Remember that Oolite is inspired on Elite but it is not Elite. So injectors are allowed in my game. And like others said. The AI use them also.
And in Oolite it takes longer to reach the planet (if you travel within the space lane) so the injectors are welcome to skip mass locks.
 
My goodness I MUST have this OXP !!!!!!!!!!!!!!!!!!!!!

Checking for it now................. cheers

got it and installed.............WOW nice !!!!!!!!!! I had BGS1.6 but the 1.9 is a lot better.
Still seems to work if you leave them both in there. I better remove 1.6 though I think.
 
Bit late to this thread - you still not finding enough Thargoids, Styggron? You could pull a deliberate mis-jump - there are always a few hanging around in interstellar space. Strange things can happen in interstellar space - in certain circumstances, universes can collide and you see the strangest things:

Polaris.png
 
I got some Thargoids recently....they did not seem THAT hard to dispatch. I remember in the C64 version once you saw a Thargoid you were in RREEEEAALLLL trouble. :eek:
 
I have an OXP that does a good job with that too...
Oh... would that be one of the 'cheat' OXPs that were made as OXP development tools and escaped into the wild?
I got some Thargoids recently....they did not seem THAT hard to dispatch.
Are you flying an über-ship? Or maybe you need to re-balance your game - do you have any NPC-toughening OXPs?

EliteRank_zps157e55b3.png~original

Oolite Naval Attaché
 
Last edited:
Oh... would that be one of the 'cheat' OXPs that were made as OXP development tools and escaped into the wild?
Are you flying an über-ship? Or maybe you need to re-balance your game - do you have any NPC-toughening OXPs?

EliteRank_zps157e55b3.png~original

Oolite Naval Attaché

No nothing special but it was not an OXP as I thought it was just when I pressed is it "I" or shift-6 in the galactic map that I got the shortest path to get to a point the other thing I was thinking is pressing "I" on the screen short range chart tells you what system is what.

As for my ship...no I don't think it is too uber, it is a large ship though and has military lasers on the front and extra shield generators etc but I can still cop a hiding if there are too many pirates. Of course I do have an energy bomb but I tend not to use it unless I really have to...it was in the original so I opt for them to be in.

I have bought special thargoid tehnology missiles that sometimes help against others.................the balace I think is pretty good. I might have been lucky with my thargoid encounters perhaps.
 
... it was not an OXP as I thought it was just when I pressed is it "I" or shift-6 in the galactic map...
Yeah... shift+6 in the long-range chart gets you the shortest (least jumps) route, but if you keep the '6' key pressed and hit Ctrl, you'll get the quickest (time-wise) route. The vagaries of hyperspace travel are fascinating.

EliteRank_zps157e55b3.png~original

Oolite Naval Attaché
 
Yeah... shift+6 in the long-range chart gets you the shortest (least jumps) route, but if you keep the '6' key pressed and hit Ctrl, you'll get the quickest (time-wise) route. The vagaries of hyperspace travel are fascinating.

EliteRank_zps157e55b3.png~original

Oolite Naval Attaché

That's the one I was thinking. I just LOVE Oolite soooooooooo much.
 
Announcing Oolite v1.77.1

Oolite version 1.77.1 is now available for download from Oolite.org. This is a bug-fix update to Oolite v1.77. It does not add new features.

Changes since version 1.77
  • Bug with planetary cloud display fixed
  • Cargo/Passenger contracts correctly report premium/advance again
  • Fix to escort scan class initialisation
  • Fix for mission screen not allowing exit when HUD off
  • Fix quaternion constructor to produce identity quaternion as documented when called as new Quaternion().
  • guiScreenChanged now fires on transition when launching
  • Yaw and velocity are now also zeroed when launching from a station
  • Autopilot status reset on death
  • Regression: HUD n_bars now works again
  • Bug with NPCs continuing to lock on dead ships fixed
  • Laser shot positioning fixed
  • Bug with manifest checks in guiScreenChanged when launching fixed
  • Reasonably skilled pilots will now remember to look where they're going when fleeing
  • Shields now also protect subentities
  • Edge-case for damage to main station fixed
  • Frustum culling over-enthusiasm fixed
  • Some 'ghost' ship bugs fixed
  • Fix mission screen crash with numeric choice keys
  • Fix bug with cancelling galactic jump by script
  • Fix bug in validation for station interface creation
  • Use correct types in JS Station.market object
  • Fix bug with docking with stations where dock is very slightly off-axis
  • Fix contract reputation calculations so that negative rep works properly
  • Fix inconsistencies with cloaking device behaviour
  • Fix calculation of heat damage to subentities
  • Fix updates of energy, laser temp, alert condition related to autopilot
  • Fix for crash when pressing up on long manifest screen
  • Fix conflict between "pilot" and "unpiloted" shipdata keys
  • Fix equipment condition check in player.replaceShip()
  • Fix flasher scaling in visual effects
  • Add fuel scoop icon to small HUD
  • Lighten mouse cursor cross color
  • Sort save-game list alphabetically
  • Slightly lengthen deadlines on parcel contracts to avoid impossible ones
  • Prevent docking with dead stations
  • Fix memory leaks.
  • Remove "performBroadside" AI command
  • Fix scanner display bug
  • Display correct key in 'pause' message
  • Fix rotational_velocity for subentities
  • Fix shipEnergyBecameFull event to fire as documented

Note for Windows users: Together with the standard set of downloads, i.e. Deployment Release installer, updater from version 1.77 to 1.77.1 and updater from Deployment to Test Release for v1.77.1, this time we have included also an SSE2-optimized executable, suitable for systems capable of utilizing the SSE2 instruction set. Instructions for using it are included with the download. Interested parties can refer to file oolite-1.77.1-sse2.exe.zip.


Thank you all for your continued support. Enjoy the game!
 
Note for Windows users: Together with the standard set of downloads, i.e. Deployment Release installer, updater from version 1.77 to 1.77.1 and updater from Deployment to Test Release for v1.77.1, this time we have included also an SSE2-optimized executable, suitable for systems capable of utilizing the SSE2 instruction set.
Further to this, we need testers for a new Windows 64-bit SSE2 version of Oolite v1.77.1. We've never had a Windows 64-bit Oolite build available before.

http://aegidian.org/bb/viewtopic.php?f=8&t=15522
 
Back
Top Bottom