Search found 1137 matches
- Mon Apr 06, 2020 12:47 pm
- Forum: Discussion
- Topic: Oooops ... how far can I go?
- Replies: 15
- Views: 7138
Re: Oooops ... how far can I go?
Thanks for the explanation. I see that the technical problems are considerable!
- Sat Feb 15, 2020 12:06 pm
- Forum: Expansion Pack
- Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
- Replies: 360
- Views: 217210
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Good question! I think we've a convention for adopting or at least for part of that procedure. And we've a rule (prerequisite it) for it. That rule is: the OXP has to include, in its present form, a license that allows others to modify the code. The convention is: one notifies the person(s) who run(...
- Tue Jan 14, 2020 12:29 am
- Forum: Suggestion Box
- Topic: Clangers?
- Replies: 1
- Views: 1870
Re: Clangers?
Here is an astonishingly late reply. I think that, well implemented, that would be good! The same goes for the Borg OXP, which someone did start implementing at some point. I'd like to see the Borg try to assimilate Iron Chicken. I'd help the latter, obviously. The difficulty lies in getting decent ...
- Tue Dec 03, 2019 1:24 am
- Forum: Expansion Pack
- Topic: Thanksgooving Pack
- Replies: 2
- Views: 2104
Re: Thanksgooving Pack
Jolly good!
- Tue Aug 27, 2019 6:57 am
- Forum: Expansion Pack
- Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
- Replies: 360
- Views: 217210
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
This sounds fun! I'll test it if I get a mo. (Sorry for the very late reply!)
- Tue Aug 27, 2019 6:53 am
- Forum: Expansion Pack
- Topic: Known errors: a summary
- Replies: 54
- Views: 23664
Re: Known errors: a summary
Fleurgy (if I may so call you), I've just noticed that in your initial post in this thread you said No errors found in Extra Thargoids, but it has a tendency to report them when errors occur in other OXZs. Can anyone explain? I think you have in mind error messages in the log about ships wanting to ...
- Wed Aug 21, 2019 3:28 pm
- Forum: Discussion
- Topic: Oooops ... how far can I go?
- Replies: 15
- Views: 7138
Re: Oooops ... how far can I go?
The only way to travel: it's a shame. I imagine the game could be changed (with some work) to allow allow a manual switch from one system to another. If so, then when one leaves one's ship running its jump drive in deep space and comes back, what, a few days later (or less than that if one is using ...
- Mon Jul 29, 2019 11:37 pm
- Forum: Expansion Pack
- Topic: Known errors: a summary
- Replies: 54
- Views: 23664
Re: Known errors: a summary
The OXZ at issue with the latest problem you found seems to be: Additional Planets SR Others Gas Giants pack. The maintainers of that seem to be 'Redspear, spara and collaborators'. I suggest you contact Redspear or Spara - if you don't hear from them - by commenting on one of their threads or, perh...
- Tue Jul 09, 2019 3:12 pm
- Forum: Suggestion Box
- Topic: star trek ships?
- Replies: 45
- Views: 23515
Re: star trek ships?
You might want to ask on the Linux subforum about freeware programs (for, even if you are not on Linux, those folks are likely to know of freeware stuff - some of which might work on other operating systems). As to unweaving the rainbow, as it were: I haven't found that this diminishes my appreciati...
- Mon Jun 24, 2019 2:00 pm
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 120170
Re: Commies.oxp (v2.07)
Good stuff, phkb!
- Mon Jun 03, 2019 2:59 am
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
Re: How to check an entity's altitude?
Thanks very much Rustem. I'm seeing what I can get working . .
- Fri May 31, 2019 12:21 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1497
- Views: 446894
Re: Scripters cove
Thanks! I'll have a go with that code and with the ideas offered elsewhere by rustem.
- Thu May 30, 2019 10:59 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1497
- Views: 446894
Re: Scripters cove
Dear all I am after a way of setting a (any) perpendicular course from a celestial object (sun or planet or secondary planet - or, better: a roughly - not exactly, i.e. I want some randomisation. I know how to get the celestial entity - with all its properties, I think - as an element in an array, b...
- Thu May 30, 2019 9:22 pm
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
Re: How to check an entity's altitude?
phkb, Yes indeed! That's the stuff! The magic of Oolite and Javascript! I now have the escorts recognising - without too much system load - when they are close to celestial bodies, messaging the player about it, and sometimes temporarily refusing to go further. The next and - for the moment, last - ...
- Wed May 29, 2019 1:31 pm
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
Re: How to check an entity's altitude?
Thanks, phkb! One more (slightly involved) thing, if I may. I'm making progress, but I'd like the calcAltitudeForShip function to return, additionally, a boolean that is true if and only the player is moving towards the nearest celestial body. To that, I imagine we'd need to check the ship's speed (...