Search found 1343 matches

by Redspear
Fri May 17, 2019 8:41 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 7669

Re: PopulationControl.oxz

So by reducing the proportion of WP-planet police patrols masslocking would be less time consuming on a typical WP-station flight (more police headed in opposite direction)?
by Redspear
Fri May 17, 2019 8:22 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 5437

Re: On Orbits & Sun Distance

On the viability of sun-skimming, one could make repairs and refueling at a station cost much more time (on the in-game clock). Players doing contracts could then use sun skimming as a joker when late, or as a way to run more contracts simultaneously. Not sure about repairs but as for fuel that wou...
by Redspear
Thu May 16, 2019 8:28 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 5437

Re: On Orbits & Sun Distance

Speaking of encounter rates... Supoose WP-Sun and Sun-Planet each had half the encounter rate of WP-Planet (x), regardless of the distance. Head straight to planet: encounter rate = x Head to sun and then on to planet: encounter rate = x/2 + x/2 = x So sunskimming would take more time and is a littl...
by Redspear
Thu May 16, 2019 8:05 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 5437

Re: On Orbits & Sun Distance

What is the canonical reason for having a witchpoint at all? Strictly speaking, I don't recall there being one. Obviously however parking the witchpoint near the station breaks the core of the game which is flying about in space Yes, so it's what makes a good game over what is the most trader frien...
by Redspear
Wed May 15, 2019 1:00 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 7669

Re: PopulationControl.oxz

I dug a little deeper into the logic for a police ship heading back to the station. If the Witchpoint-Planet location where they are created is in the last 10% of the distance from the witchpoint to the planet, they will head back to the station. Otherwise they will be heading to the witchpoint. As...
by Redspear
Tue May 14, 2019 10:41 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 5437

Re: On Orbits & Sun Distance

May be the witchpoint will located to near main planet almost as moon If you mean a moon with a standard space lane distance then I'd be inclined to agree. above the north or south pole of the main planet. Here however, I'm not convinced. For orbits to look good we'll need bigger distances and yet ...
by Redspear
Tue May 14, 2019 4:58 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 5437

Re: On Orbits & Sun Distance

This thinking become after learn the Orbits OXP in the past. Also was installed the System Redux and the Stations for Extra Planets Base. I found the Orbits working incorrectly. The station is spawned in the wrong location, because the Orbits shifted the planets to a new location. Hi Rustem. I don'...
by Redspear
Mon May 13, 2019 5:00 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 7669

Re: PopulationControl.oxz

1. "police" is used to define the number of initial police packs in a system, 5/6th of the number going to LANE_WP (Witchpoint-Planet) lane, and the remaining 1/6 being applied to the LANE_WPS (Witchpoint-Planet-Sun) triangle. (There are more calcs being applied to the numbers, but that should be s...
by Redspear
Mon May 13, 2019 4:43 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 5437

Re: On Orbits & Sun Distance

True but in either of those polar configurations you'd see hemispherical planets (one half lit) and a clear overview (like looking at an orrery) of a now obviously small system with an obviously tiny star. The arrangement wouldn't have to be polar of course but the more you leave the ecliptic the mo...
by Redspear
Sun May 12, 2019 8:06 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 5437

On Orbits & Sun Distance

Orbits aren't in the standard game so this may be of more relevance with regards to oxps. Hopefully someone finds it to be food for thought... Orbits are cool, right? Dynamic systems that don't look the same every time you enter them. Great. One problem however is that whilst they often look differe...
by Redspear
Sat May 11, 2019 7:58 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 7669

Re: PopulationControl.oxz

Gave this thing a try, early days but here's what I've found so far. Less pirates - good Less pirate encounters - not necessarily good More police - ok More police encounters - not necessarily good The problem as I saw it was not so much the number of pirate encounters but rather the numbers of pira...
by Redspear
Sat May 11, 2019 7:34 pm
Forum: Discussion
Topic: Screenshots
Replies: 5528
Views: 979902

Re: Screenshots

Lovely composition shot phkb 8) I think the gaphics in Oolite have come a long way as many of the recent posts here illustrate. Whenever I find myself admiring one thing howwever, I'm drawn to comparing it to the rest of the image... Cobra Mk III - great Engine trails - come a long way since the 'bu...
by Redspear
Sun May 05, 2019 2:29 pm
Forum: Expansion Pack
Topic: Laser Combat Reimagined OXZ
Replies: 29
Views: 10934

Re: Laser Combat Reimagined OXZ

Ready for update soon, just needs some testing. Meanwhile, I thought I'd attempt a more visual explanation of what this oxp is trying to achieve. Nature of ranged combat : When an opponent is both faster and has longer ranged weapons they can control much of combat https://i.postimg.cc/52Df7hky/lase...
by Redspear
Thu Apr 18, 2019 12:54 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 7669

Re: Too many pirates...

A general question - should this limitation on the size of pirate packs in safer systems have an expiry? eg when the player reaches a certain score? After a certain number of in-game days has passed? Or just keep it in place permanently? As others have said, I don't think it needs an expiry and wou...
by Redspear
Wed Apr 17, 2019 11:16 am
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 7669

Re: Too many pirates...

wouldn't it make sense that they were also found in rich safe systems How rich, do you think? Greater than 20000 MCr? Not sure. It depends how much it would alter the staus quo but I'm happy to give that threshold a try. Due to the nature of this tweak, it's hard to gauge it's impact on a single ru...