Search found 166 matches

by Rustem
Fri May 17, 2019 9:50 am
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 8053

Re: (BETA) Assassin Shipset Pack v0.2.0

Update to 0.2.2: More valuable change: - Improvement of the Drone AI for correctly set as escort. Set the scanner range for Captured Thargons to 25km. This AI may be change to less aggressive version in combat on far distance from drone owner, in order to not react to laser shoot. If you will be cha...
by Rustem
Tue May 14, 2019 7:27 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 472

Re: On Orbits & Sun Distance

May be the witchpoint will located to near main planet almost as moon, above the north or south pole of the main planet.
Suggestion in picture:
Image

So the witchpoint always will move with main planet simultaneously.
by Rustem
Tue May 14, 2019 8:21 am
Forum: Expansion Pack
Topic: Stealth Raiders [WIP]
Replies: 16
Views: 9345

Re: Stealth Raiders [WIP]

Issue update for this oxp: Main: * Improvement AI for temperature control in the near sun. Moved code in the main worldScripts. * Adds function for spawn a ship group pack like oolite-populator. * Improvement mechanics spawning like in the Spacecrowds OXP. Adds a better routines for escorts. * Adds ...
by Rustem
Tue May 14, 2019 8:08 am
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 472

Re: On Orbits & Sun Distance

The witchpoint doesn't necessarily have to be in the system's plane of the ecliptic … it could be e.g. above the north or south pole of the star. Agree with you, but not solved in the Orbits OXP as math task. I think about this task. May be the witchpoint will located to near main planet almost as ...
by Rustem
Tue May 14, 2019 8:02 am
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 472

Re: On Orbits & Sun Distance

Hi! The some 'todo' tasks, whitch need correctly setup of the system: ship traffic; location station in near sun; location station in near extra planets. Also need solved the next: How better will located other station(Rescue Stations, Seed Bars, Rock Hermits, Kiota stations and etc.)? They will spa...
by Rustem
Fri Apr 19, 2019 10:05 am
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 2065

Re: PopulationControl.oxz

Also may be reset a large missionVariables.deep_space_pirate_kills via special mission(for advanced players) in the hacker outpost?
by Rustem
Sun Apr 14, 2019 9:25 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 186
Views: 52137

Re: [WIP] GalCop Missions

1. All assassins should be has initial bounty equals null? Is it null or zero? If it's null it should probably really be zero. In either case, assassins in the core game start with a bounty of zero, and I've followed that logic here. Looked the 'oolite-populator' script. So, a bounty not reset for ...
by Rustem
Sat Apr 13, 2019 12:17 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 186
Views: 52137

Re: [WIP] GalCop Missions

Question about spawning routines in conception this pack: 1. All assassins should be has initial bounty equals null? 2. Assume the assassin from hit team has null bounty. In the near witchpoint a police may be set him the some bounty due to attack a player ship. Then in the next player jump this ass...
by Rustem
Sat Apr 06, 2019 2:34 pm
Forum: Expansion Pack
Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
Replies: 233
Views: 127419

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

OXP: LaserCannons. Tweak: Adds sound effect for cannons hits. File(s): world-scripts, sounds. More variation by cannon and plasma laser hits. Sounds play in laser hits from NPC. Credits to Norby! Sounds: The sounds from BGS Soundset by P.A. Groove: - "cannonlaser.ogg" is renamed a "bgs_PAG_laser.og...
by Rustem
Sat Apr 06, 2019 2:18 pm
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 16
Views: 8053

Re: (BETA) Assassin Shipset Pack v0.2.0

Version 0.2.0 - Adds a new lasers for some marks. - Adds the GalTech Escort Fighter to small fighters (as GalTech Interceptor to worm missile and escort fighter). - Sometimes marks has a 8 Ship-Launched Fighters (Light, Swarm, Raider, GalTech Interceptor, Shark(2) and King(2) : like external depende...
by Rustem
Mon Jan 28, 2019 9:09 am
Forum: Expansion Pack
Topic: [RELEASE] Cobra MkVI ~ King Cobra
Replies: 39
Views: 9704

Re: [RELEASE] Cobra MkVI ~ King Cobra

Hi, I uploaded to the expansion manager this ship. Version History =============== 28.01.2019 - Version 1.2.1 --tweaks by rustem-- - Added a materials. - Fixes a roles. 11.12.2018 - Version 1.2.0 --tweaks by rustem-- - Adds a manifest.plist file. - Tweaks to shipdata.plist files: edits roles for las...
by Rustem
Tue Dec 18, 2018 1:48 pm
Forum: Expansion Pack
Topic: Griff's normalmapped ship remakes
Replies: 2325
Views: 388555

Re: Griff's normalmapped ship remakes

Updated the Griff's Normalmapped Ships (Optional overrides) OXP v0.1.1:
- Adds a materials for Griff's cargopods and Python (used in the python and python-blackdog).

Link above.
by Rustem
Fri Dec 14, 2018 9:21 am
Forum: Expansion Pack
Topic: Armoury OXP
Replies: 96
Views: 40766

Re: Armoury OXP

Thanks! [shipData.load.error]: ***** ERROR: the shipdata.plist entry "drones_kamikazeDrone" has unresolved subentity drone_kamikazeLaser. My final shipdata is consisted subentity drone_kamikazeLaser from another OXP. For quikly fix can replaced the string: subentity_key = "drone_kamikazeLaser"; to s...
by Rustem
Thu Dec 13, 2018 7:15 pm
Forum: Expansion Pack
Topic: Armoury OXP
Replies: 96
Views: 40766

Re: Armoury OXP

This error appeared in the JS console when I scooped a Combat Drone that was left floating in space after a battle. My cargo bay was empty at the time, so no machinery was there before scooping, and there was none there after. 13/12/2018 - Version 1.14, --update by rustem for oolite 1.80-- - Requir...
by Rustem
Tue Dec 11, 2018 6:26 pm
Forum: Expansion Pack
Topic: Vortex OXP (plus the Maelstrom)
Replies: 155
Views: 56376

Re: Vortex OXP (plus the Maelstrom)

The multiple military laser and some new lasers take an more additional energy also. See a laser documentation. :)