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Re: Advanced navigational array
Posted: Mon Sep 05, 2011 5:54 pm
by Lucidor
Great! Thanks again.

Re: Advanced navigational array
Posted: Mon Sep 05, 2011 5:56 pm
by Cody
Lucidor wrote:I just noticed that I've been labelled 'offender'.
A couple of jumps will clear that, usually.
Re: Advanced navigational array
Posted: Mon Sep 05, 2011 6:01 pm
by Mauiby de Fug
El Viejo wrote:A couple of jumps will clear that, usually.
Oh, yeah, that too... Forgot about that! This squirrel finds it useful to remove the offender tag quickly. Fewer questions are asked when docking...
Re: Advanced navigational array
Posted: Tue Sep 06, 2011 7:41 am
by Eric Walch
Mauiby de Fug wrote:El Viejo wrote:A couple of jumps will clear that, usually.
Oh, yeah, that too... Forgot about that! This squirrel finds it useful to remove the offender tag quickly. Fewer questions are asked when docking...
Or you can hang around near a main station for a while, until you are scanned by police. Than two things can happen:
1- When you are at the lower end of the offender scale, you will be marked for fines, and that will clear your record on docking after doing some time consuming community jobs.
2- When you are at the higher end of the offender scale, GalCop will not settle for just a fine and will go after you.
Trouble is that the player can't see where on the scale he is

Re: Advanced navigational array
Posted: Tue Sep 06, 2011 4:08 pm
by Thargoid
Unless they install my
Bounty Status OXP...
Re: Advanced navigational array
Posted: Wed Sep 07, 2011 4:00 pm
by Lucidor
I like that one, Thargoid.
Only disappointment is that I can't seem to get over 111 credits in bounty, no matter what I do.

Re: Advanced navigational array
Posted: Wed May 21, 2025 7:37 am
by Cholmondely
Lucidor wrote: ↑Mon Sep 05, 2011 4:09 pm
I've been playing this game since 2004 or so.
I saw that you popped in yesterday! Welcome back!
Just to say, there
is an update for ANA which allows tweaking your route, Alnivel's
Route Planner OXP.
Here is a route plotted with his OXP going through the 8 green crosses.
PS: Are you
still a cabinet-making student? I knew that you continental types go in for lo-o-ong degrees, but goodness gracious me!
Re: Advanced navigational array
Posted: Wed May 21, 2025 7:27 pm
by Lucidor
Thanks Cholmondely!
This thread is exactly what I was looking for when I logged in. Couldn't get the keybindings to work again!
I had totally forgotten about holding shift while starting the game. Just a couple of hours ago I figured out that the Addons directory has moved from GNUstep/Applications/Oolite/AddOns to GNUstep/ApplicationSupport/Oolite/ManagedAddOns/
By now I should have learnt that Oolite always involves a bit of banging one's head against walls.

Luckily it's all sorted for now.
And no, I'm not a cabinet-making student any more. How I wish I never ever was. That's where I learnt that people are disgusted by my presence and spent the following ten years in a pitch black quagmire trying to figure out a reason to go on with life. So if that information remains in a bio somewhere around here I'll have to go and remove it because every reminder of that time still sickens me to this day.
But first I'm going to install Alnivel's route planner, it looks amazing!
Re: Advanced navigational array
Posted: Wed May 21, 2025 9:18 pm
by Cholmondely
Lucidor wrote: ↑Wed May 21, 2025 7:27 pm
This thread is exactly what I was looking for when I logged in. Couldn't get the keybindings to work again!
...
But first I'm going to install Alnivel's route planner, it looks amazing!
A lot changed with Oolite v.1.80/v.1.82 (2014/5):
1) OXZs downloaded from the in-game Expansions Manager go in Managed AddOns. OXPs and other OXZs go in AddOns.
2) Piracy is different - pirates from local anarchies/feudals will raid their "safe neighbours" - so Ensoreus is now quite dangerous, despite the police patrols.
3) Markets are different and easier to tweak - and there are some fascinating new OXPs out there doing exactly that.
4) AI is different - NPCs are more skilled (more accurate, better responses) and no longer need treble-barrelled lasers to be deadly!
The changes since then have been mostly to do with improvements to the graphics, thanks to a_c who originally devised your ANA. Check out the city lights on Lave OXP, Riredi OXP, Lerelace (Taranis OXP) & Tianve OXP. Check out the Pulsar at Tianve OXP. Download Isis Interstellar Station OXP and visit Zaonce. Try out Griff's new SpecGloss ships (vanilla game ship list not yet complete). Others such as CBR will give you a better guide.
PlanetFall2 is quite something. To date, only DGill's 2025 update of Feudal States does much with it. And he has really built up Aronar, Digebiti and Tibecea with it.
There are some super, super OXPs/OXZs out there for you to try out. Enjoy the exploration. Some of the old favourites (Galactic Navy, Povray Planets) are not on the in-game Expansions Manager - you will need to go to the wiki for downloads.
Try out these wiki-pages and see if anything appeals:
Guide to Accuracy OXPs
Guide to Ambience OXPs
Guide to Economics OXPs
Oolite Stations
Above all... Enjoy!
Re: Advanced navigational array
Posted: Wed May 21, 2025 10:30 pm
by Lucidor
Cholmondely wrote: ↑Wed May 21, 2025 9:18 pm
4) AI is different - NPCs are more skilled (more accurate, better responses) and no longer need treble-barrelled lasers to be deadly!
I'll say! I had more than half a tank of fuel when I ran into a bunch, maybe ten, pirates. I just got away by a whisker on full injectors. The last pirate gave up just as I ran out of witchspace fuel.
Otherwise, good info! I'll check it out.