Search found 2560 matches

by Norby
Fri Apr 10, 2020 10:46 am
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1110
Views: 310987

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: 203395

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: 1935

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: 1935

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: 147
Views: 10465

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: 147
Views: 10465

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: 18
Views: 4843

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: 15
Views: 8959

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: 7101

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: 28039

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 v0.101
Replies: 153
Views: 87595

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)
by Norby
Sun Feb 23, 2020 1:22 pm
Forum: Discussion
Topic: OMG what did I accidently turn on..!?
Replies: 3
Views: 1323

Re: OMG what did I accidently turn on..!?

unaffected by any laser I have (yes, even RimmerAce one) The only laser which is effective against these ships: OMGLaser My leaser hists does not affects some enemies. I saw this as a side effect of HardShips OXP. If you use it then try uninstall this package and see if it still happen or not. Yes,...
by Norby
Sun Feb 23, 2020 10:09 am
Forum: Oolite-PC
Topic: Can I invert my mouse controls..?
Replies: 3
Views: 2194

Re: Can I invert my mouse controls..?

There is a Reverse Y Control OXP which maybe good for you, try it. Note you need the variant with "Y" in the name, the normal Reverse Control OXP doesn't reverse the vertical axis.
by Norby
Sun Feb 23, 2020 8:56 am
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.101
Replies: 153
Views: 87595

Re: [RELEASE] Towbar OXP v0.101

Towbar v0.101 is online, thanks to phkb for these:

-Fixed two invalid reference errors in the towbar mission script.
-Some minor spelling/grammar corrections.
by Norby
Tue Feb 18, 2020 11:02 am
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.101
Replies: 153
Views: 87595

Re: [RELEASE] Towbar OXP v0.99

Thanks phkb, I simply didn't remebered to this feature, even I made it 6.5 years before. :)

The wiki description: Towbar Compatible Injectors