Search found 2564 matches

by Norby
Fri Sep 25, 2020 9:56 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.108
Replies: 198
Views: 97371

Re: [RELEASE] Towbar OXP v0.108

Yes, my intention was that Injectors be disabled only while a big mass is hang on the ship and functional again when released.

I agree with the suggestions above and I sent a detailed answer to dybal in pm.
by Norby
Thu Sep 17, 2020 5:27 pm
Forum: Discussion
Topic: Tales from the spacelanes...
Replies: 1321
Views: 404991

Re: Tales from the spacelanes...

Nice tale! :)
by Norby
Fri Aug 21, 2020 9:32 pm
Forum: Expansion Pack
Topic: BGS - The BackgroundSet
Replies: 718
Views: 243861

Re: BGS - The BackgroundSet

Hi Cholmondely, I think you installed BackGroundSet 1.10.9 first, which contain the spiderweb tunnel effect, then somehow updated to BGS 2.5.1 where it looks honeycomb-like. For a downgrade you must remove BGS in the expansion pack manager, then the blue color over the line of the old one will chang...
by Norby
Mon Aug 10, 2020 9:49 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.108
Replies: 198
Views: 97371

Re: [RELEASE] Towbar OXP v0.104

Hi all! What an interesting discussion above. :) Thank you for all ideas and coding, it is good to see that the community is doing well even I pop up here rarely. I will always be happy with any changes you decide together, so go ahead! About rebalance my opinion is the same than dybal said. The ver...
by Norby
Fri Apr 10, 2020 10:46 am
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1120
Views: 319927

Re: Introduce Yourself.

Welcome Redeyemist to the Oolite community and "the friendliest board this side of Riedquat"! If you put an OXZ file into your AddOns folder then just start the game and it will work. For a proof download the Start Advice which display this advice screen right after you start a new game. But if you ...
by Norby
Fri Apr 03, 2020 6:53 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 208764

Re: Split: Re-scaling experiment

'solves' the speed issues (inherent in the standard Oolite) I think a good solution could be an automatic time manipulation in the boring situations. The TAF is not available in end-user builds so i am thinking on an other solution, which basically multiply the maxspeed and turn rates of all moving...
by Norby
Mon Mar 23, 2020 8:54 am
Forum: Expansion Pack
Topic: Escape Pod as Standard OXZ
Replies: 9
Views: 2811

Re: Escape Pod as Standard OXZ

the pirates could do the same. If they don't have a tugship then all they'd need is one of then to have fuel scoops, refuel the player ship, ransom, eject or enslave the pilot. Even if they couldn't do that, they could fully destroy the ship and scoop the alloys. There is a big risk to attempt thes...
by Norby
Sat Mar 21, 2020 4:31 pm
Forum: Expansion Pack
Topic: Escape Pod as Standard OXZ
Replies: 9
Views: 2811

Re: Escape Pod as Standard OXZ

Alternatively use the ship as a big escape capsule: an emergency shutdown procedure ejects the instable fuel to prevent explosion, leaving the ship without energy but technically immune to further hits. When attackers see that the ship is disabled then just steal cargo and left it alone. Later a tug...
by Norby
Sun Mar 15, 2020 11:18 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 149
Views: 14210

Re: Why was the difficulty of pirates set so high?

An energy-consuming speed boost of ships which missing Injectors is a good idea imho. To make it unusable in attack (so only for run) it can consume frontal shields too and lock steering. I can imagine auto turn on in the red speed area (top 20%). This way new Commanders can survive pirate attacks (...
by Norby
Sun Mar 15, 2020 3:43 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 149
Views: 14210

Re: Why was the difficulty of pirates set so high?

Welcome Rekrul in the Ooniverse! I think you should check these: HUDSelector You can test and change your HUD during flight between all installed and compatible ones. In addition this OXP allow you to change the non linear and ultra zoom state of your scanner by pressing mode key (b) when HUD Select...
by Norby
Mon Mar 09, 2020 9:34 pm
Forum: Expansion Pack
Topic: Normal, Specular and Gloss Maps Pack for 1.88+
Replies: 28
Views: 6740

Re: Normal, Specular and Gloss Maps Pack for 1.88+

Astonishing difference! Thank you very much! Must be in the manager. ;)
by Norby
Thu Mar 05, 2020 8:25 pm
Forum: Expansion Pack
Topic: Hard Way
Replies: 17
Views: 10718

Re: Hard Way

How about adding auto eject when run out of fuel, instead of just explode? Like this: if( player.ship.abandonShip() ) { player.consoleMessage("Out of fuel, auto eject!", 10); } else { player.consoleMessage("Out of fuel, bye bye...", 10); player.ship.explode(); } Some more message would be good also,...
by Norby
Mon Mar 02, 2020 8:37 pm
Forum: Discussion
Topic: Piloting the Interceptor
Replies: 48
Views: 8109

Re: Piloting the Interceptor

My guess is this file . After unzip you can edit the shipdata.plist which is a text file. Below the "griff_normalmapped_viper-interceptor-player" label set max_cargo, max_flight_speed as you wish. All entries are described here . Note this is not working alone, you must install "Griff's Normalmapped...
by Norby
Mon Mar 02, 2020 8:08 pm
Forum: Expansion Pack
Topic: HyperCargo OXP
Replies: 52
Views: 28860

Re: HyperCargo OXP

dybal wrote:
Mon Mar 02, 2020 6:04 pm
how to get edit perms to the OXP page in the wiki, how to update the OXP Manager
Ask maik in private message for wiki login and read through the first post in The All-in-One Guide to OXZ Packaging and Distribution.

Good luck & be persistent! ;)
by Norby
Mon Mar 02, 2020 7:49 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.108
Replies: 198
Views: 97371

Re: [RELEASE] Towbar OXP v0.101

Cmd Northgate wrote:
Fri Feb 28, 2020 4:10 pm
should this be version 1.01?
No, it's intentional. 8)