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Pirates

General discussion for players of Oolite.

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mandoman
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Re: Pirates

Post by mandoman »

Capt. Murphy wrote:
mandoman wrote:

Capt. Murphy, I totally missed your post, and when I found it I about flipped. You have done some really cool stuff with this game, and great ideas too. Sorry I didn't notice it before now. :o
No worries mate, and just to set the record straight I'm a newbie as far as modding Oolite goes, teaching myself javascript (and doubtless bad scripting habits) as I go along. There are other contributors who have made many more and cooler additions to the game.
If you say so, but those are still great OXPs.

Well, so much for the Heat Shields. If they are only good for sun skimming, than they don't do me any good at all. It's too late to run for the sun ( :mrgreen: ) when the pirates are on your tail.

[Quote:"heat_insulation
This real number gives the amount of heat insulation of a ship. Default is 1.0 Only for NPC ships. Playes ships can have the equipment]EQ_HEAT_SHIELDING with gives the player than a heat_insulation of 2.0 "

Would someone please rephrase that in Stupidese for me?
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Capt. Murphy
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Re: Pirates

Post by Capt. Murphy »

mandoman wrote:
[Quote:"heat_insulation
This real number gives the amount of heat insulation of a ship. Default is 1.0 Only for NPC ships. Playes ships can have the equipment]EQ_HEAT_SHIELDING with gives the player than a heat_insulation of 2.0 "

Would someone please rephrase that in Stupidese for me?]

:lol: I'm glad you like the OXP's, took a lot of work with learning the scripting from scratch. Still tweaking Escort Contracts - another release should be out shortly.

Heatshields in Stupidese - Basically your cabin temperature increases more slowly when very close a sun (skimming for fuel) or when in the planet's atmosphere (just want to see some blue sky instead of black space or maybe you've got Planetfall installed) . Cabin temp above a certain point = "press space commander".
[EliteWiki] Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
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mandoman
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Re: Pirates

Post by mandoman »

Thanks. I had a feeling it was something like that. :mrgreen:
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Re: Pirates

Post by Ad_Astra »

Switeck wrote:
If your old ship needs a maintenance overhaul, doing that before trading it in can make it worth more money. Instead of 88k it might be 120k.

As far as avoiding the direct route to planet from witchpoint beacon... Deep Space Pirates OXP makes going the indirect route potentially more dangerous as you can sometimes encounter a clump of pirates at once. Like 5+ at once, counting escort ships for pirate Pythons. Injecting away from them is the only reasonable option. I guess using an energy bomb would work, but that's a 1-shot weapon that most likely will not come anywhere close to paying for itself against pirates.
When I come across pirates there's usually at least 4 or 5 of them anyway, sometimes more if I'm having a bad space day. If I can take out a couple of the more fragile Escort ships (Sidewinders usually) then that makes life a lot easier.
Now rated Deadly flying a Military Stingray in Galsector 2 causing chaos, panic and disorder as a hitman and trader.
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