Search found 274 matches

by Rorschachhamster
Tue Sep 24, 2013 7:00 am
Forum: Expansion Pack
Topic: [Release]Freighttrain OXP
Replies: 24
Views: 13624

Re: [Release]Freighttrain OXP

Here is a comparison. Fruit Bat Constore Sidewinder Max Energy 225 250 Energy Recharge Rate 2.2 2.5 Forward Weapon Military Laser Military Laser Aft Weapon Military Laser none Has ECM 0.95 no entry (can add line) Pitch 1.7 1.6 Roll 1.95 2.8 Max Speed 350 370 Missiles 4 1 Thrust 65 37 A line can be ...
by Rorschachhamster
Mon Sep 23, 2013 2:00 pm
Forum: Expansion Pack
Topic: [Release]Freighttrain OXP
Replies: 24
Views: 13624

Re: [Release]Freighttrain OXP

In my installation, I went ahead with my idea that these trains are delivering goods for the big convenience store companies already established by the YAH OXP's constores. While I couldn't figure out how to make it choose the same store brand that's already in the system (assuming one is in the sy...
by Rorschachhamster
Tue Sep 17, 2013 12:32 pm
Forum: Expansion Pack
Topic: [Release] Satellites OXP
Replies: 46
Views: 29199

Re: [Release] Satellites OXP

Smivs wrote:
Rorschachhamster wrote: Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:
Ha, I bet you'd forgotten how much fun all this is! :P
And welcome back :)
:lol: Made a mistake with the zipping, thought it would work anyway... :oops: :P
And thanks. :mrgreen:
by Rorschachhamster
Tue Sep 17, 2013 12:29 pm
Forum: Discussion
Topic: Navy Sidewinder
Replies: 54
Views: 5148

Re: Navy Sidewinder

Maybe they should have a special (i.e. cheap) short-range escape capsule that docks with the carrier rather than goes off to a station. It would seem logical that they would do that, and it would look cool :D There are two things I'm pondering right now and they both seem to require some AI tweakin...
by Rorschachhamster
Tue Sep 17, 2013 12:22 pm
Forum: Expansion Pack
Topic: [Release] Satellites OXP
Replies: 46
Views: 29199

Re: [Release] Satellites OXP

Eric Walch wrote:It seems that something went wrong with the 'zipping'. It unpacks something with a '.cpgz' extension. That unpacks into a '.zip'. And that one generates again a ".cpgz'. And so on. :mrgreen:
Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:
by Rorschachhamster
Tue Sep 17, 2013 12:11 pm
Forum: Expansion Pack
Topic: [Release] Satellites OXP
Replies: 46
Views: 29199

Re: [Release] Satellites OXP

Thanks, and done! I think, haven't tested it, because of said problems... :D I haven't played in a while because I'll have to rebuild either a shaderless oxps only version now or wait a little bit longer until I have a new card... :roll: :oops: Edit: and I have forgotten to include the info text... :?
by Rorschachhamster
Tue Sep 17, 2013 11:41 am
Forum: Expansion Pack
Topic: [Release] Satellites OXP
Replies: 46
Views: 29199

Re: [Release] Satellites OXP

Hah, yes, just came back to lurk around because of computer troubles. :D

But the script version... that's odd... :?
I'll take a look and change the cript to include a check for nova systems...
by Rorschachhamster
Sun May 12, 2013 4:46 pm
Forum: Expansion Pack
Topic: [Release] Station Validator 1.0
Replies: 21
Views: 8386

Re: Station Validator 0.1 (WIP)

Exactly! You can totally see what it looks like if it's finished, so it's not quite as easy if you want the same model work for all stations :? I was even thinking about the space equivalent of hoarding... :P Oh, and thanks, now I'm hearing that catchy tune again... "bam bam bam baadadam baadadam" :...
by Rorschachhamster
Sun May 12, 2013 3:48 pm
Forum: Expansion Pack
Topic: [Release] Station Validator 1.0
Replies: 21
Views: 8386

Re: Station Validator 0.1 (WIP)

In fact, I dabbled a little in Wings with that idea in mind. It's not so easy to envision a construction that could be every station there is... :wink: Until now I just have a untextured skeleton for the central core of a station as it could look totally different than the finished product... :D And...
by Rorschachhamster
Wed May 08, 2013 10:29 am
Forum: Expansion Pack
Topic: Rusties
Replies: 14
Views: 3596

Re: Rusties

So, no shaders? I can do that! :lol:
Seriously, thank you. Normalmapping is right what I'm looking into atm. :D
by Rorschachhamster
Tue May 07, 2013 6:50 pm
Forum: Expansion Pack
Topic: Rusties
Replies: 14
Views: 3596

Re: Rusties

Oh... :cry: I would have liked that (no matter if it makes sense... overrated, anyway :wink: ).
I still would be interested in how you got that rusted look, anyway, as I'm still wanting to get into all that shaders stuff sometime in the future. :D
by Rorschachhamster
Sun May 05, 2013 8:44 pm
Forum: Expansion Pack
Topic: Rusties
Replies: 14
Views: 3596

Re: Rusties

JensAyton wrote:If ship A is 10 % better¹ than ship B in every respect, it will cost at least 50 % more in most game economies. In real life, I’d expect it to be more.

¹ Or 11.111… % for fellow pedants.
Oh, yes, of course. :oops:
On the other hand, these are used carship salesmen... :P
by Rorschachhamster
Sun May 05, 2013 3:40 pm
Forum: Expansion Pack
Topic: Rusties
Replies: 14
Views: 3596

Re: Rusties

My main issue with this concept is that the ships are regularly maintained to a high standard and therefore 'old bangers' just wouldn't be available. Any ship that was left to deteriorate like these would in fact just be a deathtrap and would explode/break-down in a terminal way/get lost in interst...
by Rorschachhamster
Sun May 05, 2013 3:30 pm
Forum: Expansion Pack
Topic: Rusties
Replies: 14
Views: 3596

Re: Rusties

Maybe if it has -10% price tag it should have -10% on everything else? Keep it simple. :wink: If I take a look at the pictures you posted , that looks more like a -50%... :shock: :D I don't know if it's doable via shaders, but you could try to get them randomly rusty, with only part of the ship (it'...
by Rorschachhamster
Sun May 05, 2013 3:19 pm
Forum: Discussion
Topic: Screenshots
Replies: 5614
Views: 1044268

Re: Screenshots

It looks like it would always throwing sparks... :lol: