Search found 1108 matches

by UK_Eliter
Mon Apr 06, 2020 5:38 pm
Forum: Discussion
Topic: Oooops ... how far can I go?
Replies: 15
Views: 4621

Re: Oooops ... how far can I go?

Ah. So the physics problems are considerable too (problems owing to the physics of reality, not to mention that of Oolite). And there was me thinking: well, if I left the torus drive on for a week or so of game time, then what should happen is . . Turns out, what should happen is, nothing! Your know...
by UK_Eliter
Mon Apr 06, 2020 12:47 pm
Forum: Discussion
Topic: Oooops ... how far can I go?
Replies: 15
Views: 4621

Re: Oooops ... how far can I go?

Thanks for the explanation. I see that the technical problems are considerable!
by UK_Eliter
Sat Feb 15, 2020 12:06 pm
Forum: Expansion Pack
Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
Replies: 238
Views: 161707

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(...
by UK_Eliter
Tue Jan 14, 2020 12:29 am
Forum: Suggestion Box
Topic: Clangers?
Replies: 1
Views: 910

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 ...
by UK_Eliter
Tue Dec 03, 2019 1:24 am
Forum: Expansion Pack
Topic: Thanksgooving Pack
Replies: 2
Views: 1376

Re: Thanksgooving Pack

Jolly good!
by UK_Eliter
Tue Aug 27, 2019 6:57 am
Forum: Expansion Pack
Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
Replies: 238
Views: 161707

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!)
by UK_Eliter
Tue Aug 27, 2019 6:53 am
Forum: Expansion Pack
Topic: Known errors: a summary
Replies: 54
Views: 16920

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 ...
by UK_Eliter
Wed Aug 21, 2019 3:28 pm
Forum: Discussion
Topic: Oooops ... how far can I go?
Replies: 15
Views: 4621

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 ...
by UK_Eliter
Mon Jul 29, 2019 11:37 pm
Forum: Expansion Pack
Topic: Known errors: a summary
Replies: 54
Views: 16920

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...
by UK_Eliter
Tue Jul 09, 2019 3:12 pm
Forum: Suggestion Box
Topic: star trek ships?
Replies: 44
Views: 15285

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...
by UK_Eliter
Mon Jun 24, 2019 2:00 pm
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 157
Views: 95363

Re: Commies.oxp (v2.07)

Good stuff, phkb!
by UK_Eliter
Mon Jun 03, 2019 2:59 am
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 6837

Re: How to check an entity's altitude?

Thanks very much Rustem. I'm seeing what I can get working . .
by UK_Eliter
Fri May 31, 2019 12:21 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394039

Re: Scripters cove

Thanks! I'll have a go with that code and with the ideas offered elsewhere by rustem.
by UK_Eliter
Thu May 30, 2019 10:59 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394039

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...
by UK_Eliter
Thu May 30, 2019 9:22 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 6837

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 - ...