Search found 1339 matches

by Redspear
Tue Jun 18, 2019 9:50 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1461
Views: 343168

Re: Scripters cove

This version is tested and works, I just pasted parts of the code so you can see how I solved this problem. Thanks montana 05, I'll give that a try... I'd check the condition script for the laser (if one is specified). My guess is that you've included rules that prohibit the laser from being instal...
by Redspear
Tue Jun 18, 2019 9:45 pm
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1050
Views: 262611

Re: Introduce Yourself.

Hi, I'm Hijong Park who is having a hard time to enjoy Oolite. I like space and spaceships, so I want to like oolite, but simply can't. everything feels tedious and frustrating... Hi Hijong Park. I may have some good news for you: if you don't know it already there are likely oxps that can reduce b...
by Redspear
Sun Jun 16, 2019 9:00 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1461
Views: 343168

Re: Scripters cove

Trying to change the players lasers by script. Lasers are an odd case for equipment in that they have a facing and so player.ship.awardEquipment ("EQ_WEAPON_PULSE_LASER"); does not provide sufficient information (i.e. facing not specified). So I tried to use if (player.ship.aftWeapon === "EQ_WEAPON_...
by Redspear
Tue Jun 11, 2019 9:34 pm
Forum: Expansion Pack
Topic: Equipment Storage OXP
Replies: 5
Views: 434

Re: Equipment Storage OXP

This is something I'd considered in the past (for my own ship equipment oxp) but never had the time to work out an easy way to do it.
So thanks for making this a seperate oxp! I haven't tried it yet but it sounds very useful.

Good work once again phkb! :)
by Redspear
Fri Jun 07, 2019 9:38 pm
Forum: Discussion
Topic: Progress
Replies: 2015
Views: 447102

Re: Progress

phkb wrote:
Sun May 26, 2019 3:57 am
In the next nightly is the ability to limit star and nebula textures to particular galaxies, providing the opportunity to make galaxies more visually unique.
Nice 8) Thanks :D
by Redspear
Fri Jun 07, 2019 9:36 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

One other possible interpretation of where the witchpoint of a system is at...is it's in the same orbit as the main planet -- either leading or lagging it by maybe 30-60 degrees in orbit. The planet and sun of the system would remain in a relative fixed position to that and would look the same on e...
by Redspear
Wed May 22, 2019 11:28 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

Suppose that rather than there being only one witchpoint that there were three, or even five, and each time you jumped into a system you were randomly allocated to one of these predetermined entry points. Very much different appearances are now possible and sunskimming could be affected also - we'd...
by Redspear
Mon May 20, 2019 9:47 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

You are right that it will incur distance variations which are probably the most noticeable in the default configuration (like in strict mode), but I believe those differences will be "hidden" by encounters and masslocks. As for the looks, in the default configuration it already looks silly in my o...
by Redspear
Sun May 19, 2019 6:26 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

The planet is set at a certain Z distance from the WP. Isn't the star also set by the same z distance (and then subject to sun distance modifier), just at a diferent angle? If so, won't the planet be alternately closer and them further to the star by up to that same z distance? That could mean (dep...
by Redspear
Sun May 19, 2019 11:39 am
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

Apologies, I read that totally wrong...

I thought you'd said rotate the witch point around the planet (rather than the other way around), thus my talk about moving the witch point.
by Redspear
Sat May 18, 2019 8:16 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

To me, the fact that the bodies are not moving while in the system is not a problem. Players are usually in a system an hour or two maximum, so I think the system's bodies don't have the time to move in a noticeable way. I think it's more relevant when returning to a sytem, for example as part of a...
by Redspear
Fri May 17, 2019 8:41 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 3126

Re: PopulationControl.oxz

So by reducing the proportion of WP-planet police patrols masslocking would be less time consuming on a typical WP-station flight (more police headed in opposite direction)?
by Redspear
Fri May 17, 2019 8:22 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

On the viability of sun-skimming, one could make repairs and refueling at a station cost much more time (on the in-game clock). Players doing contracts could then use sun skimming as a joker when late, or as a way to run more contracts simultaneously. Not sure about repairs but as for fuel that wou...
by Redspear
Thu May 16, 2019 8:28 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

Speaking of encounter rates... Supoose WP-Sun and Sun-Planet each had half the encounter rate of WP-Planet (x), regardless of the distance. Head straight to planet: encounter rate = x Head to sun and then on to planet: encounter rate = x/2 + x/2 = x So sunskimming would take more time and is a littl...
by Redspear
Thu May 16, 2019 8:05 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 1826

Re: On Orbits & Sun Distance

What is the canonical reason for having a witchpoint at all? Strictly speaking, I don't recall there being one. Obviously however parking the witchpoint near the station breaks the core of the game which is flying about in space Yes, so it's what makes a good game over what is the most trader frien...