And a very good best that is, best of the best!kanthoney wrote:Hey, I'm trying my best!cim wrote:We haven't even really started getting to the "breaking things" part of the release cycle at the moment

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And a very good best that is, best of the best!kanthoney wrote:Hey, I'm trying my best!cim wrote:We haven't even really started getting to the "breaking things" part of the release cycle at the moment
First time I've managed to get out there and have a look at this - a little too much judder on the scanner, perhaps?cim wrote:There's a bit of a visual indication of nearby ECM bursts now. See what you think...
That's the ECM indication? I thought my scanner malfunctioned!!!Cody wrote:First time I've managed to get out there and have a look at this - a little too much judder on the scanner, perhaps?cim wrote:There's a bit of a visual indication of nearby ECM bursts now. See what you think...
Definitely too much, I feel as I dropped into a gigantic spacequake.Cody wrote:a little too much judder on the scanner
removeEquipment
on a missile other than the player's selected one is also fixed)player.ship.multiFunctionDisplayList
property to read the current MFD settings.Not easily, no. There are ways for OXPs to modify the default sort order, but not reliably. Adding custom sort orders would probably mean implementing all of the existing ones in JS as well, which would be quite a bit less efficient.Neelix wrote:Any chance of making it possible for an OXP to specify a sort order?
Filter, sort and display offset, and even then it might have trouble catching up if the player was cycling through them at any speed. I'll see if I can think of a sensible alternative way of providing additional notes on a trade good by OXP.spara wrote:From Market Observer's point of view, there has to be a way to read the current filtered commodity order for it to work at all.