Search found 2576 matches

by Norby
Sat Jan 02, 2021 9:03 pm
Forum: Discussion
Topic: Recalling robot fighters..
Replies: 1
Views: 1499

Re: Recalling robot fighters..

For Fighters just press H to send a recall signal. You can use it anytime and cancel the countdown before jump, then repeat until all fighters are landed.
by Norby
Fri Dec 25, 2020 1:04 pm
Forum: Testing and Bug reports
Topic: [SOLVED]Did anyone ever reported side views axis are wrong?
Replies: 5
Views: 1001

Re: Did anyone ever reported side views axis are wrong?

commander_STyx2909 wrote:
Thu Dec 24, 2020 10:42 pm
The culprit was easily identified as expected. It is NORBY's reverse control.
.. which should do this as intended, to get the same controls in each view.
by Norby
Sun Dec 13, 2020 8:53 pm
Forum: Testing and Bug reports
Topic: No ships at Lave - normal start
Replies: 20
Views: 3461

Re: No ships at Lave - normal start

Just add one more oxp which contains at least one playable ship. This will change the input of the random number generator and most probably you will see some ships in the Lave shipyard.
by Norby
Mon Dec 07, 2020 8:49 pm
Forum: Expansion Pack
Topic: [RELEASE] ILS Instrument Landing System v1.13
Replies: 83
Views: 67607

Re: [RELEASE] ILS Instrument Landing System v1.13

For some unfathomable reason, changing the dockable maxSpeed to 0 didn't occur to me :shock: :oops: :? :lol: Maybe need to force it by set velocity to zero. At last resort set the position and orientation to saved values in each frame. That would turn ILS into a primeable equipment How about two IL...
by Norby
Sun Dec 06, 2020 8:01 pm
Forum: Expansion Pack
Topic: [RELEASE] ILS Instrument Landing System v1.13
Replies: 83
Views: 67607

Re: [RELEASE] ILS Instrument Landing System v1.13

My suggestions about the last two problems: 1. Moving dockables should be stopped when receive an ILS request, like sending a radio message about "Hey, I would like to dock, so stop moving!". When targeted by ILS then set ship.maxSpeed=0 on the dockable, then restore when docked or untargeted. 2. Th...
by Norby
Sat Nov 14, 2020 9:47 pm
Forum: Expansion Pack
Topic: [RELEASE] Fighters 1.5
Replies: 32
Views: 21438

Re: [RELEASE] Fighters 1.5

Fighters v1.5 is out, featuring a new type: Robot Fighter . Available in all stations as a smaller but more costly alternative of the Light Fighter: need only 1t cargo space instead of 5t, but each costs 5000 credits. Looks like a Tharglet but internally controlled by computers. http://wiki.alioth.n...
by Norby
Sat Nov 14, 2020 4:01 pm
Forum: Discussion
Topic: Well-aligned multiple lasers
Replies: 6
Views: 3077

Well-aligned multiple lasers

When a ship has multiple forward lasers, small targets like escorts often missed by the wing-mounted weapons due to they placed farther from the center line than the width of the target. There is a way to address this problem: side lasers can be oriented a bit towards to center. Beams can cross the ...
by Norby
Sat Nov 14, 2020 1:08 pm
Forum: Discussion
Topic: Recovering "Lost" OXPs
Replies: 178
Views: 55317

Re: Recovering "Lost" OXPs

That's the one that gets separated lasers, isn't it? Note about Separated Lasers the needed distance for separation (to do not suffer multiple heat when firing) is calculated in 3D, so not only the distance in x-axis counts, but y and z-axises too. When the weapon positions are in the same level in...
by Norby
Wed Nov 04, 2020 8:28 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v1.0
Replies: 207
Views: 132417

Re: [RELEASE] Towbar OXP v1.0

Yes, after 7 years of development we finally reached v1.0!

:!: :!: Tadaaa! :!: :!:

:wink:
by Norby
Wed Oct 28, 2020 7:16 pm
Forum: Expansion Pack
Topic: [WIP] The Collector v0.4
Replies: 70
Views: 67517

Re: [WIP] The Collector v0.4

Hi Dysk, This is the most tricky part of this mission pack, but there is a solution. Yes, you can not arrive in time using raw force, but you must use your mind. Without giving too much spoiler I only can tell that the shortest way is not always the fastest in Oolite. Please try again and write eith...
by Norby
Mon Oct 12, 2020 3:28 pm
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1164
Views: 379506

Re: Introduce Yourself.

Welcome Caleb to the Ooniverse!

Thank you for your positive review. You have good story telling skill, more will be warmly welcomed in the Tales from the spacelanes topic. Exactly as our fast-welcomer Cody said. ;)
Happy bug-hunting! :)
by Norby
Wed Oct 07, 2020 6:13 pm
Forum: Expansion Pack
Topic: Why isn't target reticle included in the game managed expansion packs?
Replies: 7
Views: 2058

Re: Why isn't target reticle included in the game managed expansion packs?

The reticle_target_sensitive is a core HUD feature, but turned off in default HUDs. This oxp just turn on this flag, which is also turned on in many other HUDs. So you do not need this oxp at all if you install any HUD with this flag on, like Large HUD in HUDSelector.
by Norby
Fri Sep 25, 2020 9:56 pm
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v1.0
Replies: 207
Views: 132417

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: 1329
Views: 460685

Re: Tales from the spacelanes...

Nice tale! :)
by Norby
Fri Aug 21, 2020 9:32 pm
Forum: Expansion Pack
Topic: BGS - The BackgroundSet
Replies: 722
Views: 270096

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...