Search found 112 matches

by pip
Thu Jul 18, 2013 9:36 am
Forum: Shipyards
Topic: New consumable items idea
Replies: 6
Views: 979

Re: New consumable items idea

http://xelerus.de/index.php?s=mod&id=616

Works pretty well, and is one of my favourite mods ever.
by pip
Sun Jul 14, 2013 12:28 pm
Forum: Mod Announcements
Topic: [New Mod] ODM Civillian Crafts
Replies: 12
Views: 4346

Re: [New Mod] ODM Civillian Crafts

Just an idle observation....

Are these new civilian ships supposed to be a replacement or a supplement?
Because every time I use this I only ever see the "new" ships, and things like IAVs, Ronins, Sapphires etc don't appear as randoms any more.
by pip
Sun Jul 07, 2013 2:28 pm
Forum: Ideas & Suggestions
Topic: Suggestions for future (whenever if ever) versions
Replies: 5
Views: 991

Re: Suggestions for future (whenever if ever) versions

Something that bugs me is that when you dock with a station or use the ship/itempicker menus it "takes over" the entire screen, even though it doesn't use the whole screen. What I really like to see is the minimap/radar remaining visible all the time, kind of like the "always on top" command for cer...
by pip
Thu Jun 27, 2013 10:47 am
Forum: Commonwealth
Topic: Your Most Favorite Part of the Game
Replies: 15
Views: 1878

Re: Your Most Favorite Part of the Game

The systems between St. Kat's and Point Juno.
Doubly so with the DySys extension.
by pip
Thu Jun 27, 2013 10:33 am
Forum: Commonwealth
Topic: A Discussion Topic for the Sake of a Discussion Topic
Replies: 37
Views: 68993

Re: A Discussion Topic for the Sake of a Discussion Topic

The mining pack can process any ore (except He Regolith) into bars to increase thier value, but can't produce any armour stronger than Ithalium. I did modify the MFM to process Neutronium and Etherium ore into Neutronium and Dark Matter armour plates respectively though. (6 ores for each plate is do...
by pip
Fri Jun 21, 2013 10:30 pm
Forum: Shipyards
Topic: tinkering with SpaceEnvironmentType
Replies: 1
Views: 327

Re: tinkering with SpaceEnvironmentType

Interesting.
I wonder if this can be messed with to create equipment to mitigate the movement or scanner penalties in nebula?
by pip
Thu Jun 13, 2013 9:28 pm
Forum: Mod Announcements
Topic: [New Mod] Uncharted Released!
Replies: 70
Views: 15258

Re: [New Mod] Uncharted Released!

One debug. http://paste.neurohack.com/view/Y6s5G/ Lots of exceptions, not sure if that's normal or the various extensions are just not playing nice. One file. http://www.filedropper.com/rpctestdummy-0580 You are in the Orlov system adjacent to the Rigel gate (one of them), entering the gate will tak...
by pip
Fri Jun 07, 2013 11:44 am
Forum: Mod Announcements
Topic: [New Mod] Uncharted Released!
Replies: 70
Views: 15258

Re: [New Mod] Uncharted Released!

The loop is still there for the Rigel & St. Kats gates. :(
Still can't get to either from the start systems.
by pip
Sat Jun 01, 2013 11:36 am
Forum: Shipyards
Topic: Director's Cut
Replies: 2
Views: 428

Director's Cut

http://xelerus.de/index.php?s=mod&id=903 Awesome beyond description. One tiny snag however, upon use of a jumpdrive or halo gem the following error is generated and the program halts: Unable to continue due to program error. program state: OnAnimate Cannot create system Elysium: Undefined system typ...
by pip
Sat Mar 02, 2013 9:32 pm
Forum: Shipyards
Topic: RE: dbg's shield pack
Replies: 2
Views: 457

RE: dbg's shield pack

http://xelerus.de/index.php?s=mod&id=1229 This is awesome. There is but one tiny flaw which sits in my ointment of enjoyment like the ugly fly it is.... The Brushburn Deflector. There's nothing actually wrong with the concept; a shield that grows. However it does something irritating. What I gather ...
by pip
Fri Feb 22, 2013 9:54 pm
Forum: Announcements
Topic: 1.2 Alpha 1
Replies: 40
Views: 19559

Re: 1.2 Alpha 1

Just one tiny thing.....

If you add parallax into the core game could you please please please make it toggleable?
I tried that mod, and granted it did look pretty but it messed with my eyes something fierce. :(
by pip
Thu Feb 14, 2013 8:58 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 35792

Re: [MOD] Dynamic Systems V6

Something to look at: Stations don't seem to recognise or care about contaminated ships. Usually when you dock somewhere with a glowing ship you get either a cleanup crew or an earful of abuse, currently I'm getting business as usual and a complete disregard for my steadily fraying nerves. [edit] Al...
by pip
Mon Feb 11, 2013 7:54 pm
Forum: Beginner's Luck
Topic: Stupidest early game death.
Replies: 133
Views: 20091

Re: Stupidest early game death.

Not my death, but rather my escortee. A mid level Korolov mission, pretty much a coffee and cake run round the local star to a Tempus Lab and back again. Bad timing was the culprit here, as we approached the lab a BM transport escorted by about a half-dozen Zulu gunships appeared on a more or less p...
by pip
Mon Feb 11, 2013 7:40 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 35792

Re: [MOD] Dynamic Systems V6

Maybe bringing in Korolov crates could increase Korolov rank, or bring up a screen where the stationmaster rewards then for their honesty. Turning in crates to commonwealth stations for a small reward is a fine idea. Another idea: if players get caught selling Korolov crates it'll increase their cr...