Well. I think the games amount of Over Powered pirates that attack you are a tad much.
For my standard cobra 3 with no shield booster, beam laser, extra energy unit and so on
I cant even kill a Krait before the beam laser overheats. How on earth would someone
with a pulse laser be able to defend against anything (yes i do get jumped too alot
at the witchpoints with 2 to 3 Super-Kraits.
I cant even run away because usually they also got injectors.
IMO it is a tad much.
Insane attack levels
Moderators: winston, another_commander
Re: Insane attack levels
Bounty Scanner
Number 935
Number 935
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Insane attack levels
Super-Krait? You mean Griff's chopped Krait? I think that OXP has a test script in it which needs removing.
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: Insane attack levels
Cody wrote:Super-Krait? You mean Griff's chopped Krait? I think that OXP has a test script in it which needs removing.
nope, just the standard krait: role "light-pirate".
I usually get jumped 2 of these + one insane moray and a single sidewinder.
Even the Sidewinder has become remarkably resilient.
Actually it makes me want to code an Energy viewer so that i cant see what kind of nasties i'm up against.
Easy fast code, Tie it to the Beacon label that gets erased upon De-targeting if it had no previous beacon label.
I just finished a Distance code for the beacon label I also see that on your "Butchered" cockpit that you cannot release.
Anyway, IMO the standard pirates have become a tad to ûber 90% of times i get jumped by these in supposedly secure systems with cooperative governments.
Bounty Scanner
Number 935
Number 935
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Insane attack levels
That's spara's Navigation MFD (I think that's what you're referring to), which I squashed into my instrument panel - very handy kit.Frame wrote:I just finished a Distance code for the beacon label I also see that on your "Butchered" cockpit...
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!
- Redspear
- ---- E L I T E ----
- Posts: 2687
- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: Insane attack levels
IIRC, each system's traffic is now influenced by nearby systems, so a corporate state with two anarchist neighbours is not as safe as it once was, possibly by some distance.Frame wrote:Anyway, IMO the standard pirates have become a tad to ûber 90% of times i get jumped by these in supposedly secure systems with cooperative governments.
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: Insane attack levels
[wiki]Detectors[/wiki], [wiki]Combat MFD[/wiki]?Frame wrote:Energy viewer ... Distance code
Re: Insane attack levels
Sorry: not working. At least in oolite 1.82 for me.Norby wrote:[wiki]Combat MFD[/wiki]?
it worked once and then stopped to work. I uninstalled the pack and reinstalled and it does still not work as in nothing shows up on the screen.
I installed distant suns to verify that oxzs do work, and they work fine. I checked that the file is there and i held down shift to flush the cache.
I'm getting some warnings about deprecations
Code: Select all
19:42:12.123 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADER
19:42:12.123 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTAWEA
19:42:12.123 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADAM
19:42:14.003 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADER
19:42:14.003 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTAWEA
19:42:14.003 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADAM
19:42:14.005 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADER
19:42:14.006 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTAWEA
19:42:14.006 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADAM
19:42:14.008 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADER
19:42:14.008 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTAWEA
19:42:14.008 [oxp-standards.deprecated]: TL99 is deprecated for EQ_DTADAM
Bounty Scanner
Number 935
Number 935
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: Insane attack levels
Working well at me, so:Frame wrote:nothing shows up on the screen.Norby wrote:[wiki]Combat MFD[/wiki]?
-Is there a Combat MDF equipment listed in your ship (F5)?
-Are you tried to press ";" and ":" keys (the keys you have in
oolite.app/Resources/Config/keyconfig.plist
as key_cycle_mfd
and key_switch_mfd
) enough times to show up this MFD?I assume your HUD is not an exotic old one without any MFDs defined.
The quoted deprecations has not any effect (just a reminder), thank you.
Re: Insane attack levels
It was a localisation issue. The keys listed are incorrect for my local Danish Keyboard. Special letters Æ and æ, must have hit it by mistake the first time around .Norby wrote:Working well at me, so:Frame wrote:nothing shows up on the screen.Norby wrote:[wiki]Combat MFD[/wiki]?
-Is there a Combat MDF equipment listed in your ship (F5)?
-Are you tried to press ";" and ":" keys (the keys you have inoolite.app/Resources/Config/keyconfig.plist
askey_cycle_mfd
andkey_switch_mfd
) enough times to show up this MFD?
I assume your HUD is not an exotic old one without any MFDs defined.
The quoted deprecations has not any effect (just a reminder), thank you.
So it works now.
Bounty Scanner
Number 935
Number 935