Search found 37 matches

by Walbrigg
Mon Jan 28, 2013 6:44 am
Forum: Testing and Bug reports
Topic: Strange escape and cargo pod behaviour
Replies: 13
Views: 4251

Re: Strange escape and cargo pod behaviour

Smivs wrote:Ha, you can also 'slingshot' them (escape capsules and cargopods) if you try to scoop them at high speed and don't quite get it right :D
That's what I thought I'd seen happen, but wasn't quite sure. I think it's a great feature: part of the messiness of real life that you don't often see in games.
by Walbrigg
Sun Jan 27, 2013 5:33 pm
Forum: Testing and Bug reports
Topic: Strange escape and cargo pod behaviour
Replies: 13
Views: 4251

Re: Strange escape and cargo pod behaviour

Is it possible to write my "slow down towards some sane speed" thing into the dumbAI? Something like if speed > max_sane_speed, speed = speed * 0.8 + max_sane_speed * 0.2; sleep 30s I can't see how, without using the scriptedAI, which looks like overkill for pods and asteroids and stuff. But I haven...
by Walbrigg
Sun Jan 27, 2013 5:00 pm
Forum: Testing and Bug reports
Topic: Strange escape and cargo pod behaviour
Replies: 13
Views: 4251

Re: Strange escape and cargo pod behaviour

I've found that with cargo pods quite often, never with escape pods. I think sometimes it happens when a pod "shakes loose" from my tractor beam while I'm scooping it, possibly if I'm maneuvering sharply at the time. But I'm not sure. There's a kind of logic to that. I think they ought to gradually ...
by Walbrigg
Sun Jan 27, 2013 4:50 pm
Forum: Oolite-Linux
Topic: Quick Game Launch & Load
Replies: 13
Views: 8119

Re: Quick Game Launch & Load

I must do my builds funny, I don't have that script. Anyway, it's almost the same error.The line in the script ./oolite.app/oolite $@ Needs to be ./oolite.app/oolite "$@" and then it will work with arguments with spaces in them. e.g. oolite-trunk -load '/home/robert/oolite-saves/RB Lock.oolite-save'
by Walbrigg
Sun Jan 27, 2013 4:31 pm
Forum: Oolite-Linux
Topic: Quick Game Launch & Load
Replies: 13
Views: 8119

Re: Quick Game Launch & Load

The workarounds are ingenious, and yes, you could write a script wrapper to rename the save file after running, but really, the second thing you tried, with the quotation marks, is the right solution and ought to have worked. (Double-quotes would perhaps be more natural, but either single or double ...
by Walbrigg
Wed Jan 23, 2013 12:31 pm
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 213926

Re: Scripting requests

I'm concerned more with the passengers & parcels contracts, and the process of completing them, than with special cargo types.
by Walbrigg
Wed Jan 23, 2013 11:58 am
Forum: Suggestion Box
Topic: OXP Screens and special equipment keys.
Replies: 36
Views: 9710

Re: OXP Screens and special equipment keys.

Is there not a good case for a "ship systems" screen similar to the F4 "station interfaces" screen, but accessible in flight?
by Walbrigg
Wed Jan 23, 2013 7:17 am
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 213926

Re: Scripting requests

It would be nice to be able to interact more with the contracts system from OXPs Currently the code that works out the payment for completing a delivery of passengers or parcels runs after docking and before shipDockedWithStation() is called, and isn't even visible to scripts, or modifiable. The ide...
by Walbrigg
Sat Jan 19, 2013 7:25 pm
Forum: Discussion
Topic: Split: Difficulty for new players
Replies: 306
Views: 39994

Re: Split: Difficulty for new players

One way of balancing the difficulty for new players is to assume that pirates have some form of intelligence regarding the value of cargo a ship is or is likely to be carrying. There's canon for that in The Dark Wheel . At the very least they would make an estimate based on the ship itself. A stock ...
by Walbrigg
Sat Jan 19, 2013 6:22 pm
Forum: Expansion Pack
Topic: [Release] Trophy Collector
Replies: 88
Views: 32538

Re: [Release] Trophy Collector 1.9

Logically, though, that means the in-flight screen should show a list of kills, not summed by ship type at all. Now this in an excellent idea :D. Why haven't I thought of that :shock:? That will be well worth implementing, although it requires a bit of rewriting. Thanks a million for the idea :D. I...
by Walbrigg
Sat Jan 19, 2013 5:13 pm
Forum: Expansion Pack
Topic: [Release] Trophy Collector
Replies: 88
Views: 32538

Re: [Release] Trophy Collector 1.9

That's a fair point - it's the total bounty that's really interesting, rather than per-ship-type. On the other hand, for the in-flight trophy collector screen, where it shows you your kills since your last docking, the breakdown is a bit more useful. I tend not to take in the bounty messages in the ...
by Walbrigg
Sat Jan 19, 2013 4:24 pm
Forum: Outworld
Topic: Yes, but how many credits is that?
Replies: 21
Views: 6480

Re: Yes, but how many credits is that?

Wheat currently goes for 792.5 cents per bushel, which is 317 dollars per tonne, which puts a credit at about a hundred dollars of current agricultural value. Gold is 1688.1 dollars a troy ounce, which is 54,000 dollars a kilo, or about 500 credits based on the food price conversion. So gold in Ooli...
by Walbrigg
Sat Jan 19, 2013 3:19 pm
Forum: Expansion Pack
Topic: [Release] Trophy Collector
Replies: 88
Views: 32538

Re: [Release] Trophy Collector 1.9

I've added code to the script to add an option to toggle the view between original and new. That version is at https://www.box.com/s/0hczlqhz5b6poicjnlap . However, that eats a line of the screen, and really the background needs to be adjusted to make the box smaller. (I don't do graphics). Personal...
by Walbrigg
Sat Jan 19, 2013 1:53 pm
Forum: Expansion Pack
Topic: Storage space rentals
Replies: 11
Views: 1907

Re: Storage space rentals

If you store your precious cargo in a storage locker in some fleahole anarchy or multi-government system, I wouldn't absolutely count on it all being there when you come back... :twisted:
by Walbrigg
Sat Jan 19, 2013 10:53 am
Forum: Expansion Pack
Topic: [Release] Trophy Collector
Replies: 88
Views: 32538

Re: [Release] Trophy Collector 1.9

It would be a one-line change to use the original format conditionally, but I don't know how you would set the toggle.