Re: SIRF - update Released
Posted: Wed Mar 10, 2021 5:26 am
Thank you, just downloaded the file. It will take me 2 - 3 days before I got enough time to have a close look at it but expect me to come back to you asap.
For information and discussion about Oolite.
https://bb.oolite.space/
Thank you, just downloaded the file. It will take me 2 - 3 days before I got enough time to have a close look at it but expect me to come back to you asap.
I think his concerns are valid - and can be partially mitigated by publishing tweaks on the wiki for the various listed OXPs there (something I've been slowly trying to do).''Post by aegidian » Thu Aug 07, 2014 9:19 am''
I hesitate to post this, but I've been reminded recently of the value of candour, and I therefore ought to.
I have come to the conclusion I do not like the concept of OXZs.
Oolite's chief advantage has been that it is easy to mod and edit, ideally with the simplest of text editors and graphics editors. OXZs seem only to get in the way of doing that. I like the expansion manager, and appreciate the ease it allows new users to download mods, but in my opinion the OXZ format (in hiding information from users) hinders those new users who want to peek and poke behind the curtain - and they are our most important new users.
So my answer to the question posed in the Opinion Poll is a reluctant, but forthright, NO, OXZs are a mistep and should probably be quietly deprecated.
Sorry.
The expansion manager however, is a positive step, but should be rewritten to handle OXP folder hierarchies instead of OXZs, and check, mark and note when a managed folder has been changed (by consulting a checksum or hash) and warning the user in the manager that the OXP and its dependents may no longer work as intended, with the option of downloading and re-installing to fix any issue.
A more recent note here:Cholmondely wrote: ↑Wed Mar 10, 2021 7:48 amAnother option, of course, is to publish the tweaking formula on the wiki!
I don't know if you saw Aegidian's post here: https://bb.oolite.space/viewtopic.php?f=2&t=16790
I think his concerns are valid - and can be partially mitigated by publishing tweaks on the wiki for the various listed OXPs there (something I've been slowly trying to do).
Personally, I wouldn't consider renaming a file and extracting it as a big challenge, it should take less than 5 minutes. Regarding posting tweaks on the wiki: For sure it offers some benefits but keeping a valid overview could prove difficult. Imagine an official version with a number of tweaks posted on the wiki, some maybe tweaks of tweaks. It would take time and probably will be confusing for a newcomer to figure out all of them.another_commander wrote: ↑Sun Dec 13, 2020 2:51 pmThe UI code is so convoluted and complicated that I wouldn't even dream of changing the current Manager's layout at this time.
Thanks for making me smile on a wired day
Ok, back to the topic. Of course, you are correct, since I am using multiply lasers (actually implemented with V 1.83) the ships are becoming more powerful. The fact that most ships OXP's available were created before this version and therefore usually only have a single mount doesn't mean that it couldn't be changed.
Well, since you're looking at slicing and dicing the OXZ anyway, you'll be re-writing that. But what had narked me was the way the "oneliner" description gave me one set of expectations, but the OXP delivered some very different ones.montana05 wrote: ↑Tue Mar 09, 2021 11:51 pmI could tweak a second version, lets call it SIRF Redux for now. Replacing the Geckos with core-ships is easily done, the same for the variable station tech levels. Probably Night Owls version got most included already. Are there any other modifications you would like to see ?
Regarding the explanation in the expansion manager, I usually use it as a (very) short description while the wiki page offers all details.
Point taken, I will try to improve the descriptions or at least include a remark for the wiki page. Additionally, I decided that with the next release the killer-Geckos will be outsourced to a ship OXP. What will remain are only the defenders so no attacks from assassins or pirates anymore.RockDoctor wrote: ↑Thu Mar 11, 2021 1:24 pmWell, since you're looking at slicing and dicing the OXZ anyway, you'll be re-writing that. But what had narked me was the way the "oneliner" description gave me one set of expectations, but the OXP delivered some very different ones.montana05 wrote: ↑Tue Mar 09, 2021 11:51 pmI could tweak a second version, lets call it SIRF Redux for now. Replacing the Geckos with core-ships is easily done, the same for the variable station tech levels. Probably Night Owls version got most included already. Are there any other modifications you would like to see ?
Regarding the explanation in the expansion manager, I usually use it as a (very) short description while the wiki page offers all details.
The link to the Wiki page is in the existing description (manifest file?). There is an ongoing issue with the Linux (and Mac? ) versions that the link isn't put onto the system clipboard when you press {some key} - I'll just check that in a moment . But that is a mainline program problem, not an OXP-ers issue. (As I understand it.)
I just had a look at Nite Owls latest update, it includes some small adjustments to fit better with the original. I will check the rotation, basically I got a pretty good idea why the subs are still rotating, but I need to do a test-run first.
I shall park my Miner and hit the OXP Mangler.montana05 wrote: ↑Wed Mar 17, 2021 9:43 amThis is Nite Owls tweak: SIRF Compact. I did some minor edits, but mainly it's his creation. Please have a look and if you approve I will upload it to the manager as well.