Yeah. I find it best to bring the explosion directly behind me. Then the scale on the scanner helps to judge whether I'm at a safe distance. Otherwise it's indeed impossible to know.Thargoid wrote:... especially knowing which way to go and when to stop. Judging it on the scanner isn't as nice as on the whole screen.
Cascade mine Glitch?
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- Commander McLane
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Re: Cascade mine Glitch?
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Re: Cascade mine Glitch?
You don’t need to know which way to go, do you? The QCM always deploys behind you… just deploy, hold your course and hit the injectors.
A question that’s often puzzled me: why is such an exotic weapon as the QCM available at a TL7 and above, while a hardhead is only available at a TL10 or above?
A question that’s often puzzled me: why is such an exotic weapon as the QCM available at a TL7 and above, while a hardhead is only available at a TL10 or above?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Cascade mine Glitch?
Yeah, it's the same js script code but cut down to just generate a small puff of double-sided quad polygons with your 'pick a random direction and fly off in it' AI applied to them.Thargoid wrote:If it's still the original scripting and shipdata.plist entries that we worked on so many moons ago...
Thanks everyone for the help, I changed their scan_class to Rock and it seems to be working great, you only get awarded the kill for the ship now, i decided not to set them to Alloys as i didn't want players scooping them up by flying through the cloud, when the next version of Oolite comes out i'll put in the "counts_as_kill" setting, hopefully keeping Ahruman's blood pressure in the green zone
i'll sort out a re-upload of the bundle oxp tomorrow on works speedier internet connection but if you want to edit the shipdata.plist yoursef just change lines 7744, 7870, 7969 in the oxp's shipdata.plist from scan_class = "CLASS_CARGO"; to scan_class = "CLASS_ROCK";
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
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Re: Cascade mine Glitch?
Thanks Griff... done!Griff wrote:but if you want to edit the shipdata.plist yoursef just change lines 7744, 7870, 7969 in the oxp's shipdata.plist from scan_class = "CLASS_CARGO"; to scan_class = "CLASS_ROCK";
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Cascade mine Glitch?
You presume that it was you that launched itEl Viejo wrote:You don’t need to know which way to go, do you? The QCM always deploys behind you… just deploy, hold your course and hit the injectors.
A question that’s often puzzled me: why is such an exotic weapon as the QCM available at a TL7 and above, while a hardhead is only available at a TL10 or above?
My OXPs via Boxspace or from my Wiki pages .
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Re: Cascade mine Glitch?
Good point... question: is there an npc in the core game that can deploy a QCM?Thargoid wrote:You presume that it was you that launched it
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Cascade mine Glitch?
I don't think so, but I'm also not playing Vanilla.
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- Eric Walch
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Re: Cascade mine Glitch?
No. To let npc deploy q-mines they need the key has_energy_bomb being set. The key was introduced in 1.65 but none of the internal ships has it set.El Viejo wrote:Good point... question: is there an npc in the core game that can deploy a QCM?Thargoid wrote:You presume that it was you that launched it
UPS-Courier & DeepSpacePirates & others at the box and some older versions
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Re: Cascade mine Glitch?
Thanks for the answers, guys... any answer to my other question, re QCMs and TLs?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Cascade mine Glitch?
Because hardheads are easier to use effectively and must therefore be harder to get hold of by elementary game-balancing logic.El Viejo wrote:A question that’s often puzzled me: why is such an exotic weapon as the QCM available at a TL7 and above, while a hardhead is only available at a TL10 or above?
What, you expect in-universe explanations for stuff?
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Re: Cascade mine Glitch?
<ceases coughing and spluttering>
As a certain well-known ‘science officer’ would say… ‘fascinating’… thank you, Admiral.
As a certain well-known ‘science officer’ would say… ‘fascinating’… thank you, Admiral.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Cascade mine Glitch?
Because a Q mine is a simple fuel based explosive, whereas as hard head is a complex piece of military electronics.
The fact you get a bigger bang from something does not mean it is more technologically advanced.
The fact you get a bigger bang from something does not mean it is more technologically advanced.
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Re: Cascade mine Glitch?
A weapon that emits a 'gravitic shockwave' is a 'simple fuel-based explosive'? Crikey!Cmdr James wrote:Because a Q mine is a simple fuel based explosive
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Cascade mine Glitch?
Yes, because emitting 'gravitic shockwaves' is what the fuel does anyway. The q-mine only turns it into an uncontrollable chain reaction.El Viejo wrote:A weapon that emits a 'gravitic shockwave' is a 'simple fuel-based explosive'? Crikey!Cmdr James wrote:Because a Q mine is a simple fuel based explosive