Search found 170 matches

by Rustem
Wed Nov 22, 2017 4:26 pm
Forum: Expansion Pack
Topic: Manifest Scanner(Release)
Replies: 25
Views: 16898

Re: Manifest Scanner(Release)

When i am testing the pods oxp, found the Manifest Scanner is not working correctly. Scanner is not scanning repeatly and read data from scan memory. After jump it is reset scan memory only. It is right?
by Rustem
Tue Nov 21, 2017 3:42 pm
Forum: Expansion Pack
Topic: Pods OXP
Replies: 70
Views: 31249

Re: Pods OXP

Version 1.43

- Code refactoring: released one script for Bulk container with NPC-scooping feature.
- Added a routine for checking a shipUniqueName for renew of the pod name (for cargo scanner).
- Modified the missilePod script for player-rescooping.
- Upgraded all scripts for NPC-scooping.
by Rustem
Tue Nov 21, 2017 5:04 am
Forum: Expansion Pack
Topic: Pods OXP
Replies: 70
Views: 31249

Re: Pods OXP

... , but anything more than 1t will be reset back to 1t. So set to amount = 0 is not possible for pod? Better removed cargo pod fully? .... why a bulk container gets broken down into 1t containers as soon as it's scooped. Ok! Next question: If player scooped a Bulk Container with Gem-Stones(Gold),...
by Rustem
Mon Nov 20, 2017 2:43 pm
Forum: Expansion Pack
Topic: Pods OXP
Replies: 70
Views: 31249

Re: Pods OXP

Question: 1) Think, need add this feature to a missile pod?: If you not have a free pylon. Then a missile pod will scooped as firearms. If you have a free pylon and it has been scooped missile pod to the cargo hold. If you like, so you can dumping a firearms and re-scooped for mount to pylon. 2) If ...
by Rustem
Sat Nov 18, 2017 2:44 pm
Forum: Expansion Pack
Topic: Pods OXP
Replies: 70
Views: 31249

Re: Pods OXP

Version 1.42

- Added a routine for checking a setCargo by other OXPs and etc.
- Added logging condition in the pod ship.script.
by Rustem
Fri Nov 17, 2017 3:59 am
Forum: Expansion Pack
Topic: (WIP) GalCop's Most wanted
Replies: 50
Views: 21423

Re: (WIP) GalCop's Most wanted

Which an idea supposed in the tipsters: Tipsters is information providers, organisations or persons(spy, snooper, undercover agent) in the main-station(main-planet) or bounty-hunter pilot?
by Rustem
Wed Nov 15, 2017 8:58 am
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 13832

Re: (BETA) Assassin Shipset Pack

Version 0.1.0 - Added a part code from stealth ships script to feudal ship script for check autoWeapons, bounty and AI. - Adjustments a bounty and max energy of the feudal ships. - Ship script: Added setting the ship's crew of the escape pod for replaced bounty to more value (legal status + init bou...
by Rustem
Wed Nov 15, 2017 8:52 am
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 13832

Re: (BETA) Assassin Shipset Pack

@Rustem Is this OXP available through the extension manager in the game or do I need to use the links in the first post? Yes, i am updated the file in the Box.com In the extension manager will upload later, perhaps, after sometime, testing and improvement of the spawn mechanic (for high tech assass...
by Rustem
Sun Nov 12, 2017 4:30 pm
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 13832

Re: (BETA) Assassin Shipset Pack

Version 0.0.7 - Optimized a scripts for case: New lasers OXP is not installed. Added a level 6: FM, [NONE, AB] (not used in default core-function). - Adjustments the Super-Sidewinder (light and medium roles) for new version of the Super Sidewinder OXP. Edited a shipKey for some ships. - Added the Pi...
by Rustem
Fri Nov 10, 2017 11:34 am
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 13832

Re: (BETA) Assassin Shipset Pack

Version 0.0.5 - Assigned the ship script for stealth ship (ship_assassin_tech_shipset.js) to the optional ships. - Adjustments to routines for addition of new lasers for stealth ships. - Added a bounty for optional ships in higher tech-level systems. - Fixed some shipKey and roles for compatibility ...
by Rustem
Thu Nov 09, 2017 10:27 am
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 13832

Re: (BETA) Assassin Shipset Pack

Great idea, I will be happy to try it. System.info mechanics will corrected to near final release. I thinking about optimal version. Any suggestion is welcome. ----- Version 0.0.4 - Added routines to addition of new lasers for stealth ships (Barracuda) in the script: ship_assassin_tech_shipset.js. ...
by Rustem
Wed Nov 08, 2017 10:18 am
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 13832

Re: Assassin Shipset Pack

07.11.2017 - Version 0.0.3.

- Added the ship script for feudal ship.
- Added routines to check bounty for assassin ship based on the oolite-populator rules.
- Updates to shipdata for feudal and stealth raider ships(ship script, script_info, add roles, etc.).
by Rustem
Thu Nov 02, 2017 3:41 pm
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 13832

(BETA) Assassin Shipset Pack v0.2.0

Add ships from Random Hits, Feudal States and other ship OXPs to the Ooniverse for ambiance and challenge in the parcel and passenger missions. This OXP introduces: - dangerous assassins in more rich anarchy systems. - wild feudal raiders in feudal systems; - armoury and stealth ships in high tech u...
by Rustem
Tue Oct 31, 2017 5:25 pm
Forum: Expansion Pack
Topic: [Release] Laser Cannons v1.12
Replies: 36
Views: 26789

Re: [Release] Laser Cannons v1.12

Laser Cannons v1.12 fixed a typo in the damage of Military Cannon, thanks to Damocles Edge for this report . Finally it is fixed, has long noticed this feature and used in the development and quik testing of the NPC-ships on the strong skills(equip.) and for spawned a cargopods and escape pods. :)
by Rustem
Sun Oct 29, 2017 7:31 am
Forum: Expansion Pack
Topic: [RELEASE] - Synchronised Torus 1.0 (2015-12-14)
Replies: 34
Views: 20020

Re: [RELEASE] - Synchronised Torus 1.0 (2015-12-14)

I've experienced a bug on and off recently, but I'm not sure what the cause would be. Sometimes, when I sync the torus, the other ship "jumps" ahead in small increments... So far, this is what I know... The bug applies to a variety of OXP ships. However, it is erratic, meaning that sometimes it wor...