Page 3 of 4
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sun Jun 10, 2012 3:20 pm
by Diziet Sma
Geraldine wrote:I love the idea of this oxp. Its good that a "game over" situation can be avoided while the player's Commander is still alive and kicking. Being dumped in deep space with no fuel or possibility of rescue is no fun. This was one thing I truly hated about FE2!
Another alternative solution for this problem is the
Fuel Collector. It's quite handy.. When prowling back and forth along the spacelane searching for a Random Hits mark, it helps top off my tanks again after the occasional blast on injectors. I keep forgetting to use it for recovering fuel from derelicts though.. must give that a shot.
The Fuel Collector can [slowly] gather fuel from the thin solar wind in space and collect unburnt fuel scattered around after a ship is destroyed. It can also hack the computers of derelict or abandoned ships drifting in space making them vent any remaining fuel into space so that it can be collected.
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sun Jun 10, 2012 3:22 pm
by Cody
Unless that OXP has been changed, it takes a very long time in interstellar space!
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sun Jun 10, 2012 3:26 pm
by Diziet Sma
Hey! I was gonna let Geraldine find that out for herself!
(The secret to gathering fuel in interstellar space using the FC is to make sure you're at maximum speed)
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sun Jun 10, 2012 3:31 pm
by Cody
Heh... I tried it myself ages ago. In normal space, it makes life far too easy for my liking. The wormhole restoration OXP is a more elegant solution, I reckon.
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sun Jun 10, 2012 3:42 pm
by cim
Diziet Sma wrote:Geraldine wrote:I love the idea of this oxp. Its good that a "game over" situation can be avoided while the player's Commander is still alive and kicking. Being dumped in deep space with no fuel or possibility of rescue is no fun. This was one thing I truly hated about FE2!
Another alternative solution for this problem is the
Fuel Collector. It's quite handy.. When prowling back and forth along the spacelane searching for a Random Hits mark, it helps top off my tanks again after the occasional blast on injectors. I keep forgetting to use it for recovering fuel from derelicts though.. must give that a shot.
And the [wiki]Galactic Hyperdrive[/wiki] is also a reliable escape route. Quite possibly an inconvenient one, if you had unfinished business, but at least you're alive...
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sun Jun 10, 2012 3:45 pm
by Cody
cim wrote:... the [wiki]Galactic Hyperdrive[/wiki] is also a reliable escape route...
Yep... if it ain't been damaged in the firefight, that is!
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sun Jun 10, 2012 5:08 pm
by Geraldine
El Viejo wrote:Unless that OXP has been changed, it takes a very long time in interstellar space!
***SPOILER ALERT!!***
Yes I do have the fuel collector oxp and yes it takes ages to work in deep space, but I do think Commander McLane's oxp seems a nicer solution. I mean, the game can be brutally unfair as it is at times (wouldn't have it any other way of course!
) without being dumped in the middle of nowhere and empty of fuel too
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sat Jul 13, 2013 1:28 pm
by CaptSolo
Cody wrote:Made one of my regular visits to interstellar space, on this occasion in the zero-distance double system of Tetiri/Orlaed.
I don't believe those two planets are precisely zero distance from each other, but correct me if I am wrong.
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sat Jul 13, 2013 1:38 pm
by Cody
CaptSolo wrote:Cody wrote:Made one of my regular visits to interstellar space, on this occasion in the zero-distance double system of Tetiri/Orlaed.
I don't believe those two planets are precisely zero distance from each other, but correct me if I am wrong.
Their co-ords do differ very slightly, but the actual in-game distance between them is 0.0ly (although that does use 0.1ly of fuel).
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sat Jul 20, 2013 2:32 am
by CaptSolo
Found another zero-distance double in chart 8: Gexequan and Edtizabe. The higher numbered planet will not be textured by System Redux on the F7 GUI screen, with the texture target boolean set to true. Am heading there to see what happens when in the system. Both are situated at coordinates 244,169.
No problems with doubles that do not exist at the same exact coordinates.
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sat Jul 20, 2013 8:52 am
by Cody
CaptSolo wrote:Found another zero-distance double in chart 8: Gexequan and Edtizabe.
If I'd known you were hunting for zero-distance doubles, I could have sent you a list of them.
Erm... what's the connection with wormhole restoration, Solo?
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sat Jul 20, 2013 1:10 pm
by CaptSolo
Cody wrote:CaptSolo wrote:Found another zero-distance double in chart 8: Gexequan and Edtizabe.
If I'd known you were hunting for zero-distance doubles, I could have sent you a list of them.
Erm... what's the connection with wormhole restoration, Solo?
None at all. Sorry for that.
I suspected you might know where they all are. Please do send me your list.
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Sat Jul 20, 2013 1:18 pm
by Cody
CaptSolo wrote:Please do send me your list.
<delves into his NAS archive> PM incoming!
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Wed Apr 11, 2018 10:30 pm
by phkb
<It lives!>
Version 1.2 is now available in the download manager. No functional changes, just packaged as an OXZ. Commander McLane, if you ever want to do an update, let me know and I'll hand control back to you!
Re: Wormhole_restoration.oxp v 1.1 now available
Posted: Thu Apr 12, 2018 6:37 pm
by Anonymissimus
Thanks.
So...I use some other addons which are also unavailable in the addons manager, perhaps if I mention them in the forums you will update them...?
EDIT
A note about wormhole restoration, in case someone counts on it: If interstellar tweaks is also installed, the thargoid witchspace jammers are not always there...and if they aren't you can't destroy them to reopen the wormhole. I think it depends on whether the misjump position between the systems is at half the distance or somewhere else (with interstellar tweaks it can also be at 1/3 and such). I think without interstellar tweaks, the witchspace jammers are always there (no guarantees).