard configuration). Granted, Telescope does make that rather difficult... I switch weapons on when I start docking procedures so Telescope would let me keep the target of my choosing (which might be no target!). Right now th...
- Sat Dec 05, 2020 1:34 pm
- Forum: Expansion Pack
- Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
- Replies: 425
- Views: 451986
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Thanks. That's a nice simple approach. But what if I did actually need to declare a fresh last_station variable on startup, as a matter of interest, do I declare a new Entity or new Object? Just declare it. You define it's type when you assign something to it... you can even change it's type by ass...
- Sat Dec 05, 2020 12:59 pm
- Forum: Expansion Pack
- Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
- Replies: 425
- Views: 451986
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
I need to declare my own station variables. The JS Wiki refers to Station as an Entity, which descends from Object. Is it correct to write this.$etLastStation = new Object; ? or should that be new Entity ? Once declared, is an acceptable way to populate it this.$etLastStation = player.ship.dockedSt...
- Sat Dec 05, 2020 1:37 am
- Forum: Expansion Pack
- Topic: Release: Harder Hermits
- Replies: 22
- Views: 23477
- Fri Dec 04, 2020 4:27 pm
- Forum: Discussion
- Topic: Recovering "Lost" OXPs
- Replies: 323
- Views: 271860
Re: Recovering "Lost" OXPs
Fair enough! What about this one: [Release] Technical reference library OXP 1.0.1: https://bb.oolite.space/viewtopic.php?f=4&t=13848 and also here: http://wiki.alioth.net/index.php/Technical_Reference_Library Spara is OK with it, so Technical Reference Library OXP is available on the Expansion ...
- Fri Dec 04, 2020 4:23 pm
- Forum: Expansion Pack
- Topic: [Release] Technical reference library OXP 1.0.1
- Replies: 60
- Views: 31186
Re: [Release] Technical reference library OXP 1.0.1
Technical Reference Library OXP v1.0.1 is available on the Expansion Manager and here.
- Fri Dec 04, 2020 4:01 pm
- Forum: Expansion Pack
- Topic: [WIP] NPC Energy Units
- Replies: 3
- Views: 11828
[RELEASE] NPC Energy Units OXP, v1.0.1
NPC Energy Units OXP v1.0.1 is available on the Expansion Manager and here . Changes Adds _alreadyGotOne array (with ships that have high energy recharge rate to emulate an energy unit) for backwards compatibility with Ngalo's version (and used by Military Shields OXP, thanks to montana05 for the h...
- Wed Dec 02, 2020 8:59 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Goods Container
- Replies: 41
- Views: 22343
Re: [RELEASE] Goods Container
Seconded!
That's what minor version numbers (v1.n.X) are for...
- Wed Dec 02, 2020 1:04 pm
- Forum: Expansion Pack
- Topic: Any good OXPs to improve combats ?
- Replies: 6
- Views: 3933
Re: Any good OXPs to improve combats ?
[*]I don't think any of the OXPs currently available on the Expansion Manager make the energy units functional for NPCs. I have a tweak for ShipVersion to do it, and I will be looking at Ngalo's Energy Units OXP: if it's functional and have a license that allows it, I will put it in the Expansion M...