Oolite Version 1.77 was just released a few days ago. There may be some issues with some OXPs.

I have been on 1.76.1 for a while now and most OXPs are fine. I have not updated to 1.77 as you can see from my signature...at least not yet.

I would recommend you update though as there are some great new features. Hot looking lasers and cool exhaust effects. Plus new OXPs released, such as planetary rings, the new BGS which improves on the hyperspace sequence (and great atmospheric sound layers). Plus new features under the hood which promise player flyable capital ships in the near future.
 
Oh wow, I finally got round to updating Oolite and I just noticed that the graphics for lasers and thrusters look a lot cooler now! This game seriously got a makeover since the last time I played it :D
 
I have not updated to 1.77 yet as I use several OXP's so I will wait a little. I'm still on 1.76.1 as you can see from my sig.

Having a spreadsheet is pretty organised. There is an OXP called trading assistant but it does not list what YOU paid which I would have thought would be the FIRST thing you would do.

THere is a thread on the Oolite boards on it, in fact, I was asking about it just a few days ago. :)
 
Hmmm. In hindsight, perhaps the spreadsheet is a bit OTT. I don't think the trading in OOlite is complicated enough to really warrant it. I'm expecting it to be far more important and for trading to be complicated in E:D. Again, good practice...

Still, now I've got everything I need to go bounty hunting and still buy enough stock to keep me in money. Just have to find a TL 14 or 15 site to get my military shields upgrade.
 
your problems with instant docking solved and more

TO instant dock .. when pressing the docking key hold down the shift key , gives you instant docking .( if your docking comps are o.k.)

Also to speed up time.
when in pause 'mode'
press the the '+' key will speed up time , each time you press the ,+, will increase time. And ,of course, to slow down and return to normal time.
P = pause then press the minus key, the same amount of times will slow down, ( this is also helpful in combat ;) and manual docking.

this works on the alphas' 1.76.2 (? i think",) not always works on the "nighty builds"

best recommendation oxp .... has to be the griffs ships packs and new planet images.
I have been a fan of and added "stuff "for the past 4 years
On my OOLite i have over a gigs worth of oxps and no problems with running. love the game .. give it another go......................


it's worth it.

Christina 50 and 3 quarters.

has anyone tried Pioneer space sim a remake of frontier elite?
NOW thats a problem to fly!
 
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Oolite

Just did a search and realised discussions on the excellent Oolite is pretty scattered so I thought I'd start a dedicated thread.

Version 1.77 is now available here http://www.oolite.org/download.shtml

Here is part of the change log from 1.76.1 to 1.77. The full change log is in the zip file on the archive for version 1.77

I have to mention they have made a controversial change and removed the energy bomb. It is only available in strict mode so if you had them in a normal save in 1.76.1 it will no longer be there. I certainly understand the issue of balance but I wish it was just a toggle rather than removing it and putting it only to "strict mode". I am unsure on the save file compatability between strict mode and normal mode.

For the present I tested 1.77 there are some REALLY nice features especially on the F4 screen :) but I am afraid I really want my energy bombs so I'm sticking with 1.76.1 (as will my signature) for now until they come back or someone makes an OXP with them which I am sure will not take long :)

Gameplay:
=========

General:
--------
  • Enabled reverse-stepping through list of beacons shown by the Advanced
  • Space Compass. The default key is '|' (Shift-'\').
  • Energy bomb made strict mode only. UPDATED: You can put them back if you want...see posts below)
  • Ships with a bounty will often avoid the main station
  • A certain classified device is now possible to repair and has had
    minor changes to its behaviour.
  • Improvements to sound effect handling for scoop and laser
  • Several efficiency improvements for smoother gameplay
  • New combat behaviour and AI, including:
  • More consistent missile explosion behaviour
  • Smarter Thargoids
  • Smarter use of turret weapons
  • Better reactions against cloaked opponents
  • Better reaction to deployment of Q-mines
  • NPCs can now use side weapons
  • NPC lasers now equivalent to player lasers in terms of rate of fire
    and overheating.

  • Gamma control for SDL builds
  • System populator cleaner, and hermits now semi-persistent
  • Longer visibility distance
  • Criminal behaviour sanctions now equivalent for player and NPCs
  • Witchspace exit speed now depends on the lead ship, and player
  • following NPC through a wormhole now behaves better.
  • Keyboard precision mode
  • Stations can now have multiple docks
  • Docking Clearance Protocol now a Game Option
  • Interfaces screen on docked F4 for accessing arbitrary station or
  • ship systems. Passenger and cargo contracts moved to this screen;
  • parcel contracts added.
  • Can switch to custom views while paused
  • Improved rendering of planetary atmosphere and sun
  • New 'b' key for activation of secondary function of primable
  • equipment (e.g. a mode switch)
  • New starfield textures
  • New laser textures
  • New exhaust textures
  • Mac specific: ctrl-cmd-f is the new toggle key for full screen display

Bug fixes:
==========
  • 'SendAllShipsAway' no longer tries to send ships without a hyperspace
    motor away.
  • Added missing new keyboard controls to the BBC keyconfig.plist
  • Scoop icon fixed for ships carrying special cargo
  • Docking behaviour now more reliable at low frame rates and at odd
    approach angles
  • Negative ship distances on HUD fixed
  • Laser position display fix
  • Target system memory expansion now works properly with cloaked ships
  • Cargo rounding and save/load bugs fixed
  • Avanced Navigation Array display bug fixed
  • being on board a witchspacing carrier now works more sensibly
  • Larger witchbuoys no longer a collision risk
  • Several crash bugs fixed
  • Turret declarations now work as intended
  • Planetinfo overrides now cleaned up from savegames
  • Problems with wormholes in zero-distance doubles fixed
  • Fines now only applied at main stations
  • Attempting to calculate a route to or from interstellar space no
  • longer crashes
  • Scooped and released escape pods work properly
 
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I've started a new commander on v1.77. I've played through to just after the first mission. I agree that the missing energy bomb is a let down. There have been a number of instances where I've been against many enemy ships, running low on shields, lasers overheating and I've got not witchspace fuel left for my injectors and an energy bomb would be perfect. though, to get into that position I've had to make a couple pretty bad decisions. I've just been more careful since evaluating a situation before taking action.

I haven't noticed much difference with the Thargoids either. They are still very easy to kill. In older Elites they were something to fear, in oolite I find they're more of a momentary annoyance.

Keyboard precision mode is fantastic. It's increased the distance I can kill another ship by a fair amount. (That, and the custom targeting reticle I'm using)

I haven't tried any of the parcel delivery missions yet. Now that I've killed the constrictor and I'm stuck in Galaxy 2 until I have enough kills for the next mission I might try some.
 
Banditcow,

Actually the combat model in 1.77 has been rejigged and the Thargoids are much harder to hit now apparently. I have not seen any as yet in 1.77 so I can't comment.

Definitely in the originals they were very VERY nasty.

I am running two sets of saves one on 1.76.1 and one on 1.77 I like some of the new things but sorry I want those energy bombs.

I can recommend an OXP called "hired guns" there is also a few other "assistant" weapons such as the "Armoury" OXP. The special reprogrammed Mini Thargoid ships that go attack others work well but you still need skill so it does not really unbalance things....and of course we can always choose not to buy it. :)
 
Yes the energy bomb has been removed from normal play in 1.77. This was because its a "super weapon" that NPCs can't use. It was removed "for the sake of balance".

Its controversial, and many people campaigned against its removal (including myself).

However you can install an OXP that re-enables it. Get the OXP from the Elite Wiki page for Energy Bombs.
 
Styggron,

I've run into about 5 thargoids in my current commander. One was just by coincidence. Two were by an accidental missjump (i was dodging missiles during a witchspace jump and was accidentally holding climb when it completed.) and another was an intentional missjump.

Each time I was able to take care of them with little to no fuss. They were very easy to hit and didn't really evade much.

On the other hand, I've had my backside handed to me by groups of pirates. The Constrictor killed me once too. The second time I only killed it and survived by the skin of my teeth.

I'm not going to say the Thargoids are easier or harder than they were in Oolite v1.76 but I will say that they still need some work to be as intimidating as they were in Elite.

I'm not sure If I'll add the energy bombs back yet. I've gotten used to not having them. I think I'll leave it as it is for now and play a bit more before I make a decision on them.

Though, as a single player game, I don't see the problem in having them. I don't really feel it unbalances the game. It's you against the universe. Having that one last tool to help you get out of trouble makes sense in a single player game.

It worked in Elite, after all.

Overall, I'm enjoying Oolite v1.77 while waiting for Elite: Dangerous.

Another question: What design station do you feel is the one you associate with Elite the most? In another way, when you think of Elite Space stations, what is the station you first think of?

I'm developing an idea for a side project...
 
Odd re the Thargoids. I have yet to see them in 1.77 In fact I have not seen Thargoids in a long long time in Oolite. I've travelled all over Galactic Map #1.

As for what station do I think of, it's the classic cuboctahedron shape for me personally.
 
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It's to be expected but one or two of the OXPs aren't behaving quite as they were with 1.76.1.

Nothing that affects gameplay but Explorer's Club isn't taking snapshots anymore and there are one or two string issues with the text in RandomHits missions.

There seems to be a lot more trade traffic in the main space lanes than before 1.77 as well.
 
Oolite has one annoying feature - it's very hard to see an enemy from large distance. His ship hides among stars. I have weak eyes, and I can's see it when he is only a small dots. In Elite it wasn't a problem, but in Oolite...I've tested Clear Skies OXP, but it didn't help me. Maybe this was corrected in 1.77 - I've played lately only 1.75...
 
Oolite has one annoying feature - it's very hard to see an enemy from large distance. His ship hides among stars. I have weak eyes, and I can's see it when he is only a small dots. In Elite it wasn't a problem, but in Oolite...I've tested Clear Skies OXP, but it didn't help me. Maybe this was corrected in 1.77 - I've played lately only 1.75...

Clear skies will just remove nebula and reduce the number of stars to increase performance a little bit. Wont do much for visability, and with the improvments in 1.77 is probably redundant anyway. The issue with visibility has been discussed before on the Oolite forum. I would recommend trying a different ship/texture set. Have a go with Smivs set. It's more basic an cartoony than Griff's ships, but also a lot easier to see. Give it a go and see what you think. It has some nice features and a more classic/retro style to it in my view.
 
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