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- Sat Jun 18, 2011 8:39 am
- Forum: Expansion Pack
- Topic: Animated HUD gauge requests
- Replies: 35
- Views: 12758
Re: Animated HUD gauge requests
This is what I'd like, but have no clue if it's possible: HUD switching based on target distance, and HUD as prime-able equipment (on the N key). When you had no target you would prime the "Big Scanner HUD" by pressing N. The scanner would enlarge to the maximum possible size to help you l...
- Sat Jun 18, 2011 5:32 am
- Forum: Discussion
- Topic: Did the ship maintenance mechanics change?
- Replies: 21
- Views: 10738
Re: Did the ship maintenance mechanics change?
Yes, yes and yes, Alex. You've got that right.
- Fri Jun 17, 2011 9:59 pm
- Forum: Discussion
- Topic: Looking ahead
- Replies: 417
- Views: 77173
Re: Looking ahead
I wonder if it would be worthwhile/possible to make station stock a bit more dynamic? Ie, everytime a ship docks or launches, the station stock is adjusted by a random amount of a random number of products? That would certainly reflect the fact that you're not supposed to be the only player buying ...
- Fri Jun 17, 2011 4:46 pm
- Forum: Discussion
- Topic: HUD Problem!Hope you can Help
- Replies: 40
- Views: 12744
Re: HUD Problem!Hope you can Help
And what is with the Stars in the Background, is there a way to get more of them? ICON, the stars, nebulas and sky glow are controlled with a file called "planetinfo.plist". Download the OXP called "lights down" for an example. You can edit it to have more or fewer stars, and da...
- Fri Jun 17, 2011 12:15 pm
- Forum: Discussion
- Topic: HUD Problem!Hope you can Help
- Replies: 40
- Views: 12744
Re: HUD Problem!Hope you can Help
I know. I was thinking English is not ICON's first language, and brevity was more important than accuracy.Lone_Wolf wrote:wildeblood : not entirely correct
- Fri Jun 17, 2011 12:00 pm
- Forum: Discussion
- Topic: HUD Problem!Hope you can Help
- Replies: 40
- Views: 12744
Re: HUD Problem!Hope you can Help
Does not work with the latest version. Obsolete.ICON wrote:3.Sorry what did you mean "deprecated".
- Fri Jun 17, 2011 9:44 am
- Forum: Expansion Pack
- Topic: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)
- Replies: 123
- Views: 107412
Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)
Seriously, for all the cargo pods you have rescued, how many have you ever seen enter the docking bay of a coriolis space station? None, because they head for the planet surface, not the station. :wink: I chased one down the other day while I was testing out CommonSense's numeric HUD for the first ...
- Fri Jun 17, 2011 9:14 am
- Forum: Expansion Pack
- Topic: Animated HUD gauge requests
- Replies: 35
- Views: 12758
Re: Animated HUD gauge requests
Couldn't that be overcome by actually modeling the cockpit? That would surely raise the polygon number of the ship, but there isn't a limitation on that anymore, anyway. That's the way to do it. Take a look at Ramon's Anaconda, where there is a camera viewpoint inside the cargo bay. I've flown this...
- Fri Jun 17, 2011 4:07 am
- Forum: Expansion Pack
- Topic: GRS buoyRepair.oxp
- Replies: 235
- Views: 79082
Re: GRS buoyRepair.oxp
buoyRepair1.3 is online. Changes: - New mechanism for the external docking of NPCs. I was watching as an NPC ship - the "grs_guanako" - came in to dock at the side docky thing. It ended in an explosion. So I tried docking there. It ended in game over once I touched the station wall. (Well...
- Fri Jun 17, 2011 3:42 am
- Forum: Expansion Pack
- Topic: Animated HUD gauge requests
- Replies: 35
- Views: 12758
Re: Animated HUD gauge requests
I really like the enlarged compass in the numeric HUD. I'm wondering what it would be like to omit the usual cross-hairs and put the compass dead centre in their place. (Er, that doesn't actually involve animation, does it?)
- Thu Jun 16, 2011 7:51 am
- Forum: Expansion Pack
- Topic: "Personal Base" OXP Concept (Open to Ideas)
- Replies: 62
- Views: 9548
Re: "Personal Base" OXP Concept (Open to Ideas)
Well, that's how YOU start.Killer Wolf wrote:"It just doesn't fit into the whole premise of the game, in which you are a rather insignificant small trader in a big Ooniverse"
well, that's how you START....
- Wed Jun 15, 2011 8:58 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Icesteroids V2
- Replies: 75
- Views: 35206
Re: [RELEASE] Icesteroids
I can assure you that I have read it all. I'm sorry if you found one of my several posts in this thread offensive, it certainly wasn't meant to be.DaddyHoggy wrote:You obviously haven't read the rest of the thread or you wouldn't have jumped in with both feet.
- Wed Jun 15, 2011 8:39 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Icesteroids V2
- Replies: 75
- Views: 35206
Re: [RELEASE] Icesteroids
Maybe the ice processor could brew Beer ? I added a Robotic Stewardess to look after the passengers. Like the Beer Cooler OXP, it does exactly nothing except add an entry to equipment list. I thought when I learn how, I'll add a script that makes it pop up console messages from to time. Right in th...
- Wed Jun 15, 2011 6:54 pm
- Forum: Expansion Pack
- Topic: "Personal Base" OXP Concept (Open to Ideas)
- Replies: 62
- Views: 9548
Re: "Personal Base" OXP Concept (Open to Ideas)
I'm going to hedge my bets and say it might work. I think I understand the strategy Dragonfire is thinking of, and if I'm right it might work, but would be messy. It is very hard to know what he's thinking of though, since he's being, deliberately or not, very vague.
- Wed Jun 15, 2011 6:47 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Icesteroids V2
- Replies: 75
- Views: 35206
Re: [RELEASE] Icesteroids
No offense, people, but an ice processor or anything else that turns plain water into fuel, money or anything else useful is the lamest idea ever. The only thing an ice processor OXP should do is improve the efficiency of beer chilling if you also have the beer cooler OXP. Why can't these ice astero...