Search found 157 matches

by gizmo
Wed Jun 03, 2020 6:32 pm
Forum: Expansion Pack
Topic: Lave is Earth OXP (8k Textures)
Replies: 10
Views: 875

Re: Lave is Earth OXP (8k Textures)

Wow, just wow!
by gizmo
Wed Jun 03, 2020 5:38 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Key setting here is lane width - wider lane, less mass locks (bear in mind that it's a square of the width however). So if you're compiling it yourself then it's a simple thing to tinker with. I'll tinker with the lane width and see what happens. Have you got population control oxp installed by any...
by gizmo
Mon Jun 01, 2020 4:35 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Playing the rescaled Oolite I rarely run across other ships.
Even in systems with more than 1.000 entities (according to an entity dump) I usually only see assassins luriking at the witchpoint.
by gizmo
Thu May 28, 2020 1:58 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Okay, then I'll start digging around to find the one to "blame" ;-)
It seems the offender is the Griff MultiDecal Cobra3.
There's a semicolon missing in the shipyard.plist.
by gizmo
Thu May 28, 2020 12:34 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Okay, then I'll start digging around to find the one to "blame" ;-)
by gizmo
Thu May 28, 2020 9:58 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Firstly, I'm a bit confused by your message as you mention both github and trunk. I downloaded the source from Github and modified it according to your post a few pages back. Trunk refers to the unmodified source. NSPropertyList.m is not a file that I have changed directly in this version of the ex...
by gizmo
Thu May 28, 2020 8:32 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Bug report: I used the latest revision from Github and the RescalePlus.oxp When I replace the OOlite binary with the latest version from trunk it works (even with the RescalePlus.oxp still in place). Random Hits does not work with the rescaled game. According to the log it gets loaded but there is n...
by gizmo
Wed May 27, 2020 4:23 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Thinking about it your point of view makes sense - especially when considering the maths.

I guess my preference for the older distance calculation is based on roughly 4 decades of Elite / Oolite but I'm sure I'll adapt.
by gizmo
Wed May 27, 2020 2:30 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Now that I have a working Linux build (thanks to Commander_X): I really like the way the game play / immersion changes. However, I'd rather don't reduce the reported distance from STE as, for me, the distances seem to be too small. What I would change is the reported unit from km to gm (galacitc mil...
by gizmo
Mon May 18, 2020 4:05 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

I think that releasing a binary would go a long way to enabling more extensive testing. Just a zip file with the oolite.app and AddOns folders should be all that is needed. Fair enough, I'll give that a go. Yeah, that would be great as I haven't managed yet to compile Oolite on my system (Slackware...
by gizmo
Wed May 06, 2020 6:39 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203582

Re: Split: Re-scaling experiment

Is there a (preferrably Linux) build of your modifications available?
by gizmo
Sat Nov 18, 2017 6:59 pm
Forum: Testing and Bug reports
Topic: Missiles can talk?
Replies: 11
Views: 6039

Re: Missiles can talk?

That already happened in the past ...
http://aegidian.org/bb/viewtopic.php?f= ... 45#p242687
by gizmo
Mon Jul 24, 2017 4:05 pm
Forum: Expansion Pack
Topic: [Split] Convoys OXP
Replies: 63
Views: 39327

Re: Larger convoys

Of course we can fix this by increasing the "min" values of escorts but I think better if we leave this as is, because the original goal is to make some new fleets which was not seen before.
If it is expected, although seldom, it's fine by me.
by gizmo
Mon Jul 24, 2017 12:57 pm
Forum: Expansion Pack
Topic: [Split] Convoys OXP
Replies: 63
Views: 39327

Re: Larger convoys

Nice idea ... but I'm not sure if it works as intended.

I just stumbled (in a dictatorship) across a convoy consisting of 5 Boas and 2 Asps - strange combination.
by gizmo
Sun Jul 23, 2017 9:39 am
Forum: Expansion Pack
Topic: Xenon UI OXP
Replies: 173
Views: 86093

Re: Xenon UI OXP

Thanks!