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Posted: Fri Mar 21, 2008 1:59 pm
by matt634
Hello again! It appears that this OXP is STILL unfinished :?

@ Ark - quite right on the dependency/redundancy issues you found with those textures and models. The fighters were actually part of an original frigate OXP (that I made ages ago) that evolved into Galactic Navy. They're like vestigial legs. The Thargoid textures I just copied and pasted from the Thargorn Threat OXP without giving it much thought :oops: In both cases, I will remove the redundant textures and models in the next update. Fortunately, right now they do no harm, but I agree copies should either be renamed or not included at all.

Regarding your other question - I did not fully implement AH's Thargorn Threat OXP, just his battleships and cruisers. If you don't have Thargorn Threat installed you will still see these ships in Navy battles; you will not, however, see them else where, nor will you see his other Thargoid models: frigates, transports, cargo pods etc...

As a side note - I noticed in testing my OXP that Thargorn Threat is in need of an update after the release 1.70 (AH is aware of this). Thargoid's now require an additional mothership role, and with the new "setPrimaryRole" function the in-fighting problem can be resolved. I did implement these fixes for the battleships and cruisers added to Galactic Navy.

@ Hoopy - SecCom Stations should be marked by an "S" on the scanner.

Posted: Sat Mar 22, 2008 8:47 am
by Hoopy
The S on the compass works fine when in system. I meant on the galactic chart - I'd like to be able to find a seccom station without first having to go to the wiki, look up the galaxy, look for secom stations, look for where i am, work out which is closest etc.

If the gal chart highlight the seccom station s i could just go straight there.

Posted: Sun Mar 23, 2008 10:20 am
by pleb87
Hi, first post. This is a fantastic expansion to a fantastic game. Combat was never as interesting before being able to fight alongside and against capital ships. Keep up the good work!

@ Hoopy: The chart has SecCom locations in the system description...

Posted: Sun Mar 23, 2008 11:48 pm
by matt634
Welcome to the boards!! I'm glad you enjoy the oxp. Fighting against and alongside capital ships (especially in large fleet actions) has always been my favorite part of space sims too.

Sorry I misunderstood your question Hoop. Pleb is right, you can find them by checking the system info from the star chart. I admit its tedious but I don't know of a better way. I'll look at the advanced nav arry oxp to see if I can figure something out. I could include the wiki charts in the download folder - good idea?

Edit: silly me, there is no advanced nav array oxp - its part of the game. I don't think I can do anything with the chart other than mark all of them with x's which would be very confusing.

Posted: Tue Mar 25, 2008 8:27 am
by Hoopy
aha! I didn't realise they were in the system description, thanks both :)

I must admit that I almost never use that screen as the 'hold down I' trick gives you all most of the information you'll need.

Maybe the status (F5) screen could add a line telling you the name and distance to the nearest SecCom station? Everytime you witchspace just clear it and replace it with an updated line. I'm guessing this would need some new javascripts commands along the line of 'CalculateDistance( currentSystem, OtherSystem)' and then you'd have to evaluate that for all the SecCom stations in the galaxy and report back the closest...?

Posted: Fri Apr 25, 2008 8:28 pm
by pagroove
A question,

I'm in galaxy 1 planet Aleusqu: home of one of the sector commands (I belives sector 12). The main station is invisible. But when using the docking computer it docks. When I undock and I look in the rear view I see nothing. Is this correct? Or is this a test of a new sort of station cloaking method? 8)

Posted: Sat Apr 26, 2008 7:31 am
by pleb87
I?ve never seen anything like this! What other OXPs are you running?

.

Posted: Sat Apr 26, 2008 7:32 am
by Lestradae
@pleb87:
I?ve never seen anything like this! What other OXPs are you running?
Methinks that`s a picture from a tube of you video about a remastered high-res version of Frontier ... nothing Oolite-ingame.

:idea:

L

Posted: Sat Apr 26, 2008 7:34 am
by pleb87
Yeah i want an Imp Courier that well textured in Oollite...would be awesome...

Realistic Shipyards

Posted: Sat Apr 26, 2008 7:43 am
by Lestradae
Yeah i want an Imp Courier that well textured in Oollite...would be awesome...
If you install my Realistic Shipyards Ultimate Edition OXP (click on my signature below and download V3.0 from the page you enter then) then a rather nice Imperial Courier will appear as NPC ship and be buyable in high-tech shipyards. The model is from Selezen, I like it a lot.

The ship from the picture is not an Imperial Courier, by the way, it`s a secret prototype ship from Frontier termed "Argent`s Quest".

Have fun :)

L

Posted: Sat Apr 26, 2008 7:48 am
by pleb87
Ah...i never got that far in frontier, lol. I prefered Elite, even if Elite was created 3 years before i was born...

.

Posted: Sat Apr 26, 2008 8:55 am
by Lestradae
I prefered Elite, even if Elite was created 3 years before i was born...
Then Oolite should be your thing :)

Have fun 8)

L

Posted: Sat Apr 26, 2008 1:24 pm
by Commander McLane
@ Lestradae: In case you haven't noticed: pleb87's comment was not about the picture, but about the previous post by pagroove. The ship-picture is his signature (therefore it appears below the line that seperates the post from the signature).

Posted: Sat Apr 26, 2008 1:51 pm
by pagroove
I run a whole lot of OXP's. I make a list tonight.

Posted: Sat Apr 26, 2008 4:00 pm
by matt634
@ Pangroove - The OXP shouldn't have any affect on the main station. I suppose it could be possible that the SecCom station spawned on top of the main station and somehow caused this interesting little problem. The SecCom's always appear in a direct line from the planet to the sun at the same orbiting height of the main station, so if the sun was directly behind the witchpoint at Aleusqu this could be what's happening.

I'll check into it.

Oh, and there is still an update planned to remove the redundant models/textures and possibly add a feature/mission or two as well :)