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Add ons Folder
Posted: Sat Oct 10, 2009 9:20 pm
by Cascaruda
Sorry guys if this is a basic question, but I have just discovered this
new version of the old ELITE, and I was a great Fan of the original.
My congratulations to all who resurrected this Classic and am now
involved in "starting all over again" and enjoying every minute.
Now to the question, I want to download some OXPs and am told they need to go into the "Add on" folder, looking in my file folder, I do not have an Add on folder, do I just add it myself ???, or is it there somewhere and I can't see it.
I'm running XP.
Regards Tom
Re: Add ons Folder
Posted: Sat Oct 10, 2009 9:29 pm
by Svengali
Hey Tom, welcome onboard.
Cascaruda wrote:Now to the question, I want to download some OXPs and am told they need to go into the "Add on" folder, looking in my file folder, I do not have an Add on folder, do I just add it myself ???, or is it there somewhere and I can't see it.
The game creates this folder on first start. Hope you've downloaded v1.73.4 (much better than v1.65) even if it's marked as 'test-version'.
After that you should see this folder (one level up from oolite.exe).
Have fun
Posted: Sat Oct 10, 2009 9:40 pm
by Cascaruda
Posted: Sun Oct 11, 2009 6:19 pm
by Cascaruda
Right, I think I'm getting back into the basic game a little now, so my next
question, of the many oxp's out there, which order should I start with,
simplest first, and which will be too difficult for a newbie.
Thanks Tom
Posted: Sun Oct 11, 2009 6:36 pm
by matthewfarmery
I would try realist shipyards
http://wiki.alioth.net/index.php/Realistic_Shipyards
Lestradae first (maybe?) at bring a lot of mods from different authors together, I tried it myself for a while, (pretty new here myself) that extension is stable, it adds a lot of extensions and a lot of ships, it does make the game a little more challenging but its a nice one to play, not had any issues with it, Im in the process of helping to beta test RS successor OSE (Oolite Shipyards Extension) but I would give that a miss for now unless you like bug hunting
but RS is fine, that's my recommendation
Posted: Sun Oct 11, 2009 6:45 pm
by Cody
Hi Cascaruda.
An oft asked question.
Try here for a few ideas:
https://bb.oolite.space/viewtopic.php?t=6783
Posted: Mon Oct 12, 2009 1:30 am
by Diziet Sma
matthewfarmery wrote:I would try realist shipyards
http://wiki.alioth.net/index.php/Realistic_Shipyards
Lestradae first (maybe?) at bring a lot of mods from different authors together, I tried it myself for a while, (pretty new here myself) that extension is stable, it adds a lot of extensions and a lot of ships, it does make the game a little more challenging but its a nice one to play, not had any issues with it, Im in the process of helping to beta test RS successor OSE (Oolite Shipyards Extension) but I would give that a miss for now unless you like bug hunting
but RS is fine, that's my recommendation
Bear in mind that you need a LOT of RAM to run RS.. if I recall, around 3 GB is recommended..
Posted: Mon Oct 12, 2009 6:28 am
by Screet
Diziet Sma wrote:Bear in mind that you need a LOT of RAM to run RS.. if I recall, around 3 GB is recommended..
Not any longer - OOlite did use up heavy memory for flashers. OSE includes ships which do use many flashers, a single of these ships did take around 300MB to be seen. That bug in oolite has been fixed!
I often see Oolite with OSE take around 600MB and the highest I've yet seen was 1.1GB when I did make a test run with 2000 entities in a system!
Screet
...
Posted: Mon Oct 12, 2009 6:35 am
by Lestradae
@RS RAM usage: Yup, what Screet says!
RS now needs only around 1GB RAM to run properly, and its beta-tested successor OSE should be fine around 2.5GB.
All hail Ahruman, the great memory leakage exterminator! (for the Doctor Who fans
)
Cheers
L
Posted: Mon Oct 12, 2009 7:45 am
by Commander McLane
Screet wrote:Not any longer - OOlite did use up heavy memory for flashers. OSE includes ships which do use many flashers, a single of these ships did take around 300MB to be seen. That bug in oolite has been fixed!
No. Not yet in any released version. It will be in 1.74, though.
It's fine that you are playing with trunk. But when answering questions here on the boards, please be aware which of the features of your own modified version of Oolite are actually available for other people.
Posted: Mon Oct 12, 2009 7:48 am
by Micha
Screet wrote:Diziet Sma wrote:Not any longer - OOlite did use up heavy memory for flashers. OSE includes ships which do use many flashers, a single of these ships did take around 300MB to be seen. That bug in oolite has been fixed!
Just to clarify - this wasn't a bug. There was no associated memory leak or otherwise and the feature (flashers) worked as intended. However, reducing the amount of memory they require was a very significant optimisation/improvement of the existing codebase.
..
Posted: Mon Oct 12, 2009 8:18 am
by Lestradae
What McLane says. I stand corrected: It's true. For 1.74 Oolite, when it's released, the memory consumption will be down.
@Micha:
If you classify something that eats up 100 times the memory nescessary and can lead to one ship to need 300MB (!) of RAM usage as a bug or not, is yours to decide. I must beg to differ on this one, though, not that it matters.
L
Re: ..
Posted: Mon Oct 12, 2009 8:23 am
by another_commander
Lestradae wrote:
@Micha:
If you classify something that eats up 100 times the memory nescessary and can lead to one ship to need 300MB (!) of RAM usage as a bug or not, is yours to decide. I must beg to differ on this one, though, not that it matters.
L
It's not a bug. Plus, you also need to define what is considered "necessary". Fixing this was an optimization of resources utilization and a very welcome one at that.
..
Posted: Mon Oct 12, 2009 8:28 am
by Lestradae
I'm not complaining for sure, more like rather gratefully congratulating you guys for the ongoing further-development of this game!
Hope that's clear as
L