I have been hooked ever since I took on a transportation mission and finishing it with 1 minute to spare on the deadline. I have never experienced that much adrenaline while playing ever, landing in the system, dodging pirates with guns blazing and throwing my ship into the docking entrance of the station in order to reach it in time. So awesome.
I got quite a chuckle out of your little tale.. it reminded me of the time I wound up cutting a passenger-run really close.. it's written up here. If you feel inclined, we'd love to read a more detailed description of your adventure in the Tales from the Spacelanes thread.
Yeah, I have read a lot of tales in that thread. It's so amusing that you can have a game with so random (but well designed) mechanics where you can actually get a kick out of some of the actions you take.
I will definitely write it up on a later time
My favorite tale is the one where a user explains how he was stuck at a shootout near a space station, jumped to another system only to find that everybody near the station were hitching ride on his wormhole, eventually crashing his computer because so many blue holes opened up in front of him! >_>
Example, I wanted to keep the "Vanilla" scooping sound rather than the voice "Scoop activated" keep repeating?
The standard sounds declared in customsounds.plist (like the scoop sound) are not configurable. A script can't change them (read only). All you can do to get rid of specific sounds is to delete the declaration in customsounds.plist.
Koshed wrote:
Also I love the wrap effect when jumping, is that available separately?
Nope - the jumpsequence is not available separately. BGS uses Cabal_Common_Library which spawns and handles the effect. BGS passes additionally settings to the shader. It is possible (although a little bit work) to separate the effect from BGS + CCL and - based on the used script - may require changes to the shader as well, but after all it's the combination of elements which is BGS strongest point, so it won't be me who does it
I there a way to adjust sensitivity for acceleration-deceleration sounds? My T.Flight Hotas X has a twitchy throttle quadrant. The cheap potentiometer gives false ~0.1% changes to the throttle position, resulting in constant wiuuuh-wouuuh sound. I know it's a joystick problem, but I can't set the hysteresis via stick software/firmware/drivers...
I there a way to adjust sensitivity for acceleration-deceleration sounds?
This post and onwards may be of help... it's all beyond my ken.
Argh, didn't notice that... That's exactly what I was looking for
EDIT:
Svengali wrote:
BGS1.5.1 is online (BGS-A and BGS-M).
Changes:
- Added dampening for the speed checks.
The fix probably solves the jitter some users have experienced when using a joystick to handle the throttle when the ships should be at full stop. v1.5.1 uses a static dampening of 0.01 which will become adjustable in v1.6. I've also backported the cleaner approach of the code from v1.6.
Special thanks to Diziet Sma - I was not aware of the joystick deadzone jitter.
The development version (v1.6) may follow, but probably not this month anymore (94% bandwidth).
Good day! I had a problem with the latest version BGS 1.6. After pressing the key "h" the countdown starts ticking for the hyper-jump. He goes to zero and the program crashes (exit ti windows). The logs clean. All versions is the latest (Oolite 1.77, CCL 1.7). No more add-ons do not use. In version BGS 1.5.2 all worked - on the fifth second animation is began, then the ring. What could be wrong?
without any hint it is hard to guess. BGS v1.6 creates the effect on entering witchspace (not 5 seconds before as in v1.5.x). When the player enters witchspace lots of things are happening. A crash is something that is not handled by Oolite or the underlaying libraries, the OS, the graphics driver, etc... It could even be that it is not related to BGS.
But when I should guess, I'd think this is maybe a graphics card/driver problem.
Some more infos about your system can (maybe) give a pointer.
- Graphics card and driver version
- Reported OpenGL support in Latest.log
- Location of Oolite (path where it is installed)