Search found 1275 matches

by Cmdr James
Sat Dec 29, 2007 11:03 am
Forum: Suggestion Box
Topic: Missile intercept code
Replies: 24
Views: 12942

This all makes sense to me. I would personally like to see missiles less manouverable, and shorter max range, making them more like a missile and less like a suicide pilot in a fast ship. But I think this is moving too far from the tradition of elite. In the original (Amstrad CPC disk version at lea...
by Cmdr James
Fri Dec 28, 2007 5:35 pm
Forum: Suggestion Box
Topic: landable planets!!!
Replies: 3
Views: 2049

Taking an idea from Lestradae, I was thinking you could fake this by having a suitably designed space station (rock hermit, whatever -- something dockable) orbiting at zero, or just above zero altitude. It isnt likely to look much like a runway, but you could have an "airlock" that you fly into. You...
by Cmdr James
Fri Dec 28, 2007 9:34 am
Forum: Suggestion Box
Topic: Missile intercept code
Replies: 24
Views: 12942

I have never seen evading missiles by cool flying as really viable. Except for photon torpedos which I often seem to end up having circle me as they cannot hit. You can of course inject fuel to get away, and this is uneffected. This does not improve speed, or effect ecm interaction so I dont think t...
by Cmdr James
Fri Dec 28, 2007 1:15 am
Forum: Suggestion Box
Topic: Missile intercept code
Replies: 24
Views: 12942

I only added about 4 lines, I cant take credit for most of this :)
by Cmdr James
Fri Dec 28, 2007 12:15 am
Forum: Testing and Bug reports
Topic: 1.70, crash when dying or purchasing new ship and more
Replies: 19
Views: 11114

What ship do you have that you are trying to sell (the one you have currently, not the one you want to buy). I have seen this problem with the urutu III. In this case it was caused by the first 3 of the 27 subentities being nil. The first 3 were the exhaust plumes, the next 24 are normal ship parts....
by Cmdr James
Thu Dec 27, 2007 11:10 pm
Forum: Suggestion Box
Topic: Missile intercept code
Replies: 24
Views: 12942

Missile intercept code

Guys, I have made a small modification to the code used for the missile interception logic. It is now, normally much more likely to strike a target, as it will predict the target location based upon its current velocity. I guess it might be better to add some damping due to the imperfect ability to ...
by Cmdr James
Thu Dec 27, 2007 8:16 pm
Forum: Outworld
Topic: Happy Xmas everybody
Replies: 26
Views: 9280

Technically it isn't. Christmas (for those that celebrate it) BEGINS on 25th Of December and continues for 12 days until 6th January, hence the "12 days of Christmas" song. It's on the 12th night that you're supposed to take your decorations down. Huh? Most of the Europe celebrates Christmas on the...
by Cmdr James
Thu Dec 27, 2007 12:05 pm
Forum: Expansion Pack
Topic: OXP copyright
Replies: 4
Views: 3985

OXP copyright

Im not a lawyer, I also may have missed this somewhere else, but I couldnt find it. Is there some implicit copyright assignment or license given when an oxp is uploaded (or are they all under a license somehow anyway?). I am really asking about use of text in the readme, is it ok to duplicate it on ...
by Cmdr James
Sun Dec 23, 2007 8:50 pm
Forum: Discussion
Topic: It's a sad day... *sniff*
Replies: 12
Views: 3259

OK, done

Well done guys, you convinced me, Cmdr Jameson rides again, starting tonight.

Itll probably be the end of my relationship, but Itll be worth it. First, to edit the src to remove the trumbles mission, then I am off ;)
by Cmdr James
Fri Dec 21, 2007 1:25 pm
Forum: Discussion
Topic: It's a sad day... *sniff*
Replies: 12
Views: 3259

Me too

My laptop was stolen, with my only copy of the savefile -- it just does not seem right to recreate it. If I remembered everything, including exact kills, ship loadout etc. then I think I could do it, but it just feels wrong to have an approximation. On top of that, I had accumulated some oddities th...
by Cmdr James
Wed Aug 22, 2007 7:56 pm
Forum: Expansion Pack
Topic: NavyStarships.oxp photon topedos
Replies: 3
Views: 3160

They do die eventually – specifically, at the next five-second update after travelling 30 km, as per these lines in missileAI.plist and hardMissileAI.plist: UPDATE = ("setDesiredRangeTo: 30000.0", checkDistanceTravelled, "setDesiredRangeTo: 25.0", "pauseAI: 5.0"); GONE_BEYOND_RANGE = ("setStateTo: ...
by Cmdr James
Sat Aug 11, 2007 8:29 pm
Forum: Outworld
Topic: Macbook stolen
Replies: 3
Views: 3228

Blunderbuss wrote:which MacBook did you go for???
I got a reconditioned (cause its cheap) 17" MBP 2.33 Core 2 Duo 2GB, Tiger.

Nice machine :)
by Cmdr James
Fri Aug 10, 2007 8:31 pm
Forum: Outworld
Topic: Macbook stolen
Replies: 3
Views: 3228

Macbook stolen

Well, Im finally back online, with a new macbook.

I lost the source I was working on, and my comander with 700 or so kills. Oh well, back to Lave :)
by Cmdr James
Tue Jul 24, 2007 7:27 pm
Forum: Testing and Bug reports
Topic: Crashing into the station and escaping
Replies: 8
Views: 3933

I think that the way to fix this is to change colision behaviour for stations. As stations cannot be destroyed I think they should be movable either. There are too many odd things that can happen, like nudging the station into the planet, then what? If I understand the code the the station does get ...
by Cmdr James
Tue Jul 24, 2007 6:30 pm
Forum: Expansion Pack
Topic: NavyStarships.oxp photon topedos
Replies: 3
Views: 3160

NavyStarships.oxp photon topedos

Ive been playing for a while, and I quite often end up coming out of a fight with a photon torpedo or 2 circling me in my supercobra. It would be nice if either they would hit me, or I could kill them. I am not a good enough pilot normally to be able to get lined up and shoot them with a laser, and ...