Search found 2736 matches
- 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...
- 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.
- Tue Feb 23, 2021 9:18 pm
- Forum: Expansion Pack
- Topic: (WIP) Hermitage
- Replies: 85
- Views: 40954
Re: (WIP) Hermitage
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.
- 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...
- 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....
- 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...
- Thu Feb 18, 2021 2:45 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1497
- Views: 451501
Re: Scripters cove
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.
- Tue Feb 16, 2021 8:49 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1497
- Views: 451501
- 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...
- 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.
- 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,
GNN has been made a requirement for the OXP, to reduce code duplication and OXP size.
![[EliteWiki]](http://www.aegidian.org/bb/images/elitewikismall.png)
- 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,
GNN has been made a requirement for the OXP, to reduce code duplication and OXP size.
![[EliteWiki]](http://www.aegidian.org/bb/images/elitewikismall.png)
- 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
Oh! Er... maybe I should make it an option switchable by the Library OXP?Cholmondely wrote: ↑Thu Feb 11, 2021 10:58 pmAlas, I came across a post saying that Selezen had been against the idea of putting a beacon on the station.
- 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.
Version 2.5 is now available via the download manager.

Version 2.5 is now available via the download manager.
- 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