https://wiki.alioth.net/api.php?action=feedcontributions&user=Uncle+Reno&feedformat=atomElite Wiki - User contributions [en]2024-03-28T22:46:15ZUser contributionsMediaWiki 1.31.12https://wiki.alioth.net/index.php?title=Weapons&diff=22069Weapons2010-06-05T19:55:26Z<p>Uncle Reno: </p>
<hr />
<div>== Pulse Lasers ==<br />
The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining laser is quite powerful, but has rather a long cool down. This makes it hard to hit small fast moving ships.<br />
<br />
<br />
== Beam Lasers ==<br />
<br />
Most players will want to equip themselves with a beam laser. They do plenty of damage to large ships while making it easier to hit small fighters. Resist the urge to pack the biggest laser you can - any beam laser will kill things at reasonable speed. First consider the need to have a few shields, a decent hyperdrive, vital equipment and maybe some trading space.<br />
<br />
More powerful lasers overheat quickly. The 1MW beam laser does not overheat easily. The 4MW, 20MW and 100MW versions should be used with a laser cooling booster. The 100MW version overheats a little too quickly and is not recommmended, since the 20MW version is deadly enough and overheats less.<br />
<br />
No matter how many shields you have, the enemy can kill you pretty quickly with high power lasers. They have a weakness though. If you can dodge them for a few seconds any beam lasers from 4MW upwards will overheat and become far less dangerous.<br />
<br />
== Plasma Accelerators ==<br />
<br />
Effectively just more powerful beam lasers but with one key difference - they take a long time to overheat and for practical purposes they don't. The question is whether you want to sacrifice 500 tonnes for a small plasma accelerator when a 20MW beam laser can kill any normal target very quickly with just 75 tonnes.<br />
<br />
The large plasma accelerator is the ultimate weapon that pilots aspire to owning. That is, until they get one and realize that the small plasma accelerator is just as effective and leaves 400 tonnes of space free for shields etc. There isn't really any room for improvement over the small plasma accelerator.<br />
<br />
== Missiles ==<br />
Missiles are not a good weapon in most cases. With the cargo space that two missiles take up, a 1MW pulse laser could be upgraded to 5MW, a 5MW could be upgraded to the 1MW beam, or it might let you squeeze in an extra shield. It is also impossible to carry enough missiles to kill the dozen or so ships that sometimes attack. The best use for missiles is against small, nimble fighters that are difficult to hit with a laser.<br />
<br />
[[Category:FFE]][[Category:FE2]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=SetPlanetPatrolCoordinates&diff=22063SetPlanetPatrolCoordinates2010-06-05T19:03:30Z<p>Uncle Reno: </p>
<hr />
<div>== setPlanetPatrolCoordinates ==<br />
<br />
<br />
This call returns: APPROACH_COORDINATES<br />
<br />
The AI than hat to use "setDestinationFromCoordinates" to upload the coordinates. Than "performFaceDestination" to turn to this destination.<br />
<br />
This call "setPlanetPatrolCoordinates " is only mend for station patrol. It counts how much it is called for and than gives an answer.<br />
<br />
1st call: go to 5km ahead of the main station<br />
2nd call: go to 25km N of the main station<br />
3th call: go to 25km E of the main station<br />
4th call: go to 25km S of the main station<br />
5th call: go to 25km W of the main station<br />
<br />
After the 5t call it has 25% change of changing the AI to "dockingAI.plist"<br />
The other 75% it restarts the loop from the 2nd call.<br />
<br />
Since Oolite 1.73 this command is using the "mother station" of the caller instead of the "main station". This enables to launch a local patrol ship from any station. When the caller has no mother station, it will default to main station.<br />
<br />
Go back to: [[OXP howto AI]]<br />
<br />
[[Category:Oolite]][[Category:Oolite scripting]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=SetCoordinates_randomizer&diff=22062SetCoordinates randomizer2010-06-05T19:02:51Z<p>Uncle Reno: </p>
<hr />
<div>Oolites AI function '''setCoordinates''': needs 4 parameters separated with a space, like: "'''setCoordinates: wpu 0 0 0.8'''" what means a point at 80% of the line witchSpaceEntryPoint to planet.<br />
<br />
Giles added a possibility to introduce randomize numbers in each of the coordinates separately. For this you must add a "rand:" in front of the coordinate without an additional space.<br />
<br />
rand: is a function with a lot of limitations. It first turns the number into an integer. Then calculates that many random numbers as the value of the integer is large. It adds all the random numbers and divides the answer by the original integer. This gives as result a real value between 0 and 1.<br />
<br />
Calculating a random function this way will give a truly random value with a starting value of one. The more random values you add the more likely it becomes to get a value near the center of 0.5<br />
So use is limited to coordinate systems were you can work with results between 0 and 1 but it still leaves some useful use.<br />
<br />
e.g.: <br />
"setCoordinates: wpu 0 0 rand:1"<br />
<br />
This will set a random coordinate anywhere on the line witchSpaceEntryPoint to planet.<br />
<br />
or<br />
"setCoordinates: pwr rand:1 rand:1 6"<br />
<br />
This will set a point at 6 planet radii from he planet whit a deviation of maximal 1 planet radii on the line: witchSpaceEntryPoint to planet.<br />
<br />
Return to: [[OXP howto AI]]<br />
<br />
[[Category:Oolite]][[Category:Oolite scripting]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Running_Oolite-Unix&diff=22061Running Oolite-Unix2010-06-05T19:00:47Z<p>Uncle Reno: Add external link, which I think is the right one. Any correction welcome..</p>
<hr />
<div>FreeBSD: see [http://www.freebsd.org/cgi/cvsweb.cgi/ports/games/oolite/ port/games/oolite]<br />
<br />
[[Category:Oolite]][[Category:Factual]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Running_Oolite-Unix&diff=22060Running Oolite-Unix2010-06-05T18:55:39Z<p>Uncle Reno: </p>
<hr />
<div>FreeBSD: see port games/oolite<br />
<br />
[[Category:Oolite]][[Category:Factual]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Rebecca_Weston&diff=22059Rebecca Weston2010-06-05T18:53:48Z<p>Uncle Reno: </p>
<hr />
<div>Rebecca is a character in the Oolite Novellas, [[Status Quo]] and [[Mutabilis]]<br />
<br />
[[Category:Oolite stories]][[Category:Status Quo]][[Category:Mutabilis]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Oolite_Docking_Clearance_Protocol_(v1.72_or_later)&diff=22058Oolite Docking Clearance Protocol (v1.72 or later)2010-06-05T18:47:06Z<p>Uncle Reno: </p>
<hr />
<div>== Overview ==<br />
Starting from Oolite version 1.72, the GalCop Docking Clearance Protocol has been introduced. It is disabled by default, in order to avoid introducing major gameplay changes, but it is there for commanders who would like a little extra bit of interaction with the space stations.<br />
<br />
If enabled, the commander will have to request authorization from the space station, before they attempt to dock. If there are vessels in the launching queue or in their final docking approach, the station will respond by asking the player to hold for a few moments while vessels which have priority complete their departure sequences or docking runs. Once this has been done, the station will notify the commander that they are clear to approach and give them a two minute window to complete the docking manouevre. The station will notify the commander 20 seconds before the window closes that their time is running out, at which point the commander can request an extension of the slot. At any point in time, the pilot can cancel out the request to dock and will have to leave the docking corridor to other ships on approach. It must also be noted that the ship's docking computer will always request docking permission as part of its automated approach procedure, so a manual clearance request is not necessary when using it.<br />
<br />
If a commander docks without requesting clearance or after their docking slot has expired, the GalCop Station Traffic Control Authority will impose a penalty equal to 5% of the commander's credit balance up to a maximum of 5000.0 Cr for unauthorized docking. No fees will be imposed if the commander has docked in accordance with the protocol. No change in legal record will occur as a result of docking without permission, however, fugitive pilots will not be granted clearance to dock on a GalCop station and they will be subjected to penalties whenever they dock.<br />
<br />
In the case of major emergencies, the protocol states that no authorizations to dock be required.<br />
<br />
<br />
== Enabling the Docking Clearance Protocol ==<br />
To enable the feature, you will need to edit the ''universal'' section of '''planetinfo.plist'''. You will have to change the entry that reads<br />
<pre>universal =<br />
{ <br />
// Default docking clearance requirement for main stations.<br />
stations_require_docking_clearance = no;<br />
};</pre><br />
to<br />
<pre>universal =<br />
{ <br />
// Default docking clearance requirement for main stations.<br />
stations_require_docking_clearance = yes;<br />
};</pre><br />
You can also set each station's docking clearance requirements individually by editing their corresponding '''shipdata.plist''' entry and adding the key<br />
<pre>requires_docking_clearance = yes/no;</pre><br />
The local ''requires_docking_clearance'' key has priority over the global ''stations_require_docking_clearance'' one. By combining these two keys you can adjust which stations you want to require clearance and which not to. It is noted that by default, the ''stations_require_docking_clearance'' key is set to '''no'''. This way, the default game behaviour remains unchanged with respect to what it was before the introduction of the DCP. Additionally, the rock hermit's ''requires_docking_clearance'' key is set to '''no''' by default. It is up to the player to enable this feature, if they want to experience the new gameplay elements.<br />
<br />
(Instead of doing the changes yourself you can also download a small oxp that sets the universal docking clearance to true.<br>Download: [[media:Docking_Clearance.zip|Docking Clearance]])<br />
<br />
== Instructions ==<br />
To request docking clearance, the commander must first target the station they request clearance from.<br />
* [[Image:DC1.png]]<br />
<br />
Once the station has been targeted, the commander must contact GalCop Station Traffic Control and request clearance. This is done by pressing "'''L'''". Traffic Control will respond according to the status of traffic at the station at the time of the request. In this example, there are ships in the launching queue and the player will have to wait for a few moments. Note that in most cases, the station will inform the player how long they have to wait by giving them their number in the waiting queue.<br />
* [[Image:DC2.png]]<br />
<br />
As soon as the commander's turn is up, Traffic Control will inform accordingly and notify the commander that they have a two-minute window within which they will need to complete their docking approach.<br />
* [[Image:DC3.png]]<br />
<br />
If the commander is close to missing their approach window, the station will notify them so that they can take action as needed.<br />
* [[Image:DC4.png]]<br />
<br />
The commander can press "'''L'''" after the station has notified them in order to extend their docking clearance window. The station approves.<br />
* [[Image:DC5.png]]<br />
<br />
The commander can cancel the request to dock by pressing "'''L'''" at any time after their original request has been approved (unless they are timing out, in which case "'''L'''" will renew their permission).<br />
* [[Image:DC6.png]]<br />
<br />
This commander has failed to observe the Docking Clearance Protocol and has entered the station without requesting clearance. He is therefore subjected to a 5% on current balance penalty.<br />
* [[Image:DC7.png]]<br />
<br />
[[Category:Oolite]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Ocker&diff=22057Ocker2010-06-05T18:44:05Z<p>Uncle Reno: </p>
<hr />
<div>Pirate, by name and nature. Born on his fathers ship during the Dentra Rast saga (Ockers mother swore vengence on her husband because of the timing) Sworn allegence to none, except maybe the independant systems around Alioth (vested interest) due to a huge inheritance he would recieve when his father was blown out of the cosmos by some bountyhunter or young whippersnapper trying to improve on his/her Elite ranking.<br />
<br />
<br />
NOT FINISHED YET<br />
<br />
[[Category:Fiction]][[Category:Frontier Stories]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=OXP_howto_dockable_stations&diff=22056OXP howto dockable stations2010-06-05T18:38:32Z<p>Uncle Reno: </p>
<hr />
<div>=== Introduction ===<br />
<br />
A small tutorial about making a Station dockable in Oolite.<br />
<br />
I'll try to show you what Oolite expects from you to make a Station-Entity dockable and where the limits are.<br><br />
A lot of users have asked this question in the past and sometimes it's a bit tricky to get it working. But it's really no magic.<br />
<br />
Before we'll start, you should be familiar with [[OXP_howto_model|modelling]] and [[OXP_howto_texture|texturing]]<br />
and a bit knowledge about setting up the [[OXP_howto_plist|structure of oxps]] won't hurt too.<br />
<br />
For a deeper understanding you should take a look in the following pages - just in case .-)<br />
* [[Docking_Instructions]]<br />
* [[Shipdata.plist]]<br />
* [[Station_Ships]]<br />
* [[Quaternion]]<br />
* [[Oolite_JavaScript_Reference:_Entity]]<br />
* [[Oolite_JavaScript_Reference:_System]]<br />
* [[Oolite_JavaScript_Reference:_Vector3D]]<br />
* [[Oolite_JavaScript_Reference:_Quaternion]]<br />
<br />
=== Chapter I ===<br />
[[Image:OXP_howto_dockable_pointA.png|thumb|right|160px|Point A - Absolute]]<br />
The first step is to understand the basics how Oolite is calculating positions and distances, but don't worry, it's not so hard and we won't explore the Math behind it. It only needs some practice. So let's begin.<br />
<br />
A Star-System in Oolite has a Middle-Point (0,0,0). You can imagine this as the BIGBANG-point.<br />
<br />
This is the 'Absolute Middle-Point' (Point A) and is the Reference-point for every single Entity in Oolite. Planets, Moons, Stations and Ships are positioned in relation to this point! Everything!<br />
<br />
You can see the relation to Point A in action by activating the FPS display (see [[Oolite_Keyboard_Controls|Display Frame Rate]]).<br />
The displayed coordinates are translated to another Coordinates-System (here 'pwm' instead of 'abs'), but you'll get a feeling for it. For more info about the Coordinate-Systems see<br />
* [[Oolite_coordinate_systems]]<br />
* [[Methods]].<br />
<br />
[[Image:OXP_howto_dockable_pointE.png|thumb|right|160px|Point E - Entity]]<br />
Now the fun starts. Lets take a look at the pic "Point E".<br />
<br />
Every Entity (Ship, Station, Asteroid, Cargo Cannister, etc.) has a own Middle-Point (Point E) that is used to determine the Entities position in space in relation to the Absolute Middle-Point (Point A) and also to calculate the distances and relative positions of Entities to each other. This point defines also (in conjunction with other parameters like the Ships mass) the Entity itself (e.g. Oolite places the models vertices in relation to that point and can check for collisions and laser hits then)<br />
and is used to place the Subentities if declared.<br />
<br />
The Entities Middle-Point (Point E) is absolute (0,0,0) for the Entity itself AND relative (e.g. -12356.3, 20582,8, -238.76), because it is set in relation to the Star-Systems Middle-Point (Point A). This means positioning a Entity has to be seen in relation to Point A!<br />
<br />
To talk about two middle-points sounds confusing, but it gives Oolite the possibility to calculate everything a lot faster and is easier to handle, because you only have ONE fixed point (Point A) and everything (Point E's) is set in relation to this point!<br />
<br />
Let's take a look in one possible way to add a Entity that uses Point A as reference.<br />
<br />
system.legacy_addShipsAt('trader', 1, 'abs', [-10,20,30]);<br />
<br />
As you can see we're trying to create 1 trader. The Reference-Point is Point A and we are trying to position the trader at absolute X = -10, Y = 20 and Z = 30. Point A is somewhere nearby the Witchpoint Beacon, so we have to move to this point to see this ship. So a Ships middle-point (Point E) is related to the Star-Systems middle-point (Point A) and we'll get a absolute position for this Entity in the Star-System (e.g. [-10,20,30]).<br />
<br />
In Javascript we can access this position, change it or calculate other things in relation to it.<br />
<br />
You might think that's it - basics finished.<br />
<br />
Oh, no - wait a moment...<br />
<br />
[[Image:OXP_howto_dockable_corridor.png|thumb|right|160px|Point D - Docking]]<br />
The last point is now how Oolite is doing the docking. With all that knowledge packed it is fairly simple to see that Oolite checks for positions and distances of Entities (Point E's) to each other. This is probably a timeintensive task, but the development-team is doing a great job and the Math behind it is pretty spectacular for noobs like me. (Thanks Aegidian and Ahruman).<br />
<br />
The docking procedure itself is simply triggered by another Point E, if a ship comes in range. This point is different to Ships middle-points, so lets call it Point D. It's more a virtual sphere than a point, but as I've said above - no magic .-)<br />
<br />
This point is like the other points not visible, so no player will see this trigger. The docks you can see in Stations are only there to give your eyes and brain something to work with. But internally this sphere has some side effects. The collision detection is disabled inside this sphere and reduced in a corridor along the Z-Axis. That's also the reason why a dock has always to be oriented to show along the Z-Axis.<br />
<br />
But this can also cause some problems for players trying to dock. The trigger and the corridor are invisible and if you don't have the right angle while approaching you can pass the point where the collision detection is disabled/lowered. The result is then probably a Finale Grande -Press Space-.<br />
<br />
Another very important note is that the docking-sphere is attached to the Main-Entity, even if a Subentity is used for the visual part!<br />
<br />
Basics done. Confused? Don't worry - it will become worse .-)<br />
<br />
=== Chapter II - The right models ===<br />
[[Image:OXP_howto_dockable_isosahedron.png|thumb|right|160px|Positioning]]<br />
<!-- A few words about orienting the models!!! (Main-Entity: 0,0,0 and Subent: 0,0,0 or relative to Main)<br />
X/Y have to be centered (in relation to the Main-Entity) and port_radius defines the movement on Z.<br />
A few words about naming the models and naming conventions in general.<br />
And names of textures have to be exactly (case-sensitive) the same as in .dat defined.<br />
<br />
Please try to avoid using too many Vertices and Faces for your models - try to find the balance<br />
between visual quality and used processing time. The same for the textures - try to reduce the size<br />
and help to keep Oolite smooth and fast.<br />
<br />
The slits dimensions are fixed (69mx69mx250m), only the visible part can be adjusted with the<br />
standard way. Chapter IV will show you two other technics to do it in a more flexible way.<br />
--><br />
<br />
=== Chapter III - Finalizing ===<br />
shipdata examples<br />
<!--<br />
Some words about moving the Subentity via Quaternion for finetuning or in general.<br />
Some words about how Oolite is finding the right Subent == dock<br />
a. by role (docking-slit) and if not found<br />
b. by name, so if 'dock' (LOWERCASE!!!) is used in the entityname it will be handled as docking-slit<br />
c. if nothing is found and scan_class = Station Oolite will use a standard slit.<br />
Remember: The slit itself has to be placed on the z-axis (X/Y = 0) and the port_radius defines Z.<br />
<br />
Unfortunately all this means that you can't adjust the slits dimensions, only the visible part can be<br />
adjusted with the standard way. Chapter IV will show you two other technics to do it in a more flexible way.<br />
--><br />
<br />
=== Chapter IV - Advanced options ===<br />
[[Image:OXP_howto_dockable_specialmain.png|thumb|right|160px|Main Entity]]<br />
[[Image:OXP_howto_dockable_specialsub.png|thumb|right|160px|Sub-Entity]]<br />
[[Image:OXP_howto_dockable_specialsubs.png|thumb|right|160px|Scriptable]]<br />
<!--<br />
Way 1)<br />
port_radius<br />
port_dimensions<br />
Some words about deprecated, but still working.<br />
<br />
Way 2)<br />
Scripted<br />
Pro: Flexible positions<br />
Contra: Slow and not failsafe<br />
--><br />
<br />
=== Links ===<br />
<br />
Tutorials:<br />
* [[OXP_howto_model|modelling]]<br />
* [[OXP_howto_texture|texturing]]<br />
* [[OXP_howto_plist|structure of oxps]]<br />
<br />
Documentation:<br />
* [[Methods]]<br />
* [[Docking_Instructions]]<br />
* [[Shipdata.plist]]<br />
* [[Station_Ships]]<br />
* [[Quaternion]]<br />
* [[Oolite_coordinate_systems]]<br />
* [[Oolite_JavaScript_Reference:_Entity]]<br />
* [[Oolite_JavaScript_Reference:_System]]<br />
* [[Oolite_JavaScript_Reference:_Vector3D]]<br />
* [[Oolite_JavaScript_Reference:_Quaternion]]<br />
<br />
<!-- Categories --><br />
<br />
[[Category:Oolite scripting]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Miscellaneous_Equipment&diff=21992Miscellaneous Equipment2010-06-04T20:03:49Z<p>Uncle Reno: </p>
<hr />
<div>== Auto Refueller ==<br />
Not an essential item, but refuelling manually can become a bit of a chore on large ships like the panther clipper<br />
<br />
== Atmospheric Shielding ==<br />
Travelling too fast through a planet's atmosphere without this will damage a ship. It is possible to land and take off from planets by travelling very slowly and using time advance. But it is a lot easier to buy atmosperic shielding.<br />
<br />
== Cargo Bay Life Support ==<br />
Essential for transporting slaves or live animals. Flying through space without it will turn slaves into fertiliser and live animals into animal meat. In both cases this is a major financial loss. Economists might argue that animal meat should be more expensive than the live animals they come from but not in this game.<br />
<br />
== Extra Passenger Cabin ==<br />
Required for transporting people around. They take up quite a bit of space, so it is not recommended to have them unless you are running a taxi business.<br />
<br />
== Fuel Scoop ==<br />
Flying through the atmosphere of a gas giant with this item allows you to scoop fuel. Hydrogen fuel is very cheap, so this is only useful for travelling to distant worlds and setting up mining machines.<br />
<br />
== Cargo Scoop Conversion ==<br />
Allows you scoop up goods floating in space. Somewhat redundant in First Encounters as the Tractor Beam Cargo Scoop does the same job and occupies less cargo space.<br />
<br />
== Tractor Beam Cargo Scoop ==<br />
Scoops up goods like the cargo scoop conversion but does not require a fuel scoop. Essential for mining asteroids and can be used to pick up cargo after a battle. Unfortunately this can be rather tiresome so many players will not bother.<br />
<br />
== MB4 Mining Machine == <br />
Essential tool for the side hobby of mining planets.<br />
<br />
[[Category:FFE]][[Category:FE2]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Talk:JavaScript_test_OXP&diff=21991Talk:JavaScript test OXP2010-06-04T19:59:34Z<p>Uncle Reno: Created page with 'In history, Ahruman notes that this is out of date - is this then a candidate for deletion or should old examples of scripting be kept for some good reason? ~~~~'</p>
<hr />
<div>In history, Ahruman notes that this is out of date - is this then a candidate for deletion or should old examples of scripting be kept for some good reason? [[User:Uncle Reno|Uncle Reno]] 19:59, 4 June 2010 (UTC)</div>Uncle Renohttps://wiki.alioth.net/index.php?title=JavaScript_test_OXP&diff=21990JavaScript test OXP2010-06-04T19:57:40Z<p>Uncle Reno: </p>
<hr />
<div>The '''JavaScript test OXP''' is an [[OXP]] which demonstrates [[scripting Oolite with JavaScript]]. It implements every event handler supported by Oolite 1.68. It logs a message for every event, providing pertinent information and illustrating exactly when events occur.<br />
<br />
Version 2.0.1 addresses several bugs due to late changes in the JavaScript interface, and adds a test suite for the <code>[[Oolite/Development/Scripting/Class/Vector|Vector]]</code> class (disabled in the OXP to work with Oolite 1.68, which didn’t implement <code>Vector</code>).<br />
<br />
[[Media:JavaScript-test.oxp.zip|Download]] (6 KiB)<br />
<br />
{{Stub}}</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Jameson&diff=21989Jameson2010-06-04T19:55:34Z<p>Uncle Reno: </p>
<hr />
<div>== Jameson or Young Jameson ==<br />
On delivery it is traditional for new Cobra command consoles to be set up with the default username Commander Jameson which is now universally recognized as slang for an inexperienced pilot. <br />
<br />
Many new pilots have forgotten that when mooring a ship at a Gal Corp station they should alter the default filename used to manage the moorage facility to indicate who they themselves are, and thereby update their ships configuration. Experienced pilots sometimes hang around in the bars overlooking the admin section watching groups of young pilots trying to decide from the limited information provided which of the various ''Jamesons'' is them. In the worst cases, confusion of Jameson records has caused pilots to use incorrect or old ships, finding themselves stranded in the wrong place, on the wrong ship, with no idea how to recover. Although some of the old hands find this amusing, and offer small consolation in their advice to plan things better next time, it can cause serious frustration to inexperienced pilots, who just want to get in the ship as they left it and fly.<br />
<br />
Of special amusement is the small group of experienced pilots from various humanoid systems who are actually named Jameson, and sometimes even have to adopt pseudonyms to avoid the embarrassment of declaring that ''Jameson'' is coming in to dock, or even worse to open communications with a [[Hognose]], the commanders of which seem to live for the day they are hailed by Commander Jameson and will often tell the tale years later.<br />
<br />
[[Category:Classic]][[Category:Oolite]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Hyperradio_Musicpacks&diff=21988Hyperradio Musicpacks2010-06-04T19:52:46Z<p>Uncle Reno: </p>
<hr />
<div>[[Image:Hyperradio.png|thumb|right|Sounds really gooood]]<br />
===Overview===<br />
----<br />
This page contains a list of musicpacks for the [[Hyperradio_js_OXP|Hyperradio]]. Currently there are 6 packs available. Install them like any other [[OXP|OXP]], but please note that the musicpacks don't work without the [[Hyperradio_js_OXP|Hyperradio]] installed. For more information about creating your own radio station take a look in [[Hyperradio_Howto_Musicpacks]].<br><br />
<br />
===Update===<br />
----<br />
If you already have downloaded one or more of the packs please use the [[Media:HyperradioMusicpackUpdate.zip|script-update]] (4KB) for using the packs with HyperRadio version later than v1.10. Replace the script in your musicpack with the updated script and everything should be fine. This is only necessary if you have downloaded early versions of the musicpacks - the current available versions are already patched.<br />
<br />
===Pack AFC01 - Accoustic, Folk and Country===<br />
----<br />
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;"<br />
|+ '''This pack contains 5 Accoustic, Folk and Country songs.'''<br />
! width="12%"|Interpret !! width="18%"|Title !! width="13%"|License !! width="14%"|Source !! width="21%"|Link to artist<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Erik Ostrom<br />
| By your side<br />
| [http://creativecommons.org/licenses/by-nc/2.0/ CC-by-nc-2.0]<br />
| http://www.drowning.org<br />
| http://www.drowning.org<br />
|-valign="top"<br />
| Josh Woodward<br />
| Brevity<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.joshwoodward.com<br />
| http://www.joshwoodward.com<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Josh Woodward<br />
| Untitled<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.joshwoodward.com<br />
| http://www.joshwoodward.com<br />
|-valign="top"<br />
| Paul Westerberg<br />
| Looking Up In Heaven<br />
| [http://creativecommons.org/licenses/sampling+/1.0/ CC-Sampling Plus-1.0]<br />
| http://www.jamendo.com<br />
| http://members.aol.com/paulspage/<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| William Brooks<br />
| Seven Promises<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-1.0]<br />
| http://www.magnatune.com<br />
| http://www.williambrooksonline.com<br />
|}<br />
Download: [http://www.box.net/shared/bbmi6su797 hyperradioAFC01.zip] - 17.488KB (~17MB)<br />
Brought to you by [[User:Svengali|Svengali]]<br />
<br />
===Pack ST01 - Ambient===<br />
----<br />
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;"<br />
|+ '''This pack contains the Full Album: Lifes path by mindthings - Ambient.'''<br />
! width="12%"|Interpret !! width="18%"|Title !! width="13%"|License !! width="14%"|Source !! width="21%"|Link to artist<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| mindthings<br />
| Our Lifes, Our Destinies<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|-valign="top"<br />
| mindthings<br />
| Sounds From The Past<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| mindthings<br />
| Emotion Vibes<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|-valign="top"<br />
| mindthings<br />
| Night Rains<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| mindthings<br />
| Life's Things<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|-valign="top"<br />
| mindthings<br />
| Artificial World<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| mindthings<br />
| Cold Water<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|-valign="top"<br />
| mindthings<br />
| Exponential Tears<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| mindthings<br />
| Reversal Situation<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|-valign="top"<br />
| mindthings<br />
| The Last Time On This Earth<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| mindthings<br />
| AfterLife<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|-valign="top"<br />
| mindthings<br />
| Rebirth<br />
| [http://creativecommons.org/licenses/by-nc/2.0/fr/ CC-by-nc-2.0/fr]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/user/mindthings mindthings on Jamendo]<br />
|}<br />
Download: [http://www.mediafire.com/?sharekey=ca166c7e38ef78c6e7c82ed4b8f0c380e04e75f6e8ebb871 hyperRadioST01.oxp.rar] - 38.588KB (~37.6 MB) Brought to you by [[User:Rustybolts|Rustybolts]]<br />
<br />
===Pack ST02 - Ambient===<br />
----<br />
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;"<br />
|+ '''This pack contains 5 songs by PeerGynt Lobogris - Ambient.'''<br />
! width="12%"|Interpret !! width="18%"|Title !! width="13%"|License !! width="14%"|Source !! width="21%"|Link to artist<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| PeerGynt Lobogris<br />
| Elissa 2010<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/user/PeerGynt%20Lobogris PeerGynt Lobogris on Jamendo]<br />
|-valign="top"<br />
| PeerGynt Lobogris<br />
| A drop in the universe<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/user/PeerGynt%20Lobogris PeerGynt Lobogris on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| PeerGynt Lobogris<br />
| Flying on moonlight<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/user/PeerGynt%20Lobogris PeerGynt Lobogris on Jamendo]<br />
|-valign="top"<br />
| PeerGynt Lobogris<br />
| I need a dream to survive<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/user/PeerGynt%20Lobogris PeerGynt Lobogris on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| PeerGynt Lobogris<br />
| Sensual touch<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/user/PeerGynt%20Lobogris PeerGynt Lobogris on Jamendo]<br />
|}<br />
Download: [http://www.mediafire.com/?sharekey=ca166c7e38ef78c6e7c82ed4b8f0c380e04e75f6e8ebb871 hyperRadioST02.oxp.zip] - 29.092KB (~29 MB) Brought to you by [[User:Rustybolts|Rustybolts]]<br />
<br />
===Pack PSY01 - Ambient Psychedelic===<br />
----<br />
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;"<br />
|+ '''This pack contains 5 Ambient Psychedelic songs.'''<br />
! width="12%"|Interpret !! width="18%"|Title !! width="13%"|License !! width="14%"|Source !! width="21%"|Link to artist<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Supernova<br />
| Love (CD Single)<br />
| [http://creativecommons.org/licenses/by-nc-sa/2.5/ CC-by-nc-sa-2.5]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/artist/supernova supernova on Jamendo]<br />
|-valign="top"<br />
| mindthings<br />
| Emotion Vibes<br />
| [http://creativecommons.org/licenses/by-nc-sa/2.0/ CC-by-nc-sa-2.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/artist/mindthings mindthings on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| paniq<br />
| Occidental Nemesis<br />
| [http://creativecommons.org/licenses/by-sa/3.0/ CC-by-sa-3.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/artist/paniq_(2) paniq on Jamendo]<br />
|-valign="top"<br />
| SoLaRiS<br />
| Most Haunted<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/artist/SoLaRiS_(5) SoLaRiS on Jamendo]<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Vate<br />
| Diablo (en vivo)<br />
| [http://creativecommons.org/licenses/by-nc-sa/2.5/ CC-by-nc-sa-2.5]<br />
| http://www.jamendo.com<br />
| [http://www.jamendo.com/en/artist/vate Vate on Jamendo]<br />
|}<br />
Download: [http://www.megaupload.com/?d=NF4ZBHG3 hyperradioPSY01.oxp.zip] - 36.944KB (~36MB)<br />
Brought to you by [[User:bacontube|bacontube]]<br />
<br />
===Pack HH01 - Hardrock and Metal===<br />
----<br />
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;"<br />
|+ '''This pack contains 5 Hardrock and Metal songs.'''<br />
! width="12%"|Interpret !! width="18%"|Title !! width="13%"|License !! width="14%"|Source !! width="21%"|Link to artist<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Aching Beauty<br />
| Steps<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| http://achingbeauty.free.fr<br />
|-valign="top"<br />
| Antarhes<br />
| Different Way<br />
| [http://creativecommons.org/licenses/by-nc-sa/2.5/ CC-by-nc-sa-2.5]<br />
| http://www.jamendo.com<br />
| http://www.antarhes.com<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Aygan<br />
| Now it's over<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| http://www.aygan.com.br/<br />
|-valign="top"<br />
| Holy Pain<br />
| Last Sigh<br />
| [http://creativecommons.org/licenses/by-nc-sa/2.0/fr/ CC-by-nc-sa-2.0/fr]<br />
| http://www.jamendo.com<br />
| http://www.holy-pain.com<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Red Light Rippers<br />
| Addicted<br />
| [http://creativecommons.org/licenses/by-nc-sa/2.5/ CC-by-nc-sa-2.5]<br />
| http://www.jamendo.com<br />
| http://www.redlightrippers.com<br />
|}<br />
Download: [http://www.box.net/shared/lsb21zaboy hyperradioHH01.zip] - 22.163KB (~21.6MB)<br />
Brought to you by [[User:Svengali|Svengali]]<br />
<br />
===Pack JFRG01 - Jazz, Funk, RnB and Groove===<br />
----<br />
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;"<br />
|+ '''This pack contains 5 Jazz, Funk, RnB and Groove songs.'''<br />
! width="12%"|Interpret !! width="18%"|Title !! width="13%"|License !! width="14%"|Source !! width="21%"|Link to artist<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Droopy Contini<br />
| Dewey Square<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.rawbounce.co.cc<br />
| http://www.rawbounce.co.cc<br />
|-valign="top"<br />
| La Rabona<br />
| Vamos a Reconquistar<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://freemusic.freeculture.org<br />
| http://www.larabona.cl<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Lasswell<br />
| Drunk in a smokey bar drinking an imperial porter<br />
| [http://creativecommons.org/licenses/by-nc/3.0/ CC-by-nc-3.0]<br />
| http://www.ccmixter.org<br />
| http://ccmixter.org/people/lazztunes07<br />
|-valign="top"<br />
| Luc Bartoli<br />
| Hassan's Dream<br />
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ CC-by-nc-sa-3.0]<br />
| http://www.jamendo.com<br />
| http://www.rawbounce.co.cc<br />
|--valign="top" bgcolor="#e7e7ff"<br />
| Matt Pepper Trio<br />
| J'ai demande au soleil<br />
| [http://creativecommons.org/licenses/by-nc-sa/2.0/fr/ CC-by-nc-sa-2.0/fr]<br />
| http://www.jamendo.com<br />
| http://www.mattpeppertrio.com/<br />
|}<br />
Download: [http://www.box.net/shared/vxlmpmk73p hyperradioJFRG01.zip] - 17.965KB (~17.5MB)<br />
Brought to you by [[User:Svengali|Svengali]]<br />
<br />
===WEBLINKS===<br />
----<br />
[http://creativecommons.org/ Creative Commons]<br><br />
[http://wiki.xiph.org/index.php/Vorbis Xiph.Org-Foundation-Wiki OGG-Vorbis]<br><br />
[http://audacity.sourceforge.net/ Audacity - Free crossplatform Audio-Editor]<br><br />
[http://audacityteam.org/wiki/ Audacity WIKI]<br><br />
<br />
===LINKS===<br />
----<br />
[[Hyperradio_js_OXP|The Hyperradio page]]<br><br />
[[Hyperradio Howto Musicpacks]]<br />
<!--<br />
<div style="float:right; border:thin solid red;">&nbsp;Link is currently not working.&nbsp;</div><br />
--><br />
<br />
{{equipment-OXP}}</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Hyperradio_Howto_Musicpacks&diff=21987Hyperradio Howto Musicpacks2010-06-04T19:50:21Z<p>Uncle Reno: </p>
<hr />
<div>[[Image:Hyperradio.png|right|Sounds really gooood]]<br />
=== Overview ===<br />
----<br />
<br />
This document describes how to make your own and very personal [[Hyperradio_Musicpacks|Musicpack]] for the [[Hyperradio_js_OXP|Hyperradio]] and is not meant as a explanation on how-to-rip-my-CDs. There are a lot of programs - and even free cross-platform progs - out there with specific documentation, related to that point. However, making your own [[Hyperradio_Musicpacks|Musicpack]] is very easy. A complete [[Hyperradio_Musicpacks|Musicpack]] with 5 songs can be done within a few minutes! You should be familiar with creating folders and files (that's the basics of OS handling) and you will need two tools to do it:<br />
<br />
1. A texteditor (you can use the texteditor that comes with your OS) - for example Wordpad or use external tools like Notepad++.<br><br />
2. A soundeditor - for example Audacity to cut, edit and convert your files to Ogg-vorbis.<br />
<br />
That's all you need - eh, except maybe a clue where you could get some audio-files. But that's not a real problem, or is it?<br><br><br />
<br />
=== Chapter 1 - Building the oxp structure===<br />
----<br />
<br />
1. Create a folder in Oolites '''AddOns''' folder - for example '''hyperradioClassic01.oxp'''.<br><br />
So if Oolite is installed under '''D:\Oolite''' the AddOns folder is one level deeper. Here it would be:<br />
D:\Oolite\AddOns\hyperradioClassic01.oxp<br />
<br />
The following steps will reference only to this [[OXP]] and NOT to Oolites internal used folders.<br />
<br><br><br />
2. Create there a '''Config''' folder and a '''Music''' folder<br />
<br />
D:\Oolite\AddOns\hyperradioClassic01.oxp\Config\<br />
D:\Oolite\AddOns\hyperradioClassic01.oxp\Music\<br />
<br><br />
3. Open the '''Config''' folder and create one new files<br />
script.js<br />
<br />
TIP: You could create it as *.txt files and rename it after creation or rename it after adding the content.<br />
<br><br><br />
4. Open '''script.js''' and add this content:<br />
<br />
this.name = "hyperradioClassic01";<br />
this.author = "Your name";<br />
this.copyright = "CC-by-nc-sa-3.0";<br />
this.description = "Classic Pack 01 for the Hyperradio";<br />
this.version = "1.00";<br />
this.startUp = function()<br />
{<br />
if (worldScripts.hyperradio) {<br />
worldScripts.hyperradio.stationList.push("hyperradio_playListClassic01");<br />
worldScripts.hyperradio.hyperradio_playListClassic01 = new Array(<br />
"artist-songA.ogg",<br />
"artist-songB.ogg"<br />
);<br />
}<br />
delete this.startUp;<br />
}<br />
<br />
Save this file.<br />
<br />
Now the structure setup is done.<br><br><br />
<br />
=== Chapter 2 - Audio content===<br />
----<br />
[[Image:Hyperradio_HT2_2a.png|thumb|right|100px|Picture 2.1]][[Image:Hyperradio_HT2_3a.png|thumb|right|100px|Picture 3.1]][[Image:Hyperradio_HT2_3b.png|thumb|right|100px|Picture 3.2]][[Image:Hyperradio_HT2_3c.png|thumb|right|100px|Picture 3.3]][[Image:Hyperradio_HT2_4a.png|thumb|right|100px|Picture 4.1]][[Image:Hyperradio_HT2_5a.png|thumb|right|100px|Picture 5.1]][[Image:Hyperradio_HT2_5b.png|thumb|right|100px|Picture 5.2]][[Image:Hyperradio_HT2_6a.png|thumb|right|100px|Picture 6.1]][[Image:Hyperradio_HT2_6b.png|thumb|right|100px|Picture 6.2]][[Image:Hyperradio_HT2_6c.png|thumb|right|100px|Picture 6.3]][[Image:Hyperradio_HT2_7a.png|thumb|right|100px|Picture 7.1]][[Image:Hyperradio_HT2_7b.png|thumb|right|100px|Picture 7.2]]<br />
<br />
This document doesn't explain how to rip your CDs, but if you already have some music files on your hard disk it explains how to use Audacity to convert them to Ogg-vorbis. There are a lot of other tools out there and the handling might be different from program to program, but the basics are always the same.<br><br />
<br />
1. '''Copy''' your music files into the OXPs '''Music''' folder. As example I'm using here the file: '''Artist-Song_Name.mp3'''.<br />
<br />
D:\Oolite\AddOns\hyperradioClassic01.oxp\Music\Artist-Songname.mp3<br />
<br><br />
2. '''Open Audacity''' and d&d ('''drag and drop''') this file into Audacity, or open it there. Audacity imports now this file with it's internal import filter - this can last a few seconds. This importfilter supports different types of audio-files (the most common types are supported). But then it should look like (Picture 2.1).<br />
<br><br><br />
3. Now we have to check the file. Before we can start editing you will need an overview if this file is usable or not. On the first look it seems to be necessary to correct this file, because at the end of the track (song) it looks as if the loudness is not zero. So choose the '''marker tool''' (Picture 3.1) and mark the last few seconds with the mouse (Picture 3.2). Then use the '''zoom''' (Picture 3.3). Repeat this steps if necessary.<br />
<br><br><br />
4. If you have marked the last few milliseconds choose '''Effect -> Fade Out''' (Picture 4.1). Audacity changes now the loudness in the marked area with a fade to zero.<br />
<br><br><br />
5. Now select '''Fit Project''' (Picture 5.1) and select the whole file. This can be done be clicking inside the '''trackpanel''' on the left side (Picture 5.2) or by pressing STRG+A or by Edit -> Select -> All<br />
<br><br><br />
6. Now we have to correct the general loudness. Choose '''Effect -> Amplify''' (Picture 6.1) and move the slider until the New Peak Amplitude (db) is at -6.9 (Picture 6.2). You can test it with the preview function, and if necessary change the level again. Then press OK. Now you can see that the amplitude has been reduced. This is necessary, because Oolite has no loudness per channel handling and a player should hear if something is happening.<br />
<br><br><br />
7. Now it's time to '''export''' this file to Ogg-vorbis. '''File -> Export -> Choose file format OGG Files''' (Picture 7.1). Then choose Options to change the '''quality factor'''. Normally a medium factor is a good balance between quality and file size (Picture 7.2). Press OK and save this file (rename it if neccesary - Oolite doesn't allow spaces and leading numerics in the filenames) to your '''OXPs Music''' folder.<br />
<br><br><br />
8. Repeat steps 1-7 for all music files.<br />
<br />
Now the audio work is done.<br><br><br />
__NOEDITSECTION__<br />
=== Chapter 3 - Finishing the OXP===<br />
----<br />
We have done all necessary setup work and now we can finish the [[OXP]].<br />
<br />
1. Open '''script.js''' and replace the example entries with your filenames (please avoid any spaces in the filenames)<br />
<br />
this.name = "hyperradioClassic01";<br />
this.author = "Your name";<br />
this.copyright = "CC-by-nc-sa-3.0";<br />
this.description = "Classic Pack 01 for the Hyperradio";<br />
this.version = "1.00";<br />
this.startUp = function()<br />
{<br />
if (worldScripts.hyperradio) {<br />
worldScripts.hyperradio.stationList.push("hyperradio_playListClassic01");<br />
worldScripts.hyperradio.hyperradio_playListClassic01 = new Array(<br />
"Rachmaninov-Allegro_moderato.ogg",<br />
"TchaikovskyPyotrIlyich-ActII_Scene_Moderato.ogg"<br />
);<br />
}<br />
delete this.startUp;<br />
}<br />
Please check that you are using identical identifiers (names) for the suffix (here '''Classic01''').<br />
<br />
Save it and you are ready to test it in Oolite.<br><br />
And if everything is fine you can delete the no more used musicfiles (mp3, wavs,...).<br />
<br />
Have fun...<br><br><br />
<br />
=== Important note ===<br />
----<br />
If you are planning to publish it take care that you are allowed to use the musicfiles. Some examples and more documentation can be found on http://creativecommons.org.<br><br />
'''So check it carefully to avoid legal issues!!!'''<br><br><br />
<br />
=== Weblinks ===<br />
----<br />
[http://notepad-plus.sourceforge.net Notepad++] - Texteditor for Windows under the GPL Licence.<br><br />
[http://www.jedit.org jEdit] - Crossplatform texteditor for Mac OS X, OS/2, Unix, VMS and Windows under GPL 2.0.<br><br />
[http://audacity.sourceforge.net Audacity] - Crossplatform soundeditor for Mac OS X, Microsoft Windows, GNU/Linux<br />
and other operating systems, under GNU General Public License (GPL).<br><br />
[http://creativecommons.org CreativeCommons]- The Creative Commons (CC) is a non-profit organization devoted to expanding the range of creative works available for others to build upon legally and to share.<br><br><br />
<br />
=== Links ===<br />
----<br />
[[Hyperradio js OXP]]<br><br />
[[Hyperradio Musicpacks]]<br><br><br />
Written by [[User:Svengali|Svengali]]. Still questions? If so take a look (and drop a note) into the Bulletin Board.<br />
<br />
{{equipment-OXP}}</div>Uncle Renohttps://wiki.alioth.net/index.php?title=HUD_images_here&diff=21986HUD images here2010-06-04T19:47:06Z<p>Uncle Reno: </p>
<hr />
<div>Images are below their captions.<br />
<br />
=== Compact HUD ===<br />
[http://capnhack.com/hosting/oolite/Oolite/pLists/hud.plist ''Compact HUD'']<br /><br />
[[Image:hudCompact.jpg]]<br />
<br />
=== Deepspace HUD ===<br />
[[Deepspace_Ships|Deepspace HUD]]<br /><br />
[[Image:Deepspacehud.jpg]]<br />
<br />
=== Deepspace Retro HUD ===<br />
[[Deepspace_Ships|Deepspace HUD]]<br /><br />
[[Image:RetroHUD.jpg]]<br />
<br />
=== Dr HUD ===<br />
[http://sancho.dk/oolite/Dr_HUD_Cmk3.zip ''Dr Hud, Cobra MK3 version'']<br />
Dr HUD<br /><br />
[[Image:huddrhud.jpg]]<br />
<br />
=== Fighter HUD ===<br />
[http://oosat.alioth.net/files/FighterHud.zip ''Fighter HUD'']<br /><br />
[[Image:hudfighter.jpg]]<br />
<br />
=== G-HUD ===<br />
[http://wiki.alioth.net/images/2/2d/G-HUD_Mk2.oxp.zip ''G-HUD Mk2'']<br /><br />
Mk1 version now superceded.<br />
[http://wiki.alioth.net/images/7/76/G-HUD_Mk2.png ''Large version of screenshot'']<br /><br />
[[Image:G-HUD_Mk2_resize.png]]<br />
<br />
=== Klepto HUD ===<br />
[http://capnhack.com/hosting/oolite/Oolite/OXPs/kleptohud.oxp.zip ''Klepto HUD'']<br /><br />
[[Image:hudKleptoHUD.jpg]]<br />
<br />
=== Medusa HUD ===<br />
[http://www.crimsonforge.co.uk/cloister/MedusaHud.oxp.zip ''Medusa HUD'']<br /><br />
[[Image:Medusa_Hud.gif]]<br />
<br />
=== Mega Walnut Dash HUD ===<br />
[http://capnhack.com/hosting/oolite/Oolite/OXPs/megawalnutdash.oxp.zip ''Mega Walnut Dash HUD'']<br /><br />
[[Image:hudMegaWalnutDashHUD.jpg]]<br />
<br />
=== Milspec HUD ===<br />
[http://oosat.alioth.net/files/MilHUDv2.zip ''Milspec HUD v2''] (Oolite 1.65-1.72) <br />
[http://www.box.net/shared/hczsm8gyi0 ''Milspec HUD v3''] (1.73+)<br /><br />
[[Image:hudmilspec.png]]<br />
<br />
=== Trek HUD ===<br />
[http://wiki.alioth.net/images/d/d9/TrekHud.zip ''Trek HUD'']<br /><br />
[[Image:hud.jpg]]<br />
<br />
=== Wolfwood HUD ===<br />
[http://wiki.alioth.net/images/0/06/Wolfs_variants.zip ''Wolfwood HUD'']<br /><br />
Note: the image shows an Imperial Cruiser even though at bottom right it says "Cobra Mk III". Note the Imperial Cruiser has increased energy banks and missles. But this gives you an idea of what it looks like.<br />
[[Image:hudwolfwood2.png]]<br />
<br />
[[Category:HUD OXPs]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Racing_Script&diff=21978Racing Script2010-06-04T17:57:27Z<p>Uncle Reno: </p>
<hr />
<div> {<br />
"lord-of-the-rings" = (<br />
:<br />
{conditions = (<br />
"mission_lotr1 equal PASSED" ); <br />
do = (<br />
"set: mission_ring_passage [clock_number]",<br />
"subtract: mission_ring_passage [mission_ring_time]",<br />
"increment: mission_ringcounter",<br />
"reset: mission_lotr1",<br />
"commsMessage: Passed through ring in [mission_ring_passage] seconds.",<br />
:<br />
{conditions = (<br />
"mission_ring_id equal 1-TRB",<br />
"mission_next_ring undefined" );<br />
do = (<br />
"set: mission_next_ring 2-TRB",<br />
"commsMessage: Timer running...",<br />
"set: mission_lotr_start [clock_number]",<br />
"reset: mission_lotr_end" ); },<br />
:<br />
{conditions = (<br />
"mission_ring_id equal 2-TRB",<br />
"mission_next_ring equal 2-TRB" );<br />
do = ("set: mission_next_ring 3-TRB"); },<br />
:<br />
{conditions = (<br />
"mission_ring_id equal 3-TRB",<br />
"mission_next_ring equal 3-TRB" );<br />
do = ("set: mission_next_ring 4-TRH"); },<br />
:<br />
{conditions = (<br />
"mission_ring_id equal 4-TRH",<br />
"mission_next_ring equal 4-TRH" );<br />
do = (<br />
"commsMessage: Run complete!",<br />
"set: mission_lotr_end [clock_number]",<br />
"set: mission_lotr_total_time [mission_lotr_end]",<br />
"subtract: mission_lotr_total_time [mission_lotr_start]",<br />
"commsMessage: Total test time: [mission_lotr_total_time] seconds.",<br />
"reset: mission_lotr_start",<br />
"reset: mission_lotr_end",<br />
"reset: mission_lotr_total_time",<br />
"reset: mission_lotr_start",<br />
"reset: mission_ring_id",<br />
"reset: mission_next_ring"); } ); } ); }<br />
<br />
[[RacingRing_AI|BACK]]<br />
<br />
[[Category:Oolite scripting]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Famous_Planets_Expansion_Pack_1&diff=21970Famous Planets Expansion Pack 12010-06-03T21:09:55Z<p>Uncle Reno: </p>
<hr />
<div>'''Famous planets expansion pack 1: Release 09/11/2008 (package date)'''<br />
expansion pack for the Famous planets oxp: [[Famous Planets OXP]]<BR><br />
<br />
[[Image:FPXP1promo.jpg]]<br />
<br />
By: P.A. Groove<br />
<br />
==Credits==<br />
<br />
-Drew Wagar for reading and commenting on the texts<BR><br />
-Svengali for script updating<BR><br />
-Lestradae for hosting<BR><br />
-Thargoid for help and engineering with the scripts<BR><br />
-Ahruman for development on Oolite in General and 1.72 <BR><br />
-Capt Kev for System Redux<BR><br />
<br />
==What is in the package?==<br />
<br />
- Textures for most important planets on spaceway L1 from Lave to Lerelace Custom planet descriptions for this planets<BR><br />
- Updated script (script.js) for 1.72 so that the System Redux work around is not needed anymore (please read the install instructions in the package)<BR><br />
- Updated planet texts for the F7 screen for ALL planets hopefully without spelling mistakes.<br />
These where pre-read by Drew Wagar. <br />
If you still see a mistake then mail me. I'm not a native English writer.<BR><br />
- Map for spaceway L1 and it's most important planets<BR><br />
- Art cards with the new planets<BR><br />
<br />
<br />
---------------------------------------------------------------------------------------<br />
WARNING: This is not a standalone OXP you need Famous planets_v1.1.oxp Therefore the directory include in this package does not has an .oxp extension. Read the installation instructions below on how to install.<br />
---------------------------------------------------------------------------------------<br />
<br />
==History==<br />
<br />
The Spaceway L1 is the route that Loonly planet advices to traders that travel from Lave in the Old Worlds region to Lerelace in the Xexedi Cluster. Of course Lerelace is reachable via other routes but Loonely planet describes the shortest one. In the famous book 'great travels in Galaxy 1' the great and not so great places are described in detail. From the icy cold temperatures of Qitiri to the warm red hells of Iscence. Loonely planets has included planet ID photo's for new commanders:<br />
<br />
[[Image:PlanetsL1spaceway.jpg]] <br />
<br />
It is also rumoured that the next edition of Rough Guide will also feature some of the planets as this route is probably one of the first treks a new commander will embark on. The route was first described by commander Trekquri of Xexedi in the pre-navigational console era. <br />
<br />
==Safety first==<br />
The fact that it is a spaceway doesn't mean that it's safe. There aren't any highway police or any other special facilities (yet). The commander is especially advised to be extra careful on the dangerous Aronar passage. This is a very dangerous Feudal world. Pirates also know that traders have to pass this planets as there is no other possibility (hence the name Aronar corridor on the map). So take extra precautions for this planet. Traders are also adviced for safety at Xexedi. Just the fact that it's a Cosmopolitan tech 14 planet doesn't mean it's a safe place.<br />
<br />
==Planets included==<br />
<br />
1. [[Qutiri (Rough Guide)|Qutiri]]<br><br />
2. [[Aronar (Rough Guide)|Aronar]]<br><br />
3. [[Aesbion (Rough Guide)|Aesbion]]<br><br />
4. [[Beusrior (Rough Guide)|Beusrior]]<br><br />
5. [[Zarece (Rough Guide)|Zarece]]<br><br />
5. [[Reinen (Rough Guide)|Reinen]]<br><br />
6. [[Laenin (Rough Guide)|Laenin]]<br><br />
7. [[Xexedi (Rough Guide)|Xexedi]]<br><br />
8. [[Tibionis (Rough Guide)|Tibionis]]<br><br />
9. [[Isence (Rough Guide)|Isence]]<br><br />
<br />
This is the map of spaceway L1:<br />
<br />
[[Image:SpacewayL1.jpg]]<br />
<br />
==Installation Instructions==<br />
<br />
''If you have Famous planets_v1.1 then you can begin at step 2''<br />
<br />
1. This is not a stand-alone package so download and install Famous planets v1.1. at:<br />
http://wiki.alioth.net/index.php/Famous_Planets_OXP<br />
<br />
2. After installing v1.1. delete the System Redux config directory that is in the directory of Famous planets v1.1.<br />
<br />
3. Unzip the contents of this package in the Famous Planets_v1.1. oxp directory.<br />
For example: ( Oolite172/AddOns/Famous_Planets_v1.1.oxp).<br />
It will then add only the new content into the existing oxp installation.<br />
<br />
4. IMPORTANT If you are on Oolite 1.65, 1.70 or on 1.71.1 <br />
Go into the Oolite/Addon/Famous_planets_v1.1.oxp/config<br />
<br />
Open the Script.js file with a word editor. Go to line 72:<br />
<br />
<br />
Change:<br />
<br />
----<br />
<br />
Code:<br />
if (this.fpCheck(system.ID) && player.ship.position.distanceTo(system.mainStation.position) < 12000) {<br />
<br />
----<br />
<br />
<br />
to<br />
<br />
----<br />
<br />
Code:<br />
if (this.fpCheck(system.ID) && player.position.distanceTo(system.mainStation.position) < 12000) {<br />
<br />
----<br />
<br />
<br />
Then save the file.<br />
<br />
4(Optional) If your computer can take it you can choose to download FPXP1HD.zip[ and u extract the HD textures of XexediHD and LaeninHD in the texture directory of Famous Planets and set overwrite on Yes.<br />
These are big textures but are very sharp!<br />
<br />
5 Start Oolite with the SHIFT-key pressed until you see the spinning Cobra Mk3<br />
<br />
And here you go: Oolite has expanded again.<br />
'''<br />
<br />
==Download links==<br />
<br />
Main package with normal resolution textures<br />
FPXP1 ... http://www.box.net/shared/static/deik8vvk8c.zip<br />
<br />
HD textures for Xexedi and Laenin<br />
FPXP1HD .. http://www.box.net/shared/static/3vp866n705.zip<br />
<br />
==Support==<br />
<br />
Any questions concerning this expansion pack can be raised in this thread:<br />
[http://www.aegidian.org/bb/viewtopic.php?t=5266]<br />
<br />
==Tested with==<br />
<br />
-All the oxp mentioned in the read me of Famous Planets_v1.1.oxp -Oolite 1.70 up to 1.72 build (unofficial release)<br />
<br />
[[Category:Oolite]][[Category:Unclassified OXPs]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Elite_t-shirt&diff=21969Elite t-shirt2010-06-03T21:06:36Z<p>Uncle Reno: </p>
<hr />
<div>[[Image:frantic_break_tshirt.jpg]]<br />
Commanders [[Frantic]] (standing) and [[Break]] (sitting) demonstrate the Elite t-shirt.<br />
<br />
[[Image:frantic_tshirt.jpg]]<br />
Commander [[Frantic]] demonstrates the back of the Elite t-shirt.<br />
<br />
[[Category:Factual]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Elite&diff=21968Elite2010-06-03T21:04:57Z<p>Uncle Reno: </p>
<hr />
<div>'''Elite''' <br/>([E']''leet'')<br/>Function: noun, adjective.<br/>Etymology: French ''&#233;lite'', from Old French ''eslite'', from feminine of ''eslit'', past participle of ''eslire to'' choose, from Latin ''eligere''.<br />
<br />
Definition: <br />
*1. First-class, elect, the chosen, selected as the best or most skilled members of a group.<br />
*2. A highly innovative cult [[Classic Elite|computer game]] from 1984 of unprecedented atmosphere and complexity.<br />
*3. The most distinguished honour attainable in aforementioned game.<br />
<br />
[[Category:Factual]][[Category:Classic]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=ECM&diff=21967ECM2010-06-03T21:03:29Z<p>Uncle Reno: </p>
<hr />
<div>Electronic Counter Measures System. Activated by pressing E, the system (when fitted) destroys all missiles in your vicinity.<br />
<br />
See the [http://www.iancgbell.clara.net/elite/manual.htm#A29 Elite Manual Section on ECM systems] for more information.<br />
<br />
[[Category:Classic]][[Category:FE2]][[Category:FFE]][[Category:Oolite]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=First_Encounters/Equipment&diff=21966First Encounters/Equipment2010-06-03T21:01:33Z<p>Uncle Reno: </p>
<hr />
<div>[[Weapons]]<br />
<br />
[[Combat Equipment]]<br />
<br />
[[Hyperdrives]]<br />
<br />
[[Miscellaneous Equipment]]<br />
<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=First_Encounters/Equipment&diff=21965First Encounters/Equipment2010-06-03T21:01:17Z<p>Uncle Reno: </p>
<hr />
<div>[[Weapons]]<br />
<br />
[[Combat Equipment]]<br />
<br />
[[Hyperdrives]]<br />
<br />
[[Miscellaneous Equipment]]<br />
<br />
[[FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Combat_Equipment_(FFE)&diff=21964Combat Equipment (FFE)2010-06-03T21:00:27Z<p>Uncle Reno: </p>
<hr />
<div>== Scanner ==<br />
An indispensable device which gives you a 360 degree view of your immediate surroundings, allowing you to know where your enemies are even when they are out of view.<br />
<br />
<br />
== Radar Mapper ==<br />
Not a necessary device, but a good one. You get quite a bit of money from a single tonne of cargo space. You do get some information about your opponent, but it rarely changes your fighting strategy.<br />
<br />
<br />
== ECM/Naval ECM ==<br />
A must have for small/medium ships that can't withstand many missile hits. The naval one is preferred, but a bit expensive. Large ships with a lot of shields can survive a few missiles and don't need it.<br />
<br />
== Shield Generator ==<br />
Before damaging your ship, enemy shots have to go through your shields. This means you'll have to take significant damage before you lose vital equipment like your autopilot. Having a lot of them is nice, but remember you are not indestructable. Occasionally an opponent with a 20MW beam laser will show up and kill you no matter how many shields you have.<br />
<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Cloaking_device&diff=21963Cloaking device2010-06-03T20:58:50Z<p>Uncle Reno: </p>
<hr />
<div>== Cloaking Device ==<br />
<br />
A cloaking device is an item gained from one of the native missions. Below is a spoiler 'how to' for users whom do not wish to go about things under the cloak of ignorance.<br />
<br />
The device cannot be bought. It is activated by the number 0 above the letters O and P on a standard qwerty keyboard (default settings). It forces your ship to flicker and be removed from radar so people upon whom you fire or even follow haven't the faintest idea you are the culprit. It also allow users to attack GalCop vipers without fear of fugitive rating.<br />
<br />
However, the cloaking device slowly ebbs away at your energy banks, therefore rendering it not only temporary, but also a danger if it runs out in the midst of others lasers. (It is your energy banks which allow you to survive post shield failure).<br />
<br />
=== SPOILER ALERT ------- SPOILER ALERT ===<br />
Highlight the paragraph below to read.<br />
<font color="white">The cloaking device mission is informal in the sense you do not get a display screen. On roughly your sixth jump through the 5th galaxy, you shall arrive to meet normally 3 happy vessels. Suddenly, 1 shall fire one you whilst the other just sits there idly. The one that fires on you then turns away - still orange. You could kill them, but better is to wonder where the third ship went? They will start firing on you soon and will flicker visibly, but not on radar. They will be untargetable. Kill them carefully and pick up the cargo. You then have the cloaking device. WARNING - IF YOU MISS THIS MISSION (DEATH, DESTRUCTION OF DEVICE, THEY GOT AWAY) YOU MUST LOAD THE GAME AND TRY AGAIN. THE MISSION DOES NOT COME TWICE!</font><br />
<br />
[[Category:Factual]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Break&diff=21961Break2010-06-03T20:46:40Z<p>Uncle Reno: </p>
<hr />
<div>== In the Community ==<br />
<br />
Commander Break is the online Elite avatar of [[Jason Togneri]], creator of many fine works of fiction and of the slightly pathetic ArcElite trivia pages, [http://www.filecore.net/arcelite Gold Edition]. You may communicate with Commander Break via the [[EBBS]], and he has been seen on the synIRC IRC network on channels #alt.fan.elite and #EliteNonsense as the user with nicks '''Break''', '''filth''', '''filecore''', '''Sarine''', '''necrophile''', '''sandwich''' and, recently, '''cardboard'''.<br />
<br />
== Character Profile ==<br />
<br />
Commander Break's current legal status is set to '''fugitive'''. His location, flight plan and remaining oxygen supply are all unknown; his bounty is to be set upon review of this file.<br />
<br />
The last known and confirmed sighting of Commander Break on a station or planet was in Tianve in 3110, and the last recorded transmission of Commander Break was "''Oh, fu-''" in the region of Arazaes, in 3118. Currently the commander is rated as an Elite combateer, although he has no rank as yet in the encroaching orders of the Empire or the Federation. He currently owns no vessel.<br />
<br />
Commander Break is declared missing and legally insolvent; additionally, he is a fugitive in seven systems. His criminal record declares him to be guilty of multiple charges of launching without clearance (throughout the Federation, the Empire and the Alliance), as well as seven counts of piracy and one count of destruction of a planetary ecosystem in the Independent systems.<br />
<br />
== Background ==<br />
<br />
Commander Break is a typical frontier mercenary/trader. According to government records, he is a hybrid human/furry blue feline who was born Thomas Carmody on a frontier moon called "Triffid" in 3086 to a young single mother. He was disliked in school and bullied often. One day he was expelled for dropping a one tonne cannister onto another child, having broken into a cargo handling depot. He escaped the local authorities and, five years later, had opportunity to 'acquire' an old Cobra Mk IIIC called the "Nocktress", which has since been repaired so many times that the colourful plastic seat is the only original component. <br />
<br />
Like so many other pilots of his era having served in Thargoid conflicts - partly the cause of his Elite ranking - Commander Carmody was reported as Missing In Action in the vicinity of Arazaes in 3118 during a firefight with two Thargoid Warships. It is believed his hyperdrive malfunctioned and he misjumped, never to emerge. The name "Carmody" has not been heard on the spacelanes since. <br />
<br />
His favourate quote is an extract from ''Jump Engines Today'', published in 3117 in conjunction with the Galactic Cooperative Science Council: "Theories abound of witchspace 'time travel' due to misjumps caused by strange technologies, and a number of small time jumps are known to have occurred in the past. However a jump of the magnitude to propel the unfortunate Commander a sizeable distance into the future is not only unlikely, but quite clearly impossible."<br />
<br />
== Personality Profile ==<br />
<br />
Carmody is a coward and an opportunist. He prefers to stab in the back rather than risk being shot at. He deals in illegal wares, through choice, but not always for the profits. A rather dull man with a quirky sense of humour and a slightly sadistic streak, he tends toward alcoholism while piloting (hence the launching without clearance violations) and can be erratic when surrounded by crowds; however, he does have genuine talent for fighting and flying, which is actually surprisingly good. <br />
<br />
However, the Commander tends to be impatient and short-tempered, and will more often than not switch sides and attempt to buy himself out of tricky situations. Unfortunately, having little capital to begin with, he often lands himself in worse situations, and currently has at least twenty-three individuals and organisations claiming reposession of his ship as payment. <br />
<br />
His one saving grace was his action in the Thargoid Wars on behalf of the Elite Federation of Pilots, as the Commander can be a very skilled, if somewhat arrogant, pilot. He would not have survived so long otherwise. <br />
<br />
== Ship / Property Held ==<br />
<br />
None. Has basic rights to some scrap metal (remains of the "Nocktress") on McKenzie asteroid, near a small scientific observatory in Arazaes. This state of affairs will, however, continue for only as long as the emergency beacon remains active. Thereafter, it becomes legal scrap and open to galactic salvage rights.<br />
<br />
[[Category:Real People]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=User:Break&diff=21960User:Break2010-06-03T20:42:26Z<p>Uncle Reno: </p>
<hr />
<div>Commander Break is the online Elite avatar of [[Jason Togneri]], creator of many fine works of fiction and of the slightly pathetic ArcElite trivia pages, [http://www.filecore.net/arcelite Gold Edition]. You may communicate with Commander Break via the [[EBBS]].<br />
<br />
[[Break|See also this page]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Jason_Togneri&diff=21959Jason Togneri2010-06-03T20:42:04Z<p>Uncle Reno: </p>
<hr />
<div>Jason Togneri has written several stories set in the [[ArcElite]] universe.<br />
He is a fairly prolific writer of [[FEU]] fiction, also known as '[[Break]]' on the [[EBBS]], and he maintains the infamous CSOL.<br />
<br />
== CSOL ==<br />
<br />
The Complete Ship/Object Listing ([http://www.filecore.net/arcelite/files/csol/ships.rtf RTF]) (main ship stats only in [http://www.filecore.net/arcelite/files/csol/ships_basic.xls XLS]) is, just as it says, a complete list of ships and major unique objects in the Elite universe, from versions such as the original BBC Elite and the abandoned BBC Elite 2, through Elite-A, ArcElite, and sequels, right to FE2, FFE and Oolite. It combines ship notes as to game versions, and demonstrates which ships and objects are common to all. It also reproduces the OffRat/DefRat ratings from the ArcElite ship stats.<br />
<br />
You can read more about the CSOL on its [http://wiki.alioth.net/index.php/Complete_ship_object_list EliteWiki page], too.<br />
<br />
== Stories ==<br />
* ''''''Vendetta'''''' (based largely on the hints in the manual about generation ships, and the Zurid Pino storyline) ([http://www.filecore.net/arcelite/files/vendetta/vendetta.htm HTM]) ([http://www.filecore.net/arcelite/files/vendetta/vendetta.pdf PDF])<br />
* ''''''Darkness Falls I: 3110'''''' (originally the official novella for Christian Pinder's Elite: Darkness Falls spinoff) ([http://www.filecore.net/arcelite/files/darkweb/darkweb.htm HTM]) ([http://www.filecore.net/arcelite/files/darkweb/darkness.pdf PDF])<br />
* ''''''Darkness Falls II: 3150'''''' (uncompleted; to be the second of three) ([http://www.filecore.net/arcelite/files/darkweb/darkweb.htm HTM])<br />
* ''''''The 25th Hour'''''' (adapted from a non-Elite story) ([http://www.filecore.net/arcelite/files/25th/25th.htm HTM]) ([http://www.filecore.net/arcelite/files/25th/25th.pdf PDF])<br />
* ''''''And All Because the Lady Loves'''''' (based on old UK 'Milk Tray' adverts) ([http://www.filecore.net/arcelite/files/the_lady_loves/the_lady_loves.doc DOC]) ([http://www.alioth.net/cgi-bin/bbs.pl?mid=40722&tid=40722&siteId=1&page=8&action=get EBBS version])<br />
* ''''''Pieces of Glass'''''' (adapted from a non-Elite story, extremely bleak) ([http://www.filecore.net/arcelite/files/pieces_of_glass/pieces_of_glass.doc DOC]) ([http://www.filecore.net/arcelite/files/pieces_of_glass/pieces_of_glass.pdf PDF])<br />
<br />
== External Sites ==<br />
<br />
[http://www.filecore.net/arcelite/ Jason's ArcElite site, 'Gold Edition']<br />
<br />
[[Category:Fiction]]<br />
[[Category:Real People]]<br />
[[Category:Classic]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=BlackjacksBullion_OXP&diff=21958BlackjacksBullion OXP2010-06-03T20:37:27Z<p>Uncle Reno: </p>
<hr />
<div>'''BlackJacks Bullion''' By Rustybolts<br />
<br />
<br />
Starts in galaxy 2 at Telace as Commander Blackjack arrives via escape pod at the same station you have just docked.<br />
<br />
Also contains two rare coloured S.T.E's available for player purchase<br />
<br />
<br />
Requires Oolite v1.71 and above<br />
<br />
[[Image:pod.png]]<br />
<br />
[http://www.mediafire.com/?sharekey=ca166c7e38ef78c6e7c82ed4b8f0c380e04e75f6e8ebb871] <<<Download here<br />
--------------------------------------------------------------------<br />
<br />
<br />
[[Category:Oolite]][[Category:Unclassified OXPs]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Autogenerated_Galaxy_Guide&diff=21957Autogenerated Galaxy Guide2010-06-03T20:35:42Z<p>Uncle Reno: </p>
<hr />
<div>This is a kind of "Project Page" for the Autogenerated Galaxy Guide.<br />
<br />
== Status ==<br />
I have set up a [[Sector1/Index|System List for Galaxy Sector One]] and pages for [[Sector1/Lave|Lave]], [[Sector1/Lerelace|Lerelace]], [[Sector1/Oresri|Oresri]], and [[Sector1/Aronar|Aronar]] as samples.<br />
<br />
Please don't edit these pages manually as they will propably be overwritten one day with a more current version.<br />
<br />
I am working on "Prices and Availabilities" for the systems.<br />
<br />
<div style="text-decoration:line-through;">I know that "Planet Radius" is still missing. I just forgot it...</div>[[#October 5th, 2009|FIXED]]<br />
<br />
I have to find out where to get the Information on sun and planet colors and station types. I strted a thread asking for more information in the <br />
<br />
I have to find which OXPs are considered canonical enough for inclusion into the guide. As a start, I included [[Famous Planets 2.0.OXP]] in my OXP Catalog. [[#October 5th, 2009|DONE]]<br />
<br />
I found that there was an earlier attempt at generating such a guide, see [[Zaonce]] and [[Tionisla]]. As this was dated somewhere 2007 and 2008, I consider this abandoned.<br />
<br />
The systems [[Lave]], [[Vetitice]], and [[Tianve]] in the first sector have manually written pages, which I will respect, of course. If my design is found agreeable, I will manually integrate those pages.<br />
<br />
I (re-)found the [[Rough Guide]] and included links in the Fiction Catalog. [[#October 5th, 2009|DONE]]<br />
<br />
I'm planning to integrate two more advanced features into a systems' page:<br />
* <div style="text-decoration:line-through;">An overview map to locate the system in the map</div>[[#October 5th, 2009|DONE]]<br />
* a local area map showing the worlds in witchspace distance.but this will definitely require an update of the EliteWiki engine (which is at Version 1.9, the current Stable Version is 1.15.1). First tests at home work nicely, but EliteWiki is missing too many functions for that.<br />
<div style="text-decoration:line-through;">Both can be done by abusing the "timeline" feature of the MediaWiki if I read the documentation correctly,</div> Nope, not needed. It's all a bit of CSS...<br />
<br />
== Updates ==<br />
<br />
=== October 5th, 2009 ===<br />
I fixed the missing Planet Radius and added a small overview that shows the local system on a small sector map.<br />
<br />
I prepared and included the data needed for a dynamically generated loacal area map, but this will have to wait.<br />
<br />
I started a catalog on OXPs and Fiction that involve a particular system to show how I plan to integrate OXP and written fiction data. See [[Aronar]] as an example with both FP2.0 and Rough Guide entries.<br />
<br />
=== October 13th, 2009 ===<br />
Sorry for being away for a few days. How about this:<br />
<br />
{{ClickMapHeader|Sector=1|Image=Sector1_OverViewMap.png}}<br />
{{ClickMapEntry|Name=Tibedied|Sector=1|XPos=2|YPos=90|XPosRel=7|YPosRel=136}}{{ClickMapEntry|Name=Qube|Sector=1|XPos=152|YPos=205|XPosRel=457|YPosRel=307}}{{ClickMapEntry|Name=Leleer|Sector=1|XPos=77|YPos=243|XPosRel=232|YPosRel=364}}{{ClickMapEntry|Name=Biarge|Sector=1|XPos=83|YPos=208|XPosRel=250|YPosRel=313}}{{ClickMapEntry|Name=Xequerin|Sector=1|XPos=180|YPos=131|XPosRel=541|YPosRel=196}}{{ClickMapEntry|Name=Tiraor|Sector=1|XPos=172|YPos=176|XPosRel=517|YPosRel=265}}{{ClickMapEntry|Name=Rabedira|Sector=1|XPos=69|YPos=249|XPosRel=208|YPosRel=373}}{{ClickMapEntry|Name=Lave|Sector=1|XPos=20|YPos=173|XPosRel=61|YPosRel=259}}{{ClickMapEntry|Name=Zaatxe|Sector=1|XPos=236|YPos=0|XPosRel=709|YPosRel=1}}{{ClickMapEntry|Name=Diusreza|Sector=1|XPos=216|YPos=98|XPosRel=649|YPosRel=148}}{{ClickMapEntry|Name=Teaatis|Sector=1|XPos=4|YPos=238|XPosRel=13|YPosRel=358}}{{ClickMapEntry|Name=Riinus|Sector=1|XPos=93|YPos=49|XPosRel=280|YPosRel=73}}{{ClickMapEntry|Name=Esbiza|Sector=1|XPos=244|YPos=40|XPosRel=733|YPosRel=61}}{{ClickMapEntry|Name=Ontimaxe|Sector=1|XPos=84|YPos=164|XPosRel=253|YPosRel=247}}{{ClickMapEntry|Name=Cebetela|Sector=1|XPos=194|YPos=11|XPosRel=583|YPosRel=16}}{{ClickMapEntry|Name=Ceedra|Sector=1|XPos=245|YPos=220|XPosRel=736|YPosRel=331}}{{ClickMapEntry|Name=Rizala|Sector=1|XPos=178|YPos=84|XPosRel=535|YPosRel=127}}{{ClickMapEntry|Name=Atriso|Sector=1|XPos=55|YPos=245|XPosRel=166|YPosRel=367}}{{ClickMapEntry|Name=Teanrebi|Sector=1|XPos=214|YPos=7|XPosRel=643|YPosRel=10}}{{ClickMapEntry|Name=Azaqu|Sector=1|XPos=6|YPos=110|XPosRel=19|YPosRel=166}}{{ClickMapEntry|Name=Retila|Sector=1|XPos=175|YPos=218|XPosRel=526|YPosRel=328}}{{ClickMapEntry|Name=Sotiqu|Sector=1|XPos=123|YPos=149|XPosRel=370|YPosRel=223}}{{ClickMapEntry|Name=Inleus|Sector=1|XPos=186|YPos=26|XPosRel=559|YPosRel=40}}{{ClickMapEntry|Name=Onrira|Sector=1|XPos=22|YPos=232|XPosRel=67|YPosRel=349}}{{ClickMapEntry|Name=Ceinzala|Sector=1|XPos=18|YPos=20|XPosRel=55|YPosRel=31}}{{ClickMapEntry|Name=Biisza|Sector=1|XPos=245|YPos=132|XPosRel=736|YPosRel=199}}{{ClickMapEntry|Name=Legees|Sector=1|XPos=4|YPos=253|XPosRel=13|YPosRel=379}}{{ClickMapEntry|Name=Quator|Sector=1|XPos=14|YPos=137|XPosRel=43|YPosRel=205}}{{ClickMapEntry|Name=Arexe|Sector=1|XPos=164|YPos=89|XPosRel=493|YPosRel=133}}{{ClickMapEntry|Name=Atrabiin|Sector=1|XPos=96|YPos=130|XPosRel=289|YPosRel=196}}{{ClickMapEntry|Name=Usanat|Sector=1|XPos=108|YPos=230|XPosRel=325|YPosRel=346}}{{ClickMapEntry|Name=Xeesle|Sector=1|XPos=53|YPos=209|XPosRel=160|YPosRel=313}}{{ClickMapEntry|Name=Oreseren|Sector=1|XPos=206|YPos=1|XPosRel=619|YPosRel=1}}{{ClickMapEntry|Name=Inera|Sector=1|XPos=82|YPos=16|XPosRel=247|YPosRel=25}}{{ClickMapEntry|Name=Inus|Sector=1|XPos=204|YPos=143|XPosRel=613|YPosRel=214}}{{ClickMapEntry|Name=Isence|Sector=1|XPos=52|YPos=128|XPosRel=157|YPosRel=193}}{{ClickMapEntry|Name=Reesdice|Sector=1|XPos=149|YPos=101|XPosRel=448|YPosRel=151}}{{ClickMapEntry|Name=Terea|Sector=1|XPos=69|YPos=109|XPosRel=208|YPosRel=163}}{{ClickMapEntry|Name=Orgetibe|Sector=1|XPos=26|YPos=47|XPosRel=79|YPosRel=70}}{{ClickMapEntry|Name=Reorte|Sector=1|XPos=19|YPos=151|XPosRel=58|YPosRel=226}}{{ClickMapEntry|Name=Ququor|Sector=1|XPos=164|YPos=220|XPosRel=493|YPosRel=331}}{{ClickMapEntry|Name=Geinona|Sector=1|XPos=143|YPos=153|XPosRel=430|YPosRel=229}}{{ClickMapEntry|Name=Anarlaqu|Sector=1|XPos=111|YPos=127|XPosRel=334|YPosRel=190}}{{ClickMapEntry|Name=Oresri|Sector=1|XPos=58|YPos=85|XPosRel=175|YPosRel=127}}{{ClickMapEntry|Name=Esesla|Sector=1|XPos=65|YPos=190|XPosRel=196|YPosRel=286}}{{ClickMapEntry|Name=Socelage|Sector=1|XPos=104|YPos=85|XPosRel=313|YPosRel=127}}{{ClickMapEntry|Name=Riedquat|Sector=1|XPos=3|YPos=181|XPosRel=10|YPosRel=271}}{{ClickMapEntry|Name=Gerege|Sector=1|XPos=113|YPos=58|XPosRel=340|YPosRel=88}}{{ClickMapEntry|Name=Usle|Sector=1|XPos=85|YPos=99|XPosRel=256|YPosRel=148}}{{ClickMapEntry|Name=Malama|Sector=1|XPos=234|YPos=32|XPosRel=703|YPosRel=49}}{{ClickMapEntry|Name=Aesbion|Sector=1|XPos=45|YPos=139|XPosRel=136|YPosRel=208}}{{ClickMapEntry|Name=Alaza|Sector=1|XPos=223|YPos=6|XPosRel=670|YPosRel=10}}{{ClickMapEntry|Name=Xeaqu|Sector=1|XPos=104|YPos=36|XPosRel=313|YPosRel=55}}{{ClickMapEntry|Name=Raoror|Sector=1|XPos=11|YPos=58|XPosRel=34|YPosRel=88}}{{ClickMapEntry|Name=Ororqu|Sector=1|XPos=102|YPos=57|XPosRel=307|YPosRel=85}}{{ClickMapEntry|Name=Leesti|Sector=1|XPos=13|YPos=186|XPosRel=40|YPosRel=280}}{{ClickMapEntry|Name=Geisgeza|Sector=1|XPos=162|YPos=87|XPosRel=487|YPosRel=130}}{{ClickMapEntry|Name=Zainlabi|Sector=1|XPos=164|YPos=163|XPosRel=493|YPosRel=244}}{{ClickMapEntry|Name=Uscela|Sector=1|XPos=70|YPos=117|XPosRel=211|YPosRel=175}}{{ClickMapEntry|Name=Isveve|Sector=1|XPos=227|YPos=149|XPosRel=682|YPosRel=223}}{{ClickMapEntry|Name=Tioranin|Sector=1|XPos=202|YPos=86|XPosRel=607|YPosRel=130}}{{ClickMapEntry|Name=Learorce|Sector=1|XPos=108|YPos=27|XPosRel=325|YPosRel=40}}{{ClickMapEntry|Name=Esusti|Sector=1|XPos=133|YPos=121|XPosRel=400|YPosRel=181}}{{ClickMapEntry|Name=Ususor|Se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8|YPosRel=22}}{{ClickMapEntry|Name=Gelaed|Sector=1|XPos=95|YPos=19|XPosRel=286|YPosRel=28}}{{ClickMapEntry|Name=Onusorle|Sector=1|XPos=81|YPos=216|XPosRel=244|YPosRel=325}}{{ClickMapEntry|Name=Zaonce|Sector=1|XPos=33|YPos=185|XPosRel=100|YPosRel=277}}{{ClickMapEntry|Name=Diquer|Sector=1|XPos=104|YPos=69|XPosRel=313|YPosRel=103}}{{ClickMapEntry|Name=Zadies|Sector=1|XPos=120|YPos=112|XPosRel=361|YPosRel=169}}{{ClickMapEntry|Name=Entizadi|Sector=1|XPos=91|YPos=233|XPosRel=274|YPosRel=349}}{{ClickMapEntry|Name=Esanbe|Sector=1|XPos=173|YPos=132|XPosRel=520|YPosRel=199}}{{ClickMapEntry|Name=Usralaat|Sector=1|XPos=184|YPos=179|XPosRel=553|YPosRel=268}}{{ClickMapEntry|Name=Anlere|Sector=1|XPos=177|YPos=53|XPosRel=532|YPosRel=79}}{{ClickMapEntry|Name=Teveri|Sector=1|XPos=235|YPos=78|XPosRel=706|YPosRel=118}}{{ClickMapEntry|Name=Sotiera|Sector=1|XPos=81|YPos=30|XPosRel=244|YPosRel=46}}{{ClickMapEntry|Name=Ededleen|Sector=1|XPos=207|YPos=16|XPosRel=622|YPosRel=25}}{{ClickMapEntry|Name=Inonri|Sector=1|XPos=114|YPos=161|XPosRel=343|YPosRel=241}}{{ClickMapEntry|Name=Esbeus|Sector=1|XPos=75|YPos=94|XPosRel=226|YPosRel=142}}{{ClickMapEntry|Name=Lerelace|Sector=1|XPos=69|YPos=72|XPosRel=208|YPosRel=109}}{{ClickMapEntry|Name=Eszaraxe|Sector=1|XPos=229|YPos=149|XPosRel=688|YPosRel=223}}{{ClickMapEntry|Name=Anbeen|Sector=1|XPos=130|YPos=52|XPosRel=391|YPosRel=79}}{{ClickMapEntry|Name=Biorle|Sector=1|XPos=97|YPos=114|XPosRel=292|YPosRel=172}}{{ClickMapEntry|Name=Anisor|Sector=1|XPos=160|YPos=129|XPosRel=481|YPosRel=193}}{{ClickMapEntry|Name=Usrarema|Sector=1|XPos=81|YPos=249|XPosRel=244|YPosRel=373}}{{ClickMapEntry|Name=Diso|Sector=1|XPos=11|YPos=174|XPosRel=34|YPosRel=262}}{{ClickMapEntry|Name=Riraes|Sector=1|XPos=182|YPos=224|XPosRel=547|YPosRel=337}}{{ClickMapEntry|Name=Orrira|Sector=1|XPos=92|YPos=9|XPosRel=277|YPosRel=13}}{{ClickMapEntry|Name=Xeer|Sector=1|XPos=141|YPos=116|XPosRel=424|YPosRel=175}}{{ClickMapEntry|Name=Ceesxe|Sector=1|XPos=147|YPos=16|XPosRel=442|YPosRel=25}}{{ClickMapEntry|Name=Isatre|Sector=1|XPos=113|YPos=2|XPosRel=340|YPosRel=4}}{{ClickMapEntry|Name=Aona|Sector=1|XPos=78|YPos=224|XPosRel=235|YPosRel=337}}{{ClickMapEntry|Name=Isinor|Sector=1|XPos=47|YPos=191|XPosRel=142|YPosRel=286}}{{ClickMapEntry|Name=Uszaa|Sector=1|XPos=3|YPos=153|XPosRel=10|YPosRel=229}}{{ClickMapEntry|Name=Aanbiat|Sector=1|XPos=91|YPos=47|XPosRel=274|YPosRel=70}}{{ClickMapEntry|Name=Bemaera|Sector=1|XPos=49|YPos=198|XPosRel=148|YPosRel=298}}{{ClickMapEntry|Name=Inines|Sector=1|XPos=239|YPos=16|XPosRel=718|YPosRel=25}}{{ClickMapEntry|Name=Edzaon|Sector=1|XPos=162|YPos=201|XPosRel=487|YPosRel=301}}{{ClickMapEntry|Name=Leritean|Sector=1|XPos=221|YPos=191|XPosRel=664|YPosRel=286}}{{ClickMapEntry|Name=Veale|Sector=1|XPos=155|YPos=60|XPosRel=466|YPosRel=91}}{{ClickMapEntry|Name=Edle|Sector=1|XPos=167|YPos=33|XPosRel=502|YPosRel=49}}{{ClickMapEntry|Name=Anlama|Sector=1|XPos=25|YPos=96|XPosRel=76|YPosRel=145}}{{ClickMapEntry|Name=Ribilebi|Sector=1|XPos=252|YPos=11|XPosRel=757|YPosRel=16}}{{ClickMapEntry|Name=Relaes|Sector=1|XPos=6|YPos=129|XPosRel=19|YPosRel=193}}{{ClickMapEntry|Name=Dizaoner|Sector=1|XPos=77|YPos=41|XPosRel=232|YPosRel=61}}{{ClickMapEntry|Name=Razaar|Sector=1|XPos=112|YPos=95|XPosRel=337|YPosRel=142}}{{ClickMapEntry|Name=Enonla|Sector=1|XPos=99|YPos=106|XPosRel=298|YPosRel=160}}{{ClickMapEntry|Name=Isanlequ|Sector=1|XPos=200|YPos=149|XPosRel=601|YPosRel=223}}{{ClickMapEntry|Name=Tibecea|Sector=1|XPos=250|YPos=225|XPosRel=751|YPosRel=337}}{{ClickMapEntry|Name=Sotera|Sector=1|XPos=15|YPos=5|XPosRel=46|YPosRel=7}}{{ClickMapEntry|Name=Esveor|Sector=1|XPos=88|YPos=52|XPosRel=265|YPosRel=79}}{{ClickMapEntry|Name=Esteonbi|Sector=1|XPos=25|YPos=57|XPosRel=76|YPosRel=85}}{{ClickMapEntry|Name=Xeesenri|Sector=1|XPos=230|YPos=127|XPosRel=691|YPosRel=190}}{{ClickMapEntry|Name=Oresle|Sector=1|XPos=190|YPos=210|XPosRel=571|YPosRel=316}}{{ClickMapEntry|Name=Ervein|Sector=1|XPos=196|YPos=193|XPosRel=589|YPosRel=289}}{{ClickMapEntry|Name=Larais|Sector=1|XPos=19|YPos=236|XPosRel=58|YPosRel=355}}{{ClickMapEntry|Name=Anxebiza|Sector=1|XPos=104|YPos=189|XPosRel=313|YPosRel=283}}{{ClickMapEntry|Name=Diedar|Sector=1|XPos=164|YPos=134|XPosRel=493|YPosRel=202}}{{ClickMapEntry|Name=Eninre|Sector=1|XPos=47|YPos=106|XPosRel=142|YPosRel=160}}{{ClickMapEntry|Name=Bibe|Sector=1|XPos=172|YPos=238|XPosRel=517|YPosRel=358}}{{ClickMapEntry|Name=Diquxe|Sector=1|XPos=249|YPos=211|XPosRel=748|YPosRel=316}}{{ClickMapEntry|Name=Sorace|Sector=1|XPos=74|YPos=34|XPosRel=223|YPosRel=52}}{{ClickMapEntry|Name=Anxeonis|Sector=1|XPos=193|YPos=133|XPosRel=580|YPosRel=199}}{{ClickMapEntry|Name=Riantiat|Sector=1|XPos=189|YPos=63|XPosRel=568|YPosRel=94}}{{ClickMapEntry|Name=Zarece|Sector=1|XPos=49|YPos=119|XPosRel=148|YPosRel=178}}{{ClickMapEntry|Name=Maesin|Sector=1|XPos=152|YPos=229|XPosRel=457|YPosRel=343}}{{ClickMapEntry|Name=Tibionis|Sector=1|XPos=65|YPos=108|XPosRel=196|YPosRel=163}}{{ClickMapEntry|Name=Gelegeus|Sector=1|XPos=253|YPos=159|XPosRel=760|YPosRel=238}}{{ClickMapEntry|Name=Diora|Sector=1|XPos=200|YPos=227|XPosRel=601|YPosRel=340}}{{ClickMapEntry|Name=Rigeti|Sector=1|XPos=213|YPos=79|XPosRel=640|YPosRel=118}}{{ClickMapEntry|Name=Begeabi|Sector=1|XPos=24|YPos=119|XPosRel=73|YPosRel=178}}{{ClickMapEntry|Name=Orrere|Sector=1|XPos=6|YPos=143|XPosRel=19|YPosRel=214}}{{ClickMapEntry|Name=Beti|Sector=1|XPos=150|YPos=206|XPosRel=451|YPosRel=310}}{{ClickMapEntry|Name=Gerete|Sector=1|XPos=171|YPos=32|XPosRel=514|YPosRel=49}}{{ClickMapEntry|Name=Qucerere|Sector=1|XPos=78|YPos=252|XPosRel=235|YPosRel=379}}{{ClickMapEntry|Name=Xeoner|Sector=1|XPos=78|YPos=78|XPosRel=235|YPosRel=118}}{{ClickMapEntry|Name=Xezaor|Sector=1|XPos=146|YPos=112|XPosRel=439|YPosRel=169}}{{ClickMapEntry|Name=Ritila|Sector=1|XPos=32|YPos=89|XPosRel=97|YPosRel=133}}{{ClickMapEntry|Name=Edorte|Sector=1|XPos=139|YPos=85|XPosRel=418|YPosRel=127}}{{ClickMapEntry|Name=Zaalela|Sector=1|XPos=46|YPos=220|XPosRel=139|YPosRel=331}}{{ClickMapEntry|Name=Biisorte|Sector=1|XPos=213|YPos=129|XPosRel=640|YPosRel=193}}{{ClickMapEntry|Name=Beesor|Sector=1|XPos=156|YPos=57|XPosRel=469|YPosRel=85}}{{ClickMapEntry|Name=Oresqu|Sector=1|XPos=22|YPos=217|XPosRel=67|YPosRel=325}}{{ClickMapEntry|Name=Xeququti|Sector=1|XPos=221|YPos=250|XPosRel=664|YPosRel=376}}{{ClickMapEntry|Name=Maises|Sector=1|XPos=151|YPos=58|XPosRel=454|YPosRel=88}}{{ClickMapEntry|Name=Bierle|Sector=1|XPos=233|YPos=64|XPosRel=700|YPosRel=97}}{{ClickMapEntry|Name=Arzaso|Sector=1|XPos=216|YPos=225|XPosRel=649|YPosRel=337}}{{ClickMapEntry|Name=Teen|Sector=1|XPos=117|YPos=39|XPosRel=352|YPosRel=58}}{{ClickMapEntry|Name=Riredi|Sector=1|XPos=47|YPos=82|XPosRel=142|YPosRel=124}}{{ClickMapEntry|Name=Teorge|Sector=1|XPos=45|YPos=46|XPosRel=136|YPosRel=70}}{{ClickMapEntry|Name=Vebege|Sector=1|XPos=89|YPos=195|XPosRel=268|YPosRel=292}}{{ClickMapEntry|Name=Xeenle|Sector=1|XPos=236|YPos=163|XPosRel=709|YPosRel=244}}{{ClickMapEntry|Name=Arxeza|Sector=1|XPos=22|YPos=1|XPosRel=67|YPosRel=1}}{{ClickMapEntry|Name=Edreor|Sector=1|XPos=241|YPos=4|XPosRel=724|YPosRel=7}}{{ClickMapEntry|Name=Esgerean|Sector=1|XPos=193|YPos=217|XPosRel=580|YPosRel=325}}{{ClickMapEntry|Name=Ditiza|Sector=1|XPos=27|YPos=110|XPosRel=82|YPosRel=166}}{{ClickMapEntry|Name=Anle|Sector=1|XPos=228|YPos=0|XPosRel=685|YPosRel=1}}{{ClickMapEntry|Name=Onisqu|Sector=1|XPos=29|YPos=1|XPosRel=88|YPosRel=1}}{{ClickMapEntry|Name=Aleusqu|Sector=1|XPos=215|YPos=122|XPosRel=646|YPosRel=184}}{{ClickMapEntry|Name=Zasoceat|Sector=1|XPos=186|YPos=72|XPosRel=559|YPosRel=109}}{{ClickMapEntry|Name=Rilace|Sector=1|XPos=81|YPos=133|XPosRel=244|YPosRel=199}}{{ClickMapEntry|Name=Beenri|Sector=1|XPos=249|YPos=165|XPosRel=748|YPosRel=247}}{{ClickMapEntry|Name=Laeden|Sector=1|XPos=4|YPos=254|XPosRel=13|YPosRel=382}}{{ClickMapEntry|Name=Mariar|Sector=1|XPos=96|YPos=178|XPosRel=289|YPosRel=268}}{{ClickMapEntry|Name=Riiser|Sector=1|XPos=52|YPos=74|XPosRel=157|YPosRel=112}}{{ClickMapEntry|Name=Qutiri|Sector=1|XPos=44|YPos=176|XPosRel=133|YPosRel=265}}{{ClickMapEntry|Name=Biramabi|Sector=1|XPos=80|YPos=190|XPosRel=241|YPosRel=286}}{{ClickMapEntry|Name=Soorbi|Sector=1|XPos=134|YPos=235|XPosRel=403|YPosRel=352}}{{ClickMapEntry|Name=Solageon|Sector=1|XPos=135|YPos=134|XPosRel=406|YPosRel=202}}{{ClickMapEntry|Name=Tiquat|Sector=1|XPos=191|YPos=35|XPosRel=574|YPosRel=52}}{{ClickMapEntry|Name=Rexebe|Sector=1|XPos=98|YPos=17|XPosRel=295|YPosRel=25}}{{ClickMapEntry|Name=Qubeen|Sector=1|XPos=132|YPos=243|XPosRel=397|YPosRel=364}}{{ClickMapEntry|Name=Cetiisqu|Sector=1|XPos=96|YPos=242|XPosRel=289|YPosRel=364}}{{ClickMapEntry|Name=Rebia|Sector=1|XPos=26|YPos=61|XPosRel=79|YPosRel=91}}{{ClickMapEntry|Name=Ordima|Sector=1|XPos=132|YPos=79|XPosRel=397|YPosRel=118}}{{ClickMapEntry|Name=Aruszati|Sector=1|XPos=146|YPos=139|XPosRel=439|YPosRel=208}}{{ClickMapEntry|Name=Zaleriza|Sector=1|XPos=247|YPos=196|XPosRel=742|YPosRel=295}}{{ClickMapEntry|Name=Zasoer|Sector=1|XPos=4|YPos=126|XPosRel=13|YPosRel=190}}{{ClickMapEntry|Name=Raleen|Sector=1|XPos=156|YPos=208|XPosRel=469|YPosRel=313}}{{ClickMapEntry|Name=Qurave|Sector=1|XPos=199|YPos=50|XPosRel=598|YPosRel=76}}{{ClickMapEntry|Name=Atrebibi|Sector=1|XPos=166|YPos=182|XPosRel=499|YPosRel=274}}{{ClickMapEntry|Name=Teesdi|Sector=1|XPos=166|YPos=166|XPosRel=499|YPosRel=250}}{{ClickMapEntry|Name=Ararus|Sector=1|XPos=51|YPos=237|XPosRel=154|YPosRel=355}}{{ClickMapEntry|Name=Ara|Sector=1|XPos=28|YPos=40|XPosRel=85|YPosRel=61}}{{ClickMapEntry|Name=Tianve|Sector=1|XPos=227|YPos=0|XPosRel=682|YPosRel=1}}{{ClickMapEntry|Name=Quorte|Sector=1|XPos=136|YPos=182|XPosRel=409|YPosRel=274}}{{ClickMapEntry|Name=Soladies|Sector=1|XPos=112|YPos=252|XPosRel=337|YPosRel=379}}{{ClickMapEntry|Name=Maxeedso|Sector=1|XPos=105|YPos=109|XPosRel=316|YPosRel=163}}{{ClickMapEntry|Name=Xexedi|Sector=1|XPos=71|YPos=88|XPosRel=214|YPosRel=133}}{{ClickMapEntry|Name=Xexeti|Sector=1|XPos=146|YPos=237|XPosRel=439|YPosRel=355}}{{ClickMapEntry|Name=Tiinlebi|Sector=1|XPos=29|YPos=87|XPosRel=88|YPosRel=130}}{{ClickMapEntry|Name=Rateedar|Sector=1|XPos=102|YPos=193|XPosRel=307|YPosRel=289}}{{ClickMapEntry|Name=Onlema|Sector=1|XPos=138|YPos=248|XPosRel=415|YPosRel=373}}{{ClickMapEntry|Name=Orerve|Sector=1|XPos=12|YPos=203|XPosRel=37|YPosRel=304}}{{ClickMapFooter}}<br />
<br />
If you move the mouse over the map, then the sector and name of the system gets shown as a bubble help. In reality, these are actually links, and once I Install the system entries in the "subdirectory" Sector1 (i.e. the Galaxy Guide entry for Lave will be [[Sector1/Lave]]), this will be a fully clickable map.<br />
<br />
So, try your knowledge of the Galaxy Sector 1 and find Lave on the map ;-)<br />
<br />
And maybe one day I can even sort out the problems with MediaWiki 1.9.3...<br />
<br />
=== October 16th, 2009 ===<br />
Added a (IMHO) more natural description where the system is located on the sectors' map in the "System Box".<br />
<br />
Added "Excerpts from [[The Traders Almanach]]" with a request to the public for proofreading.<br />
=== October 17th, 2009 ===<br />
Fixed a bug in The Traders Almanach generator (shame on me!), and added price lists for the systems stating min/avg/max prices and quantities and chance of availability for that item.<br />
=== October 18th, 2009 ===<br />
Finished the first 100 systems. And fixed typos, typos, typos...<br />
<br />
== Contact ==<br />
For requests and criticism use the thread [http://aegidian.org/bb/viewtopic.php?t=6793|Wiki Galaxy Guide]on the Oolite Bulletin Board. or send me (user treczoks) a PM there.<br />
<br />
If you can help with knowledge of the game engines interna, please participate in the thread [http://aegidian.org/bb/viewtopic.php?t=6837]. Pretty, pretty please with sugar on top!<br />
<br />
== Aims ==<br />
I started this project because I consider it crucial that in such a multi-author environment the store background is as consistent as possible. When I asked how the various fiction and OXP writers communicate and coordinate their efforts and how they know whether a system is already part of another authors story domain, I only learned that there is no real coordination and synchronisation effort.<br />
<br />
Another factor was to get a better overview over the worlds of the Oolite multiverse.<br />
<br />
== Sources ==<br />
<br />
=== Information ===<br />
I started off with an extract of the list in [[Oolite planet list/Galaxy 1]], but I soon learned that this would never give me the information on prices and availabilities of items, so I analyzed the TXTELITE and Oolite sources and the [[Media:Oolite_galaxies.zip|spreadsheet]] and wrote a perl module to give me all the relevant information.<br />
<br />
I took the information on trade routes and regions from the [http://www.crimsonforge.co.uk/cloister/OOmap_G1.pdf Downloadable Vector Map of Galaxy 1] made by ClymAngus.<br />
<br />
=== Icons ===<br />
I grabbed the icons for governments and economies for the project from an Oolite font png found in the sources:<br />
<br />
[[image:Logo64_Anarchy.png]] [[image:Logo64_Feudal.png]]<br />
[[image:Logo64_MultiGovernment.png]] [[image:Logo64_Dictatorship.png]]<br />
[[image:Logo64_Communism.png]] [[image:Logo64_Confederacy.png]]<br />
[[image:Logo64_Democracy.png]] [[image:Logo64_CorporateState.png]]<br />
<br />
[[image:Logo64_PoorAgricultural.png]] [[image:Logo64_AverageAgricultural.png]]<br />
[[image:Logo64_RichAgricultural.png]] [[image:Logo64_MainlyAgricultural.png]]<br />
[[image:Logo64_MainlyIndustrial.png]] [[image:Logo64_PoorIndustrial.png]]<br />
[[image:Logo64_AverageIndustrial.png]] [[image:Logo64_RichIndustrial.png]]<br />
<br />
The Icons for the tech level were made by me:<br />
<br />
{|<br />
! Tech Level !! Logo for the System template !! Compact version for tables<br />
|-<br />
!1|| [[image:Logo_TL1.png]] || [[image:Logo_TL1s.png]]<br />
|-<br />
!2|| [[image:Logo_TL2.png]] || [[image:Logo_TL2s.png]]<br />
|-<br />
!3|| [[image:Logo_TL3.png]] || [[image:Logo_TL3s.png]]<br />
|-<br />
!4|| [[image:Logo_TL4.png]] || [[image:Logo_TL4s.png]]<br />
|-<br />
!5|| [[image:Logo_TL5.png]] || [[image:Logo_TL5s.png]]<br />
|-<br />
!6|| [[image:Logo_TL6.png]] || [[image:Logo_TL6s.png]]<br />
|-<br />
!7|| [[image:Logo_TL7.png]] || [[image:Logo_TL7s.png]]<br />
|-<br />
!8|| [[image:Logo_TL8.png]] || [[image:Logo_TL8s.png]]<br />
|-<br />
!9|| [[image:Logo_TL9.png]] || [[image:Logo_TL9s.png]]<br />
|-<br />
!10|| [[image:Logo_TL10.png]] || [[image:Logo_TL10s.png]]<br />
|-<br />
!11|| [[image:Logo_TL11.png]] || [[image:Logo_TL11s.png]]<br />
|-<br />
!12|| [[image:Logo_TL12.png]] || [[image:Logo_TL12s.png]]<br />
|-<br />
!13|| [[image:Logo_TL13.png]] || [[image:Logo_TL13s.png]]<br />
|-<br />
!14|| [[image:Logo_TL14.png]] || [[image:Logo_TL14s.png]]<br />
|-<br />
!15|| [[image:Logo_TL15.png]] || [[image:Logo_TL15s.png]]<br />
|}<br />
<br />
=== Templates ===<br />
To ease the programming and helping to get a more consistent look, I designed various templates:<br />
<br />
{|<br />
|-<br />
|The System Description Box on the right side || [[Template:System]]<br />
|-<br />
|The smaller System Description Box in the text body || [[Template:SmallSystem]]<br />
|-<br />
|The box for the original Oolite System Descriptions || [[Template:GalacticCatalogueEntry]]<br />
|-<br />
|Header, Entry and Footer for a Witchspace List || [[Template:WitchspaceHeader]] [[Template:WitchspaceEntry]] [[Template:WitchspaceFooter]]<br />
|-<br />
|Header, Entry and Footer for a Systems List ||[[Template:SectorTableHeader]] [[Template:SectorTableEntry]] [[Template:SectorTableFooter]]<br />
|}<br />
<br />
=== Dummy templates needed to accomodate ancient MediaWiki ===<br />
As the extension ParserFunctions 1.1.1 for the MediaWiki 1.9 does not support the "switch" function, I had to work around some problems by creating a bunch of dummy Templates:<br />
<br />
{|<br />
|-<br />
!colspan="4"| Needed for Number-to-Icon conversion in the System template header<br />
|-<br />
!colspan="2" | Government Icons<br />
!colspan="2" | Economy Icons<br />
|-<br />
| [[Template:SystemDummyGov0]] || {{SystemDummyGov0}} || [[Template:SystemDummyEco0]] || {{SystemDummyEco0}}<br />
|-<br />
| [[Template:SystemDummyGov1]] || {{SystemDummyGov1}} || [[Template:SystemDummyEco1]] || {{SystemDummyEco1}}<br />
|-<br />
| [[Template:SystemDummyGov2]] || {{SystemDummyGov2}} || [[Template:SystemDummyEco2]] || {{SystemDummyEco2}}<br />
|-<br />
| [[Template:SystemDummyGov3]] || {{SystemDummyGov3}} || [[Template:SystemDummyEco3]] || {{SystemDummyEco3}}<br />
|-<br />
| [[Template:SystemDummyGov4]] || {{SystemDummyGov4}} || [[Template:SystemDummyEco4]] || {{SystemDummyEco4}}<br />
|-<br />
| [[Template:SystemDummyGov5]] || {{SystemDummyGov5}} || [[Template:SystemDummyEco5]] || {{SystemDummyEco5}}<br />
|-<br />
| [[Template:SystemDummyGov6]] || {{SystemDummyGov6}} || [[Template:SystemDummyEco6]] || {{SystemDummyEco6}}<br />
|-<br />
| [[Template:SystemDummyGov7]] || {{SystemDummyGov7}} || [[Template:SystemDummyEco7]] || {{SystemDummyEco7}}<br />
|-<br />
!colspan="4" | Needed for Number-to-Text conversion in the System template header<br />
|-<br />
!colspan="2" | Government Texts<br />
!colspan="2" | Economy Texts<br />
|-<br />
| [[Template:TextDummyGov0]] || {{TextDummyGov0}} || [[Template:TextDummyEco0]] || {{TextDummyEco0}}<br />
|-<br />
| [[Template:TextDummyGov1]] || {{TextDummyGov1}} || [[Template:TextDummyEco1]] || {{TextDummyEco1}}<br />
|-<br />
| [[Template:TextDummyGov2]] || {{TextDummyGov2}} || [[Template:TextDummyEco2]] || {{TextDummyEco2}}<br />
|-<br />
| [[Template:TextDummyGov3]] || {{TextDummyGov3}} || [[Template:TextDummyEco3]] || {{TextDummyEco3}}<br />
|-<br />
| [[Template:TextDummyGov4]] || {{TextDummyGov4}} || [[Template:TextDummyEco4]] || {{TextDummyEco4}}<br />
|-<br />
| [[Template:TextDummyGov5]] || {{TextDummyGov5}} || [[Template:TextDummyEco5]] || {{TextDummyEco5}}<br />
|-<br />
| [[Template:TextDummyGov6]] || {{TextDummyGov6}} || [[Template:TextDummyEco6]] || {{TextDummyEco6}}<br />
|-<br />
| [[Template:TextDummyGov7]] || {{TextDummyGov7}} || [[Template:TextDummyEco7]] || {{TextDummyEco7}}<br />
|-<br />
!colspan="4"| Needed for Number-to-Icon conversion with sorting capabilities in the System amd Witchspace List Entry<br />
|-<br />
!colspan="2" | Government Icons<br />
!colspan="2" | Economy Icons<br />
|-<br />
| [[Template:TableDummyGov0]] || {{TableDummyGov0}} || [[Template:TableDummyEco0]] || {{TableDummyEco0}}<br />
|-<br />
| [[Template:TableDummyGov1]] || {{TableDummyGov1}} || [[Template:TableDummyEco1]] || {{TableDummyEco1}}<br />
|-<br />
| [[Template:TableDummyGov2]] || {{TableDummyGov2}} || [[Template:TableDummyEco2]] || {{TableDummyEco2}}<br />
|-<br />
| [[Template:TableDummyGov3]] || {{TableDummyGov3}} || [[Template:TableDummyEco3]] || {{TableDummyEco3}}<br />
|-<br />
| [[Template:TableDummyGov4]] || {{TableDummyGov4}} || [[Template:TableDummyEco4]] || {{TableDummyEco4}}<br />
|-<br />
| [[Template:TableDummyGov5]] || {{TableDummyGov5}} || [[Template:TableDummyEco5]] || {{TableDummyEco5}}<br />
|-<br />
| [[Template:TableDummyGov6]] || {{TableDummyGov6}} || [[Template:TableDummyEco6]] || {{TableDummyEco6}}<br />
|-<br />
| [[Template:TableDummyGov7]] || {{TableDummyGov7}} || [[Template:TableDummyEco7]] || {{TableDummyEco7}}<br />
|}<br />
<br />
== Something Entirely Different ==<br />
[[Trading Goods Profit Table]]<br />
=== Rich Industrial ===<br />
{{PricelistEconomy0}}<br />
=== Average Industrial ===<br />
{{PricelistEconomy1}}<br />
=== Poor Industrial ===<br />
{{PricelistEconomy2}}<br />
=== Mainly Industrial ===<br />
{{PricelistEconomy3}}<br />
=== Mainly Agricultural ===<br />
{{PricelistEconomy4}}<br />
=== Rich Agricultural ===<br />
{{PricelistEconomy5}}<br />
=== Aerage Agricultural ===<br />
{{PricelistEconomy6}}<br />
=== Poor Agricultural ===<br />
{{PricelistEconomy7}}<br />
<br />
[[Category:Oolite]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ9&diff=21944AFE FAQ92010-06-03T20:15:40Z<p>Uncle Reno: </p>
<hr />
<div>== 99) Miscellaneous ==<br />
<br />
99.1) How do the rankings go?<br />
<br />
99.2) What's with this Right On Commander stuff?<br />
<br />
99.3) Acknowledgements<br />
<br />
99.4) Disclaimer<br />
<br />
----<br />
<br />
=== 99.1) How do the rankings go? ===<br />
<br />
Elite ratings are as follows:<br />
RANK: KILLS: KILLS FOR ARCELITE:<br />
Harmless 0 0<br />
Mostly Harmless 2 50<br />
Poor 8 400<br />
Average 24 1000<br />
Above Average 44 1500<br />
Competent 130 2500<br />
Dangerous 512 4500<br />
Deadly 2560 6000<br />
Very Deadly (ArcElite only) 8000<br />
Elite 6400 9600<br />
<br />
Why 6400? Ian needed to think of a number and &1900 (which equals 6400)<br />
was the value of PAGE on the BBC when assembling the source. So there you<br />
go! <br />
<br />
The actual number of kills required is the same in all editions, with the<br />
exception of ArcElite which is considerably harder, and some 16 bit<br />
versions which utilise points.<br />
<br />
In BBC Elite all crafts were worth 1 kill, but on points versions,<br />
although the thresholds were the same, "a third ("fractional") byte was<br />
added to the kill tally and each ship had a kill rating varying from 0.06<br />
for an Asteroid to 8.0 for a Thargoid (Police Vipers were a measly 0.21<br />
because they were so easy to kill while launching)" - Ian Bell.<br />
<br />
This fractional kills system is what I have referred to as "points" in the<br />
above game descriptions. The Amiga version bases ranking on "score" which<br />
is similar to the points system but utilises different values:<br />
<br />
Adder 100 pts<br />
Anaconda 90 pts<br />
Asp Mk II 110 pts<br />
Boa Class Cruiser 60 pts<br />
Cobra Mk I 60 pts<br />
Cobra Mk III 80 pts<br />
Fer-De-Lance 100 pts<br />
Gecko 80 pts<br />
Krait 100 pts<br />
Mamba 60 pts<br />
Python 40 pts<br />
Orbit Shuttle 3 pts<br />
Sidewinder 80 pts<br />
Thargoid 150 pts<br />
Thargon 20 pts<br />
Transporter 10 pts<br />
Viper 50 pts<br />
Wolf Mk II 150 pts<br />
Worm/Escape Capsule 80 pts<br />
<br />
In the Amiga version, Right On Commanders are still awarded by number<br />
of kills.<br />
<br />
===99.2) What's with this Right On Commander stuff?===<br />
<br />
In classical Elite, you got a message saying "RIGHT ON <br />
COMMANDER!" every 256 kills, as a bit of encouragement from the <br />
Elite Federation. The first corresponded with being about halfway through<br />
competent, and getting the Constrictor mission. <br />
<br />
In ArcElite, the messages are as follows:<br />
<br />
"GOOD SHOOTING, COMMANDER!" - Every 50 kills. The first one corresponds with the promotion from Harmless to Mostly Harmless<br />
(cf 8 kills in BBC Disk Elite)<br />
"RIGHT ON, COMMANDER!" - 1 kill before every fifth "GOOD SHOOTING, COMMANDER!", ie every 250 kills, beginning from kill 249.<br />
<br />
=== 99.3) Acknowledgements ===<br />
<br />
So far, thanks to me (Robert Pfeifer) for writing all this, David Braben<br />
and Ian Bell for writing the original game, Ian Bell again for kill<br />
figures and making so many versions freely available, Warren Burch and<br />
Clive Gringras for writing ArcElite, Andrew Clover for writing the best<br />
Elite add-on ever (swinging fluffy dice and a rear window sticker saying<br />
"My other ship is a thargoid"), the following readers of this FAQ for<br />
corrections and contributions both quoted and silently incorporated:<br />
<br />
* Ali Bharmal<br />
* Daniel Brown<br />
* Simon Challands<br />
* Steve Critchlow<br />
* Jonathan Day<br />
* Roger Earl<br />
* Matthew Garrett<br />
* George Hooper<br />
* Chris John Jordan<br />
* Brad Kerr<br />
* Tim Lambert<br />
* Tony Lorusso<br />
* Patrik Radman<br />
* Christian Schmadalla<br />
* Colin Stott<br />
* Graham Thurlwell<br />
* Mark Tysoe<br />
* Mark Williamson<br />
* Michael - no last name given<br />
* John - ditto<br />
* Ian<br />
<br />
Anyone else whose name I accidentally deleted while compiling a list of<br />
changes - once again, the delete key ravaged the mailbox before the<br />
credits were compiled. Sorry. Feel free to remind me. Sheppy's Cider in<br />
Taunton, Somerset, UK for producing the best medium still cider in the<br />
world, my student's union bar for having once sold bitter at 50p a can,<br />
and KLF, Sisters of Mercy and Ash for writing good music to kill to.<br />
10,000 kills and I've put away my guns. In ArcElite. Now I'm putting<br />
notches in my Elite A belt.<br />
<br />
=== 99.4) Disclaimer: ===<br />
<br />
I hereby disclaim responsibility for any faulty information in this FAQ,<br />
and if any the effects of this information, this FAQ and any inferences<br />
you may draw from it on you, your computer, your brother, sister, dog,<br />
gerbil, or in fact anyone or anything anywhere and anywhen. It's for you<br />
to use entirely at your own risk. Have fun and don't eat it. Except maybe<br />
in hardcopy.<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ8&diff=21943AFE FAQ82010-06-03T20:15:23Z<p>Uncle Reno: </p>
<hr />
<div>== 98) Is that it? ==<br />
<br />
98.1) The Elite Project<br />
* 98.1.1) What is it?<br />
* 98.1.2) How can I keep tabs on it?<br />
<br />
98.2) The Galileo Project<br />
* 98.2.1) What is it?<br />
* 98.2.2) How can I keep tabs on it?<br />
<br />
98.3) X<br />
* 98.3.1) What is it?<br />
* 98.3.2) How can I keep tabs on it?<br />
<br />
For the time being. According to recent press, David Braben is working on<br />
Elite 4. Very little is known about this, not even the final intended name.<br />
Ian Bell also reports an ongoing project on his homepage but gives no<br />
details. Maybe it's another Elite. Maybe not. Who knows?<br />
<br />
Vague details on:<br />
Matt Dibb's page - http://www.hoopla.cwc.com/lotf/<br />
Jades' Elite 4 page<br />
<br />
These aren't your only hopes, though. There are other games in the pipeline:<br />
<br />
----<br />
<br />
=== 98.1) The Elite Project ===<br />
<br />
'''98.1.1) What is it? '''<br />
<br />
An attempt to write a single-player game with the feel and open-<br />
endedness of Elite. As a result of a recent debate on the likely <br />
stance of the original authors to copyright, no features <br />
copyrightable to Elite are going to be included, including the <br />
name. Provisional name: Stardreamer.<br />
<br />
This game will be public domain.<br />
<br />
'''98.1.2) How can I keep tabs on it?'''<br />
<br />
See http://www.uni-leipzig.de/~troeger/tep/ for the most <br />
comprehensive list of links about.<br />
<br />
The latest code is available from <br />
http://www-stu.cai.cam.ac.uk/~jaj22/tep/<br />
<br />
=== 98.2) The Galileo Project ===<br />
<br />
'''98.2.1) What is it?'''<br />
<br />
An attempt to write a multiplayer game with the open-endedness of Elite<br />
but the universe, scenario, technology and the like are all newly devised.<br />
Will be playable over the internet. <br />
<br />
'''98.2.2) How can I keep tabs on it?'''<br />
<br />
Via their website:<br />
http://www.galileo.base.org/<br />
<br />
=== 98.3) X ===<br />
<br />
'''98.3.1) What is it?'''<br />
<br />
A commercial space flight and combat sim that I am told "looks everything<br />
First Encounters could have been, brought up to date". I have yet to check<br />
out the webpage though I hear a rolling demo is available. <br />
<br />
'''98.3.2) How can I keep tabs on it?'''<br />
<br />
From the link off http://www.egosoft.com/, the company which is developing it.<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ7&diff=21942AFE FAQ72010-06-03T20:14:51Z<p>Uncle Reno: </p>
<hr />
<div>=== 7) Particularly impressive Elite WWW sites ===<br />
<br />
These two are my personal favourites:<br />
<br />
* Matt Dibb's page - http://www.hoopla.cwc.com/lotf/<br />
* George Hooper's page - http://members.xoom.com/encounters/ - the utilities section is superb. Also contains the only known listing of Elite-rated commanders<br />
<br />
Other good ones include:<br />
<br />
* Jades's page - http://www.jades.org/ffe.htm<br />
* Case's page - http://home.sol.no/~case/ffe.htm - includes a patch to make space black like it should be<br />
* Zat Solo's page - http://www.sslmit.unibo.it/zat/main.htm<br />
* Ian Bell's Elite page - http://www.cix.co.uk/~ibell/elite/<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ6&diff=21941AFE FAQ62010-06-03T20:14:24Z<p>Uncle Reno: </p>
<hr />
<div>=== 6) Other Relevant FAQs ===<br />
<br />
The Frontier Elite II FAQ: http://www.jades.org/files/frontier.faq<br />
<br />
FFE FAQ (v1.1): http://www.jades.org/files/faq11.txt<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ5&diff=21940AFE FAQ52010-06-03T20:14:06Z<p>Uncle Reno: </p>
<hr />
<div>== 5) Technical Information ==<br />
<br />
5.1) Slowing down old games on a PC<br />
<br />
5.2) Getting the various Elites<br />
<br />
5.3) Problems running First Encounters<br />
<br />
5.4) Trouble with Win95<br />
* 5.4.1) Frontier Elite II<br />
* 5.4.2) First Encounters<br />
<br />
----<br />
<br />
<br />
=== 5.1) Slowing down old games on a PC ===<br />
<br />
There is an excellent software utility called Mo'Slo which allows you to<br />
reduce your PC processor speed to a specified percentage of its maximum.<br />
It is available from<br />
http://www.hpaa.com/moslo/moslotry.htm<br />
It works a treat. Note that it has recently been updated to use less<br />
memory and produce slightly more slowdown per percentage.<br />
<br />
=== 5.2) Getting the Various Elites ===<br />
<br />
A vast number of classical Elites can be downloaded from Ian Bell's<br />
WWW page. <br />
<br />
Emulators are recommended for all except ArcElite. Note then that there is<br />
an Archimedes (ARM2 - ie a fairly slow one) emulator somewhere on<br />
http://www.nvg.unit.no/bbc/emulators.html#ARM2<br />
It runs Archimedes Linux, very slowly, and no-one has got it to run<br />
ArcElite yet. Solution: Buy an Archimedes.<br />
<br />
Commander Jades (aka Graham Thurlwell) has a good guide as to obtaining<br />
Frontier Elite II and First Encounters on his WWW site. <br />
http://www.jades.org/getffe.htm<br />
The patches are on the download page - <br />
http://www.jades.org/download.htm<br />
which is worth a look even if you haven't got FFE yet.<br />
<br />
As for any other version, I'm afraid you're on your own.<br />
<br />
=== 5.3) Problems Running First Encounters ===<br />
<br />
If you just can't load a commander file, I'm afraid that's tough. There's<br />
a bug that means every now and again a commander is generated that won't<br />
load. Always use the incremental filenames so you have a backup. <br />
<br />
If you can't run the actual game, here's a list of things to consider:<br />
<br />
i) FirstEnc will not run in Win95 or under QEMM.EXE or other protected<br />
mode memory managers because it uses its own, somewhat argumentative one.<br />
This was fine at the time because Win95 wasn't out then, but now it's a<br />
problem. Either select 'shutdown' then 'restart the computer in MS-DOS<br />
mode' or run it in pure MS-DOS mode by selecting this from the F8 menu at<br />
startup or from a boot disk with minimal drivers (try just HIMEM.SYS and<br />
your mouse driver, and CD-ROM driver if you use the CD version).<br />
<br />
ii) Do you have the latest patch version? V1.06 is now available from<br />
http://www.jades.org/getffe.htm<br />
http://www.stratec.ca/FFE3/jffes/download.htm<br />
Note that this patch disables videos in the CD-ROM due to incompatibility<br />
with some video cards. <br />
<br />
iii) Are you using the CD-ROM version? If so, you should really think<br />
about trying the floppy version. Having payed for the game, you are<br />
entitled to have a working version, after all. Check out<br />
http://www.jades.org/getffe.htm<br />
<br />
=== 5.4) Trouble with Win95 ===<br />
<br />
First, a few terms. Back in the dim and distant past of MS DOS, memory<br />
was divided into 2 main regions: Base and upper. Frontier Elite II<br />
uses only base memory and requires rather a lot of it. First Encounters<br />
is capable of using upper memory - programs that do this utilise what<br />
is known as "a DPMI handler". Win95 contains one of these, built in. So<br />
does First Encounters. They are not happy cohabiters.<br />
<br />
'''5.4.1) Frontier Elite II'''<br />
<br />
When you run a DOS game under Win95 it creates an environment the<br />
program cannot tell from a genuine DOS boot-up. Unfortunately, this<br />
means including the device drivers (which enable your computer to do<br />
things like use the CD ROM drive or mouse in DOS). These take up some<br />
base memory. If you have too many drivers, there will not be enough<br />
base memory for Frontier to run.<br />
<br />
First, if you've been messing around with the memory settings in the<br />
MS-DOS shortcut, delete it. Then read on:<br />
<br />
There are 2 solutions:<br />
<br />
1) Remove some DOS drivers.<br />
Under Win95, there is no need to have any of these loaded to utilise<br />
your devices, except if you boot the computer to the command line or<br />
shut down and restart in DOS mode. If you work exclusively in the<br />
Windows environment, you can edit your config.sys and autoexec.bat<br />
files and comment out (prefix with "rem ") any lines that appear to<br />
load code for hardware (and some software - e.g. do you really need<br />
that Display Doctor power management system? Win95 can turn off the<br />
monitor too...). This will free up more base memory.<br />
<br />
To check how much you actually have available, go to a DOS box and<br />
type "mem". The figure we are concerned with is the largest<br />
executable program size. Typing "mem/c/p" lists drivers and the<br />
amounts of base and upper memory they are using.<br />
<br />
If you have troubles with your system, remove some or all rems.<br />
<br />
For more confident users, consider prefixing lines which run<br />
programs from autoexec.bat with "lh " to reduce the amount of base<br />
memory they take.<br />
<br />
<br />
2) Create a boot disk<br />
This is better for those not willing to perform surgery on their<br />
boot files and for those who regularly use a pure DOS environment.<br />
Format a floppy disk, flagging the "copy system files" box (or<br />
from DOS type "format a: /s"). Create the following files on it<br />
using edit or notepad:<br />
<br />
''Config.sys''<br />
<br />
DEVICE=C:\WINDOWS\HIMEM.SYS<br />
DEVICE=C:\WINDOWS\EMM386.EXE RAM<br />
DOS=HIGH,UMB<br />
<br />
''Autoexec.bat''<br />
<br />
lh c:\mouse\mouse (or whatever the command for your DOS mouse<br />
driver is -you'll find it by loading either<br />
c:\autoexec.bat or c:\windows\dosstart.bat<br />
into notepad or edit)<br />
<br />
Reboot the computer with this floppy in drive A: and run Frontier<br />
from DOS.<br />
<br />
'''5.4.2) First Encounters'''<br />
<br />
This game can not in any way be run from the Windows environment.<br />
You must either "shut down and restart the computer in MS-DOS mode"<br />
(the option off the shutdown menu) or create a boot disk as<br />
detailed above.<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ4&diff=21939AFE FAQ42010-06-03T20:13:46Z<p>Uncle Reno: </p>
<hr />
<div>== 4) Tricks of the Trade ==<br />
<br />
4.1) Good trading<br />
* 4.1.1) Original Elite<br />
* 4.1.2) Frontier & FirstEnc<br />
4.2) Good combat<br />
* 4.2.1) Original Elite<br />
* 4.2.2) Frontier & FirstEnc<br />
* 4.2.3) Archimedes Elite<br />
<br />
----<br />
<br />
=== 4.1) Good Trading ===<br />
<br />
'''4.1.1) Original Elite'''<br />
<br />
Fly Furs and Liquor & Wines from a poor agricultural to a rich industrial<br />
and Computers and Machinery back. A convenient start (though not the best<br />
possible) is between Lave and Zaonce, but Lave is rich. The poorer the<br />
agricultural and richer the industrial, the better. And always be on the<br />
look out for dirt cheap narcotics at the industrial end. You can make a<br />
killing! <br />
<br />
Any time you see gold at less than 39.0cr/kg, buy. Ditto for platinum and<br />
72cr and gems at 19.5cr. Sell when they go over. These volumeless goods<br />
can make a nice bit of profit on the side if you have the cash. Note that<br />
prices may be less favourable at other world combinations, but that poor<br />
agriculturals tend to export these mined precious goods and rich<br />
industrials have a great demand for them. <br />
<br />
Remember also that the cheapest "buy" is to scoop after shooting up a<br />
pirate - do this when you're good enough. Go out and scoop a holdful then<br />
come back and sell it. <br />
<br />
Ever tried mining traders? They jettison a cannister every time they're<br />
shot, and mining lasers do the least damage so you get the most loot. Bad<br />
for the reputation. <br />
<br />
''' 4.1.2) Frontier & FirstEnc'''<br />
<br />
A large number of trade routes exist. However, a fairly immediate one from<br />
the default starting place on Gateway in FFE is this: Nerve Gas, Battle<br />
Weapons and Animal Meat from the Gateway system to Titican (go to the<br />
ground port, not the station - the guard on the ground can be bribed for<br />
250cr if necessary) and Robots and Farm Machinery back. You should find a<br />
trustworthy black marketeer and stick with them. You will soon find you<br />
have to visit many starports to load up to maximum before doing your run! <br />
<br />
Note that Gateway _does_ exist in FE2 - but it's called Oltiqu instead.<br />
<br />
In the first two months in FirstEnc, just run medicine to Sohalia from<br />
anyhwere (preferably somewhere that exports it). This is _far_ more<br />
profitable than the Wiccan Ware race. <br />
<br />
=== 4.2) Good Combat ===<br />
<br />
'''4.2.1) Original Elite'''<br />
<br />
The trick is to get them while they're distant. Target a missile. When it<br />
locks, you're aiming dead on. Kill. Repeat. An analogue joystick works<br />
wonders too. Missiles from close range are rarely ECMed before they hit<br />
the target but beware because the blast frequently damages you too. <br />
<br />
When fighting thargoids in witch space, selectively take out the thargoids<br />
(octagonal). When all are dead, the thargons (pentagonal) will fall inert.<br />
Scoop them up as cargo and sell them as alien items! <br />
<br />
'''4.2.2) Frontier & FirstEnc'''<br />
<br />
Combat has become a bit of a jousting match, with ships flashing past one<br />
another too fast for a real dogfight to take place. The best trick is to<br />
pause, aim a turret, fire, and keep firing while unpausing. So it's<br />
cheating. Anything else is pot luck and just as monotonous. However, if<br />
you do play fair there are tactics that will give you the edge. Fight at<br />
low speeds (1000km/h or so) relative to your reference body. Although this<br />
shouldn't make a difference, it does - the enemies find it easier to match<br />
veloc ities and then you have the edge as they are poor at rapid turning<br />
and direction changing, which are easy when velocities are well matched.<br />
Also, turn your stardreamer up to max briefly after each kill, before the<br />
next ship comes in range. They will skip in one at a time instead of all<br />
at once, and will act dazed for a few seconds before they "spot" you. <br />
<br />
'''4.2.3) Archimedes Elite'''<br />
<br />
Mastering Yaw Boosters is the key to success. With these in one <br />
hand and the mouse in the other, you have the most manouverable <br />
ship in space. Get in amongst the pirates then orient so your <br />
chosen target is flying more or less vertical relative to you. <br />
Keep him in the sights and fire! He must be in them when the <br />
laser blits reach the centre of the screen, _not necessarily at <br />
the moment of firing!_<br />
<br />
If mobbed by a second bunch of pirates while halfway through the <br />
first lot, charge straight into the midst of the second. Either <br />
you let them have free shooting while they close with you, or you <br />
let the one or two ships remaining from the old pack have a go at <br />
you while you move over to the new. I know which I'd prefer.<br />
<br />
I play it squeaky-clean. There's more than enough pirates to go <br />
around, so don't bother attacking innocent ships. They take too <br />
long because they run away. You're better off getting out of jump <br />
range and finding some more baddies.<br />
<br />
Beware the sudden increase in reinforcement likelihood two Right On<br />
Commanders after deadly, and the increased tendency of Copperheads to use<br />
missiles. <br />
<br />
Concerning thargoids, see (4.2.1). Also note that in ArcElite ramming a<br />
thargoid will destroy it but will not inactivate its associated thargons.<br />
Active thargons can, however, be scooped quite happpily. <br />
<br />
I have had response to this section to the effect that yaw boosters keep<br />
your hand too far from the ECM. What can I say, but "If you're not living<br />
on the edge you're taking up too much space". Oh - and I can stab any key<br />
without looking, just like that (*snaps fingers*) so it's not really a<br />
problem for me. I guess that's personal preference then. <br />
<br />
Further points:<br />
<br />
Shots to an enemy's thrusters do no damage.<br />
<br />
Before ships enter from the edge of radar, they will flicker on briefly<br />
somewhere near the centre. If you catch this extremely rapid flash of<br />
green it can act as a reliable early warning system. <br />
<br />
It's fine by the police for you to shoot pirates in the station zone. <br />
<br />
If you're a fugitive, vipers attack you on sight unless there're pirates<br />
in the area in which case they go for them first. If you're the cautious<br />
type, you can run for it now. <br />
<br />
Fer de Lances behave like vipers in that they attack pirates or the<br />
fugitive player. Naturally, they respond if attacked themselves. Armed<br />
with front and rear pulse lasers, they are far less fearsome than the<br />
Cobra Mk3 bounty hunters with military lasers all round. Many's the time<br />
these guys have shown up and joined me in polishing off a pack or two.<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ3&diff=21938AFE FAQ32010-06-03T20:13:23Z<p>Uncle Reno: </p>
<hr />
<div>==3) Versions of the Game==<br />
<br />
3.1) Electron Elite<br />
<br />
3.2) BBC Tape Elite<br />
<br />
3.3) BBC Disk Elite<br />
<br />
3.4) Elite - The Executive Edition (BBC with Tube)<br />
<br />
3.5) BBC Master Elite<br />
<br />
3.6) BBC Tube Elite<br />
<br />
3.7) Master Compact Elite<br />
<br />
3.8) Elite A<br />
* 3.8.1) Description<br />
* 3.8.2) Missions<br />
<br />
3.9) Amiga Elite<br />
<br />
3.10) Spectrum Elite<br />
<br />
3.11) MSX Elite<br />
<br />
3.12) Tatsung Einstein Elite<br />
<br />
3.13) NES Elite<br />
<br />
3.14) C64 Elite<br />
<br />
3.15) Apple II Elite<br />
<br />
3.16) Amstrad CPC Elite<br />
<br />
3.17) Atari ST Elite<br />
<br />
3.18) PC Elite<br />
<br />
3.19) PC Elite+<br />
<br />
3.20) Archimedes Elite<br />
* 3.20.1) Description<br />
* 3.20.2) Missions<br />
* 3.20.3) Extra features<br />
* 3.20.4) Fluffy Dice<br />
<br />
3.21) Archimedes Elite Gold<br />
<br />
3.22) Frontier Elite II - PC, Amiga and Atari ST<br />
* 3.22.1) Description<br />
* 3.22.2) The Mirage and the Dart<br />
* 3.22.3) Bugs<br />
<br />
3.23) First Encounters<br />
* 3.23.1) Description and missions<br />
* 3.23.2) Interesting Ships<br />
* 3.23.3) Bugs and Problems<br />
<br />
----<br />
<br />
===3.1) Electron Elite (Bell & Braben, 1984)===<br />
<br />
A version for the Acorn Electron, this is the simplest form of Elite. It<br />
has the reduced ship selection, and no suns so the fuel scoop is only<br />
useful for collecting cargo. The screen is monochrome, including the<br />
console, and graphics are wireframe with hidden line removal. As on the<br />
BBC version, this does not include suns, which can be seen through their<br />
planets. All space stations are Coriolis model. There are no missions. <br />
<br />
Elite rating is based on number of kills.<br />
<br />
===3.2) BBC Tape Elite (Bell & Braben, 1984)===<br />
<br />
This version has the reduced ship set. The space view is monochrome with<br />
wireframe ships, as above, but the console is 4-colour (red, green, and<br />
yellow or white depending on whether you had an escape pod) due to a<br />
cunning trick allowing it to be in Mode 5 while the main view was in Mode<br />
4. All space stations are Coriolis model. There are no missions. One<br />
interesting feature of this and of Electron Elite is the inability to turn<br />
off the docking computers(!). <br />
<br />
Elite rating is based on number of kills.<br />
<br />
===3.3) BBC Disk Elite (Bell & Braben, 1984, combined disk 1986 with Master and Tube Elite) ===<br />
<br />
Like BBC Tape Elite but with more ships, and when you dock on a <br />
space station you get a brief view of other ships sitting around <br />
on the ground.<br />
<br />
This is the archetypal classic Elite. Each sun has one planet and each<br />
planet has one space station but this may be Coriolis or Dodec class.<br />
Planets are occupied by a variety of races and have a variety of<br />
governments which act as danger classifications, from the tame Corporate<br />
States, through Democracies, Confederacies, Communist States,<br />
Dictatorships, Multi-Governments and Feudal Systems, to Anarchies,<br />
the worst of the worst. <br />
<br />
The ships flew using an inertialess engine - the player controls speed,<br />
not thrust, and can change direction instantaneously. <br />
<br />
The game uses the standard ship set. <br />
<br />
The first batch of disks sold had a minor glitch which prevented <br />
asteroids from ever appearing. Boulders never appeared either - <br />
these are simply the fragments produced from shooting an asteroid <br />
with a mining laser and can be sold as minerals.<br />
<br />
To display the authors' names on the spinning ship screen, pause the game,<br />
press X, then unpause again. <br />
<br />
Missions: <br />
Constrictor (triggered at 256 kills, galaxy 1 or 2)<br />
Thargoid Documents (triggered mid-dangerous, galaxy 3, maybe other galaxies too)<br />
<br />
Elite rating is based on number of kills.<br />
<br />
Bug: As in 48K Spectrum Elite, if the hyperspace counter reaches 0 while<br />
docking, you will dock in your destination system without having to fly<br />
in.<br />
<br />
This may in fact be widespread among classic Elites.<br />
<br />
=== 3.4) Elite - The Executive Edition (Bell & Braben) ===<br />
<br />
A special BBC 6502SP version put together by Ian Bell and given to a few<br />
people, but not published. The only differences I know between this and<br />
normal Tube Coprocessor Elite are the presence of a StarWars-type<br />
scrolltext which rolls up the screen when you start the game, and that<br />
after this you get a mock-battle, in which you are scored for number of<br />
enemies destroyed and penalised for usage of missiles.<br />
<br />
Missions: Unknown, probably as Master and Tube (see next section).<br />
<br />
Elite rating is based on number of kills.<br />
<br />
=== 3.5) BBC Master Elite (Bell & Braben, 1984, 2nd release 1986, 3rd release 1986 on combination disk with Tube and original BBC disk versions.) ===<br />
<br />
The first Elite to have colour in its main display. The console is drawn<br />
in eight colours and the main display in four (including black). This<br />
version uses the standard ship set but also sports a peculiar craft which<br />
is the second one displayed during startup when creating a new pilot.<br />
<br />
According to Chris John Jordan, who was involved with the creation of<br />
Acornsoft's editions of Elite, it is the Cougar, an initially peaceful<br />
trader which fights very effectively when attacked and possesses<br />
better-than-average shields and laser. This has since been verified by<br />
visual and missile-radar ID of the ship in Elite Plus for the PC.<br />
<br />
Missions: <br />
Constrictor (256 kills, galaxy 1 or 2)<br />
Thargoid Documents (mid-dangerous, galaxy 3, maybe others)<br />
Others, details unknown. Cloaking device believed to be among them.<br />
<br />
The odd ship seen on one of the startup screens is a Cougar, believed<br />
to be the Cloak & Dagger Ship (ie with Masking Device) in this verison.<br />
<br />
Elite rating is based on number of kills.<br />
<br />
=== 3.6) BBC Tube Elite (Bell & Braben 1986, superseded by joint disk with Master and original BBC, also 1986) ===<br />
<br />
Designed to run on a BBC B or Master with second processor, this game<br />
appears identical to BBC Master Elite only faster. I would speculate that<br />
it also has the same missions. Note that the Cougar does not appear on<br />
the startup screens, however. <br />
<br />
Elite rating is based on number of kills.<br />
<br />
=== 3.7) Master Compact Elite (Bell & Braben, 1984) ===<br />
<br />
Existence of a special version designed for the Master Compact is rumoured<br />
but has yet to be confirmed. <br />
<br />
=== 3.8) Elite A (Bell & Braben, highly modified by A.Duggan, allowed for release 1997) ===<br />
<br />
'''3.8.1) Description'''<br />
<br />
Using the Elite A unique ship set, this game is a non-commercial<br />
significantly altered version of BBC Disk Elite. While the graphics are<br />
the same, many features have been altered: The player begins as pilot of<br />
an Adder and can buy better ships (this is _very_ expensive and seems<br />
likely to keep me in a job right up to Elitehood!) as he earns more money. <br />
Ships have different speeds, turn rates, numbers of missile pylons, shield<br />
and hull strengths, laser mounts, hyperspace ranges and cargo hold sizes. <br />
Equipment now occupies space so it is essential to strike a balance<br />
between weaponry and trading space. <br />
<br />
Other significant modifications include:<br />
<br />
Special cargos, which must be delivered to a specific destination as quickly as possible with payment depending on speed.<br />
<br />
An online encyclopedia allowing access to ship statistics and pictures (though I can't see how the value given as cargo space is derived - it seems utterly erroneous on the Adder and Gecko, at least), equipment information and keys.<br />
<br />
An IFF device allowing identification of ships' intents at a distance.<br />
<br />
Random ship appearance positions, so you can't tell whether they're<br />
pirates by their start location.<br />
<br />
Replacement of the vastly unfair energy bomb with an instant hyperspace run away unit.<br />
<br />
Many more less significant changes. <br />
<br />
Note that there are also some new ships not in the encyclopedia! One can be seen at Simon Challands' webpage.<br />
http://www.cranfield.ac.uk/public/gfr/fr950671/elite.htm There is another, but I know no more than that it exists.<br />
<br />
It runs in an enhanced mode with a Tube Coprocessor which is slightly<br />
faster, accesses the disk less and has more varied ship encounter<br />
combinations. <br />
<br />
Elite rating is based on number of kills.<br />
<br />
'''3.8.2) Missions'''<br />
<br />
Because the game has only been made recently available to the public<br />
full mission details are unknown until someone plays through them.<br />
<br />
However, it can be confirmed that the Constrictor and Thargoid Document<br />
missions are present, at least, and possibly more.<br />
<br />
This version is available from Ian Bell's WWW page.<br />
<br />
=== 3.9) Amiga Elite (Telecomsoft, 1988 & Firebird, date unknown) ===<br />
<br />
Followed by Elite Plus (Amiga Empire Interactive, 1995) which was the<br />
Elite files in a box with Elite Plus artwork, apparently. <br />
<br />
Available from Ian Bell's webpage.<br />
<br />
Solid colour graphics in bright colours. All stations are coriolis. <br />
Standard ship list, but with the Wolf MkII (no description available).<br />
In this version it is a tough pirate ship. Thargoids can mob you in<br />
witch space or attack as (and sometimes _with_) normal pirates.<br />
Asteroid pieces are called platelets, not boulders. Like the BBC<br />
version, but unlike PC Elite and Elite+, there is no status/danger<br />
warning light on the console. Thargoids _do_ release thargons,<br />
contrary to some reports, but are apparently very reluctant to do so<br />
even in prolonged battle. As in the Atari ST version, enemy ships fire<br />
bullets, not lasers, and only when resolved from dots.<br />
<br />
There are 4 or 5 missions:<br />
Supernova<br />
Constrictor<br />
Thargoid Documents<br />
Thargoid Invasion<br />
<br />
There is also a cloaking device, activated by pressing Y, and which<br />
may be obtained by destroying a special ship. The mission is slightly<br />
atypical. You receive the following message:<br />
<br />
Warning to all Traders: Reports having been coming in from Traders in<br />
this sector of an unknown hostile ship with awesome capabilities.<br />
Rumours suggest that this ship is fitted with a device which causes<br />
on-board computer systems to malfunction.<br />
<br />
The ship is a Cougar flanked by 2 Asp Mk IIs. It does not cloak but <br />
releases the device in a cannister on destruction. When activated,<br />
enemy ships will not shoot at you, though they will fly at you and<br />
bank away as normal.<br />
<br />
Elite rating is based on score.<br />
<br />
This version also has the Wolf MkII ship.<br />
<br />
Undocumented features:<br />
In early versions, enter "sara" as the protection code, followed by the<br />
correct one. Then press * during play to bring up a hex editor.<br />
The ships can be viewed using the following keys on the initial spinning<br />
cobra screen:<br />
<br />
F - change ship<br />
A - stop spinning<br />
D - restart spinning<br />
O - zoom out<br />
I - zoom in<br />
<br />
Pressing W during flight gives a score, game time, and the credits.<br />
<br />
On later versions, the initial protection code is "suzanne".<br />
<br />
This can also be used to create custom galaxies: See<br />
http://www.netrover.com/~timt/amicheats.html<br />
for more details.<br />
<br />
=== 3.10) Spectrum Elite (Firebird/Torus 1985, followed by many enhanced versions and rereleases) ===<br />
<br />
First game ever to use the Lenslock anti-piracy system: You look at some<br />
coloured squares on the screen through a special lens, and they reveal<br />
themselves as a 2 digit code which you type in to get access.<br />
<br />
Ship set: Adder, Asp Mk II, Cobra Mk3, Fer-de-Lance, Krait, Python,<br />
Sidewinder, Viper, Thargoid, Thargon. <br />
All space stations Coriolis.<br />
<br />
Status display was white on red which became white on magenta with escape<br />
capsule. Status indicator on scanner changed from green to yellow to red<br />
to flashing red depending on degree of danger.<br />
<br />
Sometimes on docking, a message was produced: <br />
"Pirates have taken over your ship - Game Over"<br />
I doubt this did much for playability.<br />
<br />
Pausing then pressing a specific key then unpausing toggled forced<br />
witchspace mode (witchspace every jump). The key may have been F. <br />
<br />
And a cheat: If your hyperspace countdown finishes just as you get the<br />
docking tunnel, you will find yourself instantly docked in your<br />
destination system. So launch, trigger hyperspace, and re-dock at the<br />
station you just came to. Only tested on 48K version.<br />
<br />
Bug: If you destroy a ship you have fired a missile at, it will fly to<br />
the last known position then stop. It cannot be shot or ECM'ed and can<br />
be flown through. This is rumoured to also appear in a version of PC<br />
Elite.<br />
<br />
Missions: Supernova, Cloaking Device, maybe others.<br />
<br />
=== 3.11) MSX Elite (Tape: Mr. Micro ltd. Cartridge: Japanese import.) ===<br />
<br />
Wireframe graphics, looks like 8 colours. Hideous music.<br />
Four missions: <br />
Supernova<br />
Constrictor<br />
Thargoid Documents<br />
Thargoid Invasion<br />
<br />
=== 3.12) Tatsung Einstein Elite (Mr. Micro ltd., 3" disk) ===<br />
<br />
I now know what a Tatung Einstein looks like.<br />
<br />
A single-unit monitor and keyboard system with built in 3" disk drives. It<br />
ran CP/M, so it was probably Z80 based. Very similar to the Amstard PCW<br />
8256/8512 but with a completely different case.<br />
<br />
Submissions to afefaq@randomword.demon.co.uk<br />
<br />
=== 3.13) NES Elite (Imagineer, 1991) ===<br />
<br />
Ian recommends this as the version to play if you wish to re-experience<br />
classic Elite. It certainly looks good but the emulator which he<br />
recommends is highly restrictive unless you register for the full version,<br />
and it runs slowly on a P133. Note that this game has a scrolltext and<br />
practice combat at the beginning, like executive Elite.<br />
<br />
Wireframe graphics.<br />
Missions unknown.<br />
<br />
=== 3.14) C64 Elite (Firebird Software, 1984) ===<br />
<br />
As colourful as BBC Master Elite but with a smaller screensize leading to<br />
a lower resolution.<br />
<br />
There are 3 missions: Trumbles (like Tribbles), Constrictor and Thargoid<br />
Documents.<br />
<br />
Want to know what a trumble looks like as it crawls across your screen?<br />
See Ian Bell's page (link at top of this section) - it's the blue bug-like<br />
thingy used as the C64 Elite icon.<br />
<br />
Elite rating is based on kill-points.<br />
<br />
=== 3.15) Apple II Elite (Firebird, 1985) ===<br />
<br />
Limited colour - uses the funny Apple II system where by lowering the<br />
screen resolution, black and white bars become colour...<br />
<br />
Mission details: Unknown.<br />
<br />
=== 3.16) Amstrad CPC Elite (Firebird, 1985) ===<br />
<br />
This game allegedly has the reduced ship set, but apparently there are<br />
Fer de Lances. The docking sequence is a simple tunnel, rock hermits<br />
release kraits and sidewinders when attacked, and all stations are<br />
Coriolis type. It occasionally produces a "Pirates have taken over your<br />
ship - Game Over" message on docking.<br />
<br />
Mission details: Has Nova, Thargoid Base, Cloaking device, maybe more.<br />
<br />
=== 3.17) Atari ST Elite (Firebird, 1988) ===<br />
<br />
Described as "Graphically very good", uses solid colour.<br />
<br />
Missions: Supernova, Constrictor, Thargoid Documents, Masking Device,<br />
Thargoid Invasion<br />
<br />
Apparently, combat was a severe letdown: Enemies shot round red bullets at<br />
you, not lasers, and at close range only. So buy a rear military laser and<br />
you can rule the spacelanes.<br />
<br />
=== 3.18) PC Elite (Microprose Software, 1987, Andy Onions) ===<br />
<br />
The original PC Elite. Classical Elite, but with the option to choose<br />
solid graphics or wireframe. CGA only - 4 (sickly) colours. The two<br />
versions are completely independent of one another. The menu provides a<br />
touch of humour, telling you you need a fast computer (6MHz 80286 or<br />
faster) to run solid graphics mode.<br />
<br />
Missions: Supernova, Masking Device, Thargoid Invasion<br />
<br />
=== 3.19) PC Elite + (Microprose Software, 1991, Chris Sawyer) ===<br />
<br />
PC Elite improved to run in EGA or VGA (with 16 colours) or MCGA (with 256<br />
colours) graphics modes. All modern machines will probably be able to use<br />
the MCGA mode. <br />
<br />
Missions: Tribble, Supernova, Stolen Police Ship, Thargoid Documents,<br />
Asteroid Bombardment, Masking Device, Thargoid Invasion.<br />
<br />
Adders and Kraits (in particular) have a tendency to "bleed" missiles:<br />
Once you fight back and start doing them serious damage they loose them<br />
all in quick succession. This makes combat very dangerous before you have<br />
an ECM, because you can't escape missiles like in BBC Elite.<br />
<br />
Anarchies are great fun, with a relentless assault from large numbers of<br />
ships (as many as 7 have been reported) at once, and they never stop<br />
coming. Good equipment and powerful lasers are a must. Not one for your<br />
regular trade routes!<br />
<br />
Apart from the tribbles, missions are triggered on a hyperspace count<br />
basis: After you leave galaxy 1 a counter increments with each hyperspace,<br />
triggering missions at certain levels.<br />
<br />
Note: Also present in the code are the messages for when the player<br />
trails the Constrictor. This mission does not appear to be implemented,<br />
however.<br />
<br />
=== 3.20) Archimedes Elite (Gringras & Burch, 1991) ===<br />
<br />
There are two versions - v1.05 and v1.14. The latter has the password<br />
protection removed. <br />
<br />
'''3.20.1) Description'''<br />
<br />
Claimed by all those who have played it (to the extent of my <br />
knowledge) to be the best incarnation of Elite ever. <br />
Superficially, it is BBC Elite with solid, colour graphics and <br />
extra ships. However, for the first time in the Elite universe, <br />
you are no longer the centre of action. The AI has taken a <br />
colossal step forwards. Now you can encounter pirate packs <br />
battling it out for dominance of their private patches, traders <br />
under attack, Bushmaster mining vessels smashing asteroids into <br />
chunks and scooping up the pieces, vipers towing disabled ships <br />
back to the station, vipers flying along in formation looking for <br />
some lawbreaker to fight... (they are _very_ deadly. I've seen a <br />
pack of six flying along in a perfect rectangle suddenly peel off <br />
into combat. They took down 5 caimen and 5 geckos before I could <br />
even blink). There are even other ships like yourself - Cobras <br />
armed to the teeth looking for pirates to fight, to boost their <br />
Elite rating. A considerable range of new ships, all with their <br />
own unique characters. And then there's the oddities. But that'll <br />
wait until later.<br />
<br />
Quite simply the most playable Elite game of all time.<br />
<br />
'''3.20.2) Missions'''<br />
<br />
3.20.2.1) Genesis Capsule<br />
-------------------------<br />
Requirements: Galaxy 1, 550CR, 1200 kills.<br />
You get hired by GalFam to drop an ecology seed capsule on a <br />
starving world to revitalise its economy. To succeed, simply <br />
jettison it while facing the planet at very low altitude. First, <br />
of course, you have to go and pick it up...<br />
<br />
Reward: 500CR and a rosy glow. The system data changes from "A <br />
hopless starving planet" to "A starving planet with a glimmer of <br />
hope".<br />
<br />
3.20.2.2) Kill Zartid III<br />
-------------------------<br />
Requirements: 1450 kills, 4000CR, any galaxy.<br />
A respected member of the Tri-Alliance (Note for TEP members - in <br />
those days, the thargoids were the baddies...) has been running <br />
plans to the enemy. Find him and kill him. You are told where he <br />
was last seen. Zartid flies blue wing-like ship, and is escorted by a<br />
small fleet of Mambas. If you take too long to kill him he gets<br />
reinforcements. <br />
<br />
Advice: If you can't take it, energy-bomb the mambas first. You <br />
might also want to try the missile trick from the BBC Disk <br />
Constrictor mission.<br />
<br />
Reward: Yaw boosters. These turn a good pilot into a deadly <br />
pilot. In the right hands they can improve laser accuracy by as <br />
much as 50%. Best used with mouse control - right hand on the <br />
mouse, left on the cursors.<br />
<br />
3.20.2.3) Kill Zurid Pino<br />
-------------------------<br />
2600 kills, any galaxy.<br />
You have killed Zurid's father, the infamous pirate Rantan Pino. <br />
Zurid has stolen a top-secret Cobra with a cloaking device and <br />
missile autolock and is coming to get you. Zurid flies a red-<br />
brown cobra which does not appear on scanners and has 8 missiles. <br />
Another difficult fight.<br />
<br />
Reward: Missile Autolock. A little cross on your current missile <br />
target and a lot of pose value.<br />
<br />
3.20.2.4) Medicine Run<br />
----------------------<br />
4600 kills, planet no. MOD3 = 1, any galaxy.<br />
Travel around the galaxy gathering components for a medical cure. <br />
The chemicals may have various side effects - one makes you <br />
likely to explode if you get too hot sun-scooping, another seems <br />
to increase the damage of enemy lasers to your shields and <br />
energy, and a third reacts with any of the others if your shields <br />
are reduced to nil while it's in the hold. Advice: As soon as you <br />
find the mixing centre, drop off the more troublesome ones!<br />
<br />
Reward: 2000CR and innoculation! <br />
<br />
'''3.20.3) Extra Features'''<br />
<br />
3.20.3.1) Space Beacons<br />
-----------------------<br />
Navigational aids for the lost spacer, these are a feature of <br />
ArcElite only. Brightly coloured tetrahedrons registering as <br />
cargo on the scanner, no benefit is gained from shooting them, <br />
and they do not appear on the hold contents register when <br />
scooped. They do take up 1t of storage, however, and cannot be <br />
shifted short of using an escape capsule.<br />
<br />
I vaguely remeber something about ejecting one in association <br />
with every tonne of X jettisoned, but I cannot remember what X <br />
was, and have tried it with minerals and food without success.<br />
<br />
Space beacons do not stop you jumping.<br />
<br />
3.20.3.2) The Urutu<br />
-------------------<br />
Mentioned on the Moccasin card in ArcElite Gold, this is the name <br />
frequently associated with the yellow ship with a grey underside <br />
and green nose border and triangles on its back. This ship is <br />
rectangular with a rounded nose and may be pirate or trader. It <br />
is almost as fast as a Cobra and _very_ manouverable.<br />
<br />
Notes released on an Acorn Computing cover disk pertaining to be <br />
documentation of the state of the game, however, suggest <br />
otherwise, recording that dredgers may have been included in some<br />
of the jump-emergence event possibilities. Maybe these ships are <br />
dredgers. They certainly seem meaner than your run-of-the-mill <br />
bad guy. However, dredgers are apparently huge. This ship just doesn't<br />
seem big enough. <br />
<br />
On the other hand, there are two very distinct forms of Moccasin and it is<br />
possible that the one not on the card is the Urutu and that the green and<br />
yellow ship is a dredger. After all, the Urutu is described as a close<br />
cousin of the Moccasin. <br />
<br />
For convenience I refer to them as the Moccasin, Special Moccasin and<br />
Urutu. <br />
<br />
3.20.3.3) Crazy Craft<br />
---------------------<br />
Archimedes Elite only. These ships fly in erratic circles. They <br />
are mentioned in the handbook. From the game's perspective, they <br />
are in fact trying to shoot themselves!<br />
<br />
3.20.3.4) Missionaries<br />
----------------------<br />
ArcElite only. Harmless weak unarmed ships originally created for <br />
target practice by the navy and bought up en masse by a religious <br />
sect who fly around dangerous planets spreading the word.<br />
<br />
Darwin in action.<br />
<br />
3.20.3.5) Messages<br />
------------------<br />
Sometimes, the unexpected can flash up on the bottom of your screen. Watch<br />
out for: <br />
<br />
REPENT, SINNER! REPENT! - cried occasionally over the radio by missionaries in hognoses.<br />
<br />
MEGAWEED!!! - displayed occasionally upon scooping a cargo cannister. A particularly potent narcotic. Sells as normal though. <br />
<br />
WHY DID THE GROIGAN DANCE? _ Thargoids ambushing an<br />
WHY WAS THE KANGAROO HAPPY? unlucky pilot in witch-space<br />
<br />
3.20.3.6) Scrolltext<br />
--------------------<br />
If you bring up the info window in desktop and leave your pointer on the<br />
copyright message, you get a scrolltext. Apparently one of the names<br />
credited is that of the Mad Hatter, of Micro User Elite column fame. <br />
<br />
3.20.3.7) Escorts<br />
-----------------<br />
If you attack a ship with escorts, it does a runner while you fight them.<br />
Just thought I'd mention it. <br />
<br />
3.20.3.8) Rentadock<br />
-------------------<br />
At Tech Level 8+ if you have no docking computer, you can press C anyhow<br />
and pay a charge of 50CR for use of the remote Rentadock. This puts rather<br />
a dint in the income. <br />
<br />
<br />
'''3.20.4) Fluffy Dice'''<br />
<br />
There are two expansion modules worthy of mention:<br />
<br />
1) !EliteExt by Ben Dooks and Andrew Clover, with a few bug fixes by Rob<br />
Pfeifer. Available for download from<br />
http://www.cranfield.ac.uk/public/gfr/fr950671/programs/eliteext<br />
as a self-extracting archive: Set type to Obey and double-click.<br />
it gives you a ship ID system which also displays remaining shields on<br />
target, a clock, a cargo hold fullness readout, fluffy dice which swing<br />
realistically with the movement of the ship and a bumper sticker reading<br />
"My other ship is a Thargoid". Versions before 1.03 (Rob's fix) confuse<br />
Anacondas and Boa II's, and also Moccasins and the rarer special variety. <br />
<br />
2) AUEliteCht - a module available from<br />
http://%20www.cranfield.ac.uk/public/gfr/fr950671/programs/AUEliteCht<br />
which gives a super-powerful laser and rather fancy explosions, among<br />
many other things.<br />
<br />
These are both off Simon Challands' wonderful Acorn Elite page<br />
http://www.cranfield.ac.uk/public/gfr/fr950671/elite.htm<br />
<br />
===3.21) Archimedes Elite Gold (Gringras & Burch, 1991) ===<br />
<br />
Archimedes Elite, with reference cards provided for the ships and a little<br />
pad to record market prices on.<br />
<br />
===3.22) Frontier Elite II (Braben, with elements attributable to Bell, 1993)===<br />
<br />
Available in Atari ST, Amiga and PC formats from<br />
http://www.yikesstation.freeserve.co.uk/frontier/downloads.htm#getfrontier<br />
<br />
'''3.22.1) Description'''<br />
<br />
Ian Bell and David Braben returned to the Elite universe to bring <br />
it up to date. In this game, star systems have more than one <br />
planet, planets may have many space stations and ground ports, <br />
there is far more equipment available to the player, the player <br />
may buy different and better space ships, and there are a wide <br />
range of careers open, from passenger transport to mining, <br />
assassination and life in the military. Of course, one can also <br />
stay as a trader if one wishes!<br />
<br />
The biggest change is the inertial (Newtonian) flight engine. You <br />
have momentum and if you change facing, your thrusters will begin <br />
to act to slow you down rather than leading to an instant travel <br />
in the new direction. This is like the real world, as opposed to <br />
Tie Fighter and its ilk.<br />
<br />
There are no hand-coded missions but the sheer variety of day-to-day<br />
careers more than makes up. <br />
<br />
'''3.22.2) The Mirage and the Dart'''<br />
<br />
For those of you who only have Frontier, some background is necessary. In<br />
classical Elite, thargoids attacked you by diverting your hyperspace jump<br />
then mobbing you. In Frontier, they didn't exist. In FirstEnc the<br />
thargoids are back and they're friendly. I suppose you want one of their<br />
ships now.<br />
<br />
Forget it.<br />
<br />
The shape is there (you can see it sticking half out of the ground at some<br />
military bases you are sent to photograph). There are snippets of<br />
storyline in the code which lead people to believe that you must be Prince<br />
with the Empire, have some sort of high pass from Sirius Cybernetics and<br />
be at the eastern edge of the galaxy. Unfortunately it was never<br />
implemented. Even the ship definition is incomplete. It is possible to<br />
create a Mirage by hacking, but the ship stats are mad. For example, it<br />
has more missile racks than the savegame file has slots for. In short any<br />
data in it is random gibberish from whatever part of the program code it<br />
happens to point to. <br />
<br />
To put it simply, the ship does not exist in normal play. You have to<br />
cheat. Get one here. <br />
http://www.sslmit.unibo.it/zat/shipyard.htm<br />
<br />
I also heard tell once of a small ship with a Class 9 Hyperdrive called<br />
the Dart. This is an utter lie. There is no Class 9 Hyperdrive (the<br />
hackers have verified this), nor is there a shape for it in the game<br />
(again, the hackers have been through it with a fine toothcomb. The only<br />
unaccounted-for shape is the mirage). It is possible this legend arose<br />
from someone hacking themselves to be flying a missile with a Class 8<br />
drive (and maybe even poked the text and drive stats - _creating_ a Class<br />
9 drive where none should exist). In short, as far as getting it in the<br />
game is concerned, another fiction. <br />
<br />
'''3.22.3) Bugs'''<br />
<br />
The first four are beneficial. These are not guaranteed to work on all<br />
versions, or indeed at all. The ones after these are harmful and are<br />
probably far more ubiquitous... <br />
<br />
3.22.3.1) Deimos and Phobos<br />
---------------------------<br />
Apparently shooting these asteroidal moons of Mars gets you kills, and<br />
they remain intact so you can keep shooting until you're Elite or your<br />
finger gets tired. Use a mining laser at 3rd acceleration, and make sure<br />
you're a fair distance away and have shields because you get a fair load<br />
of minerals flying off.<br />
<br />
3.22.3.2) Garbage Truck Bug<br />
---------------------------<br />
Load up your ship with rubbish, fly out beyond the last planet of the<br />
system and click just below the jettison button in your cargo hold. You<br />
want to be travelling fairly fast when you do this or you'll hit the crazy<br />
stuff spewing out back. You can increase your tonnage indefinitely in this<br />
manner. Note that some say you simply jettison the rubbish and get an<br />
increase of 1t for each rubbish jettisoned. This could be 2 separate bugs<br />
on different versions, or different (and one therefore incorrect)<br />
relatings of the same bug. Try them and see. <br />
<br />
3.22.3.3) Wormholes<br />
-------------------<br />
When hyperspacing a distance close to an exact multiple of 655.36ly the<br />
fuel tonnage required drops almost to nil on some versions. That's what<br />
you get if you skimp on variable sizes when programming! This allows<br />
rapid transgalactic travelling for very little fuel (simply knock off as<br />
many 655.36's from the distance as possible, then use the range remaining<br />
after that). This bug is only present in early releases. Nonetheless it<br />
is one of the most widely heard-of bugs in the game. <br />
<br />
3.22.3.4) Get Rich Quick<br />
------------------------<br />
There are two ways to do this. First, go to Cemiess. Buy Gemstones on the<br />
Black Market - they pay you to take them. When your hold is full, sell<br />
your ship thereby losing your cargo but keeping the money. Repeat. Second: <br />
Get a passenger. Repeatedly try and buy a cheaper ship. You will be<br />
credited with the difference each time, but because of the presence of the<br />
passenger your ship will not actually be changed. If you don't actually<br />
want to carry the passenger, eventually buy an escape capsule and use it<br />
just outside the station.<br />
<br />
3.22.3.5) Mining Machine bug<br />
----------------------------<br />
Mining machines must be picked up in reverse order to that in which they<br />
were dropped or the game crashes. There is a patch to fix this at<br />
http://www.jades.org/files/lavestn/elitearc/frontier/frn_patc.zip<br />
<br />
3.22.3.6) Mad Protection Scheme<br />
-------------------------------<br />
Sometimes the scheme asks for e.g. page 8238, line 27764, word 29263.<br />
There is a patch available at George Hooper's excellent utilities page:<br />
http://members.xoom.com/encounters/utility.htm<br />
This disables the protection altogether.<br />
<br />
3.22.3.7) Impossible Missions<br />
-----------------------------<br />
Beware of missions requiring you to deliver to or kill someone emerging<br />
from a planet with no starport. They are impossible. Also beware of<br />
missions to planets near far greater masses e.g. many gas giants and a<br />
large star, as it may be impossible to get your frame of reference<br />
relative to them, making approach difficult and missiling near-impossible<br />
(nuclear missiles have a fixed velocity of about 10-15,000 km/s - if you<br />
need to match speeds by going faster than this, they'll never hit). <br />
<br />
3.22.3.8) Unshiftable dissatisfied passenger<br />
--------------------------------------------<br />
If a passenger declares they're disgusted at how long you're taking and<br />
getting off at the next stop, their contract vanishes but they remain in<br />
the cabin, unshiftable, preventing you selling it or your ship. The only<br />
way to get rid of them is by using an escape capsule.<br />
<br />
3.22.3.9) Note<br />
--------------<br />
If you have other troubles, read the section on First Encounters bugs. <br />
While many of these are new to FirstEnc, some may apply to FEII as well. <br />
Likewise, some of these bugs are in turn carried forwards. There are also<br />
many minor glitches not mentioned here such as populations in empty star<br />
systems, etc. etc.<br />
<br />
<br />
<br />
===3.23) Frontier: First Encounters (Braben, 1995)===<br />
<br />
'''3.23.1) Description and Missions'''<br />
<br />
Written by David Braben alone, this is rumoured to be the buggiest game in<br />
history with the possible exception of Battlecruiser 3000. However, it<br />
pushes FE2 that little bit further and makes something special of it. <br />
Planets are texture-mapped, there are journals you can subscribe to,<br />
keeping you up to date on current affairs, and there are some special<br />
hand-coded missions to surprise you... <br />
<br />
The latest patch (version 1.06) is available from Jades' First <br />
Encounters Page, download section -<br />
<br />
http://www.jades.org/download.htm<br />
http://www.stratec.ca/FFE3/jffes/download.htm<br />
<br />
Handcoded missions are back in this game, and there are a wide variety,<br />
details of which can be found on Jades' missions page. <br />
http://www.jades.org/ffe.htm<br />
They range from transporting a dolphin to destroying a law academy.<br />
<br />
Some, however, stand out above the others: These are the missions <br />
involving Argent's Quest and the Thargoids.<br />
<br />
Triggered by having sufficient combat rating, and being on Alioth <br />
in early October (November?) 3252. Look on the bulletin board for <br />
TURNER'S REQUIEM and donate 10,000cr.<br />
<br />
These missions are somewhat buggy - apparently most problems can <br />
be solved by using stardreamer up until the first cutout, just <br />
before docking, then saving, starting a NEW GAME, then reloading. <br />
Then dock. When docking on space stations, do not accelerate time <br />
for the final stage.<br />
<br />
Warning: When entering the first hidden system, make sure you've <br />
got a nuclear missile...<br />
<br />
'''3.23.2) Interesting Ships'''<br />
<br />
3.23.2.1) Bubble Drive Ships<br />
----------------------------<br />
These are mentioned in the journals in First Encounters but are just a<br />
filler for New Scientist and don't actually exist in the game. <br />
<br />
3.23.2.2) Thargoid<br />
------------------<br />
You can get the "Unknown" - your very own thargoid fighter - by following<br />
through the Turner's Requiem plotline and siding with the Thargoids. <br />
<br />
3.23.2.3) Keeping the Quest<br />
---------------------------<br />
If you opt not to get a thargoid fighter but return to the Alliance in the<br />
Quest, they will take it back when you land at New Rossyth. So land at<br />
Fortress Campbell instead, sell it, buy a Lifter or something, and go to<br />
New Rossyth. They will repossess the Lifter and you can go and buy back<br />
the Quest - for keeps this time!<br />
<br />
3.23.2.4) Baffling Alien<br />
------------------------<br />
There is one unidentified ship that is not involved in the game in any<br />
way. It is octagonal so probably thargoid in origin, but much more ornate<br />
than their usual bland functional designs. It comes with a thargoid<br />
hyperdrive (equal to or better than Class 8) and a thargoid laser of a<br />
very special type - it fires blue with a little explosion on the end.<br />
Try http://www.sslmit.unibo.it/zat/shipyard.htm, All Thargoid Ships file.<br />
<br />
3.23.2.5) Long Range Cruiser<br />
----------------------------<br />
You can get a file hacked to fly a Long Range Cruiser, too. Not much fun<br />
as pirates just crash into you all the time before you can even turn to<br />
fire. Again, it's available from<br />
http://www.sslmit.unibo.it/zat/shipyard.htm<br />
<br />
I've also recently hacked to fly a Lynx cruiser and a Nuclear Missile.<br />
The ultimate hacking guide is by George Hooper and can be found at:<br />
http://members.xoom.com/encounters/utility.htm<br />
<br />
'''3.23.3) Bugs and Problems'''<br />
<br />
3.23.3.1) My Missile Hits Me!<br />
-----------------------------<br />
It's not being projected far enough to leave your ship. Go to 3x <br />
stardreamer just after launching. This is a frequent problem with big ships.<br />
<br />
3.23.3.2) My Turret Gun Hits Me!<br />
--------------------------------<br />
It's mounted in a position where it's partially enclosed by your <br />
ship's hull (e.g. Griffin Carrier lower turret). No solution. Buy a better<br />
ship. <br />
<br />
3.23.3.3) They Won't Give Me A Nuclear Missile!<br />
-----------------------------------------------<br />
Either you're wearing an Iraqi military uniform or all your <br />
pylons are full. Sell a missile before taking the photography or <br />
bombing mission.<br />
<br />
3.23.3.4) How Do I Turn On The Transmission Jammer?<br />
---------------------------------------------------<br />
It's automatic. It'll take care of itself.<br />
<br />
3.23.3.5) I Can't Voluntarily Use My Escape Capsule!<br />
----------------------------------------------------<br />
As for missiles in 3.23.3.1, you're not getting thrown clear. No <br />
solution. Just wait until someone else blows you up. In the <br />
Quest, if you want a go in the Stowmaster, try ramming a planet or something.<br />
<br />
3.23.3.6) My Assassination Target's Not There!<br />
----------------------------------------------<br />
Reload and re-enter the system. If all pads are full when a base <br />
is generated, there's nowhere to put the target!<br />
<br />
3.23.3.7) Joystick prevents map rotation<br />
----------------------------------------<br />
Even having a joystick plugged in means you can't use the right button to<br />
rotate the local sectors map. <br />
<br />
3.23.3.8) I have -1 passengers and can't sell my ship<br />
-----------------------------------------------------<br />
Oh dear. You took the scripted mission with a sole passenger in, didn't<br />
you? Well, you're stuck like that. Either use an escape capsule or take a<br />
contract for another passenger and try and get bug 3.22.3.8 to kick in. <br />
Even if it doesn't, at least while you have the contract your passenger<br />
count returns to zero so you can carry out ship transactions as normal. <br />
<br />
3.23.3.9) Not Actually Bugs.<br />
----------------------------<br />
''3.23.3.9.1) Everyone's Out To Kill Me!''<br />
<br />
You forgot to destroy the military satellite on a photography <br />
mission or the first hidden system in the thargoid missions. Try <br />
again but get it this time.<br />
<br />
''3.23.3.9.2) Wormholes fixed''<br />
<br />
"The wormhole fix in FFE is a blatant kludge (one of my favourite<br />
Americanisms!), as the range still appears negative and the fuel<br />
consumption is 1t. However, when you press H you get the hyperspace noise<br />
(AFAIR) and your fuel drops by 1 ton but you stay put. The thought of 1t<br />
of fuel boldly going where no TC has gone before seems very amusing." -<br />
Graham Thurlwell<br />
<br />
This appears only to be true for early versions.<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ|Alt_Fan_Elite_FAQ Table of Contents]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=AFE_FAQ2&diff=21937AFE FAQ22010-06-03T20:12:50Z<p>Uncle Reno: </p>
<hr />
<div>== 2) Common Information ==<br />
<br />
2.1) Ship groupings<br />
<br />
2.2) Unusual denizens and the versions they inhabit<br />
<br />
* 2.2.1) Cloak and Dagger Ship<br />
<br />
* 2.2.2) Dredgers<br />
<br />
* 2.2.3) Generation Ships<br />
<br />
* 2.2.4) Rock Hermits<br />
<br />
2.3) Hidden Features<br />
<br />
* 2.3.1) Initiative Save<br />
<br />
* 2.3.2) Forced Witchspace<br />
<br />
2.4) Missions<br />
<br />
This section contains information which either fails to fall into a<br />
category elsewhere or applies to more than one game and so is located here<br />
to refer back to. <br />
<br />
Note: In the descriptions of versions, they may be described as deriving<br />
Elite ratings from kills, points or score, where the method is known. See<br />
99.1) How do the rankings go? for details.<br />
<br />
----<br />
<br />
=== 2.1) Ship Groupings ===<br />
<br />
Different versions of Elite have had different sets of ships in the game,<br />
both as opponents and, more rarely, available to fly. They can be split<br />
into several groups. Datacards showing the ArcElite ships can be seen<br />
here: http://www.jades.org/arc/elite/dcdex.htm<br />
Note that there are some significant differences to earlier versions,<br />
including that the Asp shown is completely new. For screenshots of both<br />
the ArcElite Special Asp and the classic Asp MkII (also in ArcElite), see<br />
the ArcElite picture gallery at http://www.randomword.demon.co.uk/rob/elite/arcelite.htm<br />
Also, the ArcElite Boa II bears little resemblance to the Boa of earlier<br />
games.<br />
<br />
Minimal list: Primarily for low-end machines where memory is a<br />
major restriction. Consists of: <br />
Asp Mk II, Asteroid, Boulder, Cobra MkI, Cobra MkIII, Escape Capsule,<br />
Gecko, Krait, Python, Sidewinder, Thargoid, Thargon, Viper, Coriolis<br />
Station. Note no boulders - no mining lasers.<br />
<br />
Standard list: Original BBC Elite and direct clones had all the<br />
ships of the restricted list above, and also the following:<br />
<br />
Adder, Anaconda, Boa, Constrictor (mission target), Fer-de-Lance, Mamba,<br />
Moray, Shuttle, Transporter, Worm, Dodecahedral Station. <br />
<br />
Elite A list: Elite A is a highly expanded version of BBC Elite and<br />
contains all ships off the standard BBC list plus the following new and<br />
unique ships created specially by the author: <br />
<br />
Bushmaster, Chameleon, Ghaival, Iguana, Monitor, Ophidian.<br />
<br />
Note the Bushmaster is not the same as the one in ArcElite. Documentation<br />
also hints at the existence of a fast, heavily defended destroyer under<br />
tests by the galactic navy (the Constrictor?) and a battle-carrier being<br />
developed at a secret location to combat the thargoids. It also notes that<br />
encounters with unknown ship types need not necessarily be uncommon and<br />
that the encyclopedia may be incomplete.<br />
<br />
ArcElite list: ArcElite is a bottom-up rewrite of Elite for the<br />
Acorn platform and features the following additional ships:<br />
<br />
Asp II custom edition - note the original Asp MkII is still in play,<br />
Boa II - the original Boa has been removed,<br />
Bushmaster, Caiman, Copperhead, Hognose,<br />
Moccasin (2 clearly distinct variants exist),<br />
Racer, Urutu.<br />
<br />
Note that because the missions are different, there is no Constrictor.<br />
<br />
Also look closely at the Copperhead. You've seen it before, haven't you?<br />
To quote the datacard, "Due to it being equipped with a rejected precursor<br />
of the Cobra MkIII Mous, this ship is often observed flying rather<br />
erratically." Think of a game beginning with Z.... (PC users can now think<br />
of one by David Braben beginning with a V...)<br />
<br />
There are two additional ships; the Cougar is found in Master and Tube <br />
(and possibly Master Compact) versions of Elite as a very rare encounter,<br />
and as a reinforcement for the cloaked Asp in the 16 bit mission set.<br />
In most versions with the full shipset, the Wolf MkII can be occasionally<br />
encountered. It is a lone trader with a very powerful weapon and shields<br />
at least as strong as a thargoid's. Peaceful unless attacked, it is a<br />
fearsome foe.<br />
<br />
=== 2.2) Unusual denizens and the versions they inhabit ===<br />
<br />
'''2.2.1) The Cloak and Dagger Ship'''<br />
<br />
A ship of unusual design which does not appear on radar and is the target<br />
of one of the later missions in some versions of Elite. When destroyed it<br />
releases a cargo cannister containing the device, which can be triggered<br />
(method depends on game version). It drains half a bank of energy but<br />
makes enemy ships less successful at locating and shooting at you - very<br />
useful against thargoids, I hear. See section 2.4 for more information on<br />
this mission.<br />
<br />
'''2.2.2) Dredgers'''<br />
<br />
No confirmed sightings of dredgers have ever been made and it is unlikely,<br />
from examination of the code, that they were ever in any Acorn classical<br />
Elites, and utterly certain that they are not in Frontier or First<br />
Encounters. There is some doubt about ArcElite - there is a mystery ship,<br />
but it is commonly held to be the Urutu. See section 3.20.3.2. <br />
<br />
'''2.2.3) Generation Ships'''<br />
<br />
These have never been implemented to the best of my knowledge - this is<br />
nearly 100% certain for classical Acorn Elites and direct ports, Frontier,<br />
First Encounters and ArcElite, all of which have been dissected in great<br />
depth by fans with sufficient programming skill to extract the ship<br />
models, and absolutely certain for PC Elite and Elite Plus, Amiga, Atari<br />
ST, MSX and C64 Elites (all ship names are listed in the executable). It is<br />
also rumoured that Ian Bell once stated in an interview that none of them<br />
have ever been implemented in any version of Elite to date.<br />
<br />
Some claim to have found wandering space stations available on comms in<br />
Frontier Elite II when mis-jumping. General opinion is that this is a bug.<br />
No-one has ever tracked one down to dock at. <br />
<br />
'''2.2.4) Rock Hermits'''<br />
<br />
These have been confirmed to exist on Spectrum Elite, PC Elite and PC<br />
Elite +, 6502 Tube and Master Elites. They are superficially similar to<br />
asteroids but (in some versions) do not spin. When shot they disgorge a<br />
krait (verified for PC Elite+) or sidewinders (apparently; some versions) <br />
which then attack the player. The failsafe ID technique in the PC Elites<br />
is to missile-lock them and read whether it says "Asteroid [debris]" or<br />
"Asteroid [hermit]".<br />
<br />
They also exist in ArcElite and are readily recognised because their<br />
asteroids are painted bright yellow, blue and pink and a message flashes<br />
up reading "Hermit beacon detected". Their proximity prevents jumping. No<br />
ships emerge but a criminal record is gained for shooting one. No minerals<br />
are released on mining.<br />
<br />
=== 2.3) Hidden Features ===<br />
<br />
'''2.3.1) Initiative Save'''<br />
<br />
This works on all Acorn platform implementations of Elite except ArcElite,<br />
apparently. I've only tested it on BBC Disk Elite and Elite A. Press @ to<br />
bring up the disk menu, select save commander, then press return for name<br />
and drive. If you die you will return to this position. No need to<br />
actually do all that slow disk accessing and _really_ saving until you<br />
turn off. Remember to save every now and again though, in case you<br />
accidentally hit break or something! <br />
<br />
'''2.3.2) Forced Witch-Space'''<br />
<br />
Again, one for the Acorn Elites (not ArcElite). When engaging hyperspace,<br />
hold down X for maximum climb. You will get mobbed by thargoids every time.<br />
Note this is impossible in Elite A because the ship becomes inoperable<br />
while the computers dedicate themselves to the hyperspace calculations so<br />
your climb gradually recenters before you jump. It also doesn't function<br />
with the new emergency Hyperspace Unit.<br />
<br />
=== 2.4) Missions ===<br />
<br />
The following list includes all missions in all versions of Elite, of which<br />
I am aware. In sections on individual Elites, they shall be referred to by<br />
name.<br />
<br />
1) Tribble<br />
<br />
At 6553.6cr, you are offered a Tribble / Trumble for sale. If you buy it<br />
it sits in your hold eating cargo and multiplying. If you get enough,<br />
you may see one crawling across the screen! They are useless and can<br />
be destroyed by flying close to the sun. If you escapsule, one comes<br />
with you to start the whole cycle again.<br />
<br />
2) Supernova<br />
<br />
You enter a system and all your fuel drains away in a leak.<br />
When you dock, you are told the sun is going nova and are asked if you<br />
will take refugees. Accept, and all your cargo is dumped to make<br />
space and you have to launch immediately. Refuse, and you are kicked<br />
out anyhow. You now have to use a galactic hyperspace or scoop the<br />
star for fuel. Your reward: Some gem stones, or 1000CR (varied with<br />
version).<br />
<br />
3) Stolen Police Ship<br />
<br />
You are asked to help the military track down and destroy a stolen<br />
police ship - it's quite obvious; it's been given a new paint job.<br />
Reward: 4000CR<br />
<br />
4) Thargoid Documents<br />
<br />
You are asked to pick up the captured designs of a thargoid<br />
battleship from site A and take them to site B (usually a very long<br />
journey) and are hassled by thargoids all along the way. In some<br />
versions you may even find out that you were only a decoy, after all!<br />
Reward: Naval Energy Unit (better than standard model) or 5000CR<br />
depending on version.<br />
<br />
5) Asteroid Bombardment<br />
<br />
A planet is under threat of collision with an asteroid shower. All<br />
the system's ships have been destroyed trying to fragment them. You<br />
must save the day! Reward: 6000CR<br />
<br />
6) Cloaking / Masking Device<br />
<br />
Reports of a ship in a nearby sector which is fitted with some sort<br />
of a masking device. Destroy it. It is intermittently invisible to<br />
both radar and sight and cannot be missile targetted. It is one of<br />
the 3 Asps you encounter on first entering the system, and when you<br />
engage, Constrictors (fawn, blunt) and Cougars (red, blue and black,<br />
with rectangular wings) come to its aid. Novel, eh?<br />
Believed variant: Master & Tube Elites: Cloaked ship is a Cougar.<br />
No Constrictors present.<br />
Reward: A masking device (so long as you manage to retrieve it!)<br />
<br />
7) Thargoid Invasion<br />
<br />
A nearby space station has been taken over by thargoids. They<br />
apparently also possess a hyperdrive jammer. If you destroy the<br />
station (which is guarded by a swarm of thargs) you receive a<br />
hyperspace jammer as a reward. You also receive the rank "Archangel".<br />
It is impossible to dock at this station.<br />
<br />
8) Constrictor<br />
<br />
A top secret naval ship prototype has been stolen - the Constrictor.<br />
You must track it down and destroy it. If in galaxy 1, you are told<br />
where it was last sighted, and follow the trail (in the Data on<br />
System screens) to where it galactic-hyperspaces. If in galaxy 2,<br />
you are just told that it has entered this galaxy and must try and<br />
remember the site of galactic hyperspace entry. Note down all systems<br />
in 7ly of your entry to galaxy 2: These are where it may have jumped<br />
to. Explore each in turn (include the one you arrive at - this is the<br />
correct next stop in some versions) until you pick up the trail<br />
again. When you find it, it is tougher than any other ship, including<br />
Constrictors in the Masking Device mission, and is energy bomb proof.<br />
A sly way to beat it is to missile at close range so it cannot ECM in<br />
time.<br />
Reward: Money (varies with version, may be up to 10,000CR)<br />
<br />
ArcElite missions are covered in the section on ArcElite as they are unique to it.<br />
<br />
Note: In Elite Plus, there is also a message in the code welcoming you to the 9th Galaxy. No-one has yet found out how to get there. I have some pet ideas:<br />
1) Galhyp from witchspace<br />
2) Something to do with your galhyp and the hyperspace jammer...<br />
<br />
== Links ==<br />
Back to: [[Alt_Fan_Elite_FAQ]]<br />
<br />
[[Category:Classic]]<br />
[[Category:FE2]]<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Ascension&diff=21741Ascension2010-06-02T21:40:00Z<p>Uncle Reno: /* Notes and Extras */</p>
<hr />
<div>== Introduction ==<br />
<br />
'Ascension' is a tale of what might happen when an example of sophisticated technology is suddenly thrust upon a backward culture stepped in religion. <br />
<br />
== Feedback from readers ==<br />
<br />
I enjoyed that.. thanks!<br />
<br />
Very nicely written. <br />
<br />
You sir, are very, very good at this old writing thing!!!<br />
<br />
Another goody!!<br />
<br />
I like these short stories... sort of poignant and mellow and your just getting into it and it's over...<br />
<br />
== Downloads / Hardcopy ==<br />
<br />
You can download 'Ascension' from [http://www.wagar.org.uk/downloads/book/oolite/Ascension.pdf here]<br />
<br />
== Notes and Extras ==<br />
<br />
This story could be set at any time in the Elite/[[Oolite Main Page|Oolite]] timeframe.<br />
<br />
[[Category:Fiction]]<br />
[[Category:Oolite]]<br />
[[Category:Oolite stories]]<br />
[[Category:Classic]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Arexack&diff=21740Arexack2010-06-02T21:37:50Z<p>Uncle Reno: </p>
<hr />
<div>1) A Frontier/[[First Encounters|FFE]] planet sundered by religious strife. Half of the media believe the planet is called Axerack instead. <br />
<br />
2) [[User:Arexack|Arexack_Heretic]]: A Dutch Oolite enthusiast known for his ambitious plans and his<br />
ingrained hatred of ancient sit-coms.<br />
<br />
[[Category:FFE]]<br />
[[Category:Real People]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=ArcElite_DataCards&diff=21739ArcElite DataCards2010-06-02T21:31:18Z<p>Uncle Reno: </p>
<hr />
<div>== DataCard Gallery ==<br />
<br />
These cards came with the [[Archimedes Elite|Archimedes version of Elite]]. <br />
<br />
{|<br />
| [[Image:ArcElite_DataCard_Adder.jpg|350px|Adder]]<br />
| [[Image:ArcElite_DataCard_Anaconda.jpg|350px|Anaconda]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Asp_2.jpg|350px|Asp 2]]<br />
| [[Image:ArcElite_DataCard_Boa_2.jpg|350px|Boa 2]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Bushmaster.jpg|350px|Bushmaster]]<br />
| [[Image:ArcElite_DataCard_Caiman.jpg|350px|Caiman]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Cobra_Mk1.jpg|350px|Cobra Mk]]<br />
| [[Image:ArcElite_DataCard_Cobra_Mk3.jpg|350px|Cobra Mk3]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Copperhead.jpg|350px|Copperhead]]<br />
| [[Image:ArcElite_DataCard_Fer_De_Lance.jpg|350px|Fer De Lance]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Gecko.jpg|350px|Gecko]]<br />
| [[Image:ArcElite_DataCard_Hognose.jpg|350px|Hognose]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Krait.jpg|350px|Krait]]<br />
| [[Image:ArcElite_DataCard_Mamba.jpg|350px|Mamba]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Moccasin.jpg|350px|Moccasin]]<br />
| [[Image:ArcElite_DataCard_Moray.jpg|350px|Moray]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Orbit_Shuttle.jpg|350px|Orbit Shuttle]]<br />
| [[Image:ArcElite_DataCard_Python.jpg|350px|Python]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Racer.jpg|350px|Racer]]<br />
| [[Image:ArcElite_DataCard_Sidewinder.jpg|350px|Sidewinder]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Thargoid.jpg|350px|Thargoid]]<br />
| [[Image:ArcElite_DataCard_Transporter.jpg|350px|Transporter]]<br />
|}<br />
{|<br />
| [[Image:ArcElite_DataCard_Viper.jpg|350px|Viper]]<br />
| [[Image:ArcElite_DataCard_Worm.jpg|350px|Worm]]<br />
|}<br />
<br />
<br />
[[Category:Classic]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Anquphi&diff=21738Anquphi2010-06-02T21:24:07Z<p>Uncle Reno: /* Allegiance */</p>
<hr />
<div>[[Category:Star Systems]]<br />
==System: Anquphi==<br />
<br />
Highly populated system with tech level 11 at the southern edge with three outdoor worlds and the largest number of orbital stations after Sol and Cegreeth (-1,-3).<br />
<br />
===Government Type===<br />
Independent Democracy<br />
===Economy Type===<br />
Capitalist<br />
===Allegiance===<br />
[[Independent worlds|Independent]]<br />
<br />
===Population===<br />
1 - 10 Billion<br />
===Sector Code===<br />
(-3,-10), System number 5<br />
===System overview===<br />
Stable system with 22 major bodies<br />
<br />
Primary star: Type 'G' yellow star<br />
<br />
===Spaceports and orbiters===<br />
'''Andrewson's Legacy''': Small barren sphere of rock<br />
<br />
Major starports: Mitterand City<br />
<br />
<br />
'''Camp Bradley''': Barren sphere of rock<br />
<br />
Major starports: Stevenson<br />
<br />
Orbiters: Heath Relay<br />
<br />
<br />
'''Williamson's Haven''': World with indigenous life and oxygen atmosphere<br />
<br />
Major starports: O'Brien<br />
<br />
Orbiters: Fortress Richardson<br />
<br />
<br />
'''New World''': World with indigenous life and oxygen atmosphere<br />
<br />
Major starports: Camp Watson, Ford City, New Bush<br />
<br />
Orbiters: Kawasaki Base<br />
<br />
<br />
'''Hooper's Trial''': Terraformed world with introduced life<br />
<br />
Major starports: Fort Köhl, Newtown<br />
<br />
Orbiters: Fort Kosmala<br />
<br />
<br />
'''Ford Reward''': Rocky planet with a thin atmosphere<br />
<br />
Major starports: Nakasone's Camp<br />
<br />
Orbiters: Baker Terminal<br />
<br />
<br />
'''Stevensworld''': Rocky planet with a thin atmosphere<br />
<br />
Major starports: du Pres Landing<br />
<br />
Orbiters: Fort Simpson<br />
<br />
===Trade===<br />
{| class="wikitable"<br />
|-<br />
! Major imports<br />
! Minor imports<br />
! Major Exports<br />
! Minor Exports<br />
! Illegal Goods<br />
|-<br />
| Medicines<br />
| Fertilizer<br />
| Water<br />
| Animal Meat<br />
| Hand Weapons<br />
|-<br />
| Heavy Plastics<br />
| Metal Alloys<br />
| Liquid Oxygen<br />
| Live Animals<br />
| Battle Weapons<br />
|-<br />
|<br />
| Precious Metals<br />
| Liquor<br />
| Gem Stones<br />
| Nerve Gas<br />
|-<br />
| <br />
| Robots<br />
| Narcotics<br />
| Minerals<br />
| <br />
|-<br />
|<br />
|<br />
| Military Fuel<br />
| Industrial Parts<br />
|<br />
|-<br />
| <br />
|<br />
| Chaff<br />
| Computers<br />
|<br />
|}<br />
[[Category: FFE]][[Category: FE2]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Anisotropic&diff=21736Anisotropic2010-06-02T21:22:52Z<p>Uncle Reno: </p>
<hr />
<div>Anistropic is an optional change to [[JJFFE|(JJ)FFE]] which has introduced a number of new aspects to the [[First Encounters|FFE]] experience.<br />
Changes have been made to trading, passenger/delivery services, assassinations, weapons, shields and ships.<br />
<br />
[http://www.geocities.com/anisotropic20/ Anistropic home page]<br />
<br />
[[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Angel_Watch&diff=21734Angel Watch2010-06-02T21:20:17Z<p>Uncle Reno: </p>
<hr />
<div>== Angel Watch ==<br />
An addition to [[Frontier Fiction|FEU-fiction]], this story can be found [http://blackspace.alioth.net/angel.html here].<br />
<br />
== Author ==<br />
Paolo Mariani<br />
<br />
{{stub}}<br />
<br />
[[Category:Fiction]][[Category:Frontier Stories]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Amiga_Replacement_Sounds&diff=21732Amiga Replacement Sounds2010-06-02T21:16:42Z<p>Uncle Reno: Add link to Oolite main page.</p>
<hr />
<div>== Overview ==<br />
<br />
This expansion pack replaces the native [[Oolite Main Page|Oolite]] game sounds with ones based on the original Amiga version of Elite.<br />
<br />
The OXP was written by [http://aegidian.org/bb/profile.php?mode=viewprofile&u=503 Eagle 5].<br />
<br />
== Download Link ==<br />
<br />
[http://capnhack.com/hosting/oolite/Oolite/OXPs/E5Amigasoundpack01oxp.zip Amiga Replacement Sounds v.2]<br />
<br />
== Difficulty Rating ==<br />
<br />
"Noob". This OXP replaces the original sounds of the game but other than this makes no changes to the game.<br />
<br />
== Version History ==<br />
<br />
v1.0 Original release<br><br />
v2.0 Added afterburner and fuel scoop sounds.<br />
<br />
== Installing and Playing ==<br />
<br />
To play the OXP, unzip the download file. This will create a folder named "E5Amigasoundpack01oxp". Open this folder and you will see a folder named "e5amigasoundpack.oxp" and a readme. Move the "e5amigasoundpack.oxp" folder to AddOns. As with all OXPs, its the folder ending .oxp that you need to put in Oolite's AddOns folder, otherwise Oolite will not read it.<br />
<br />
{{unclassified-OXP}}</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Adder_(Frontier)&diff=21731Adder (Frontier)2010-06-02T21:15:12Z<p>Uncle Reno: Add link to Oolite Adder</p>
<hr />
<div>{{Infobox ShipStats Frontier| title = Adder<br />
|image = [[Image:Adder.gif]]<br />
|ladenmass = 55t<br />
|hullmass = 15t<br />
|capacity = 40t<br />
|mainaccel = 18g<br />
|retroaccel = 8g<br />
|gunmountings = 1<br />
|missiles = 0<br />
|crew = 1<br />
|hyperrange = '''Class 1''': 5.45<br><br />
'''Class 2''': 21.81<br><br />
'''Class 3''': 49.09 <br />
|standarddrive = Class 2<br />
|fuelscoop = Yes<br />
}}<br />
<br />
== Overview ==<br />
<br />
You'll be surprised just how many of these craft you see zipping about the space lanes these days. Small, fast and agile, they are often favoured by pirates hoping to pick on inexperienced pilots to improve their combat rating and scoop up any goodies left over. Generally speaking, if you pick one up on your scanner, you can expect to be involved in a high-speed dogfight within seconds.<br />
<br />
== Notable Features ==<br />
<br />
The Adder is one of the smallest craft that can genuinely be regarded as multi-role. There's space for a decent amount of cargo, certainly enough to make journeys between systems worthwhile. The basic Class 2 hyperdrive gives you a jump range of over 20ly, helping you to shave precious hours off your courier runs between the core systems. There's even room for a couple of passenger cabins, if you fancy life as a taxi driver.<br />
<br />
== Disadvantages ==<br />
<br />
There are so many of these ships in space now, you'll have a hard time trying to sell it at a decent price when the time comes to upgrade. Adders are unfashionable (shaped rather unexcitingly like a brick), hold no missiles, have poor capacity and poor acceleration for their class. They are the kind of vessel that elderly women use to visit their grandsons once a month.<br />
<br />
== Verdict ==<br />
<br />
The perfect ship to learn all the basics of life in space; taxi rides, courier runs for the military, a little bit of piracy; they can all be done successfully, if in a limited fashion, in an Adder.<br />
<br />
== See Also ==<br />
<br />
For the Oolite version, see [[Adder_(Oolite)|here]].<br />
<br />
[[Category:FE2]][[Category:FFE]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Acorn_Electron&diff=21730Acorn Electron2010-06-02T21:07:28Z<p>Uncle Reno: Add BBC and Elite links.</p>
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<div>The '''Acorn Electron''', was a cut-down version of the popular [[BBC Micro|BBC microcomputer]] and was available from Christmas 1983. It was designed and built by Acorn Computers Ltd. As far as [[Classic Elite|Elite]] was concerned, there was insufficient memory available to recreate the split-screen trick present in all BBC versions, meaning that the entire display was in black-and-white.<br />
As with the BBC tape version no missions were available. Also the Electron version had a reduced number of ships, and no suns(!)<br />
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[[Image:Electron.jpg|right|431px|The '''Acorn Electron''']]<br />
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[[Category:Factual]][[Category:Classic]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Oolite_FAQ&diff=21233Oolite FAQ2010-05-31T20:15:36Z<p>Uncle Reno: /* Expanding the Game */ Adding and editing links</p>
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<div>== Getting Started ==<br />
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{{FAQ|question=Where do I get the program? And what about the different versions that exist?|answer=Oolite is a work in progress. The latest 'official' release that is considered stable is version 1.65. It is also the last release made by the original programmer, Giles Williams (a.k.a. Aegidian) and is best available from his website [http://oolite.aegidian.org/ oolite.aegidian.org]. All releases after this one are in alpha- or beta-status and therefore contain a certain amount of bugs. The latest test-releases can be [http://developer.berlios.de/project/showfiles.php?group_id=3577 downloaded from BerliOS]. The current development version is 1.73, with installers available for OS X, Windows and Linux (x86). More detailed information can be found in the [http://aegidian.org/bb/index.php Oolite Bulletin Board], in the respective sections for [http://aegidian.org/bb/viewforum.php?f=10 Oolite-Mac], [http://aegidian.org/bb/viewforum.php?f=9 Oolite-Linux] and [http://aegidian.org/bb/viewforum.php?f=8 Oolite-PC].}}<br />
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{{FAQ|question=What's the point of the game?|answer=To fly from planet to planet, buying and selling goods, shooting pirates or committing acts of piracy. There's no goal other than perhaps to achieve the rank of ELITE.}}<br />
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{{FAQ|question=I'm still confused, how do I play?|answer=It's a good idea to start with the [http://wiki.alioth.net/images/0/0d/Oolite_1.65_ReadMe.pdf.zip Oolite ReadMe] file for some basic information. For further information you may wish to consult the [http://wiki.alioth.net/index.php/Oolite_Instruction_Manual Oolite Instruction Manual] here on the wiki. A load of helpful information can be obtained from [http://wiki.alioth.net/index.php/Mr_Gimlet Mr Gimlet], the quite talkative dockmaster on Lave Station. If you're a fresh graduate from the Flight Academy on the way to your first ship, you should see him. It's also a good idea to have a look at Ian Bell's [http://www.iancgbell.clara.net/elite/manual.htm Flight Training Manual] for the original BBC Elite, although some of Oolite's control keys are different from the original, so be careful.}}<br />
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== Gameplay ==<br />
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{{FAQ|question=What do the various colors represent on the radar?|answer=White - unpowered items that can't mass-lock the in-system drive (jumpdrive). Green/Yellow - navigation buoys. Yellow - powered craft. Red - powered craft identified as hostile. Green - space stations. Green/Red - thargoids. Purple - police. Blue/Red - police on intercept. Red/Yellow - active mine (about to detonate). Blue/Cyan - witchspace wormhole.}}<br />
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{{FAQ|question=I keep crashing when trying to dock. How do I dock manually?|answer=Many young Jamesons have met a sticky end and had to be scraped from the docking port of Lave Station whilst attempting docking. Its fairly easy once you get the hang of it. Check the [[How_to_Dock|How to Dock]] guide from the Galactic Navy Flight Manual. Or you can get the [[Traffic_Control_OXP|Traffic Control OXP]] for friendly instructions given by the station crew as you try to dock.}}<br />
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{{FAQ|question=How do I make decent profits?|answer=Trade between a Poor or Average Agricultural and a Rich or Average Industrial planet. Write down the prices for everything on both planets and find out where you make the most profit per ton. You can also download the [http://wiki.alioth.net/images/d/df/OoliteRS_rev1.8.zip Oolite Reference Sheet], which features a table with the average prices. From there you can figure out whether you're on a buyers' or a sellers' market. The [http://wiki.alioth.net/images/9/9e/OoliteTradingChart2.zip Trading Chart] allows you to create your own statistics along your way. [http://www.box.net/shared/bchkkloi32 This spreadsheet] highlights Poor Agricultural and Rich Industrial planets on a star chart (the spreadsheet is in .xls format and needs the Analysis Toolpak installed). You can also earn credits by taking cargo contracts - courier goods of varied type and volume between planets near and far. The spreadsheet helps assess whether you will be be able to complete the contract on time, and so build your reputation as an outstanding courier. Another option is to fit one or more [http://wiki.alioth.net/index.php/Passenger_Berth Passenger Berths] in your ship and earn credits by transporting individuals who, for one reason or another, prefer not to use the commercial Passenger Liners to reach their destination. As with cargo contracts, you can build your reputation up, which will result in your being offered more lucrative fares.}}<br />
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{{FAQ|question=It takes so long to get to the station after each jump. Can I do anything to speed the trip up?|answer=Well, space is huge. It is vast. I mean, have you ever imagined a football-field with an orange in one of the goals and a walnut in the other goal? If you haven't, then don't. It takes you nowhere. As will your ship's engine at normal speed. But then that's what your jumpdrive is for. Hit '''J''', and your journey speeds up. Unfortunately your jumpdrive doesn't work when other masses, like ships or planets, are nearby. They will 'lock' it. And in the 'corridor' between the witchpoint and the planet you are very likely to meet other ships. On the other hand there is no rule that you have to stick to the corridor. Just leave it sideways in any direction with your jumpdrive engaged for about 10-15 seconds, and head for the planet then. Makes your voyage much smoother. If you're a bounty-hunter and eager to meet lots of pirates, however, this is not your method of choice.}}<br />
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{{FAQ|question=I have already made my first intergalactic jump to Galaxy 2, but now I remember that I forgot my Zero-G cricket set/food blender/deadly lobstoid/edible arts graduate on Lave/Tionisla/Xeesle/Reesdice! Or I just found out that there are some more missions I'd like to do in the first galaxy. So how can I jump back to Galaxy 1?|answer=You can't. Unfortunately due to their very physical nature intergalactic wormholes allow for one-way travel only. Fortunately, though, the intergalactic wormhole in Galaxy 8 connects back to Galaxy 1. So you can go full circle. And you have to, if you want to return to the first galaxy. Of course that will cost you another 5000 credits for each galactic hyperjump. So the complete 8-Galaxies-Sightseeing-Tour has a pricetag of a total 40000 credits.}}<br />
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{{FAQ|question=I've got a trumble! First it was cute and fluffy. But then it started to multiply. Even worse, they started to eat everything on board and they are confusing my sights. I don't want them anymore! How can I get rid of them? Help!|answer=First of all, don't feel embarrassed. It happens to all commanders sooner or later. I mean, they're really cute and fluffy, aren't they? But seriously, there are several things you could try. E.g. sell them to other unsuspecting noobs. If you don't find enough willing buyers, you could use your escape capsule and abandon your infested ship, hoping that they haven't yet made it into the escape pod, of course. I mean, you can always hope, can't you? If that all doesn't work for you, just remember the old Klingon saying: 'Revenge is a dish that is best served cold.' Now consider that for trumbles it's just the opposite. Want some BBQ-sauce?}}<br />
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{{FAQ|question=My keyboard doesn't have a particular key used by Oolite, or I even want to change the keyboard layout completely to my liking. What can I do to change the keys?|answer=Oolite reads a key configuration file called keyconfig.plist that you can find at /AddOns/Config/keyconfig.plist; that is the Config-folder that you find inside your AddOns-folder; which is where you put your OXPs. (PC-users have to create the folder /AddOns/Config/ first and then drop a copy of the keyconfig.plist found in /Oolite.app/Contents/Resources/Config/ to this folder.) You can open this file in any text editor and change the ASCII values of the keys used to suit your own preferences. Information on the default keys is also found in the [http://wiki.alioth.net/index.php/Oolite_Keyboard_Controls Oolite Keybord Controls-documentation] here on the wiki.}}<br />
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{{FAQ|question=I've completed a number of native and OXP missions and my [http://wiki.alioth.net/index.php/Cobra_Mk.3_%28Oolite%29 Cobra Mk. III] has a number of new and funky pieces of equipment. However, I'm planning a change of ship, what pieces of equipment will I lose as a result?|answer=Many missions award equipment as a result of either accepting or completing them. For the majority of ship equipment, trading ships will result in the equipment being sold as well, with a few exceptions. The '''Cloaking Device''' and the '''Mark Transponder Scanner''', available from the (native) Cloaking Device and (OXP) Assassins missions respectively are transferred to your new ship. The '''Naval Energy Unit''', although awarded with the completion of the (native) Thargoid Plans mission, will be sold when you trade ships. However, completing the mission allows you to buy these units from high TL systems.}}<br />
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{{FAQ|question=I’m using ECM-hardened missiles, but enemies are still able to destroy them! I never seem to be able to destroy enemy hardheads, though. What gives?|answer=ECM-hardened missiles are not ECM-proof. The probability of a hardened missile being destroyed by ECM is 10%–34% depending on range, and if it is destroyed, there’s a 50% chance that it will detonate. This applies equally to hardened missiles fired by computer-controlled ships and those fired by the player. The most effective use of hardened missiles is to use them against relatively slow targets at moderate range, and only use them on nimble ships if you desperately need to force them to break of an attack. Also, don’t use your ECM until a missile is close to blast range (250 metres).<br />
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Specifically, the ECM sends out four pulses with different ranges, at half-second intervals. Each pulse has a 10% chance of destroying each hardhead it encounters. For a missile fired at close range, that’s 1 - 0.9<small><sup>4</sup></small> = 34.39% chance of being destroyed within two seconds.}}<br />
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{{FAQ|question=If I believe that sizes and distances in Oolite are given in meters, it is so ''unrealistic''. The planets have a diameter of only 30–50 kilometers, and the suns are only 1000 kilometers away. Can't we get a little more realism in space, please?|answer=First of all, remember that Oolite is a ''game'', not a ''space simulation''. This is because it ''wants to'' be a game, not a sim. So yes, sizes and distances are all messed up. Ships and stations are too big, planets and suns are too small, and too close to each other. But this is ''deliberately'' so, and we are not going to change it.<br />
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The reason is simple: Realistic sizes and distances don't make a good game. In reality space is so huge that you never would meet anybody else on your journey. Imagine the dozen or so ships you meet in the 500 or so kilometers between witchpoint and planet spread over the realistic 150 '''million''' kilometers between Sun and Earth. Even if your direction is only one degree off the perfect line, you would miss them all. And how interesting would that be for the gameplay? And finally, if you had a realistically sized station in front of a realistically sized planet, how would you ever even notice it? A grain of sand in front of a, well, '''planet'''. The result would be players in complete loneliness and virtually no interaction with NPCs. An utterly, utterly boring game. Therefore it was the right decision to screw realism in the layout of the planetary systems in Elite and Oolite.}}<br />
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== Expanding the Game ==<br />
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{{FAQ|question=Speaking of OXPs, I've heard a lot about them. What are they? And where do I find them?|answer=OXP stands for 'Oolite eXpansion Pack'. As the name suggests, an OXP is an expansion to the game. It can contain virtually everything: new graphics for your ship, new ships for the player and/or the NPCs, new stations, new missions, new fun. To install an OXP you simply have to drag it into your AddOns-folder (only the OXP itself, not the folder it probably comes in). And as for finding them, you're already at the right place. All OXPs are now (or will become) accessible through the [[OXP|OXP-page of the wiki]]. Just follow the link. And if you fancy trying to create an OXP, the modifying Oolite FAQ can be found [[Modifying Oolite Informal FAQ|here]].}}<br />
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{{FAQ|question=Are there any OXPs that are highly recommended? Or can I get a list of 'must-have' OXPs?|answer=This is a difficult one to answer, because it depends so much on personal taste. There is no list of 'must-have' or necessary OXPs that could be agreed upon by all - or even most - players or contributers. But if you have a look at the [http://aegidian.org/bb/index.php Oolite Bulletin Board], especially the [http://aegidian.org/bb/viewforum.php?f=2 Discussion]- and the [http://aegidian.org/bb/viewforum.php?f=4 Expansion Pack]-forums, you will surely find some topics about this question, and the personal answers of a couple of board members.}}<br />
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== Why does this and that not exist? ==<br />
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{{FAQ|question=Will there ever be an Oolite Massive Multi-player Online Role-Play Game (MMORPG)?|answer=At present Ahruman and Co. (the developers) have no plans to develop either Oolite or a separate branch to accommodate either an MMORPG or an MOG (Multi-player Online Game). This, however, doesn't mean one of you clever bods out there can't try ;-) We suggest you read [http://aegidian.org/bb/viewtopic.php?t=6173 this Bulletin Board thread] before you commence though, it may save you a lot of hair-tearing!}}<br />
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{{FAQ|question=Can the range of hyperspace jumps/my fuelcapacity be increased?|answer=No. Jumprange in Oolite is hardcoded for a reason. The game would become less challenging and thus less fun. (Although I can imagine hacks that give unlimited fuel.) And don't forget that there are already various ways of refueling while you are in flight.}}<br />
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{{FAQ|question=I want Laser Cooling Boosters!|answer=There are none at the moment and the reason is simple. It would unbalance the game too much. If they were available for the player only, things would get too easy. And if the NPCs could get them, too, things would get too hard. It's all about maintaining a reasonable balance. So the ultimate advice on this is: Aim carefully. Don't waste your laser fire. Prevent overheating.}}<br />
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{{FAQ|question=The other day I got killed when I launched from a Rock Hermit/Behemoth/whatever, and all the profits/kills that I made before were gone. Why couldn't I save there? Why only on main stations?|answer=First of all, congratulations to you for having internalized the ''Golden Rule'': save early, save often! Unfortunately in Oolite you can save and load a commander only on main stations. That's because they are the only 'fixed' objects in space. The rest of the system is populated anew each time you load a game and is not saved in your savefile. So chances are that the Rock Hermit or Behemoth you docked with when saving simply wouldn't exist when you load again, and you would find yourself in nirvana instead of in a safe haven. To prevent odd behavior like this saving and loading is prohibited anywhere else than in a main station. Alternatively you could install [http://wiki.alioth.net/index.php/Save_Anywhere Save Anywhere.oxp], which does exactly what it says on the tin. Note, however, that it is still in beta state. Read the documentation first.}}<br />
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{{FAQ|question=I would like to switch between different ships of mine, e.g. have a nice racer for the weekends, meanwhile leave my freighter docked somewhere and take it back on Monday. Why can't I do this?|answer=What else do you want? Custom paintjobs and interiors? A millionaire's spaceship-flotilla, one for every occasion? Who do you think you are? Jay Leno??? (Apologies if you ''are'' Jay Leno, but then you should have something else to do than playing computer games.) Let me tell you something: Space stations are no garages. Docking bays are limited, and the 'garage'-fees would be prohibitive. Imagine everybody else out there would want the same parking facilities! -- Having said that, there is also a technical reason: A player can't have two ships and switch between them, because for the game the player ''is'' his ship, and you can ''be'' only one ship at a time. There is no way of storing a ship in your savefile and retrieving it later.}}<br />
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{{FAQ|question=I am playing Oolite V.1.73.4 on a PC or Linux system and I want to see the cool new planet textures everyone is going on about. How do I do it?|answer=The next time you leave a station pause the game (press '''P'''), then press '''T'''. A message saying 'Procedural Textures On' will pop up. Unpause the game and the next time you jump and after all subsequent jumps and on exiting stations, you will experience the new textured planets.}}<br />
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{{FAQ|question=I am playing Oolite V.1.73.4 on a Mac system and I want to see the cool new planet textures everyone is going on about. How do I do it?|answer=Unfortunately there is a bug causing a crash on Macs with the new procedural textures, which is still not fixed. As a result this feature is currently disabled for Macintosh computers. But don't despair! There are alternatives, foremost the brilliant [http://download.marlinsoftware.co.uk/Oolite/System_Redux.zip System_Redux.oxp], that introduces textured planets with a variety of textures. On top of that our developers are currently hunting the crashing bug down. For more information about this '''work in progress''' have a look at the [http://aegidian.org/bb/viewtopic.php?t=4205 Oolite Forums].}}<br />
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== Known Issues / Bugs ==<br />
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{{FAQ|question=Every so often some of the messages (either from other ships or from my ship) on the bottom of the screen remain and end up 'scrolling' up the screen to cover my gunsights. What's up with that?|answer=The 'sticky messages' bug is, unfortunately, a long standing issue in Oolite, still present in v1.65 and a few releases since. Starting with Oolite v1.71.1 this problem has been eliminated. If you prefer an older version of Oolite, flicking between views (either internal or external) is probably the quickest way to clear the messages.}}<br />
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{{FAQ|question=Every so often I meet a ship or a cargopod that I can't lock on. My laser fire goes right through it. Sometimes it happens with a ship I have just killed. Sometimes after a while it even starts again firing at me, but I can't harm it anymore.|answer=The 'ghost ship' bug is another very old acquaintance in Oolite, and again the tireless developers are trying to rectify this. In the meantime, ignoring the ghost ships (or cargo pods) is the best thing you can do.}}<br />
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{{FAQ|question=The brightness of the rotating ships screen on the start-screen of the game has gone dark, I can hardly see them anymore. Do you know that, and what can I do about it?|answer=This is a problem with the lighting model for ships using shaders. The tireless developers are aware of the problem and are going to fix it. In the meantime, and as the problem only occurs when the shader settings are set to 'Full', you can work around it by setting them to 'Simple' or 'Off' in the Options-screen of Oolite (press '''F2''' and choose 'Game Options...'). Although of course you won't have the shader effects then.<br />
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The alternative is to open the controls for your graphics card and boost the gamma setting of your card by 10-20%. This will have a marginal effect on your screen colours when using your computer, but it will make ships in-game a lot brighter and easier to see.}}<br />
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== System Requirements ==<br />
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{{FAQ|question=Does it work on Mac OS X 10.2 (Jaguar)?|answer=Sadly, no. The minimum OS requirement for Oolite on the Mac is now Mac OS X 10.3.9.}}<br />
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{{FAQ|question=Does it work on the new Intel Macs?|answer=Yes, from v1.65 Oolite is Universal Binary.}}<br />
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{{FAQ|question=What's the latest version?|answer=The last stable release is v1.65. However, the latest test release - v1.73.4 at the time of writing - is faster, more reliable, and offers better graphics than the stable version, and is the recommended download. Yes, we're aware this sound silly. The last stable and latest test versions can be downloaded from [http://oolite.org/download.shtml Oolite's homepage]. More information can be found through the [http://aegidian.org/bb/viewforum.php?f=10 Oolite forums].}}<br />
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{{FAQ|question=Is there a port for the PC or Linux?|answer=Yes. Both ports are stable and are at the same level of development as Oolite for the Mac. You can download Oolite for Windows and for Linux PCs from [http://oolite.org/download.shtml Oolite's homepage] (click on "show all platforms" if you can't see the version you're looking for). Information on test releases can be found through the Oolite forums, for the [http://aegidian.org/bb/viewforum.php?f=9 Linux version], and for the [http://aegidian.org/bb/viewforum.php?f=8 Windows version].}}<br />
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== Writing OXPs ==<br />
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{{FAQ|question=I would like to contribute to Oolite and write my own OXP, but unfortunately my knowledge in scripting/programming is limited. How can I get started?|answer=First of all the Oolite community welcomes all efforts to enhance and enrich their favorite game, so be our guest! Many of us have started with very little knowledge, but over time were able to write and release astonishing OXPs, so why shouldn't you? Anyway, scripting can be learned. Currently there are two scripting languages in use for Oolite, plist-scripting (sometimes referred to as legacy-scripting) and JavaScript. For any serious OXP-plans you will have to learn them. A general starting point is the [http://wiki.alioth.net/index.php/OXP_howto OXP howto]-page, which will link you to further documentation. For plist-scripting you should read the [http://wiki.alioth.net/index.php/OXP_howto_plist OXP howto plist]-page, and also the [http://wiki.alioth.net/index.php/Property_list Property list]-intro. Information on the ongoing implementation of scripting with JavaScript can be found in the [http://wiki.alioth.net/index.php/Category:Oolite_scripting Category page for scripting] (work in progress). If you want to design a new ship, you should have a look at the [http://wiki.alioth.net/index.php/OXP_howto_model OXP howto model]-page and the [http://wiki.alioth.net/index.php/OXP_howto_texture OXP howto texture]-page. And if you want to give it a behavior of its own, you should consult the [http://wiki.alioth.net/index.php/OXP_howto_AI OXP howto AI]-page. I suggest you try to read and understand these first. If you still have questions afterwards, there is always the [http://aegidian.org/bb/index.php Oolite Bulletin Board], where lots of friendly people usually are very willing to lend a helping hand and to answer lots of questions.}}<br />
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{{FAQ|question=I want to write an OXP or add content to the Wiki, but some (or all) of the content was written by another author. What copyright issues do I face?|answer=Anything submitted to the Wiki is on the basis that anyone else may edit or fiddle with it. OXPs are submitted under the creative commons licence. The author (stricty speaking) owns the copyright, but licences users to use or distribute the OXP as long as they don't sell or charge for it. In practice virtually all OXP authors don't assert copyright and are pleased and flattered that somebody thinks their stuff is worth writing about or pinching to use in another OXP (its good manners to credit the orginal author in the readme though). I expect the author will be pleased if you want to add some background, but if you are in doubt, send him a PM asking him for permission. At the end of the day, Oolite is a fun project and everbody is doing stuff for it on that basis. (nicked wholesale from [http://aegidian.org/bb/viewtopic.php?p=44813#44813 Little_Bear's] post on the [http://aegidian.org/bb/index.php Oolite Bulletin Board])}}<br />
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== Diagnosing Problems ==<br />
{{FAQ|question=Someone asked me for my log file. What is that, and where is it?|answer=In the test releases of Oolite, various diagnostic information is written to a file called Latest.log. Where it is depends on your operating system:<br />
* '''Mac OS X''': ~/Library/Logs/Oolite/Latest.log (that is, in your home folder, open the folder named ''Library'', then ''Logs'', then ''Oolite'').<br />
* '''Windows''': in Oolite’s folder (typically in C:\''Program Files''), there is a folder called ''oolite.app'', which contains a folder called ''Logs''.<br />
* '''Linux and other Unix-like systems''': ~/.Oolite/Logs (that is, in the hidden folder ''.Oolite'' in your home folder). If you’re using Nautilus or Konqueror – if you’ve never heard of them, you probably are – select Show Hidden Files from the View menu.}}<br />
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== Other Questions ==<br />
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{{FAQ|question=I have a question not answered here, where can I get help?|answer=Post your queries onto [http://aegidian.org/bb/index.php the friendliest board this side of Riedquat™]. Satisfaction is not guaranteed, but then what is, in this mixed-up universe? Help keep the board friendly by making sure your question isn't already answered here!<br />
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If you want to report a bug, please read [http://aegidian.org/bb/viewtopic.php?t=3778 this]. Yes, all that work is a drag, but if nobody reports the bug it probably won’t get fixed.<br />
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Or join us in #oolite, or #oolite-dev if you're working on Oolite or OXPs, on irc.oftc.net or ipv6.oftc.net.}}<br />
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[[Category:Oolite]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Jason_Greenwood&diff=21230Jason Greenwood2010-05-31T20:08:21Z<p>Uncle Reno: Add delete request</p>
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<div>{{deleteme|Link to authors website hasn't worked in years}}<br />
<br />
== About the Author ==<br />
...<br />
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== Stories ==<br />
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*Something Like That<br />
*Displacement<br />
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== Links ==<br />
[http://campjameson.topcities.com/ dfefective] - Link no longer works 27/05/10<br />
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[[Category:Fiction]]</div>Uncle Renohttps://wiki.alioth.net/index.php?title=Frontier&diff=21229Frontier2010-05-31T20:01:03Z<p>Uncle Reno: Add link to Frontier Fiction page.</p>
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<div>{{Infobox CVG| title = Frontier: Elite 2<br />
|image = [[Image: FE2_small.jpg]]<br />
|developer = [[David Braben]]|<br />
|publisher = [[Gametek]]<br />
|version = 1.05 (Shareware)|<br />
|released = September [[1993]] |<br />
|platforms = PC, ST, Amiga<br />
}}<br />
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Frontier was the first sequel to the [[classic Elite]] game. Its full title was Frontier: Elite 2. It was developed by the fledgling [[Frontier Developments]] company founded by co-author of the original Elite game [[David Braben]]. It was published by [[Gametek]] in 1993, and made available for most popular systems of the time, including IBM Compatibles, Amiga and Atari ST. The game box came packed with goodies, including a huge manual, a [[Gazetteer]], a book of short stories and a poster depicting the Core Systems.<br />
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Frontier expanded the universe of Elite to encompass the entire galaxy, with one of the main selling points being the fact that the creators had accurately mapped our galaxy. Frontier also introduced a fully accurate [[Newtonian modelling|Newtonian flight model]] instead of the usual reactive flight model used in games until that point, adding a new level of realism.<br />
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Many rumours abounded following the release of the game that Frontier was never intended to be a sequel to Elite, and was simply written as a new space simulation. The rumour states that someone suggested tacking the Elite ships onto the game, and the decision was eventually made to include the popular elements from Elite into the game, including Lave and the surrounding systems and the ships from the older game. This, although never confirmed to this author's knowledge, does explain why there are very few other elements of Elite present in the game other than the most well known systems and the ships.<br />
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In Frontier, the political environment changed considerably from Elite. The Galactic Co-operative of Worlds was no more, and instead there were two opposing factions: the Federation based on Earth and the [[Empire]] based in the Achenar system. There was no sign of the Thargoids, and a real time system was used for the first time, setting Frontier in 3200.<br />
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The gameplay was considerably tweaked. Frontier still retained the generally open-ended style, where the player could take control of their own destiny, but additional elements were introduced. The player could now undertake missions of many types ranging from delivering packages to assassinating fellow pilots. Military missions for both Federation and Empire were also included.<br />
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Pilots could, for the first time, fly in the atmosphere of a planet, and could even land at a planetside starport. Those with the required piloting skills (and patience) could land anywhere on a planet, and even drop a mining rig when they got there!<br />
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The choice of ships was also greatly improved - most of the ships from the original Elite made an appearance (apart from the imposing [[Fer-de-Lance (Classic)|Fer-de-Lance]]) and were joined by another whole fleet of ships from the humble [[Eagle Long Range Fighter Mk 1|Eagle Mk I]] (the starting ship) to the mighty [[Imperial Courier]].<br />
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Frontier's control system is the aspect of the game that garners most debate. Many feel that the Newtonian physics detract from the gameplay and make combat almost unbearable. Others claim that the physics enhance the game and turn it into a hybrid of fun game and simulator.<br />
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Frontier was also plagued with bugs and quirks due to an alleged rushed release. The tale goes that Frontier Developments were not ready to release the game but Gametek forced the issue, stating that the project had been delayed long enough. As a result, many features that were to be implemented were half finished, and the game was unstable. A series of patches were released that repaired most of these errors. Those who have hacked into the code for the game have reported that there are a great many tags and references in the code for other equipment and game elements, including cloaking devices and Thargoids. This mess resulted in a long series of legal issues that were only resolved in 1999.<br />
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Frontier Developments released a shareware version of the game to the legions of fans through the [http://www.eliteclub.co.uk| Elite Club] website. This version includes all the post-release patches and removes the copy protection schema, although Frontier Developments have neglected to complete the alleged missing code and there remain a number of now well known bugs. Also available is [[GLFrontier]], a reverse-engineered version of FE2 that allows OpenGL rendering.<br />
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In summary, Frontier was a playable and fun game, but missed out on truly legendary status through several complaints, amongst them being the bug-ridden beginnings and the troublesome control system. It has, however, gained a faithful and vociferous following of its own with many people still playing the game over a decade after its release, as well as creating [[Frontier Fiction|fan fiction]] set in the Frontier universe.<br />
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==External link==<br />
*[http://www.sharoma.com/frontierverse/index.htm Frontierverse - Frontier: Elite 2 Home site]<br />
*[[AFE_FAQ3#3.22|FE2 entry from copy of Alt.Fan.Elite FAQ]]<br />
[[Category:Factual]]<br />
[[Category:FE2]]</div>Uncle Reno