Search found 1346 matches

by Redspear
Mon Dec 30, 2019 11:45 pm
Forum: Expansion Pack
Topic: Cargo Conditions
Replies: 4
Views: 311

Re: Cargo Conditions

what would happen though if you scooped a cargo item you didn't have the correct bay for? My methodolgy is likely limited by my programming skill but I'm thinking the simpler the better in most regards. So, two possible scenarios with a basic hold to explain my thinking: 1) Upon launching from the ...
by Redspear
Sat Dec 28, 2019 6:56 pm
Forum: Expansion Pack
Topic: Cargo Conditions
Replies: 4
Views: 311

Re: Cargo Conditions

So you want to make the cargoholds with different (buyable) levels with each level you gain more options to buy certain goods? Yes. And the purpose is to make it harder to earn credits? Nearly... As you may already understand, based on the rest of your reply, the purpose is to make the profit to ju...
by Redspear
Sun Dec 22, 2019 6:35 pm
Forum: Expansion Pack
Topic: Cargo Conditions
Replies: 4
Views: 311

Cargo Conditions

Suppose that a cargo bay must be fitted to a particular standard in order to ship goods through witchspace. Suppose further that this standard varied according to goods being shipped. Basic: Alloys, Minerals, Alien Items, Gold, Platinum, Gem Stones (all either found as space debris or otherwise unre...
by Redspear
Fri Sep 13, 2019 12:32 pm
Forum: Expansion Pack
Topic: VimanaHUD OXP
Replies: 6
Views: 1172

Re: VimanaHUD OXP

Welcome Gnievmir! I had an idea to do something less sophisticated with target image display but hadn't found time to try (it will be interesting to see if you used a similar method). Having said that, some of the other things on the HUD in your video go way beyond my capabilities... Looks great! I ...
by Redspear
Sun Sep 08, 2019 3:47 pm
Forum: Suggestion Box
Topic: Relationship between cargo hold and piracy
Replies: 0
Views: 717

Relationship between cargo hold and piracy

Not sure as to what extent (if any) that the following is already true... Shouldn't the size of the player ship influence the likelihood of predation by pirates? More specifically, the size of the player ship cargo bay could be an indicator of risk of pirate interest. It may be true that larger vess...
by Redspear
Sat Jul 06, 2019 10:34 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1479
Views: 375897

Re: Scripters cove

montana05 wrote:
Tue Jun 25, 2019 12:54 pm
I am sure you figured it out yourself...
Still not tried it TBH, just too busy lately.
Thanks for the clarification though.
by Redspear
Sat Jul 06, 2019 10:28 pm
Forum: Discussion
Topic: Progress
Replies: 2018
Views: 483932

Re: Progress

phkb wrote:
Tue Jul 02, 2019 4:11 am
Also, it reduces the potential conflicts where two OXP's want to update the same equipment item
Awesome :D
Thanks phkb... and thanks for the example too :wink:

With a bit of luck I might get to do some oxp updating soon.
by Redspear
Tue Jun 18, 2019 9:50 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1479
Views: 375897

Re: Scripters cove

This version is tested and works, I just pasted parts of the code so you can see how I solved this problem. Thanks montana 05, I'll give that a try... I'd check the condition script for the laser (if one is specified). My guess is that you've included rules that prohibit the laser from being instal...
by Redspear
Tue Jun 18, 2019 9:45 pm
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1084
Views: 293807

Re: Introduce Yourself.

Hi, I'm Hijong Park who is having a hard time to enjoy Oolite. I like space and spaceships, so I want to like oolite, but simply can't. everything feels tedious and frustrating... Hi Hijong Park. I may have some good news for you: if you don't know it already there are likely oxps that can reduce b...
by Redspear
Sun Jun 16, 2019 9:00 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1479
Views: 375897

Re: Scripters cove

Trying to change the players lasers by script. Lasers are an odd case for equipment in that they have a facing and so player.ship.awardEquipment ("EQ_WEAPON_PULSE_LASER"); does not provide sufficient information (i.e. facing not specified). So I tried to use if (player.ship.aftWeapon === "EQ_WEAPON_...
by Redspear
Tue Jun 11, 2019 9:34 pm
Forum: Expansion Pack
Topic: Equipment Storage OXP
Replies: 5
Views: 2410

Re: Equipment Storage OXP

This is something I'd considered in the past (for my own ship equipment oxp) but never had the time to work out an easy way to do it.
So thanks for making this a seperate oxp! I haven't tried it yet but it sounds very useful.

Good work once again phkb! :)
by Redspear
Fri Jun 07, 2019 9:38 pm
Forum: Discussion
Topic: Progress
Replies: 2018
Views: 483932

Re: Progress

phkb wrote:
Sun May 26, 2019 3:57 am
In the next nightly is the ability to limit star and nebula textures to particular galaxies, providing the opportunity to make galaxies more visually unique.
Nice 8) Thanks :D
by Redspear
Fri Jun 07, 2019 9:36 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 6576

Re: On Orbits & Sun Distance

One other possible interpretation of where the witchpoint of a system is at...is it's in the same orbit as the main planet -- either leading or lagging it by maybe 30-60 degrees in orbit. The planet and sun of the system would remain in a relative fixed position to that and would look the same on e...
by Redspear
Wed May 22, 2019 11:28 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 6576

Re: On Orbits & Sun Distance

Suppose that rather than there being only one witchpoint that there were three, or even five, and each time you jumped into a system you were randomly allocated to one of these predetermined entry points. Very much different appearances are now possible and sunskimming could be affected also - we'd...
by Redspear
Mon May 20, 2019 9:47 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 6576

Re: On Orbits & Sun Distance

You are right that it will incur distance variations which are probably the most noticeable in the default configuration (like in strict mode), but I believe those differences will be "hidden" by encounters and masslocks. As for the looks, in the default configuration it already looks silly in my o...