Search found 2571 matches

by Norby
Sat Nov 14, 2020 9:47 pm
Forum: Expansion Pack
Topic: [RELEASE] Fighters 1.5
Replies: 32
Views: 16667

Re: [RELEASE] Fighters 1.5

Fighters v1.5 is out, featuring a new type: Robot Fighter . Available in all stations as a smaller but more costly alternative of the Light Fighter: need only 1t cargo space instead of 5t, but each costs 5000 credits. Looks like a Tharglet but internally controlled by computers. http://wiki.alioth.n...
by Norby
Sat Nov 14, 2020 4:01 pm
Forum: Discussion
Topic: Well-aligned multiple lasers
Replies: 1
Views: 345

Well-aligned multiple lasers

When a ship has multiple forward lasers, small targets like escorts often missed by the wing-mounted weapons due to they placed farther from the center line than the width of the target. There is a way to address this problem: side lasers can be oriented a bit towards to center. Beams can cross the ...
by Norby
Sat Nov 14, 2020 1:08 pm
Forum: Discussion
Topic: Recovering "Lost" OXPs
Replies: 101
Views: 14172

Re: Recovering "Lost" OXPs

That's the one that gets separated lasers, isn't it? Note about Separated Lasers the needed distance for separation (to do not suffer multiple heat when firing) is calculated in 3D, so not only the distance in x-axis counts, but y and z-axises too. When the weapon positions are in the same level in...
by Norby
Wed Nov 04, 2020 8:28 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v1.0
Replies: 202
Views: 110941

Re: [RELEASE] Towbar OXP v1.0

Yes, after 7 years of development we finally reached v1.0!

:!: :!: Tadaaa! :!: :!:

:wink:
by Norby
Wed Oct 28, 2020 7:16 pm
Forum: Expansion Pack
Topic: [WIP] The Collector v0.4
Replies: 69
Views: 55625

Re: [WIP] The Collector v0.4

Hi Dysk, This is the most tricky part of this mission pack, but there is a solution. Yes, you can not arrive in time using raw force, but you must use your mind. Without giving too much spoiler I only can tell that the shortest way is not always the fastest in Oolite. Please try again and write eith...
by Norby
Mon Oct 12, 2020 3:28 pm
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1129
Views: 335912

Re: Introduce Yourself.

Welcome Caleb to the Ooniverse!

Thank you for your positive review. You have good story telling skill, more will be warmly welcomed in the Tales from the spacelanes topic. Exactly as our fast-welcomer Cody said. ;)
Happy bug-hunting! :)
by Norby
Wed Oct 07, 2020 6:13 pm
Forum: Expansion Pack
Topic: Why isn't target reticle included in the game managed expansion packs?
Replies: 7
Views: 1073

Re: Why isn't target reticle included in the game managed expansion packs?

The reticle_target_sensitive is a core HUD feature, but turned off in default HUDs. This oxp just turn on this flag, which is also turned on in many other HUDs. So you do not need this oxp at all if you install any HUD with this flag on, like Large HUD in HUDSelector.
by Norby
Fri Sep 25, 2020 9:56 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v1.0
Replies: 202
Views: 110941

Re: [RELEASE] Towbar OXP v0.108

Yes, my intention was that Injectors be disabled only while a big mass is hang on the ship and functional again when released.

I agree with the suggestions above and I sent a detailed answer to dybal in pm.
by Norby
Thu Sep 17, 2020 5:27 pm
Forum: Discussion
Topic: Tales from the spacelanes...
Replies: 1323
Views: 422394

Re: Tales from the spacelanes...

Nice tale! :)
by Norby
Fri Aug 21, 2020 9:32 pm
Forum: Expansion Pack
Topic: BGS - The BackgroundSet
Replies: 718
Views: 251369

Re: BGS - The BackgroundSet

Hi Cholmondely, I think you installed BackGroundSet 1.10.9 first, which contain the spiderweb tunnel effect, then somehow updated to BGS 2.5.1 where it looks honeycomb-like. For a downgrade you must remove BGS in the expansion pack manager, then the blue color over the line of the old one will chang...
by Norby
Mon Aug 10, 2020 9:49 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v1.0
Replies: 202
Views: 110941

Re: [RELEASE] Towbar OXP v0.104

Hi all! What an interesting discussion above. :) Thank you for all ideas and coding, it is good to see that the community is doing well even I pop up here rarely. I will always be happy with any changes you decide together, so go ahead! About rebalance my opinion is the same than dybal said. The ver...
by Norby
Fri Apr 10, 2020 10:46 am
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1129
Views: 335912

Re: Introduce Yourself.

Welcome Redeyemist to the Oolite community and "the friendliest board this side of Riedquat"! If you put an OXZ file into your AddOns folder then just start the game and it will work. For a proof download the Start Advice which display this advice screen right after you start a new game. But if you ...
by Norby
Fri Apr 03, 2020 6:53 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 217788

Re: Split: Re-scaling experiment

'solves' the speed issues (inherent in the standard Oolite) I think a good solution could be an automatic time manipulation in the boring situations. The TAF is not available in end-user builds so i am thinking on an other solution, which basically multiply the maxspeed and turn rates of all moving...
by Norby
Mon Mar 23, 2020 8:54 am
Forum: Expansion Pack
Topic: Escape Pod as Standard OXZ
Replies: 9
Views: 3707

Re: Escape Pod as Standard OXZ

the pirates could do the same. If they don't have a tugship then all they'd need is one of then to have fuel scoops, refuel the player ship, ransom, eject or enslave the pilot. Even if they couldn't do that, they could fully destroy the ship and scoop the alloys. There is a big risk to attempt thes...
by Norby
Sat Mar 21, 2020 4:31 pm
Forum: Expansion Pack
Topic: Escape Pod as Standard OXZ
Replies: 9
Views: 3707

Re: Escape Pod as Standard OXZ

Alternatively use the ship as a big escape capsule: an emergency shutdown procedure ejects the instable fuel to prevent explosion, leaving the ship without energy but technically immune to further hits. When attackers see that the ship is disabled then just steal cargo and left it alone. Later a tug...