Search found 2736 matches

by phkb
Mon Mar 01, 2021 8:17 pm
Forum: Expansion Pack
Topic: (WIP) Hermitage
Replies: 85
Views: 40954

Re: (WIP) Hermitage

We DO NOT disembark our Ship when we are working on the Rock Hermit facilities. I always envisaged the opposite. Oolite doesn't explicitly tell us one way or the other, so this is quite subjective. Both views are perfectly valid. WHEN the RH's Life Support is not USED, it should NOT kick you out. T...
by phkb
Mon Mar 01, 2021 11:03 am
Forum: Expansion Pack
Topic: (Release) Ship Configuration
Replies: 233
Views: 125342

Re: (Release) Ship Configuration

Weight increases result in slower turning rates (pitch, roll and yaw), and reduces the maximum speed.
by phkb
Tue Feb 23, 2021 9:18 pm
Forum: Expansion Pack
Topic: (WIP) Hermitage
Replies: 85
Views: 40954

Re: (WIP) Hermitage

JiCeyCraft wrote:
Tue Feb 23, 2021 12:36 pm
Hermitage uninstalled... Sorry :/
No worries. Possibly evidence that it's not fun in its current form, which is always a risk with the fundamental gameplay shift this OXP is attempting to implement.
by phkb
Thu Feb 18, 2021 10:28 pm
Forum: Discussion
Topic: Oolite Multiplayer? Please read
Replies: 214
Views: 147317

Re: Oolite Multiplayer? Please read

I think is should be easier to make, one player can be the server and the other the client, coding coding, blah blah blah, Done! LAN network game! Your enthusiasm is laudable, but I can say, as a developer of both Oolite and in my day job, that turning a single player experience into a multi-player...
by phkb
Thu Feb 18, 2021 10:20 pm
Forum: Porting to other platforms
Topic: Porting to C++ Request (Please read)
Replies: 9
Views: 301

Re: Porting to C++ Request (Please read)

G'day, CMDR_JohnJameson, and welcome to the boards. I also grew up wanting to write my own space game, with Elite as the prime source material. Porting a game to another language is not a trivial task, and writing a space game as your entry point into the world of C++ programming is quite ambitious....
by phkb
Thu Feb 18, 2021 2:49 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1497
Views: 451501

Re: Scripters cove

Anyway, if anybody dares to look at some questionable JavaScript code I found that with player ship definitions, at least for core equipment, it's better to try something like this: var myShipDef = Ship.shipDataForKey("ship_data_key"); var equipKey = "EQ_FUEL_SCOOPS"; var found = "N/A"; if (!myShip...
by phkb
Thu Feb 18, 2021 2:45 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1497
Views: 451501

Re: Scripters cove

tsoj wrote:
Thu Feb 18, 2021 1:47 am
Is the equipment list in shipyard.plist only applicable to the player-ship?
Given that the shipyard file defines ships that can be purchased by the player, yes, it's only applicable to player ships. You theoretically can't have a player ship without a shipyard.plist entry.
by phkb
Tue Feb 16, 2021 8:49 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1497
Views: 451501

Re: Scripters cove

tsoj wrote:
Tue Feb 16, 2021 2:46 pm
I found that .count is undefined but .length works. Should I edit the wiki or am I missing something?
Yep, looks like an oversight on my part. Please update the wiki when you get a chance.
by phkb
Mon Feb 15, 2021 8:48 pm
Forum: Expansion Pack
Topic: [RELEASE] Montanas Resource Pack 01
Replies: 17
Views: 4840

Re: [RELEASE] Montanas Resource Pack 01

Any possibility of your additional Escape Pods/Capsules/Lifeboats not playing well with ESCAPE POD SLAVE FIX by phkb? My take is that there would be no issue. EPSF will only be triggered if a ship launches an escape pod when there are zeros in both ship.crew[0].insuranceCredits and ship.crew[0].leg...
by phkb
Fri Feb 12, 2021 12:18 am
Forum: Expansion Pack
Topic: [Release] Bulletin Board system
Replies: 96
Views: 65581

Re: [Release] Bulletin Board system

The Contracts on BB OXP has been updated to version 1.8. In this version:
  • Improved logic for removing missions before adding new ones.
  • Small text corrections.
by phkb
Fri Feb 12, 2021 12:12 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 263
Views: 112595

Re: [WIP] GalCop Missions

Version 0.6.3 has been released. In this version, [EliteWiki] GNN has been made a requirement for the OXP, to reduce code duplication and OXP size.
by phkb
Fri Feb 12, 2021 12:11 am
Forum: Expansion Pack
Topic: (WIP) GalCop's Most wanted
Replies: 51
Views: 30875

Re: (WIP) GalCop's Most wanted

Version 0.16 has been released. In this version, [EliteWiki] GNN has been made a requirement for the OXP, to reduce code duplication and OXP size.
by phkb
Thu Feb 11, 2021 11:42 pm
Forum: Expansion Pack
Topic: Tionisla Orbital Graveyard 2.0
Replies: 35
Views: 22026

Re: Tionisla Orbital Graveyard 2.0

Cholmondely wrote:
Thu Feb 11, 2021 10:58 pm
Alas, I came across a post saying that Selezen had been against the idea of putting a beacon on the station.
Oh! Er... maybe I should make it an option switchable by the Library OXP?
by phkb
Thu Feb 11, 2021 9:27 pm
Forum: Expansion Pack
Topic: Tionisla Orbital Graveyard 2.0
Replies: 35
Views: 22026

Re: Tionisla Orbital Graveyard 2.0

After months of legal wrangling and political infighting, and a significant amount of bribes, the beacon has finally been enabled on the Graveyard station. :D

Version 2.5 is now available via the download manager.
by phkb
Thu Feb 11, 2021 9:08 pm
Forum: Expansion Pack
Topic: Can't download Kestrel / Falcon OXP
Replies: 16
Views: 1609

Re: Can't download Kestrel / Falcon OXP

I had a copy lying around. Here's a link: kestrel_falcon1_71_0.zip