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	<title>Elite Wiki - User contributions [en]</title>
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	<updated>2026-10-04T17:55:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.alioth.net/index.php?title=Worm_(Oolite)&amp;diff=90341</id>
		<title>Worm (Oolite)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Worm_(Oolite)&amp;diff=90341"/>
		<updated>2026-09-30T22:22:46Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Redspear's tupenny bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Semantic Infobox ShipStats Oolite| title=Worm (Oolite)&lt;br /&gt;
|image = [[Image:Worm.png|300px]]&lt;br /&gt;
|dimensions = 35 x 25 x 39&lt;br /&gt;
|width = 35m&lt;br /&gt;
|height = 25m&lt;br /&gt;
|length = 39m&lt;br /&gt;
|capacity = 2&lt;br /&gt;
|capacityext = N/A&lt;br /&gt;
|maxspeed = 0.11 LM&lt;br /&gt;
|maneuverability = Pitch: 1.0 &amp;lt;br/&amp;gt; Roll: 2.0 &amp;lt;br/&amp;gt; Yaw: 1.0 &amp;lt;br/&amp;gt; Trust: 12&lt;br /&gt;
|energybanks = 1&lt;br /&gt;
|energyrecharge = 2.0&lt;br /&gt;
|gunmounts = Forward&lt;br /&gt;
|missileslots = N/A&lt;br /&gt;
|shieldboost = N/A&lt;br /&gt;
|milshields = N/A&lt;br /&gt;
|hyperspace = N/A&lt;br /&gt;
|isoxp = Standard&lt;br /&gt;
|isplayer = No&lt;br /&gt;
|baseprice = N/A&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Worm is a short-range craft. It is mainly seen travelling between the planet and an orbital space station, and only occasionally seen outside of the space station's orbit. The Worm can also be carried by other craft, such as the giant [[Anaconda (Oolite)|Anaconda]] or [[Boa (Oolite)|Boa]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable features ==&lt;br /&gt;
&lt;br /&gt;
The Worm is an inexpensive and adaptable craft - it can be outfitted for passenger transport, mining or as a lifeboat. It is usually unarmed and has only the shields necessary to protect it from minor collisions with micrometeorites. It can be modified to carry a small pulse (or mining) laser, but this option is rarely exercised as the ship simply isn't built for combat, and the laser would not be much help against even the most feeble attack.&lt;br /&gt;
&lt;br /&gt;
It is rumoured that the thieves of the prototype [[Constrictor (Oolite)|Constrictor]] used a Worm disguised as a naval executive shuttle to sneak into a military compound on Reesdice. The Constrictor hasn't been seen since.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
The most common variants of this craft are the [[Worm Miner (Oolite)|Worm Miner]], the [[Worm Prospector]] and the to a shuttle converted [[Navy Shuttle]] (Neolite Worm).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom paintjobs ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:classicWorm-A.png|[[The Classic Ships OXP|Classic Worm]]&lt;br /&gt;
Image:classicWorm-B.png|[[The Classic Ships OXP|Classic Worm Miner]]&lt;br /&gt;
Image:Deepspace_Worm.jpg|[[Deepspace_Ships|Deepspace Worm]]&lt;br /&gt;
Image:Griff_worm.jpg|[[Griff_Industries|Griff's Worm]]&lt;br /&gt;
Image:Neolite_worm.jpg|[[Neolite_Ships|Neolite Worm]]&lt;br /&gt;
Image:SungsWorm.jpg|[[Shady Sungs|Sung's Worm]]&lt;br /&gt;
Image:IA_worm.jpg|[[Iron Ass OXP|Iron Ass Worm]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Once heard this asked in a (space) bar. Everyone was arguing until this old guy started to speak...&lt;br /&gt;
&lt;br /&gt;
 See, when folks ask ya that question, ya gotta ask yerself what they're really asking ya, if ya see what I mean. But anyway, yer asking me so maybe you want me to tell ya the answer or maybe it's you that wants to tell me. All academic ya might say :wink:&lt;br /&gt;
 &lt;br /&gt;
 For me, and I've no doubt on this having been in all of 'em and flown most of 'em, it's simple. The worm is the best ship in [[The Eight|the eight]].&lt;br /&gt;
 &lt;br /&gt;
 Now I know that some folks will pick a 'classic' like the [[Python (Oolite)|python]], as if the backstory's part of the attraction; others favour new-fangled technology, the kind you'll find in a [[Fer-de-Lance (Oolite)|fer-de-lance]] or [[Cobra Mk.3 (Oolite)|cobra three]]. Then there's the 'best of' bunch who'll pick the fastest or the biggest or the toughest; and we've all met that guy who'll surprise ya, with somethin' sounds crazy, just waitin' to tell ya why :wink:&lt;br /&gt;
 &lt;br /&gt;
 It's cos in the worm there's me and no other... or maybe one other, all the mod-cons I could wish for and nothin' else save for privacy: rarest comodity there is outside of an escape pod but who wants to be in one of those any more than bein' in stasis? See, the worm's too slow to even knock a hair out of place, too small for worrying about cargo or crew and too vulnerable to travel alone - so it doesn't.&lt;br /&gt;
 &lt;br /&gt;
 Luxury ain't the usual word most folks think of when considerin' the worm but then most folks never flew in one. The most luxurious vessels imaginable will still equip a small fleet of worms. When ya next visit the observation deck on that [[Liners|fancy cruise ship]], imagine having it all to yerself: drifting safely and securely, free for yer mind to wander where it will while the folks elsewhere see to everything for ya. Can't do that in a cobra, my friend.&lt;br /&gt;
 &lt;br /&gt;
 Sure, you can turn on the auto-pilot in yer fer-de-fancy-pants but you've still got to worry about everything else because it's all on you. Most of them guys can't even bear the thought of scratching the paintwork, never mind losing a shield. Fact is, in a worm, whatever it is, chances are someone else is doin' it for ya, all discreet mind, in some other ship, not bothering ya across the coms all the time. Even them miner's have the cobras do the scoopin' while they stick to the shootin'.&lt;br /&gt;
 &lt;br /&gt;
 Besides, ain't no paint job to speak of on a worm: that thing looks like a bashed up cargo pod to begin with and that's exactly as it should be. Privacy doesn't draw attention to itself unnessarily: tinted viewscreens that run the length of your ship will tend to do that [[Zorgon Petterson Group|Mr. Zorgan Petterson]]; twelve rules for ship design indeed...&lt;br /&gt;
 &lt;br /&gt;
 I've heard so many folks tell me that ya ain't lived until you've flown a this, that or the other (and some of 'em may even have a point) but I'll tell ya what little I do know. When ya really have lived then you'll appreciate bein' in a worm. Nothin' better my friend, nothin' better... [https://bb.oolite.space/viewtopic.php?p=280595#p280595 Redspear (2021)]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=HUD_images_here&amp;diff=90340</id>
		<title>HUD images here</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=HUD_images_here&amp;diff=90340"/>
		<updated>2026-09-30T15:27:52Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added CB-HUD Mark IV &amp;amp; Mark III&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Images are ''below'' their captions.''' &lt;br /&gt;
&lt;br /&gt;
 A HUD is a Heads-Up Display: ''a transparent display that presents data without requiring users to look away from their usual viewpoints. The origin of the name stems from a pilot being able to view information with the head positioned &amp;quot;up&amp;quot; and looking forward, instead of angled down looking at lower instruments. A HUD also has the advantage that the pilot's eyes do not need to refocus to view the outside after looking at the optically nearer instruments First developed in the 1940s for military aircraft (from Wikipedia).''&lt;br /&gt;
&lt;br /&gt;
As the newer versions of Oolite have allowed more flexibility with modifying HUD elements since the early days of Oolite v.1.20 in 2004! From the halcyon days of Aegidian's Mega-Walnut dashboard (for the Fer-de-Lance), the HUD designers have risen to the challenge. There was a quantum leap under [[User:Cim|Cim]]'s tenure as lead designer, when it was made easier to code new HUDs and the range of possibilities was greatly increased. This extended to [[MFD]]s. This happened with the release of Oolite v.1.79 in 2013/4.&lt;br /&gt;
&lt;br /&gt;
The most striking versions here include the Coluber, Dangerous &amp;amp; Vimana HUDs.&lt;br /&gt;
&lt;br /&gt;
'''Ships with custom HUDs''': Note also that some ships come with their own HUD versions! ''Eg.'': [[Coluber Blue Racer|Coluber Racers]] - Blue, Red, Yellowbelly &amp;amp; Black; also [[Isis Interstellar]] ships, all of [[Simon B's Ships OXP|Simon B's ships]] in Neolite-Wolfies and some of his Waka series, some of Wolfwood's ships such as his [[Asp Explorer (Oolite)]], ''etc''.&lt;br /&gt;
&lt;br /&gt;
'''HUDs not shown here''': Note also that some HUDs are not shown here: [[Killer Wolf's Dynamic HUD]], [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16686 Cyan HUD], [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12476 Clear HUD], ''etc''. See the [[OXP List]] and its links for more.&lt;br /&gt;
&lt;br /&gt;
'''Experimenting with new HUDs'''&lt;br /&gt;
The easiest way into all this is probably using [[HUDSelector]] which comes with 3 more HUDs to try out (extra-large, large &amp;amp; small). It will then help manage most others you download.&lt;br /&gt;
&lt;br /&gt;
'''Four points''': &amp;lt;br&amp;gt;&lt;br /&gt;
1) The game specifies 2 types of HUD: ''small'' (for the [[Adder (Oolite)|Adder]], the [[Cobra Mk.1 (Oolite)|Cobra Mk.1]], ''etc'') and ''regular''. Most of these below do not have a small variant, so you will find that your small ship defaults to the Vanilla game's small ship HUD! &amp;lt;br&amp;gt;&lt;br /&gt;
2) The number of MFDs varies with the HUD (from 0 to 15)! MFDs were introduced in 2013/14&amp;lt;br&amp;gt;&lt;br /&gt;
3) HUD designers often include icons for their favourite oxp equipments. See Coluber (&amp;amp; Deeper Space), CB (&amp;amp; CRR), Vimana &amp;amp; Z-GrOovY MiLHUD below for examples. &amp;lt;br&amp;gt;&lt;br /&gt;
4) A number of HUDS have special features&lt;br /&gt;
:* Choice of layouts/colour - Dangerous HUD (fighter cockpit view, hauler cockpit view and glass only view, 6 colours) &amp;amp; Xenon HUD (2 colours)&lt;br /&gt;
:* HUD changes with alert level (green/yellow/red) emphasising either astrogatory or combat elements (many HUDS do this - but see [[MilHUD 4000]] which only changes for combat - not low altitude ''etc''.)&lt;br /&gt;
:* Current Location Display (with Current Risk Notifier) - see Deeper Space HUD&lt;br /&gt;
:* Weapon Bays Missile Identifier - see ChupacabraHUD&lt;br /&gt;
:* Warning signs for low altitude/energy/shields/high temperature - see Vimana HUD&lt;br /&gt;
:* Jump stability meter (counts down to jump) - see Wide-Screen HUD&lt;br /&gt;
:* Different compasses for celestial bodies (gravimeter) and for beacons (transponder) - see Wide-Screen HUD&lt;br /&gt;
:* Detection of the Police IFF Scanner Upgrade, changing to a special police scanner colour that de-emphasises police vessels and maximizes visibility of civilian vessels on the scanner.&lt;br /&gt;
:* Ship's clock emphasised/de-emphasised depending on need  - see Wide-Screen HUD&lt;br /&gt;
:* Extra add-on modules (purchasable) with some of the functions of the Combat &amp;amp; Navigation MFD's - see Vimana HUD&lt;br /&gt;
:* Sun glare contrast - see Xenon HUD&lt;br /&gt;
:* Variable brightness high-contrast centre patch (adjustable on the fly) - see [[MilHUD 4000]]&lt;br /&gt;
:* A Sniper Sight- see [[MilHUD 4000]] &lt;br /&gt;
:* Sound effects - see Dangerous HUD&lt;br /&gt;
:* Listings of present equipment - see Z-GrOovY MiLHUD, Vimana HUD, Deeper Space HUD &amp;amp; the Coluber HUDs (these lists are inevitably partial - there is ''so'' much equipment)&lt;br /&gt;
:*[[Shield Equalizer And Capacitors OXP|Shield Capacitors gauges]] - see [[ChupacabraHUD]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Oolite-numbered-hud.png|800px|thumb|right|'''&amp;quot;Vanilla game&amp;quot; HUD''' &amp;lt;br&amp;gt;&lt;br /&gt;
1 Shield Strength (Fore &amp;amp; Aft shields) &amp;lt;br&amp;gt;&lt;br /&gt;
2 Level Indicators: Fuel, Cabin Temperature, Laser Temperature &amp;amp; Altitude &amp;lt;br&amp;gt;&lt;br /&gt;
3 Pylon Weapon Indicators: Missile (selected), Missile, ECM-Hardened Missile, Quirium Cascade Bomb &amp;lt;br&amp;gt;&lt;br /&gt;
4 Aegis Indicator (for aegis of main orbital station) &amp;lt;br&amp;gt;&lt;br /&gt;
5 Mass-Lock/Status Indicator (Green, Yellow or Red) &amp;lt;br&amp;gt;&lt;br /&gt;
6 Short-Range Scanner &amp;lt;br&amp;gt;&lt;br /&gt;
7 Clock &amp;lt;br&amp;gt;&lt;br /&gt;
8 Scanner zoom factor &amp;lt;br&amp;gt;&lt;br /&gt;
9 Compass &amp;lt;br&amp;gt;&lt;br /&gt;
10 Speed Indicator (relative) &amp;lt;br&amp;gt;&lt;br /&gt;
11 Roll/Pitch Indicators &amp;lt;br&amp;gt;&lt;br /&gt;
12 Energy Banks &amp;lt;br&amp;gt;&lt;br /&gt;
Since a joystick is not plugged in, the [[Joysticks and Gamepads|Joystick precision indicator]] is not shown]]&lt;br /&gt;
&lt;br /&gt;
[[File:Simon B's Wolf HUD template.png|thumb|right|800px|An Example of a Ship OXP custom HUD: Simon B's Arachnid OXP &amp;quot;Wolf&amp;quot; HUD (2009)]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Aad HUD ===&lt;br /&gt;
[[Aad-HUD|Almost Almost Default HUD!]] by [[User:Spara|Spara]] (2016)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Aad-hud_normal.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Another HUD ===&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9462 Another HUD] by NorthenderPNE (2011)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:AnotherHUD.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CB-HUD Mark II ===&lt;br /&gt;
[[CB-HUD Mark II]] by [[User:Captain Beatnik|Captain Beatnik]] (2011)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:CB-HUD_2011-09-25.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CB-HUD Mark III ===&lt;br /&gt;
[[CB-HUD Mark III]] by [[User:Captain Beatnik|Captain Beatnik]] (2025)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:CB-HUD 2025-03-29.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CB-HUD Mark IV ===&lt;br /&gt;
[[CB-HUD Mark IV]] by [[User:Captain Beatnik|Captain Beatnik]] (2026)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Cb68-CB-HUD-Mark-IV.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== ChupacabraHUD ===&lt;br /&gt;
[[ChupacabraHUD]] by [[User:CommonSenseOTB|CommonSenseOTB]] (2011)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:ChupacabraHUD1.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Coluber HUD CH01 ===&lt;br /&gt;
[[Coluber HUD CH01]] by [[User:Captain Beatnik|Captain Beatnik]] (2014) &amp;amp; improved by [[User:Norby|Norby]] (2020)&amp;lt;br/&amp;gt;&lt;br /&gt;
Screenshot showing the Coluber HUD CH01 on a 2560x1440 pixel (16:9) monitor scaled-down to 1000x563 &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:15wo9_coluber_hud_ch01.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CombatHUD ===&lt;br /&gt;
[[CombatHUD]] - widescreen version (standard version has Comms and Console messages above the dials on either side). By [[User:Smivs|Smivs]] (2014) &amp;lt;br&amp;gt;&lt;br /&gt;
Combat HUD (Red Alert mode) &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:chRedAlert.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Compact HUD ===&lt;br /&gt;
[[CompactHUD]] by [[User:Aegidian|Aegidian]] (by 2006), updated by [[User:Diziet Sma|Diziet Sma]] (2014)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Chws2.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CRR-HUD ===&lt;br /&gt;
[[Coluber_Red_Racer#Coluber_Red_Racer_.28CRR.29_HUD|CRR-HUD BB]] An adaptation of the '''Coluber Red Racer HUD''': see also [[Coluber Blue Racer]]. By [[User:Captain Beatnik|Captain Beatnik]] (2012) - there are separate HUDs for each of the 4 racers&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Crr_hud_pic_001.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dangerous HUD ===&lt;br /&gt;
[[Dangerous HUD]] showing just the '''green''' &amp;amp; '''blue''' variants (not Orange, Pink, Purple &amp;amp; White). by Gsagostinho (2017-8)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Gsagostinho-dangeroushud-blue.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== DeeperSpace HUD ===&lt;br /&gt;
[[Deeper Space HUD]] by Pleiadian (2017)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:DeeperSpaceHUD.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Deepspace HUD ===&lt;br /&gt;
[[Deepspace_Ships|Deepspace HUD]] by DeepSpace (2009)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Deepspacehud.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Deepspace Retro HUD ===&lt;br /&gt;
[[Deepspace_Ships|Deepspace HUD]] by DeepSpace (2010)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:RetroHUD.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dr HUD ===&lt;br /&gt;
[[Dr HUD OXP|Dr HUD]] by [[User:Dr. Nil|Dr. Nil]] (2010)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:huddrhud.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== ExtraLarge HUD ===&lt;br /&gt;
[[HUDSelector#ExtraLarge_HUD|ExtraLarge HUD]] provide a very large, alert sensitive scanner and custom dials with [[CombatMFD]] but no 16:10 support due to not enough room for the bottom two MFDs. By [[User:Norby|Norby]] (2015)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:XLHUD4r.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fighter HUD ===&lt;br /&gt;
[[Fighter HUD (Oolite)|Fighter HUD Mk2]] by [[User:CaptKev|CaptKev]] (2008-9)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:hudfighter.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== G-HUD ===&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?t=4757 ''G-HUD Mk2''] by [[User:Gunney Plym|Gunney Plym]] (2008)&amp;lt;br  /&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/images/2/2d/G-HUD_Mk2.oxp.zip  Download]&lt;br /&gt;
[http://wiki.alioth.net/images/7/76/G-HUD_Mk2.png  ''Large version of screenshot'']&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:G-HUD_Mk2_resize.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Isis HUD ===&lt;br /&gt;
[[Isis HUD]] by [[Killer Wolf]] (2013) &amp;lt;br&amp;gt;&lt;br /&gt;
Comes separately or included (as an option) with some Killer Wolf ships (Dominatrix, Werewolf, his newer Venom oxp's).&amp;lt;br&amp;gt;&lt;br /&gt;
An old HUD: no MFD's, no [[HUDSelector]] compliance.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Isis HUD (Killer Wolf).png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== KeeperHUD ===&lt;br /&gt;
[[KeeperHUD]] by [[Keeper]] (2016) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:KeeperHUD mfds.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Killer Wolf's Dynamic HUD ===&lt;br /&gt;
[[Killer Wolf's Dynamic HUD]] by [[Killer Wolf]] (2010) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:KW Hud trading.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Klepto HUD ===&lt;br /&gt;
[[Klepto-HUD OXP]] by Kleptoid (2006)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:hudKleptoHUD.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Large HUD ===&lt;br /&gt;
[[HUDSelector#Large_HUD|Large HUD]] looks like the default HUD but with 10 MFDs, custom dials with [[CombatMFD]] and a large alert sensitively colored scanner. By [[User:Norby|Norby]] (2015).&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:LargeHUD9g.png|600px]] &amp;lt;br&amp;gt;&lt;br /&gt;
Both 4:3, 16:9 and 16:10 displays are supported, but in 4:3 &amp;quot;only&amp;quot; 8 MFDs are usable.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Medusa HUD ===&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?p=54886#p54886  ''Medusa HUD''] by ClymAngus (2009)&amp;lt;br  /&amp;gt;&lt;br /&gt;
[[Image:Medusa_Hud.gif|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mega Walnut Dash HUD ===&lt;br /&gt;
[[Mega-Walnut Dashboard OXP|Mega-Walnut Dashboard]]&lt;br /&gt;
Based on the original Fer de Lance HUD of the legendary [[User:Aegidian|Aegidian]] (2005)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:hudMegaWalnutDashHUD.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== MilHUD 4000 ===&lt;br /&gt;
[[MilHUD 4000]] by [[User: Wildeblood| Wildeblood]] (2012)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:M4000_police.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== MilHUD (Military Specification HUD) ===&lt;br /&gt;
[[MilSpec HUD OXP|MilSpec HUD]] by [[User:Wyvern|Wyvern]] (2006-11)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:hudmilspec.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== MillHUD Refit ===&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17258 MillHUD Refit] by Wolfsstar BH (2015) &amp;lt;br&amp;gt;&lt;br /&gt;
Based on Wyvern's MilSpec HUD: HUD Selector compatible, five alert condition colours, 10 MFD's... &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MillHUD refit.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mod HUD ===&lt;br /&gt;
[[Mod-HUD]] by [[User:CaptSolo|CaptSolo]] (2011-2)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:ModHUD-v1.0.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Nova Lux HUD ===&lt;br /&gt;
[[Nova Lux HUD]] by Vincentz (2015)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NovaLux HUD (1).png|600px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Numeric Style HUDs ===&lt;br /&gt;
[[Numeric Style HUDs]] or browse viewtopic for current [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9977 information]. By [[User:CommonSenseOTB|CommonSenseOTB]] (2011), updated by [[User:Diziet Sma|Diziet Sma]], [[User:Spara]], [[User:Norby|Norby]] (2015) &amp;lt;br /&amp;gt;&lt;br /&gt;
Version 3&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:NumericHUDv3 1.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== OrangED HUD ===&lt;br /&gt;
[[OrangED HUD]] has up to 4 MFDs. By [[User:Zireael|Zireael]] (2014) &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:OrangED HUD.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pie Chart Style HUDs ===&lt;br /&gt;
[[Pie Chart Style HUDs]] or browse viewtopic for current [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9788 information]. By [[User:CommonSenseOTB|CommonSenseOTB]] (2011)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:PCS_HUDv2-3.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Small HUD ===&lt;br /&gt;
[[HUDSelector#Small_HUD|Small HUD]] like the default small HUD but with 10 MFDs. By [[User:Norby|Norby]] (2014)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:SmallHUD.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Smart HUD===&lt;br /&gt;
[[SmartHUD]]-widescreen version (standard version has Comms and Console messages above the dials on either side). By [[User:Smivs|Smivs]] (2014). &amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Chws2.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sniper Camera System HUD ===&lt;br /&gt;
[[Sniper Camera System HUD]] or browse viewtopic for current [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10461 information]. By [[User:CommonSenseOTB|CommonSenseOTB]] (2011) &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:SniperCameraSystemv1.1-3.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Steampunk HUD ===&lt;br /&gt;
[[Steampunk HUD]] by [[Killer Wolf]] (2010).&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Steamhud.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== SW (CAI/DAI) HUD ===&lt;br /&gt;
[[SWHUDDAI]] by [[User:Stranger|Stranger]] (2018-9)&lt;br /&gt;
:Stranger's World ''Default'' Altimeter HUD for the vanilla game &amp;lt;br /&amp;gt;&lt;br /&gt;
:Stranger's World ''Customised'' Altimeter HUD for &amp;quot;Stranger's World&amp;quot; games &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:SW HUD.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trek HUD ===&lt;br /&gt;
[[Trek HUD]] by Barabis (2008)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:hud.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Venom Cockpit HUD ===&lt;br /&gt;
[[Isis Interstellar]]'s HUD for their [[Venom]] line of ships.&amp;lt;br&amp;gt;&lt;br /&gt;
Three versions are supplied: standard (as below), mahogany &amp;amp; walnut burr &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Venomcockpit.jpg|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Vimana HUD ===&lt;br /&gt;
[[Vimana HUD]] by Gnievmir (2019)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Vimana Hud info.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Vimana-X HUD ===&lt;br /&gt;
[[Vimana HUD]] by [[User:Phkb|Phkb]] (2023)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Vimanax hud.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Modifiable from the [[F4 screen (ship and system interfaces)|Docked F4 Screen]] (Vimana-X Settings)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Wide-Screen HUD ===&lt;br /&gt;
[[Wide-Screen HUD]] by [[User:Wildeblood|Wildeblood]] (2013)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Wide-Screen-HUD.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Wolfwood HUD ===&lt;br /&gt;
[http://wiki.alioth.net/images/0/06/Wolfs_variants.zip ''Wolfwood HUD''] by [[Wolfwood Interstellar Technologies|Wolfwood]] (2006)&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: the image shows an Imperial Cruiser even though at bottom right it says &amp;quot;Cobra Mk III&amp;quot;. Note the Imperial Cruiser has increased energy banks and missiles. But this gives you an idea of what it looks like. &lt;br /&gt;
[[Image:hudwolfwood2.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Xenon HUD===&lt;br /&gt;
[[Xenon_HUD|Xenon HUD]] by [[User:Phkb|Phkb]] (2015-9)&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:XenonHUD_Sample.png|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yet Another HUD (Plagiarism HUD) ===&lt;br /&gt;
[[Plagiarism HUD|Yet Another HUD]]&lt;br /&gt;
Also known as the Plagiarism HUD, due to shamefully stealing parts from Trek HUD, MilHUD and Killer Wolf's Dynamic HUD. By Palmski (2010)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;Condition Critical:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Yet_another_hud_crit.gif|600px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Z-GrOovY MiLHUD ===&lt;br /&gt;
[[Z-GrOovY MiLHUD]] by Dertien (2013) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Dertien Explanation.png|thumb|left|600px|Yellow condition displayed, showing legend]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
&lt;br /&gt;
*Tweak to 'dock' an older HUD so that it does not overlap the bottom of the F2-F8 screens while docked [https://bb.oolite.space/viewtopic.php?p=231730#p231730 see here]. By phkb (2014)&lt;br /&gt;
*Tweak to customise a HUD's altimeter to allow for the [[Strangers World]] gravity wells. See code at the bottom of the first post [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20047 here]. By '''Stranger''' (2018)&lt;br /&gt;
*[[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
*[[MFD]]&lt;br /&gt;
*[[Guide to HUDs]] compares the features of the various HUDs&lt;br /&gt;
*[[HUDSelector]] - a HUD manager&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5724 The HUD-shop] (2009-10)&lt;br /&gt;
*[https://iandigaming.blogspot.com/2024/03/oolite-hud-display-showcase.html I and I's HUD display showcase] (2024)&lt;br /&gt;
&lt;br /&gt;
[[Category:HUDs OXPs| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=CB-HUD_Mark_IV&amp;diff=90339</id>
		<title>CB-HUD Mark IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=CB-HUD_Mark_IV&amp;diff=90339"/>
		<updated>2026-09-30T15:15:56Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tweaks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A clean, balanced HUD featuring detailed flight instruments, equipment indicators, combat warnings and compact target information. It requires no other OXPs.&lt;br /&gt;
[[File:Cb68-CB-HUD-Mark-IV.jpg|right|900px]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The CB-HUD Mark IV is developed and produced by the [[Crab Boolean Corporation|Crab-Boolean Corporation]] located on [[Sector1/Riredi|Riredi]] in galaxy 1.  &lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
A station-aware docking clearance light keeps your docking status visible, while a dedicated docked layout shows the information you need during your station visit.&lt;br /&gt;
&lt;br /&gt;
Compact flight instruments, adaptive energy divisions, absolute shield percentages, speed/altitude/cabin/weapon-temperature readouts, fuel and jump destination, basic/advanced compass and native joystick sensitivity indicator.&lt;br /&gt;
&lt;br /&gt;
Equipment indicators cover docking computer, escape pod, ECM and injectors.&lt;br /&gt;
&lt;br /&gt;
Master alert and rotating Alerts cover equipment damage, maintenance, contraband and legal warnings. Cargo and relevant station information remain visible docked; missile pylons remain visible there even with weapons offline.&lt;br /&gt;
&lt;br /&gt;
Four warning rows left of the crosshair show incoming missiles, forward/aft shield warnings and low/critical energy. Lamps blink; text stays steady.&lt;br /&gt;
&lt;br /&gt;
Four target rows on the right show unique name (if available), type/legal state, distance with Closing/Opening/Steady, and Condition: Good, Weak or Crit.&lt;br /&gt;
&lt;br /&gt;
Both blocks use 10x10 text with a fixed edge facing the crosshair.&lt;br /&gt;
&lt;br /&gt;
*10 [[MFD]]s&lt;br /&gt;
*[[HUD Selector]] compliant&lt;br /&gt;
*The layout is designed for 16:10; other aspect ratios may leave less room for side MFDs.&lt;br /&gt;
&lt;br /&gt;
=== Warning thresholds ===&lt;br /&gt;
*Own shield percentages always use 128 energy points as 100%, regardless of shield upgrades. Weak below 40%, clears at 50%; down at zero, back to weak at 10%.&lt;br /&gt;
*Own energy: low below 25%, clears at 30%; critical below 15%, back to low at 20%.&lt;br /&gt;
*Target condition uses that target's maximum: Weak below 40%, Good at 45%;&lt;br /&gt;
*Crit below 15%, back to Weak at 20%. Target condition is energy, not OXP shields.&lt;br /&gt;
&lt;br /&gt;
=== Docking light (D) ===&lt;br /&gt;
:Orange: no known clearance. &lt;br /&gt;
::Blinking orange: requested, waiting.&lt;br /&gt;
:Green: clearance granted or this station explicitly requires none.&lt;br /&gt;
::Blinking green: clearance expires soon. The white D and outline stay steady.&lt;br /&gt;
&lt;br /&gt;
The selected station takes priority. Selecting another station does not inherit the first station's clearance. With no station selected, an active request is retained; otherwise the main station is used while within its [[aegis]].&lt;br /&gt;
&lt;br /&gt;
Green is about clearance, not collision avoidance, traffic or dock size.&lt;br /&gt;
&lt;br /&gt;
=== Optional OXP support ===&lt;br /&gt;
*[[HUDSelector]], Smivs' [[Extra Fuel Tanks]] and [[Shield Equalizer And Capacitors OXP]] are optional.&lt;br /&gt;
*[[CombatMFD]] is ''not'' required; its data sources and other OXP scripts are untouched.&lt;br /&gt;
*[[Shield Cycler]] 1.12 and Shield Cycler Next 2.1/2.1.1 can show their live mode: the upper former Equalized label says Cycler mode:, the lower shows the mode. &amp;quot;Disabled&amp;quot; is shown when switched off. Reduced functionality can still operate.&lt;br /&gt;
:Only install one Cycler branch. Unknown versions/data omit the mode display. The adapter reads the internal state defensively; it never controls shield transfer.&lt;br /&gt;
&lt;br /&gt;
==Minimum requirements==&lt;br /&gt;
*Oolite 1.86+&lt;br /&gt;
*[[HUD Selector]] compliant&lt;br /&gt;
&lt;br /&gt;
=== Monitor Resolution ===&lt;br /&gt;
This HUD works best 16:10. Other resolutions work, but little space may be left for left and right MFD´s.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Place CB-HUD-Mark-IV-1.0.0.oxz in the normal Oolite AddOns location. Keep only one Mark-IV version active. Mark III may remain installed. Select Mark IV through HUDSelector if it is installed. Without HUDSelector, Mark IV activates automatically. The original Mark III uses the Default HUD entry rather than a separate named entry; another default-HUD replacement can affect that selection. Reload Oolite's configuration (rebuild its cache when necessary). This package does not install itself.&lt;br /&gt;
=== Compatibility and Testing ===&lt;br /&gt;
Automated tests cover warning thresholds, docking state, text configuration, optional integrations and HUD lifecycle. Standalone startup, HUD selection,&lt;br /&gt;
selection preservation and ship purchase were checked in a simulated Oolite JavaScript environment, also using the unmodified HUDSelector 1.28 package's script. These checks supplement in-game testing; they do not emulate rendering.&lt;br /&gt;
&lt;br /&gt;
The minimum Oolite version 1.86 is based on a native source/API audit. In-game 1.86 testing and in-game Shield Cycler testing have not been performed. Standard incoming missile events/scan class are supported; unusual script-only missile behaviour may differ.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
=== Current version ===&lt;br /&gt;
* Version 1.0 [https://app.box.com/s/0fxma53oqutfkjli7zq25kf8hno6gicz oolite.oxp.captain_beatnik.CB-HUD_mark_iv.oxz]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*License: CC-BY-NC-SA 4.0&lt;br /&gt;
=== Attribution and Thanks ===&lt;br /&gt;
CB-HUD Mark IV by Captain Beatnik is derived from CB-HUD Mark III and the original configuration files supplied with Oolite.&lt;br /&gt;
&lt;br /&gt;
Many thanks to Giles C Williams (aegidian) and all contributors for developing Oolite.&lt;br /&gt;
&lt;br /&gt;
Thanks to Mazur, Thargoid, Killer Wolf, JeffBTX, Wyvern, Smivs and CommonSenseOTB.&lt;br /&gt;
I learned a great deal by studying their work.&lt;br /&gt;
&lt;br /&gt;
Special thanks to Norby, Phkb, Cag and Neelix. Their work made the additional functions of this HUD possible.&lt;br /&gt;
&lt;br /&gt;
Finally, many thanks to Cholmondely and Maik for their work on the wiki and documentation.&lt;br /&gt;
&lt;br /&gt;
These acknowledgements are also retained in Config/cb68_cbhudIV_main.plist.&lt;br /&gt;
&lt;br /&gt;
=== Development Assistance ===&lt;br /&gt;
OpenAI Codex, an AI coding assistant, assisted with JavaScript, configuration, code review and documentation. The HUD concept, design decisions and in-game testing are by Captain Beatnik.&lt;br /&gt;
&lt;br /&gt;
== The [[Dark Side]] ==&lt;br /&gt;
Everything is drawn using scripts and configuration — there are no additional image files!&lt;br /&gt;
=== Text Customisation ===&lt;br /&gt;
All own visible text, units and templates are in the Config folder's [[Descriptions.plist]].&lt;br /&gt;
&lt;br /&gt;
Edit quoted values while retaining the namespaced keys and placeholders needed.&lt;br /&gt;
&lt;br /&gt;
Empty strings and leading/trailing spaces are valid; blanking text does not disable warnings, lamps or equipment. Longer translations need visual testing.&lt;br /&gt;
&lt;br /&gt;
Target text has a width limit; type shortening preserves the default bounty Cr suffix. Dock system/station names share a 36-character budget including dots.&lt;br /&gt;
&lt;br /&gt;
=== How the HUD is built ===&lt;br /&gt;
The HUD needs no additional image files or textures. Its layout, instruments, scale marks and crosshairs are defined through JavaScript and the .plist configuration, using Oolite's built-in drawing functions and font. No Images or Textures folder is included in the package.&lt;br /&gt;
&lt;br /&gt;
Config/cb68_cbhudIV_main.plist has no legends section. All Mark-IV-defined labels and readouts use &amp;lt;tt&amp;gt;drawCustomText&amp;lt;/tt&amp;gt;: dials, with their text supplied from Config/descriptions.plist through the script. Native displays such as the clock and equipment carousel continue to draw their own text.&lt;br /&gt;
&lt;br /&gt;
Oolite draws legends before dials, then processes the dials in their listed order. Placing custom text and scale elements later in that list lets them appear in front of the filled instrument bars. A legend cannot provide that foreground layer over a dial. Scale lines are drawn as narrow custom bars, not as images.&lt;br /&gt;
&lt;br /&gt;
The left-hand shield, energy and weapon-temperature bars fill from right to left. This uses a negative width in the relevant dial definition, for example&lt;br /&gt;
&amp;lt;tt&amp;gt;width = -98;&amp;lt;/tt&amp;gt; for the shield bars. The magnitude specifies the bar width and the negative sign reverses its fill direction. Optional capacitor bars use the same technique. This makes the left and right instrument groups visually mirror one another without needing separate artwork.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Author: [[User:Captain Beatnik|Captain Beatnik]] (page has links to his other HUDs)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=307272#p307272 BB Release Note for Mark IV] (2026)&lt;br /&gt;
:Feedback is always welcome if something doesn't work or where something could or should be improved or done differently.&lt;br /&gt;
*[[CB-HUD Mark III]] (2025-6) previous version!&lt;br /&gt;
*[[CB-HUD Mark II]] (2011) popular precursor (includes notes on CB-HUD Mark I).&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
*[[hud.plist]]&lt;br /&gt;
&lt;br /&gt;
{{HUD-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Crab_Boolean_Corporation&amp;diff=90338</id>
		<title>Crab Boolean Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Crab_Boolean_Corporation&amp;diff=90338"/>
		<updated>2026-09-30T15:09:50Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added CB-HUD Mark IV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crab Boolean Corporation are based on G1 [[Sector1/Riredi|Riredi]]&lt;br /&gt;
[[File:Riredi OXP-nightside (CB's new texture).jpg|right|thumb|300px|Captain Beatnik's newest Riredi OXP's Riredi]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
Crab Boolean (also Crab-Boolean) specialise in HUDs - especially for spaceships. Their [[CB-HUD Mark II]] used to account for 40% of their sales. Their new HUD, the [[CB-HUD Mark III]] was only recently launched to great acclaim.&lt;br /&gt;
&lt;br /&gt;
They have also developed a number of specialised HUDs for the various Coluber ships (often anonymously), as well as a specialised reconstruction of an ancient exploration HUD (see [[Tales from Riredi]] for more on this).&lt;br /&gt;
&lt;br /&gt;
Their offices and laboratories are located at Apex Mons (a gigantic, extinct shield volcano with two other military research facilities on its crater rim, faintly visible at night).&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Click on thumbnail to enlarge&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:CB-HUD.png  | An early Crab-Boolean HUD&lt;br /&gt;
&lt;br /&gt;
Image:CB-HUD 2011-09-25.jpg | [[CB-HUD Mark II]] - the best seller&lt;br /&gt;
&lt;br /&gt;
Image:CB-HUD 2025-03-29.png | [[CB-HUD Mark III]]&lt;br /&gt;
&lt;br /&gt;
Image:Cb68-CB-HUD-Mark-IV.jpg | [[CB-HUD Mark IV]]&lt;br /&gt;
&lt;br /&gt;
Image:15wo9 coluber hud ch01.png | [[Coluber HUD CH01]]&lt;br /&gt;
&lt;br /&gt;
Image:Crr hud pic 001.png | [[Coluber Red Racer]] HUD&lt;br /&gt;
&lt;br /&gt;
Image:Blueracer hud.png | [[Coluber Blue Racer]] HUD&lt;br /&gt;
&lt;br /&gt;
Image:CYR HUD.png | [[Coluber Blue Racer|Coluber Yellowbelly Racer]] HUD&lt;br /&gt;
&lt;br /&gt;
Image:CBL HUD.png | [[Coluber Blue Racer|Coluber Black Racer]] HUD&lt;br /&gt;
&lt;br /&gt;
Image:Pitviper2 HUD.png| [[Coluber Pitviper]] HUD&lt;br /&gt;
&lt;br /&gt;
Image:CB's SOTL HUD (Spectroscopic).png | Reconstruction of an [[SOTL Exploration|ancient exploration HUD]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Tales from Riredi]] - short story focused on the Crab Boolean Corporation&lt;br /&gt;
*[[Riredi OXP]] - the newest version of this has the planet texture where the offices are located&lt;br /&gt;
*[[User:Captain Beatnik|Captain Beatnik]] - fons et origo of all this lore (and of the OXPs!).&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional organisations]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Guide_to_HUDs&amp;diff=90337</id>
		<title>Guide to HUDs</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Guide_to_HUDs&amp;diff=90337"/>
		<updated>2026-09-30T15:04:27Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added CB-HUD Mark IV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Viewscreen sample.png|thumb|right|300px|The Vanilla game HUD]]&lt;br /&gt;
== Considerations for choosing a HUD ==&lt;br /&gt;
The most sophisticated HUDs ''seem'' to be CB-HUD Mark III, Dangerous HUD, Vimana, Vimana-X, Xenon &amp;amp; Z-GrOovY MiLHUD‎.&lt;br /&gt;
&lt;br /&gt;
=== Clutter ===&lt;br /&gt;
Do you want a good view of everything in space around you? Or do you want lots of dials/MFDs giving you information about the space around you?&lt;br /&gt;
&lt;br /&gt;
=== Viewscreens vs Windows, Consoles ===&lt;br /&gt;
Do you envisage yourself as looking out a window with a HUD projected onto it? Or as gazing at a viewscreen? &amp;lt;br&amp;gt;&lt;br /&gt;
And do you want to see a control console in front of you?&lt;br /&gt;
&lt;br /&gt;
If you prefer windows, the Dangerous HUD is the most extreme example.&lt;br /&gt;
If you prefer viewscreens, try the Plagiarism HUD.&lt;br /&gt;
&lt;br /&gt;
Consoles are available from the Deepspace HUD, Deeper Space HUD, Fighter HUD, Isis HUD, MegaWalnut Dash, NovaLux, Steampunk, Trek, Venom, Plagiarism &amp;amp; Z-GrOovY MiLHUD. See [[HUD images here]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
There are two considerations here.&lt;br /&gt;
:1) The size of your ship. Oolite defines a smaller HUD for a small ship such as an [[adder]], but only a handful of HUD OXPs include these small sizes.&lt;br /&gt;
:2) The size of your monitor. Some HUDs allow for a rather larger computer screen.&lt;br /&gt;
&lt;br /&gt;
=== Large Scanners ===&lt;br /&gt;
Do you want a large scanner? See [[HUD images here]] for options.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
Do you think that the HUD is a cheat? Gnievmir's original Vimana HUD also improves your ship (adds speed, energy, missile slots &amp;amp; cargo capacity, and allows purchase of a super-laser), Deeperspace HUD warns about danger based on the ratio of pirates/Thargoids to police in the entire solar system.&lt;br /&gt;
&lt;br /&gt;
== HUDs ==&lt;br /&gt;
The following table is optimized for a horizontal screen resolution of at least 1280px so that all OXP descriptions fit on one line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The &amp;quot;Z&amp;quot; column indicates that an OXZ version is available in the [http://www.oolite.org/oxps/ OXZ list] and downloadable within the [[Expansions Manager|Expansion Pack Manager]] in Oolite. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- KEEP DESCRIPTIONS (desc=...) ALPHABETICAL --&amp;gt;&lt;br /&gt;
&amp;lt;!-- KEEP LENGTHS OF DESCRIPTIONS TO THAT OF EXISTING ENTRIES OR LESS --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guide to HUDs TableHeader}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Aad-HUD]] enhances and rearranges the default HUD&lt;br /&gt;
|date=2015-05-03&lt;br /&gt;
|aut=[[User:Spara|Spara]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=4&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=2 versions (small ships, widescreen)&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9462 Another HUD] is based on Killer Wolf's Generic HUD&lt;br /&gt;
|date=2011-03-18&lt;br /&gt;
|aut=NorthenderPNE&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[CB-HUD Mark IV]]  is a fully featured HUD, displaying numeric values, equipment lights and some additional gauges &lt;br /&gt;
|date=2026-09-25&lt;br /&gt;
|aut=[[User:Captain Beatnik|Captain Beatnik]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=10&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Extra gauges, Docking light&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[CB-HUD Mark III]]  is a fully featured HUD and uses data from [[CombatMFD]] to display numeric values and some additional gauges &lt;br /&gt;
|date=2025-03-30&lt;br /&gt;
|aut=[[User:Captain Beatnik|Captain Beatnik]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=Y&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=10&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Extra gauges&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[CB-HUD Mark II]] features a HUD that changes based on installed equipment. See the [https://bb.oolite.space/viewtopic.php?p=141035#p141035 BB post] for more information&lt;br /&gt;
|date=2011-09-25&lt;br /&gt;
|aut=[[User:Captain Beatnik|Captain Beatnik]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Equipment icons, large scanner.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[ChupacabraHUD]] has central curved bar gauges, custom missile displays and shield capacitor gauges&lt;br /&gt;
|date=2011-10-26&lt;br /&gt;
|aut=[[User:CommonSenseOTB|CommonSenseOTB]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Missile identifier, Curved Bar Gauges&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[ClearHUD]] is a minimalist HUD suitable for playing on large, wide screens&lt;br /&gt;
|date=2012-09-15&lt;br /&gt;
|aut=Tichy&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Widescreens ''only''. Docked HUD. &amp;lt;br&amp;gt;Sniper-sight addon.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Coluber HUD CH01|Coluber HUD CH01]] A fully featured HUD with individual scales for each gauge and additional control lights for important equipment.&lt;br /&gt;
|date=2014-09-15&lt;br /&gt;
|aut=[[User:Captain Beatnik|Captain Beatnik]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=7&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Equipment lights, large scanner.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[CombatHUD|Combat HUD]] A stylish, logically arranged HUD designed to give clear information during combat.&lt;br /&gt;
|date=2013-01-24&lt;br /&gt;
|aut=[[User:Smivs|Smivs]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=2&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Can take 8 energy banks &amp;amp; 16 pylons. &amp;lt;br&amp;gt;Widescreen version.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[CompactHUD|Compact HUD]] provides an alternative HUD with a clean look&lt;br /&gt;
|date=2010-10-17&lt;br /&gt;
|aut=[[User:Aegidian|Aegidian]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=2&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=For small ships only&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Coluber_Red_Racer#Coluber_Red_Racer_.28CRR.29_HUD|CRR-HUD BB]] is the stand-alone version of the Coluber Red Racer HUD&lt;br /&gt;
|date=2012-01-19&lt;br /&gt;
|aut=[[User:Captain Beatnik|Captain Beatnik]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Equipment lights&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Cyan HUD]] Big scanner &amp;amp; partially &amp;lt;br&amp;gt;numeric dials around crosshairs.&lt;br /&gt;
|date=2014-07-17&lt;br /&gt;
|aut=[[User:Zireael|Zireael]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=16&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Large scanner&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Dangerous HUD]]&lt;br /&gt;
|date=2018-08-12&lt;br /&gt;
|aut=[[User:gsagostinho|GSAgostinho]]&lt;br /&gt;
|biggui=Y&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=7&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=3 versions, sounds, pulsating scanner&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Deeper Space HUD]]&lt;br /&gt;
|date=2018-04-22&lt;br /&gt;
|aut=Pleiadian&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=2&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Current Risk notifier, Equipment lights, &amp;lt;br&amp;gt;Navigation data&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Deepspace Ships#Deepspace HUDs|Deepspace HUD]] is an alternative HUD with two versions&lt;br /&gt;
|date=2010-02-14&lt;br /&gt;
|aut=DeepSpace&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Deepspace HUD OXP, Deepspace Retro HUD OXP.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Dr HUD OXP|Dr HUD]] is an alternative HUD&lt;br /&gt;
|date=2006-12-22&lt;br /&gt;
|aut=[[User:Dr. Nil|Dr. Nil]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Old HUD - no extras&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[HUDSelector|ExtraLarge HUD]]&lt;br /&gt;
|date=2028-03-28&lt;br /&gt;
|aut=[[User:Norby|Norby]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=Y&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=10&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Extra dials, large scanner, small ship HUD.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Fighter HUD (Oolite)|Fighter HUD]] is an alternative HUD&lt;br /&gt;
|date=2008-05-21&lt;br /&gt;
|aut=[[User:CaptKev|CaptKev]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=4&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Polarized glass laser sight&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[G-HUD]] adds an alternative HUD&lt;br /&gt;
|date=2008-07-08&lt;br /&gt;
|aut=[[User:Gunney Plym|Gunney Plym]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Old HUD - no extras&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[GETter_HUD_OXZ|GETter HUD]]&lt;br /&gt;
|date=2022-12-18&lt;br /&gt;
|aut=[[User:Reval|Reval]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=2&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Lists hold contents&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Isis HUD]]&lt;br /&gt;
|date=2022&lt;br /&gt;
|aut=[[Killer Wolf]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Immersive Docked HUDs&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[KeeperHUD|Keeper HUD]]&lt;br /&gt;
|date=2016-08-14&lt;br /&gt;
|aut=[[Keeper]]&lt;br /&gt;
|biggui=Y&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=15&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=opacity varies with need, docked HUD.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Killer_Wolf's_Dynamic_HUD|Killer Wolf's Dynamic HUD]] adds a version of the dynamic HUD first seen in Killer Wolf's Werewolf ships, to all ships&lt;br /&gt;
|date=2010-07-08&lt;br /&gt;
|aut=[[Killer Wolf]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Special damaged version, immersive docked HUDs&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Klepto-HUD OXP|Klepto-HUD]] is a different 'take' on a HUD with precise crosshairs&lt;br /&gt;
|date=2006-03-09&lt;br /&gt;
|aut=Kleptoid&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Very compact HUD&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[HUDSelector|Large HUD]]&lt;br /&gt;
|date=2028-03-28&lt;br /&gt;
|aut=[[User:Norby|Norby]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=Y&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=10&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Extra dials, large scanner.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[http://www.crimsonforge.co.uk/cloister/MedusaHud.oxp.zip Medusa HUD] is an alternative HUD&lt;br /&gt;
|date=2009-01-18&lt;br /&gt;
|aut=[[User:ClymAngus|ClymAngus]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Old HUD - no extras&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Mega-Walnut Dashboard OXP|Mega-Walnut Dashboard]] is an elderly version of the fabled Fer de Lance HUD&lt;br /&gt;
|date=2005-07-05&lt;br /&gt;
|aut=[[User:Aegidian|Aegidian]]&lt;br /&gt;
|biggui=&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Old HUD - no extras&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[MilHUD 4000]] is a fork of Milspec HUD with updated script and new features&lt;br /&gt;
|date=2013-03-05&lt;br /&gt;
|aut=[[User:Wildeblood|Wildeblood]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=variable brightness/contrast centre patch, Sniper Sight, etc.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Milspec HUD]] is an alternative HUD with targeting aids and an emphasis on functionality&lt;br /&gt;
|date=2011-12-16&lt;br /&gt;
|aut=[[User:Wyvern|Cdr. Wyvern]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Sniper sight, docked HUD.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[http://capnhack.com/hosting/oolite/Oolite/OXPs/hud_ng.oxp.zip NG HUD] is an alternate HUD with a personal view&lt;br /&gt;
|date=2005-03-06&lt;br /&gt;
|aut=alien&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Old HUD - no extras&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Nova Lux HUD]]&lt;br /&gt;
|date=2023-08-23&lt;br /&gt;
|aut=[[User:Vincentz|Vincentz]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=6&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Small ship HUD, Widescreen HUD.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Numeric_Style_HUDs|Numeric Style HUDs]] numeric gauges, now version 3.&lt;br /&gt;
|date=2015-01-10&lt;br /&gt;
|aut=[[User:CommonSenseOTB|CommonSenseOTB]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=8&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Unneeded dials fade out, Widescreen HUD.&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[OrangED HUD]] Big scanner, partially numeric dials and more!&lt;br /&gt;
|date=2014-07-17&lt;br /&gt;
|aut=[[User:Zireael|Zireael]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=4&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Pie_Chart_Style_HUDs|Pie Chart Style HUDs]] New invention! Pie-chart gauges.&lt;br /&gt;
|date=2011-05-20&lt;br /&gt;
|aut=[[User:CommonSenseOTB|CommonSenseOTB]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[HUDSelector|Small HUD]] for small ships&lt;br /&gt;
|date=2028-03-28&lt;br /&gt;
|aut=[[User:Norby|Norby]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=10&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[SmartHUD|SmartHUD]] &lt;br /&gt;
|date=2023-08-23&lt;br /&gt;
|aut=[[User:smivs|smivs]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=2&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Widescreen, immersive messages&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[SWHUDDAI|SW HUD CAI]] a modernised [[CB-HUD_Mark_II|CB HUD]] with customised SW altimeter&lt;br /&gt;
|date=2019-02-23&lt;br /&gt;
|aut=[[User:Stranger|Stranger]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=2&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Altimeter designed for Stranger's World, Tweaked Scanner&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[SWHUDDAI|SW HUD DAI]] a modernised [[CB-HUD_Mark_II|CB HUD]] with default vanilla game altimeter&lt;br /&gt;
|date=2019-02-23&lt;br /&gt;
|aut=[[User:Stranger|Stranger]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=2&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Tweaked scanner&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Steampunk HUD]]&lt;br /&gt;
|date=2019-02-23&lt;br /&gt;
|aut=[[Killer Wolf]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Old HUD, immersive Docked HUD&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Trek HUD]]Star Trek NG LCARS-style (Library Computer Access &amp;amp; Retrieval System) HUD.&lt;br /&gt;
|date=2008-11-11&lt;br /&gt;
|aut=Barabis&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Old HUD - no extras&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Vimana HUD]] a complex HUD with many warnings and also lights for much additional equipment&lt;br /&gt;
|date=2019-09-12&lt;br /&gt;
|aut=[[Gnievmir]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=Y&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=6/12&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Too much to fit in here!&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Vimana-X HUD]] a full-spectrum update to Vimana HUD, with lots of additional features.&lt;br /&gt;
|date=2025-12-29&lt;br /&gt;
|aut=[[User:Phkb|phkb]]&lt;br /&gt;
|con=Gnievmir&lt;br /&gt;
|biggui=Y&lt;br /&gt;
|hull=Y&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=6/10/12&lt;br /&gt;
|speed=Y&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Far too much to fit in here!&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Wide-Screen HUD]] is the first Oolite HUD designed specifically for wide screens with 8:5 and 16:9 aspect ratios.&lt;br /&gt;
|date=2013-05-15&lt;br /&gt;
|aut=[[User:Wildeblood|Wildeblood]]&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Jump stability monitor, Target Radar, &amp;lt;br&amp;gt;gravimeter &amp;amp; transponder. Tweaks for &amp;lt;br&amp;gt;Police IFF Scanner, &amp;quot;fading&amp;quot; clock &lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Xenon_HUD|Xenon HUD]] groups important gauges around the crosshairs - and uses custom crosshair images.&lt;br /&gt;
|date=2018-08-19&lt;br /&gt;
|aut=[[User:Phkb|phkb]]&lt;br /&gt;
|biggui=Y&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=9&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=Y&lt;br /&gt;
|joystick=N&lt;br /&gt;
|hud_selector=Y&lt;br /&gt;
|extras=Hi-contrast mode,&amp;lt;br&amp;gt;amber or cyan colors&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=Yet Another HUD aka [[Plagiarism HUD]]&lt;br /&gt;
|date=2010-08-26&lt;br /&gt;
|aut=Palmski&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=N&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Special damaged version&lt;br /&gt;
}}&lt;br /&gt;
{{HUDSortableTableRow&lt;br /&gt;
|desc=[[Z-GrOovY_MiLHUD|Z-GrOovY MilHUD]]&lt;br /&gt;
|date=2013-12-27&lt;br /&gt;
|aut=Dertien&lt;br /&gt;
|biggui=N&lt;br /&gt;
|hull=N&lt;br /&gt;
|reticle=Y&lt;br /&gt;
|mfds=0&lt;br /&gt;
|speed=N&lt;br /&gt;
|distance=N&lt;br /&gt;
|joystick=Y&lt;br /&gt;
|hud_selector=N&lt;br /&gt;
|extras=Many equipment lights, special damaged version&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appendices ==&lt;br /&gt;
=== Key to Table ===&lt;br /&gt;
 Aut          OXP Author&lt;br /&gt;
               [[File:Oolite-gov-multigov.png|10px]] indicates one or more ''additional'' authors of the .oxp&amp;lt;br&amp;gt;&lt;br /&gt;
 Date         Date of latest version of OX - this helps date the generation of the HUD&lt;br /&gt;
               2010 - Dynamic HUDs appear, switching between Green, Yellow, Red Alert and docked HUDs&lt;br /&gt;
               2014 - MFDs appear&lt;br /&gt;
                    - HUD Selector published (breaking automatic link with HUD inside a ship.oxp)&lt;br /&gt;
 Big GUI      This allows more information to appear on mission screens or Docked screens (&amp;quot;GUIs&amp;quot;)&lt;br /&gt;
 Hull         The state of the ship (how urgent is [[maintenance]]?)&lt;br /&gt;
 Reticle      A targeting reticle showing when you are on target? (usually needs the purchase of an [[STE]])&lt;br /&gt;
 MFDs         How many MFDs does the HUD support?&lt;br /&gt;
 Speed        Is the speed also given numerically?&lt;br /&gt;
 Distance     Is the distance to the [[Compass]] target given numerically?&lt;br /&gt;
 Joystick     Is there an indicator for [[Oolite_Tactics#Precision_Flying|precision flying]] with a joystick/controller?&lt;br /&gt;
 HUD Selector Is this OXP compatible with the [[HUD Selector]] OXP?&lt;br /&gt;
&lt;br /&gt;
=== List of HUDs ===&lt;br /&gt;
*1 Aad HUD&lt;br /&gt;
*2 Another HUD&lt;br /&gt;
*3 CB-HUD Mark II&lt;br /&gt;
*4 CB-HUD Mark III&lt;br /&gt;
*5 ChupacabraHUD&lt;br /&gt;
*6 Coluber HUD CH01&lt;br /&gt;
*7 CombatHUD&lt;br /&gt;
*8 Compact HUD&lt;br /&gt;
*9 CRR-HUD&lt;br /&gt;
*10 Dangerous HUD&lt;br /&gt;
*11 DeeperSpace HUD&lt;br /&gt;
*12 Deepspace HUD&lt;br /&gt;
*13 Deepspace Retro HUD&lt;br /&gt;
*14 Dr HUD&lt;br /&gt;
*15 ExtraLarge HUD&lt;br /&gt;
*16 Fighter HUD&lt;br /&gt;
*17 G-HUD&lt;br /&gt;
*18 Isis HUD&lt;br /&gt;
*19 KeeperHUD&lt;br /&gt;
*20 Klepto HUD&lt;br /&gt;
*21 Large HUD&lt;br /&gt;
*22 Medusa HUD&lt;br /&gt;
*23 Mega Walnut Dash HUD&lt;br /&gt;
*24 MilHUD 4000&lt;br /&gt;
*25 MilHUD (Military Specification HUD)&lt;br /&gt;
*26 MillHUD Refit&lt;br /&gt;
*27 Mod HUD&lt;br /&gt;
*28 Nova Lux HUD&lt;br /&gt;
*29 Numeric Style HUDs&lt;br /&gt;
*30 OrangED HUD&lt;br /&gt;
*31 Pie Chart Style HUDs&lt;br /&gt;
*32 Small HUD&lt;br /&gt;
*33 Smart HUD&lt;br /&gt;
*35 Sniper Camera System HUD&lt;br /&gt;
*36 Steampunk HUD&lt;br /&gt;
*37 SW (CAI/DAI) HUD&lt;br /&gt;
*38 Trek HUD&lt;br /&gt;
*39 Venom Cockpit HUD&lt;br /&gt;
*40 Vimana HUD&lt;br /&gt;
*41 Vimana-X HUD&lt;br /&gt;
*42 Wide-Screen HUD&lt;br /&gt;
*43 Wolfwood HUD&lt;br /&gt;
*44 Xenon HUD&lt;br /&gt;
*45 Yet Another HUD&lt;br /&gt;
*46 Z-GrOovY MiLHUD&lt;br /&gt;
&lt;br /&gt;
== Considerations/Still to sort out for this wiki page ==&lt;br /&gt;
*Date (and explanation of importance re Vanilla Game Code development &amp;lt;-&amp;gt; HUD development)&lt;br /&gt;
*Different HUDs for different green/yellow/red conditions/alerts? / Range of alerts shown / Docked HUD?&lt;br /&gt;
*Cargo Hold indicator?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Extras? (''eg'' Vimana HUD's cornucopia of goodies, DeeperSpace's Risk Assessment, Xenon HUD's sights, Dangerous HUD's noises).&lt;br /&gt;
:Current Location Display &amp;amp; Current Risk Notifier (Deeper Space HUD)&lt;br /&gt;
:Weapons Bay Missile identifier? (ChupacabraHUD)&lt;br /&gt;
:Extra reticles for other lasers (Xenon)&lt;br /&gt;
:Glare filter? / Glare contrast? (for reading HUD in Glare - cf Xenon HUD)&lt;br /&gt;
:Explicit warnings: missile approach/temp/altitude/shields/energy banks?&lt;br /&gt;
:Equipment Lights?&lt;br /&gt;
::Vanilla Optional Equipment lights?&lt;br /&gt;
::OXP Equipment lights?&lt;br /&gt;
:Customisation: &lt;br /&gt;
::Choice of Colours? (Dangerous HUD &amp;amp; Xenon HUD)&lt;br /&gt;
::Choice of Cockpits? (Dangerous HUD)&lt;br /&gt;
::Natural materials? (Mega Walnut Dash)&lt;br /&gt;
::Large screen variant? &lt;br /&gt;
::Large Scanner? - see image!&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[HUD images here]]&lt;br /&gt;
=== Faffing about with HUDs ===&lt;br /&gt;
*[[Hud.plist]] - has many more links at the bottom of the page&lt;br /&gt;
*[[HUD Customisation Guide]]&lt;br /&gt;
*[[Fully Annotated HUD Configuration (hud.plist) File‎]]&lt;br /&gt;
*[[Oolite Custom HUD Dials]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] [[Category:HUDs OXPs| ]] [[Category:Factual]] [[Category:OXP Lists]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:Captain_Beatnik&amp;diff=90336</id>
		<title>User:Captain Beatnik</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:Captain_Beatnik&amp;diff=90336"/>
		<updated>2026-09-30T14:57:42Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added CB-HUD Mark IV, tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pitviper 250x167 001.png|250px|thumb|right|Pitviper]]&lt;br /&gt;
[[File:CB-HUD 2025-03-29.png|250px|thumb|right|CB-HUD Mark III with 10 MFDs]]&lt;br /&gt;
[[File:15wo9 coluber hud ch01.png|250px|thumb|right|CH01 HUD with 7 MFD's]]&lt;br /&gt;
[[File:Beatniks shipset pic 002.png|250px|thumb|right|Cobra Mk3 with new HUD]]&lt;br /&gt;
[[File:Riredi sodalite orbital station.png|250px|thumb|right|Riredi OXP]]&lt;br /&gt;
&lt;br /&gt;
Robert Triflinger from Bavaria.&lt;br /&gt;
&lt;br /&gt;
''Responsible for the CB and Coluber OXPs.''&lt;br /&gt;
&lt;br /&gt;
The HUDs are very striking - and not surprisingly, have inspired others to take them and tweak away with abandon!&lt;br /&gt;
&lt;br /&gt;
Riredi OXP is quite beautiful. The station is gorgeous and a wonderfully unique oddity! Both his HUDs and the Pitvipers proved very popular when they debuted back around 2012.&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
Captain Beatnik's OXPs include:&lt;br /&gt;
=== HUDs ===&lt;br /&gt;
*[[CB-HUD Mark IV]] - a 2026 HUD with extra dials which does not need the [[Combat MFD]]&lt;br /&gt;
*[[CB-HUD Mark III]] - a 2025 HUD incorporating extra dials from the [[Combat MFD]]&lt;br /&gt;
*[[CB-HUD Mark II‎]] - the number one HUD produced by the Crab-Boolean Corporation&lt;br /&gt;
*[[Coluber HUD CH01]] - the number one HUD produced by Coluber Inc.&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18335 (Release) Coluber HUD CH02] - a 2016 update by Nomad&lt;br /&gt;
::[[SWHUDDAI|SW HUD]] - a 2019 update of Coluber HUD CH01 by [[User:Stranger|Stranger]]&lt;br /&gt;
*[[HUD_images_here#CRR-HUD|CRR-HUD]] - for the Coluber Red Racer&lt;br /&gt;
*Other HUDs exist for the other Coluber racers, the Pitviper and his standalone Cobra Mk III&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
*[[Coluber Blue Racer|Coluber Racers]] Blue, Red, Yellowbelly and Black - each with their own HUD&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11206 (UPDATED RELEASE) Coluber ships] 20/11/2011, but last updated 28/10/2013&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12928 (UPDATED RELEASE) Coluber CRR-5375 Red Racer heavy fighter] 11/11/2012&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12725 (Release) Coluber Yellowbelly racer] 23/10/2012&lt;br /&gt;
*[[Coluber Pitviper]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12526 (RELEASE) Coluber CPV-9333 Pitviper] 15/9/2012&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=15069 (RELEASE) Coluber CPV-12375 Pitviper Mk. II] 27/7/2013&lt;br /&gt;
*Cobra Mk3&lt;br /&gt;
::[[Beatnik's Cobra]] 11/4/2012 - New texture with new HUD&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
*[[Riredi OXP]] remodels the system of Riredi in the first galaxy with a customised planet texture, orbital station and station defenders.&lt;br /&gt;
:Phkb's 2024 update adds a [[New Cargoes]] commodity and updated retextures (including city night-lights) and planet landing sites for [[Planetfall2 OXP|PlanetFall2]].&lt;br /&gt;
&lt;br /&gt;
CB's fiction also adds lore to Atriso &amp;amp; Aronar.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Fiction ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21659 Nothing but trouble, annoyance and losses] (2024) - Felines living at Riredi&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21666 6 + 9 = 13] (2024) - Fulfilling a contract for Riredesic on Riredi&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21660 Been on a short trip to Aronar] (2024)&lt;br /&gt;
&lt;br /&gt;
[[Category:OXP authors]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=CB-HUD_Mark_IV&amp;diff=90335</id>
		<title>CB-HUD Mark IV</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=CB-HUD_Mark_IV&amp;diff=90335"/>
		<updated>2026-09-30T14:53:25Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CB-HUD Mark IV is a fully featured HUD requiring no other OXPs.&lt;br /&gt;
[[File:Cb68-CB-HUD-Mark-IV.jpg|right|900px]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The CB-HUD Mark IV is developed and produced by the [[Crab Boolean Corporation|Crab-Boolean Corporation]] located on [[Sector1/Riredi|Riredi]] in galaxy 1.  &lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
Compact flight instruments, adaptive energy divisions, absolute shield percentages, speed/altitude/cabin/weapon-temperature readouts, fuel and jump destination, basic/advanced compass and native joystick sensitivity indicator.&lt;br /&gt;
&lt;br /&gt;
Equipment indicators cover docking computer, escape pod, ECM and injectors.&lt;br /&gt;
&lt;br /&gt;
Master alert and rotating Alerts cover equipment damage, maintenance, contraband and legal warnings. Cargo and relevant station information remain visible docked; missile pylons remain visible there even with weapons offline.&lt;br /&gt;
&lt;br /&gt;
Four warning rows left of the crosshair show incoming missiles, forward/aft shield warnings and low/critical energy. Lamps blink; text stays steady.&lt;br /&gt;
&lt;br /&gt;
Four target rows on the right show unique name (if available), type/legal state, distance with Closing/Opening/Steady, and Condition: Good, Weak or Crit.&lt;br /&gt;
&lt;br /&gt;
Both blocks use 10x10 text with a fixed edge facing the crosshair.&lt;br /&gt;
&lt;br /&gt;
*10 [[MFD]]s&lt;br /&gt;
*[[HUD Selector]] compliant&lt;br /&gt;
*The layout is designed for 16:10; other aspect ratios may leave less room for side MFDs.&lt;br /&gt;
&lt;br /&gt;
=== Warning thresholds ===&lt;br /&gt;
*Own shield percentages always use 128 energy points as 100%, regardless of shield upgrades. Weak below 40%, clears at 50%; down at zero, back to weak at 10%.&lt;br /&gt;
*Own energy: low below 25%, clears at 30%; critical below 15%, back to low at 20%.&lt;br /&gt;
*Target condition uses that target's maximum: Weak below 40%, Good at 45%;&lt;br /&gt;
*Crit below 15%, back to Weak at 20%. Target condition is energy, not OXP shields.&lt;br /&gt;
&lt;br /&gt;
=== Docking light (D) ===&lt;br /&gt;
:Orange: no known clearance. &lt;br /&gt;
::Blinking orange: requested, waiting.&lt;br /&gt;
:Green: clearance granted or this station explicitly requires none.&lt;br /&gt;
::Blinking green: clearance expires soon. The white D and outline stay steady.&lt;br /&gt;
&lt;br /&gt;
The selected station takes priority. Selecting another station does not inherit the first station's clearance. With no station selected, an active request is retained; otherwise the main station is used while within its [[aegis]].&lt;br /&gt;
&lt;br /&gt;
Green is about clearance, not collision avoidance, traffic or dock size.&lt;br /&gt;
&lt;br /&gt;
=== Optional OXP support ===&lt;br /&gt;
*[[HUDSelector]], Smivs' [[Extra Fuel Tanks]] and [[Shield Equalizer And Capacitors OXP]] are optional.&lt;br /&gt;
*[[CombatMFD]] is ''not'' required; its data sources and other OXP scripts are untouched.&lt;br /&gt;
*[[Shield Cycler]] 1.12 and Shield Cycler Next 2.1/2.1.1 can show their live mode: the upper former Equalized label says Cycler mode:, the lower shows the mode. &amp;quot;Disabled&amp;quot; is shown when switched off. Reduced functionality can still operate.&lt;br /&gt;
:Only install one Cycler branch. Unknown versions/data omit the mode display. The adapter reads the internal state defensively; it never controls shield transfer.&lt;br /&gt;
&lt;br /&gt;
==Minimum requirements==&lt;br /&gt;
*Oolite 1.86+&lt;br /&gt;
*[[HUD Selector]] compliant&lt;br /&gt;
&lt;br /&gt;
=== Monitor Resolution ===&lt;br /&gt;
This HUD works best 16:10. Other resolutions work, but little space may be left for left and right MFD´s.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Place CB-HUD-Mark-IV-1.0.0.oxz in the normal Oolite AddOns location. Keep only one Mark-IV version active. Mark III may remain installed. Select Mark IV through HUDSelector if it is installed. Without HUDSelector, Mark IV activates automatically. The original Mark III uses the Default HUD entry rather than a separate named entry; another default-HUD replacement can affect that selection. Reload Oolite's configuration (rebuild its cache when necessary). This package does not install itself.&lt;br /&gt;
=== Compatibility and Testing ===&lt;br /&gt;
Automated tests cover warning thresholds, docking state, text configuration, optional integrations and HUD lifecycle. Standalone startup, HUD selection,&lt;br /&gt;
selection preservation and ship purchase were checked in a simulated Oolite JavaScript environment, also using the unmodified HUDSelector 1.28 package's script. These checks supplement in-game testing; they do not emulate rendering.&lt;br /&gt;
&lt;br /&gt;
The minimum Oolite version 1.86 is based on a native source/API audit. In-game 1.86 testing and in-game Shield Cycler testing have not been performed. Standard incoming missile events/scan class are supported; unusual script-only missile behaviour may differ.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
=== Current version ===&lt;br /&gt;
* Version 1.0 [https://app.box.com/s/0fxma53oqutfkjli7zq25kf8hno6gicz oolite.oxp.captain_beatnik.CB-HUD_mark_iv.oxz]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*License: CC-BY-NC-SA 4.0&lt;br /&gt;
=== Attribution and Thanks ===&lt;br /&gt;
CB-HUD Mark IV by Captain Beatnik is derived from CB-HUD Mark III and the original configuration files supplied with Oolite.&lt;br /&gt;
&lt;br /&gt;
Many thanks to Giles C Williams (aegidian) and all contributors for developing Oolite.&lt;br /&gt;
&lt;br /&gt;
Thanks to Mazur, Thargoid, Killer Wolf, JeffBTX, Wyvern, Smivs and CommonSenseOTB.&lt;br /&gt;
I learned a great deal by studying their work.&lt;br /&gt;
&lt;br /&gt;
Special thanks to Norby, Phkb, Cag and Neelix. Their work made the additional functions of this HUD possible.&lt;br /&gt;
&lt;br /&gt;
Finally, many thanks to Cholmondely and Maik for their work on the wiki and documentation.&lt;br /&gt;
&lt;br /&gt;
These acknowledgements are also retained in Config/cb68_cbhudIV_main.plist.&lt;br /&gt;
&lt;br /&gt;
=== Development Assistance ===&lt;br /&gt;
OpenAI Codex, an AI coding assistant, assisted with JavaScript, configuration, code review and documentation. The HUD concept, design decisions and in-game testing are by Captain Beatnik.&lt;br /&gt;
&lt;br /&gt;
== The [[Dark Side]] ==&lt;br /&gt;
=== Text Customisation ===&lt;br /&gt;
All own visible text, units and templates are in the Config folder's [[Descriptions.plist]].&lt;br /&gt;
&lt;br /&gt;
Edit quoted values while retaining the namespaced keys and placeholders needed.&lt;br /&gt;
&lt;br /&gt;
Empty strings and leading/trailing spaces are valid; blanking text does not disable warnings, lamps or equipment. Longer translations need visual testing.&lt;br /&gt;
&lt;br /&gt;
Target text has a width limit; type shortening preserves the default bounty Cr suffix. Dock system/station names share a 36-character budget including dots.&lt;br /&gt;
&lt;br /&gt;
=== How the HUD is built ===&lt;br /&gt;
The HUD needs no additional image files or textures. Its layout, instruments, scale marks and crosshairs are defined through JavaScript and the .plist configuration, using Oolite's built-in drawing functions and font. No Images or Textures folder is included in the package.&lt;br /&gt;
&lt;br /&gt;
Config/cb68_cbhudIV_main.plist has no legends section. All Mark-IV-defined labels and readouts use &amp;lt;tt&amp;gt;drawCustomText&amp;lt;/tt&amp;gt;: dials, with their text supplied from Config/descriptions.plist through the script. Native displays such as the clock and equipment carousel continue to draw their own text.&lt;br /&gt;
&lt;br /&gt;
Oolite draws legends before dials, then processes the dials in their listed order. Placing custom text and scale elements later in that list lets them appear in front of the filled instrument bars. A legend cannot provide that foreground layer over a dial. Scale lines are drawn as narrow custom bars, not as images.&lt;br /&gt;
&lt;br /&gt;
The left-hand shield, energy and weapon-temperature bars fill from right to left. This uses a negative width in the relevant dial definition, for example&lt;br /&gt;
&amp;lt;tt&amp;gt;width = -98;&amp;lt;/tt&amp;gt; for the shield bars. The magnitude specifies the bar width and the negative sign reverses its fill direction. Optional capacitor bars use the same technique. This makes the left and right instrument groups visually mirror one another without needing separate artwork.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Author: [[User:Captain Beatnik|Captain Beatnik]] (page has links to his other HUDs)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=307272#p307272 BB Release Note for Mark IV] (2026)&lt;br /&gt;
:Feedback is always welcome if something doesn't work or where something could or should be improved or done differently.&lt;br /&gt;
*[[CB-HUD Mark III]] (2025-6) previous version!&lt;br /&gt;
*[[CB-HUD Mark II]] (2011) popular precursor (includes notes on CB-HUD Mark I).&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
*[[hud.plist]]&lt;br /&gt;
&lt;br /&gt;
{{HUD-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Cb68-CB-HUD-Mark-IV.jpg&amp;diff=90334</id>
		<title>File:Cb68-CB-HUD-Mark-IV.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Cb68-CB-HUD-Mark-IV.jpg&amp;diff=90334"/>
		<updated>2026-09-30T14:37:16Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: From https://bb.oolite.space/viewtopic.php?p=307272#p307272&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
From https://bb.oolite.space/viewtopic.php?p=307272#p307272&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=CB-HUD_Mark_III&amp;diff=90333</id>
		<title>CB-HUD Mark III</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=CB-HUD_Mark_III&amp;diff=90333"/>
		<updated>2026-09-30T14:11:06Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added CB-HUD Mark IV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CB-HUD Mark III is a fully featured HUD and uses data from CombatMFD to display numeric values and some additional gauges&lt;br /&gt;
[[File:CB-HUD 2025-03-29.png|right|900px]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The CB-HUD Mark III is developed and produced by the [[Crab Boolean Corporation|Crab-Boolean Corporation]] located on [[Sector1/Riredi|Riredi]] in galaxy 1.  &lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
*New Gauges&lt;br /&gt;
*10 [[MFD]]s&lt;br /&gt;
*[[HUD Selector]] compliant&lt;br /&gt;
=== Why this new HUD? ===&lt;br /&gt;
 A while ago, I read on the CombatMFD wiki page that currently (July 2023) only [[Vimana HUD]] uses the additional displays and values ​​that CombatMFD provides for custom dials in HUDs. I thought that's a real shame, because with the help of CombatMFD and the new keys for custom dials in the hud.plist, completely new possibilities open up, even without any knowledge of JavaScript, allowing you to create a custom HUD and then adapt it to your own needs and personal preferences.&lt;br /&gt;
 &lt;br /&gt;
 To showcase at least a few of the new features available since Oolite version 1.81, I created a new HUD and can now present to our community: - - - tadaaa! - - - The Crab-Boolean CB-HUD Mark III.&lt;br /&gt;
 &lt;br /&gt;
 As of today, the CB-HUD Mark III is designed as a pure hud.plist HUD and thus uses neither any JavaScript nor external images. (I only renamed the hud.plist and included the small script provided by Norby to make the HUD compatible with HUDSelector.oxz.)&lt;br /&gt;
 &lt;br /&gt;
 I hope the new possibilities may encourage some players to do a first step into [[the Dark Side]] of the game. Customizing the HUD to your own ideas and preferences is a good way to start, I can say that from my own experience.&lt;br /&gt;
&lt;br /&gt;
==Minimum requirements==&lt;br /&gt;
*Oolite 1.81+&lt;br /&gt;
*[[Combat MFD]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[HUD Selector]] compliant&lt;br /&gt;
&lt;br /&gt;
=== Monitor Resolution ===&lt;br /&gt;
This HUD works best 16:10. Other resolutions work, but little space may be left for left and right MFD´s.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
This .oxz is not compatible with the Target Reticle.oxp as it already has this feature.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
After downloading, move or copy the .OXZ file into the AddOns folder of your oolite installation.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
=== Current version ===&lt;br /&gt;
* Version 1.0 [https://app.box.com/s/dbgw6qhq4tgfym8p2nope4y9vanw1joe oolite.oxp.captain_beatnik.cb-hud_mark_iii.oxz]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*License: CC-BY-NC-SA 4.0&lt;br /&gt;
=== Attributions ===&lt;br /&gt;
:This work is derived from the original configuration files that come with the Oolite program package.&lt;br /&gt;
::Thanks a lot to Giles C Williams (aegidian) and all contributors for developing Oolite.&lt;br /&gt;
:Thanks to Mazur, Thargoid, Killer Wolf, JeffBTX, Wyvern, Smivs and CommonSenseOTB.&lt;br /&gt;
::I have learned very much by studying their work.&lt;br /&gt;
:Special thanks go to Norby, Phkb, Cag and Neelix.&lt;br /&gt;
::Because of their work the additional functions of this HUD have become possible.&lt;br /&gt;
:Last but not least many thanks to Cholmondely and Maik for their great work on the wiki and the documentation.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Author: [[User:Captain Beatnik|Captain Beatnik]] (page has links to his other HUDs)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=299393#p299393 BB Release Note for Mark III] (2025)&lt;br /&gt;
:Feedback is always welcome if something doesn't work or where something could or should be improved or done differently.&lt;br /&gt;
*[[CB-HUD Mark IV]] (2026) new version!&lt;br /&gt;
*[[CB-HUD Mark II]] (2011) popular precursor (includes notes on CB-HUD Mark I).&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
*[[hud.plist]]&lt;br /&gt;
&lt;br /&gt;
{{HUD-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:Various_Interest&amp;diff=90329</id>
		<title>User:Various Interest</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:Various_Interest&amp;diff=90329"/>
		<updated>2026-09-23T11:22:27Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creator of the [[Better Damage Sounds OXP]]&lt;br /&gt;
&lt;br /&gt;
See also his [https://bb.oolite.space/viewtopic.php?t=22196 OXP idea list] (2026)&lt;br /&gt;
&lt;br /&gt;
[[Category:OXP authors]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Better_Damage_Sounds_OXP&amp;diff=90328</id>
		<title>Better Damage Sounds OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Better_Damage_Sounds_OXP&amp;diff=90328"/>
		<updated>2026-09-23T11:21:17Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Replaces the vanilla shield and hull hit sounds with more immersive custom ones. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The author was bored of the uninspired bonks of the vanilla hit sounds and made his own, better ones. &lt;br /&gt;
&lt;br /&gt;
The OXP was peer reviewed by a staggering two people. This extensive review proved that it was indeed an improvement.&lt;br /&gt;
&lt;br /&gt;
== Compatibility with BGS and other sound OXPs ==&lt;br /&gt;
To make sure compatibility with BGS and other OXPs, make sure to download and install Better Damage Sounds AFTER them. Oolite code makes sure that the last OXP loaded would trump every other before them.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[[File:Better_Damage_Sounds_OXP.zip]] - unzip and place in your AddOns folder&lt;br /&gt;
&lt;br /&gt;
=== Licence ===&lt;br /&gt;
*Author: [[User:Various Interest|Various Interest]]&lt;br /&gt;
*License: CC-BY-NC-SA 4.0&lt;br /&gt;
*Required Oolite version: 1.80 or better&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22193 BB thread]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-green.png|right]]&lt;br /&gt;
Sounds don't usually make the game more or less difficult!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ambience-OXP}} [[Category:Sound Sets OXPs]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:Various_Interest&amp;diff=90318</id>
		<title>User:Various Interest</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:Various_Interest&amp;diff=90318"/>
		<updated>2026-09-17T19:34:05Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creator of the [[Better Damage Sounds OXP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:OXP authors]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:OXP_howto_AI&amp;diff=90307</id>
		<title>Talk:OXP howto AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:OXP_howto_AI&amp;diff=90307"/>
		<updated>2026-09-10T19:32:45Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* UK_Eliter */ Response (of sorts) and tidy-up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;running list of most lacking method descriptions..&lt;br /&gt;
&lt;br /&gt;
*performLanding&lt;br /&gt;
*setDestinationToDockingAbort&lt;br /&gt;
*setPlanetPatrolCoordinates&lt;br /&gt;
*setDestinationWithinTarget&lt;br /&gt;
*patrolReportIn&lt;br /&gt;
*addFuel &lt;br /&gt;
*setDestinationToDockingAbort&lt;br /&gt;
--[[User:Murgh|Murgh]] 20:11, 26 January 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OK updated and added various entries.&lt;br /&gt;
[[User: Arexack|Arexack]]&lt;br /&gt;
&lt;br /&gt;
== Giles's thoughts ==&lt;br /&gt;
&lt;br /&gt;
Needs an introduction explaining what a state-machine is and how Oolite uses them in its AI.&lt;br /&gt;
&lt;br /&gt;
Also how AI receive messages (in the form of strings) and processes messages about every five seconds (depending on the pauseAI set), except when asked to ''react'' to a certain message.&lt;br /&gt;
&lt;br /&gt;
A simple state machine should be given as an example and then shown as a property list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that I'm likely to expand the use of AI in Oolite:- ship pilots will also have AI which will receive copies of messages sent to the ship's AI, but pilots AI's will perform a more 'strategic' role.&lt;br /&gt;
&lt;br /&gt;
--[[User:Aegidian|Aegidian]] 11:22, 22 January 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm.. I did refer somewhere to '''AIreference.htm''' residing in the oolite folder, that file contains a reasonably coherent explanation on AI-states and messages.&lt;br /&gt;
&lt;br /&gt;
'AddFuel #' ... is it not 'awardFuel #'?&lt;br /&gt;
[[Arexack|Arexack]] Mo1:52AM 23jan06&lt;br /&gt;
&lt;br /&gt;
== Arexack's meddling ==&lt;br /&gt;
&lt;br /&gt;
I just reorganised the entries into functional groups. &lt;br /&gt;
&lt;br /&gt;
Should we keep this list format (for linking purposes) or replace the === with '''* for better overview?&lt;br /&gt;
&lt;br /&gt;
[[User:Arexack|Arexack]]1600 monday&lt;br /&gt;
--[[User:Arexack|Arexack]] 15:07, 23 January 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I like it. it's better this way with the hypertext index than replacing them with * rows, I think. [[User: Murgh| Murgh]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
this new line by [[User: 82.171.18.144|82.171.18.144]]..&lt;br /&gt;
==== checkForShips: type ===&lt;br /&gt;
Returns with shipsFound_number = #.&lt;br /&gt;
&lt;br /&gt;
in a script or planetinfo, yes but does this work in AI?  [[User: Murgh| Murgh]]&lt;br /&gt;
 &lt;br /&gt;
 Don't see why not. A_H&lt;br /&gt;
:&lt;br /&gt;
Now I find myself asking: why is this method included in the AI-methodlist? A_H&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
Other scripting question: &lt;br /&gt;
condition = (A , B , C)&lt;br /&gt;
do = action&lt;br /&gt;
is this an AND or an OR function? &lt;br /&gt;
&lt;br /&gt;
An AND fuction could be built like:&lt;br /&gt;
 condition = A&lt;br /&gt;
 do = condition B&lt;br /&gt;
      do = condition C&lt;br /&gt;
           do = action &lt;br /&gt;
A_H&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UK_Eliter ==&lt;br /&gt;
&lt;br /&gt;
'scanforThargoid': 'Locates all the ships with primaryRole &amp;quot;thargoid&amp;quot; in range and chooses the nearest. Returns: &amp;quot;TARGET_FOUND&amp;quot; or &amp;quot;NOTHING_FOUND&amp;quot;'. Is that correct? Only the _primary_ role? That is not how the Javascript method `isThargoid` works. (On that latter, see [[Oolite_JavaScript_Reference:_Ship#isThargoid]].)&lt;br /&gt;
&lt;br /&gt;
Humph! It will be interesting to see if you get a response to this! Stuff is occasionally added to these wiki programming pages, but I'm unsure if anybody bothers keeping much of a watch on them. ''Cholmondeley 20:32, 10 September 2026 (BST)''&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:Oolite_Development&amp;diff=90305</id>
		<title>Category:Oolite Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Oolite_Development&amp;diff=90305"/>
		<updated>2026-09-06T07:22:24Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== See also ==&lt;br /&gt;
=== OXPs ===&lt;br /&gt;
*[[:Category:Oolite scripting]]&lt;br /&gt;
*https://www.w3schools.com/js/js_array_sort.asp for better knowledge of the js on Oolite. &lt;br /&gt;
*For older oxp's not written in Javascript, see [[Legacy Scripting]]&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game code ===&lt;br /&gt;
If you’re familiar with OO design concepts, learning Objective-C is about half a day’s work. If not, maybe a few days. Objective-C is a much, much smaller extension to C than C++ is. Take your choice of introductory documents:&lt;br /&gt;
*[http://developer.apple.com/documentation/Cocoa/Conceptual/ObjectiveC/index.html The Objective-C Programming Language] – covers OO basics, just about the entire language (including bits not used in Oolite – the Exception Handling and Thread Synchronization chapter in particular) and the runtime library used in Apple’s implementation.&lt;br /&gt;
*[http://www.gnustep.org/resources/ObjCFun.html Objective-C is Fun] – covers most of the language in about three pages. (Assumes a knowledge of C.)&lt;br /&gt;
*[http://www.otierney.net/objective-c.html Objective-C Beginner’s Guide] – a more hands-on tutorial.&lt;br /&gt;
&lt;br /&gt;
The biggest roadblock to most people seems to be [http://developer.apple.com/documentation/Cocoa/Conceptual/MemoryMgmt/index.html the memory management model]. (The chapter “Implementing Object Copy” can be considered an advanced topic in the context of Oolite, and the Core Foundation and Zones bit are of no interest.) The section [http://developer.apple.com/documentation/Cocoa/Conceptual/MemoryMgmt/Tasks/MemoryManagementRules.html Memory Management Rules] is the really important bit.&lt;br /&gt;
&lt;br /&gt;
That said, Oolite is not necessarily the best project to start with; taking a look at [http://developer.apple.com/documentation/Cocoa/Conceptual/ObjCTutorial/index.html Apple’s] or [http://www.gnustep.it/pierre-yves/index.html GNUstep’s] tutorials. (The latter appears to be a rip-off– er, adaptation of the former.) These are geared towards GUI apps, though.&lt;br /&gt;
&lt;br /&gt;
[[User:Ahruman|Ahruman]], 2007&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== This category page ==&lt;br /&gt;
This category is a bit of a dog's dinner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) &amp;quot;Developing Oolite&amp;quot; deals with modding the vanilla game code&lt;br /&gt;
&lt;br /&gt;
2) The various pages beginning &amp;quot;:&amp;quot; - :Class DOOFetch / :Class DOOUnzip / :Dynamic Oolite ''etc''. are mistaken creations, do not function, and seem to be undeletable!&lt;br /&gt;
&lt;br /&gt;
3) The rest of the category (with the possible exception of Galaxy Seeds) are all about OXPs and should be classified accordingly.&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Vanilla_game&amp;diff=90304</id>
		<title>Vanilla game</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Vanilla_game&amp;diff=90304"/>
		<updated>2026-09-06T07:20:59Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Oolite ad1 .jpg|thumb|right|500px]]&lt;br /&gt;
[[File:Start Choices.png|thumb|right|500px|Starting the game. &amp;lt;br&amp;gt; The list of options has been added to by the [[Start Choices]] .oxp]]&lt;br /&gt;
This is the ''basic game'' without any added [[OXP]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose '''Strict Mode''' (Strict Game) when you start up Oolite, this will constrain you to the ''basic vanilla game'', excluding whatever OXP/OXZs you may have loaded.&lt;br /&gt;
&lt;br /&gt;
It is identical to the normal game as played without any oxp's loaded.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Older Versions of Oolite ==&lt;br /&gt;
The Vanilla game used to be ''much more'' different from the oxp'd game.&lt;br /&gt;
&lt;br /&gt;
The strict game ''before'' Oolite v.1.80 was not just an oxp-less version of Oolite. It was actually a mildly modified version of the original [[Classic Elite]]. In those days, the &amp;quot;Vanilla game&amp;quot; was not the strict game, but was just a (regular) oxp-able game - but before adding in any oxp's.&lt;br /&gt;
&lt;br /&gt;
Optional vanilla-game equipment (added-in to Elite) lost in the ''original'' strict game:&lt;br /&gt;
*Fuel Injectors&lt;br /&gt;
*anti-ECM missiles (&amp;quot;hard heads&amp;quot;)&lt;br /&gt;
*shield boosters&lt;br /&gt;
*scanner targeting enhancements&lt;br /&gt;
*ANA&lt;br /&gt;
*wormhole scanner&lt;br /&gt;
&lt;br /&gt;
Game options lost:&lt;br /&gt;
*targeting in-coming missiles&lt;br /&gt;
*contract hauling&lt;br /&gt;
*the F5F5 cargo-hold manifest screen&lt;br /&gt;
*the F3F3 shipyard for buying/selling ships&lt;br /&gt;
&lt;br /&gt;
Other losses:&lt;br /&gt;
*no navigation beacons&lt;br /&gt;
*no stopping at a standstill&lt;br /&gt;
&lt;br /&gt;
Gains:&lt;br /&gt;
Kills from shooting asteroids!&lt;br /&gt;
&lt;br /&gt;
But it did have the [[Energy Bomb]] - which has since been replaced with the [[Quirium Cascade Mine]]! But then so did the regular Oolite game!&lt;br /&gt;
&lt;br /&gt;
[[User:Cim|Cim]] started the process of changing the strict game away from this. See the discussion [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=14619 here].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Oolite]] for the History of the development of Oolite&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3442 Strict/Unstrict Gameplay] (2007)&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=12191 New Commander] Playing an almost Vanilla game (2012)&lt;br /&gt;
*[https://www.youtube.com/watch?v=yngSxZXPqGA&amp;amp;list=PLsYaAtYv_5eUpD3FBWQk7XQuKQQsrVhNV&amp;amp;index=9 Arqubus's YouTube critique of the Vanilla game] (2021, v.1.90)&lt;br /&gt;
&lt;br /&gt;
=== The Dark Arts ===&lt;br /&gt;
*[[:Category:Oolite Development]] for the Oolite Vanilla game code&lt;br /&gt;
[[Category:Oolite]][[Category:Factual]][[Category:Help pages]][[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:Oolite_scripting&amp;diff=90303</id>
		<title>Category:Oolite scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Oolite_scripting&amp;diff=90303"/>
		<updated>2026-09-06T07:19:44Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Oolite]] scripting topics (mostly focused on OXPs).&lt;br /&gt;
*See also [[:Category:Oolite Development]] for the Oolite [[Vanilla game]] code&lt;br /&gt;
&lt;br /&gt;
== Introductions ==&lt;br /&gt;
*[[Oolite Javascript basics]] - 2022 essay by [[User:Massively Locked|Massively Locked]]&lt;br /&gt;
*[[Scripting Oolite with JavaScript]] contains JenAyton's essays on what your computer does with Javascript (2008) and his own introduction to Oolite's Javascript (2011)&lt;br /&gt;
=== Other References ===&lt;br /&gt;
*https://www.w3schools.com/js/js_array_sort.asp is a valuable resource for better knowledge of Javascript.&lt;br /&gt;
*https://developer.mozilla.org/en-US/docs/Web/JavaScript is also good&lt;br /&gt;
&lt;br /&gt;
*Hiran's [https://ooliteproject.github.io/oolite-expansion-catalog/index.html OXP Index] updated weekly - includes'' all'' Javascript files in the officially published OXZs.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== OXP's ==&lt;br /&gt;
Modern OXPs are written in JavaScript. Specifically oolite.jsVersion 185, an Oolite specific variant of '''ECMAv5''' (2009). It is the same Spidermonkey version (1.8.5 - March 2011) that Firefox 4 shipped with many years ago, but it is a special build for Oolite. This is the version that we have almost always had and it has not changed between versions of the game. It is unlikely to change in the future (due to the [https://bb.oolite.space/viewtopic.php?p=256623#p256623 immense amount of work] involved in tampering with it!).&lt;br /&gt;
&lt;br /&gt;
*[[Legacy Scripting]] gives an introduction to javascript's precursor languages (for earlier oxp's)&lt;br /&gt;
&lt;br /&gt;
*[[:Category:OXPDoc]]: contains relevant documentation for some of the more complex oxp's&lt;br /&gt;
*[[:Category:Oolite utilities]]: links to utilities (including some oxp's) &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3243 Scripters cove] (2007-date) is a general Q&amp;amp;A thread for programming issues, brimming with advice and suggestions. Be warned! The version of Javascript used in 2007 is earlier than that canonised for Oolite in 2011 - and which is still used. And there are over 100 pages of it!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13235 Just a comment on a line of code] (2012-13) contains some useful general comments on Javascript programing for Oolite&lt;br /&gt;
*[[User:Wildeblood]] - see &amp;quot;My &amp;quot;How-to&amp;quot; OXPs&amp;quot; - A collection of micro-OXPs, each demonstrating a particular Oolite JavaScript technique, which might be helpful to others seeking an example to copy. &lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite| Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Display_Current_Course&amp;diff=90302</id>
		<title>Display Current Course</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Display_Current_Course&amp;diff=90302"/>
		<updated>2026-09-06T00:17:33Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Displaycurrentcourse.png|right|400px|thumb|The current course is shown in green (starts from the far right). &amp;lt;br&amp;gt;The course for ''this'' particular contract is in yellow]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to improve the usefulness of the Advanced Navigational Array by adding the player's current plotted course to all contract detail pages, enabling them to see if the contract is on a similar path to what they are currently traveling along.&lt;br /&gt;
&lt;br /&gt;
==Installation and use==&lt;br /&gt;
In order to get the benefits of this enhancement, the [[Advanced Navigational Array]] must be installed and functional. Once installed, and you have a course plotted on the F6 galactic chart, you will then see your current course plotted in green whenever you examine the details of a contract.&lt;br /&gt;
&lt;br /&gt;
==Link Color Variation==&lt;br /&gt;
It is possible to switch the color of the current course on the map, if the [[Library OXP]] is installed. You can switch between the default green, red, blue, orange, purple, white and magenta.&lt;br /&gt;
&lt;br /&gt;
==Third Party OXP's==&lt;br /&gt;
If a third party OXP would like to have their mission screen included in those screens which get the current course plotted, all they need to do is:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. Make sure their mission screen has a &amp;quot;screenID&amp;quot; property set.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. Add the following code to their worldScript (usually in the startUpComplete function):&lt;br /&gt;
&lt;br /&gt;
  var dcc = worldScripts.DisplayCurrentCourse;&lt;br /&gt;
  if (dcc) dcc._screenIDList.push(&amp;quot;my_screen_id&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Place the 'DisplayCurrentCourse.oxz' into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.&lt;br /&gt;
&amp;lt;br/&amp;gt;Alternatively, you can download the expansion using the expansion pack manager in the game itself.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:DisplayCurrentCourse.oxz|DisplayCurrentCourse.oxz]] v1.10 (downloaded {{#downloads:DisplayCurrentCourse.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.10&lt;br /&gt;
* Moved all text into descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
1.9&lt;br /&gt;
* Version number change to try and fix some download issues, no functional changes.&lt;br /&gt;
&lt;br /&gt;
1.8&lt;br /&gt;
* Added ability to change the link color (via Library Config).&lt;br /&gt;
&lt;br /&gt;
1.7&lt;br /&gt;
* Better handling of Galactic jumps.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.6&lt;br /&gt;
* Updated list of known screenID's.&lt;br /&gt;
* Fixed issue where viewing Escort Contracts would potentially stop the current route from showing.&lt;br /&gt;
* Added Random Hits screen ID inclusion.&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Fixed the issue with the course being reset to the contract destination if only 1 contract was available.&lt;br /&gt;
&lt;br /&gt;
1.4&lt;br /&gt;
* Changed assumptions about &amp;quot;Route Mode - None&amp;quot; - this mode will now turn off the display of your current course on contract screens, rather than default to a &amp;quot;fewest jumps&amp;quot; route.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Added contract summary pages to the list of screen ID's to monitor to fix issue where player's current course is sometimes not displayed.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Attempts to fix issue where player's true current course is sometimes not displayed.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Small improvements to marking logic, so only one link is required.&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Contracts]]&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.80&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{|class=&amp;quot;floatright&amp;quot; style=&amp;quot;alignment:right;margin: 0 auto;&amp;quot;&lt;br /&gt;
|[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox OXPb| title = DisplayCurrentCourse.oxz&lt;br /&gt;
|version = 1.10&lt;br /&gt;
|release = 2025-07-23&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Route planning&lt;br /&gt;
|category = Mechanics OXPs‏‎&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17892 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=OXP_howto&amp;diff=90301</id>
		<title>OXP howto</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=OXP_howto&amp;diff=90301"/>
		<updated>2026-09-04T06:05:48Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Shortcut: EW:OXP and EW:HOWDS redirect here''&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:oolite-oxp-icon.png|100px|thumb|right|OXP icon]]&lt;br /&gt;
[[File:Oolite-debug-menu.png|thumb|right|Debug Menu  (From the AppleMac variety of the &amp;quot;Oolite TR&amp;quot; version)]]&lt;br /&gt;
==Overview==&lt;br /&gt;
An '''Oolite Expansion Pack''' can cause many big changes or additions to Oolite's gameplay, or it may represent just a small, subtle alteration. By first appearances, there is no way to tell what is inside, as it's merely a ''folder'' with the added extension '''.oxp'''.&lt;br /&gt;
Oolite Version 1.79 onwards supports also compressed files in ZIP format with extension '''.oxz'''. &lt;br /&gt;
&lt;br /&gt;
To learn starting with a non-compressed version have a look at [[OXP_tutorial]].&lt;br /&gt;
&lt;br /&gt;
{{QuoteText|Text=It's worth saying I think that compared with a lot of game addon architectures, the OXP architecture as designed by Giles is already very good at avoiding conflicts compared with a lot of other games&lt;br /&gt;
- you can save your game, add, remove and upgrade lots of OXPs, load your game, and have it work&lt;br /&gt;
- you can do this repeatedly, while incrementally upgrading the core game, for years&lt;br /&gt;
- as a player you basically never have to care about load order; as an OXP developer, rarely&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that a lot of types of OXP conflicts are inevitable due to resource conflicts - a planet can only have one diffuse map, a ship can only have one AI - or due to conceptual conflicts - OXP A removes all stations from a system; OXP B expects the player to dock there.|Source=([https://bb.oolite.space/viewtopic.php?p=241733#p241733 Cim (3rd Lead Developer)])}}&lt;br /&gt;
&lt;br /&gt;
=== Oolite TR version ===&lt;br /&gt;
The Oolite Developer Release/Test Release version is specially developed for testing out OXPs. It comes with a [[Debug OXP]]/Debug Console allowing one to spawn ships/station on demand, award oneself a test ship, detect the mass of another ship ''etc''.&lt;br /&gt;
&lt;br /&gt;
It is downloaded from the main Oolite website - currently http://www.oolite.space/download/&lt;br /&gt;
&lt;br /&gt;
== OXZ ==&lt;br /&gt;
The new OXZ distribution format is strongly recommended. It makes version control and distribution just so much easier.&lt;br /&gt;
&lt;br /&gt;
To make an OXZ file, use a ZIP program to compress the contents of the OXP folder, so that the [[manifest.plist]] file is in the root of the ZIP file, and the folders (AI, Config, etc) are folders in the ZIP file. Then, rename the ZIP file so that its extension is '''.oxz'''. To inspect an OXZ file, open it with your ZIP program.&lt;br /&gt;
&lt;br /&gt;
Here is a sample: [[Media:X.0.1.oxz]] - just rename all &amp;quot;X&amp;quot; within to the title of your idea and put your name into the author fields. &lt;br /&gt;
&lt;br /&gt;
You can use [http://www.ghisler.com/download.htm Total Commander] or [http://en.wikipedia.org/wiki/Krusader Krusader] to edit files within '''.oxz''' directly, without unpacking.&lt;br /&gt;
&lt;br /&gt;
For more details read [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16688 The All-in-One Guide to OXZ Packaging and Distribution].&lt;br /&gt;
&lt;br /&gt;
=== Creating an .oxz on an AppleMac ===&lt;br /&gt;
When you compress the files/folders on the AppleMac to create the .oxz ''do not'' select them with your mouse! This way lies misery!&lt;br /&gt;
&lt;br /&gt;
Rather, ensure the relevant files/folders are inside one overall folder. Then, use '''command-a''' to select all the ''contents'' of this overall folder and then select '''compress''' from the file menu on the finder's menu bar. Finally, rename your newly-created .zip file as an .oxz&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
Inside the '''.oxp''' folder, or the '''.oxz''' file, it will at least contain a folder (Config, AIs, Models, Textures, etc...) that holds scripts, plists or other things like textures or models. It is down to the goal of the [[OXP]], which ways to combine elements to the OXP's contents. To get a feeling for it, simply take a look in other oxps. (If they are in .oxz format, any normal unzip program can inspect their contents - many will even let you edit the contents without having to unzip and rezip the file)&lt;br /&gt;
&lt;br /&gt;
The structure for OXPs:&lt;br /&gt;
 AddOns (folder)&lt;br /&gt;
 ~.oxp (really just another folder!) - Holds manifest.plist and the other folders:&lt;br /&gt;
 &lt;br /&gt;
 --&amp;gt; AIs (folder) - Holds AI plists&lt;br /&gt;
 --&amp;gt; Config (folder) - Holds all other plists (and possibly an anonymous &amp;quot;Script.js&amp;quot;)&lt;br /&gt;
 --&amp;gt; Images (folder) - Holds background images&lt;br /&gt;
 --&amp;gt; Models (folder) - Holds the .dat files (special Oolite format)&lt;br /&gt;
 --&amp;gt; Music (folder) - Surprise - holds .ogg music files&lt;br /&gt;
 --&amp;gt; Scenarios (folder) - Holds new game scenarios (v1.79)&lt;br /&gt;
 --&amp;gt; Scripts (folder) - Holds scripts (worldScripts and shipScripts)&lt;br /&gt;
 --&amp;gt; Shaders (folder) - Holds Vertex and Fragment shaders (v1.69)&lt;br /&gt;
 --&amp;gt; Sounds (folder) - Holds sound files&lt;br /&gt;
 --&amp;gt; Textures (folder) - Holds models textures (can be planets, too!)&lt;br /&gt;
 --&amp;gt; [[manifest.plist]] (file) &lt;br /&gt;
     ''the following might also be found in here:''&lt;br /&gt;
 --&amp;gt; [[Misc plists|info.plist]] (file, seems to be a poor duplicate of the Manifest.plist)&lt;br /&gt;
 --&amp;gt; [[Requires.plist]] (file: deprecated - replaced by Manifest.plist)&lt;br /&gt;
&lt;br /&gt;
*If the OXP is in the uncompressed OXP folder format, the .oxp folder must contain a [[requires.plist]] file. If it is in the compressed OXZ single-file format, it must contain a [[manifest.plist]] file.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13134 Nested OXPs in AddOns folder] (2012) - some OXZ's do this (Station spotter oxp inside [[Stations for Extra Planets]]) &lt;br /&gt;
&lt;br /&gt;
===AIs folder===&lt;br /&gt;
The folder named AIs contains any AI.plist additions the OXP might use. &lt;br /&gt;
&lt;br /&gt;
* [[OXP howto AI|Making Oolite AI]]&lt;br /&gt;
&lt;br /&gt;
In Oolite 1.79 AIs may be written in Javascript using .js files in this folder. A helper library is provided to make writing complex JS AIs simpler.&lt;br /&gt;
&lt;br /&gt;
* [[Oolite PriorityAI Documentation]]&lt;br /&gt;
* [[Oolite PriorityAI Tutorial]]&lt;br /&gt;
&lt;br /&gt;
===Config folder===&lt;br /&gt;
All plist files except for those introducing new AIs, ''[[requires.plist]]'', ''[[manifest.plist]]'' or ''[[Misc plists|info.plist]]'', belong in Config.&lt;br /&gt;
&lt;br /&gt;
In its simplest form, an OXP could contain only a Config with an altering ''script.plist'' or ''planetinfo.plist''.  An OXP that adds a new ship needs a ''shipdata.plist'' entry, and unless it is based entirely on existing Oolite data, would include a model and texture. &lt;br /&gt;
&lt;br /&gt;
* [[OXP howto plist|Making Oolite plists]]&lt;br /&gt;
* Usually irrelevant: The Config folder isn't cached in the same way as the rest of an oxp because usually its contents merge rather than overwriting (See [https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=16927 here])&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This folder contains [[Property lists]] such as:&lt;br /&gt;
&lt;br /&gt;
* ''[[characters.plist]]'' that adds non-player characters to Oolite.&lt;br /&gt;
* ''[[crosshairs.plist]]'' that contains the look for your weapons (v1.73).&lt;br /&gt;
* ''[[customsounds.plist]]'' that contains references to ingame used sounds.&lt;br /&gt;
* ''[[descriptions.plist]]'' that adds vocabulary to Oolite texts.&lt;br /&gt;
* ''[[effectdata.plist]]'' defines custom visual effects (v1.77).&lt;br /&gt;
* ''[[equipment.plist]]'' lists upgrades available from the Shipyard.&lt;br /&gt;
* ''[[explosions.plist]]'' customises things blowing up (v1.81)&lt;br /&gt;
* ''[[global-settings.plist]]'' sets a few miscellaneous universal settings (v1.81)&lt;br /&gt;
* ''[[gui-settings.plist]]'' settings for reformatting the GUI screens (v1.81)&lt;br /&gt;
* ''[[hud.plist]]'' and ''[[hud.plist|hud-small.plist]]'' that allows for changes or a radically new ''Head-Up Display''.&lt;br /&gt;
* ''[[Oolite_Keyboard_Controls|keyconfig2.plist]]'' that allows for changes of the keymapping.&lt;br /&gt;
* ''[[missiontext.plist]]'' contains texts for the mission screens.&lt;br /&gt;
* ''[[OXPMessages.plist]]'' adds warnings to testversions of an oxp.&lt;br /&gt;
* ''[[planetinfo.plist]]'' that plots system specific changes from the default. May also contain ''script actions''.&lt;br /&gt;
* ''[[role-categories.plist]]'' for specifying groups of roles (''eg''.: trader, Miner, pirate ''etc''.) with similar properties (v1.79)&lt;br /&gt;
* ''[[scenarios.plist]]'' lists the starting scenarios in the Scenarios folder (v1.79).&lt;br /&gt;
* ''[[screenbackgrounds.plist]]'' that contains references to background images (v1.74).&lt;br /&gt;
* ''[[Scripting Oolite with JavaScript|script.js]]'' is the successor of [[script.plist]] in JavaScript.It will be loaded in preference to script.plist if both exist.&lt;br /&gt;
* ''[[shipdata.plist]]'' that introduces any new entity (ships, stations, objects etc.) to Oolite.&lt;br /&gt;
* ''[[shipdata-overrides.plist]]'' that selectively can replace shipentries in other shipdata.plists&lt;br /&gt;
* ''[[shiplibrary.plist]]'' that gives information for the ship description library viewable from the startup screen (v1.79)&lt;br /&gt;
* ''[[shipyard.plist]]'' that introduces new ships available for player purchase.&lt;br /&gt;
* ''[[shipyard-overrides.plist]]'' that selectively can replace shipentries in other shipyard.plists&lt;br /&gt;
* ''[[speech_pronunciation_guide.plist]]'' is another of the other custom methods.&lt;br /&gt;
* ''[[trade-goods.plist]]'' defines trade goods in 1.81 and later&lt;br /&gt;
* ''[[world-scripts.plist]]'' that contains a list of scripts (if more than one worldScript should be used).&lt;br /&gt;
&lt;br /&gt;
Deprecated:&lt;br /&gt;
* ''[[commodities.plist]]'' that contains information for each commodity in a market in 1.80 or earlier&lt;br /&gt;
* ''[[demoships.plist]]'' that selects demoships to show on startup (replaced - approximately - by shiplibrary.plist in 1.79 and later)&lt;br /&gt;
* ''[[illegal_goods.plist]]'' that contains a list of banned/forbidden items in 1.80 or earlier. GalCop has an eye on that.&lt;br /&gt;
* ''[[Oolite_Keyboard_Controls|keyconfig.plist]]'' that allows for changes of the keymapping. (deprecated in v1.92)&lt;br /&gt;
* ''[[pirate-victim-roles.plist]]'' that defines which roles should act as traders. (deprecated in v1.79)&lt;br /&gt;
* ''[[script.plist]]'' to handle conditional ''script actions''. (deprecated)&lt;br /&gt;
* ''[[script.oos]]'' was briefly introduced during 1.70 development but is now deprecated in favour of JS.)&lt;br /&gt;
&lt;br /&gt;
=== Models folder===&lt;br /&gt;
Oolite models need to be in an Oolite specific format using the the '''.dat''' file extension. There are utilities available that convert models made in Wings 3D (.obj) and Meshwork (.mesh) into this. A .dat file can be opened in a plain text editor to view the object's assigned texture names and see that they correspond with the actual file names in the Textures folder. The .dat file must be named exactly as it is referenced in the shipdata ''model'' entry - case sensitive!!!&lt;br /&gt;
&lt;br /&gt;
* [[OXP howto model|Making Oolite models]] - tutorials for Wings3D &amp;amp; Blender, notes on sub-entities, links ''etc''.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12165 Model Converter utilities] (2012-17)&lt;br /&gt;
* Video: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16123 From scratch to Mamba in under an hour] ([[Dertien]], 2013)&lt;br /&gt;
&lt;br /&gt;
===Scripts folder===&lt;br /&gt;
Scripts are in text format. In this folder you can put both JavaScript scripts as well as legacy scripts. New OXPs should only use JavaScript here.&lt;br /&gt;
* [[Scripting_Oolite_with_JavaScript|Scripting Oolite with Javascript]]&lt;br /&gt;
* [[Oolite_JavaScript_object_model|Scripting reference]]&lt;br /&gt;
&lt;br /&gt;
===Textures folder===&lt;br /&gt;
&lt;br /&gt;
Oolite's textures are in the '''.png''' format, usually at a standard 512x512 size, and must be named exactly as they are named in the .dat file. &lt;br /&gt;
&lt;br /&gt;
* [[OXP howto texture|Making Oolite textures]]&lt;br /&gt;
&lt;br /&gt;
* [[Smivs'_texture_tutorial|Smivs' guide to making Oolite textures]]&lt;br /&gt;
&lt;br /&gt;
* [[Texturing tips and tricks by Theta Seven]]&lt;br /&gt;
&lt;br /&gt;
Viewing a specific texture and / or model in Oolite.&lt;br /&gt;
&amp;quot;I made one. How do I proof it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* [[Viewing a Texture or Model]]&lt;br /&gt;
&lt;br /&gt;
==Tool: OXP Verifier==&lt;br /&gt;
&lt;br /&gt;
Oolite has what amounts to a spell checker for shipdata.plist and some other plists, called the OXP verifier. &lt;br /&gt;
&lt;br /&gt;
*It does not work with OXZ's (so convert your OXP's to OXZ's later!).&lt;br /&gt;
*Nor does it work on the standard game release version of Oolite (v.1.90, v.1.92 ''etc''). Only on the Test Release/Developer's Release version ''and'' on the Nightlies/Pre-Releases (v.1.91, v.1.93 ''etc''.)&lt;br /&gt;
&lt;br /&gt;
The verifier detects unknown keys or wrong use of keys ''etc''. It can currently only be invoked from the command line. &lt;br /&gt;
&lt;br /&gt;
On Windows or Linux: &lt;br /&gt;
Code: &lt;br /&gt;
'''oolite.app/oolite --verify-oxp &amp;lt;path to OXP&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
On Mac OS X: &lt;br /&gt;
Code: &lt;br /&gt;
'''Oolite.app/Contents/MacOS/Oolite --verify-oxp &amp;lt;path to OXP&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Most Mac users will not be familiar with using the command line. Look inside your application folder for a '''utilities folder'''. Inside that you will find a program called [https://en.wikipedia.org/wiki/Terminal_(macOS) Terminal]. &amp;lt;br&amp;gt;&lt;br /&gt;
Run it to open a terminal window. Now drop the oolite application on that window. That will generate the path to oolite on the command line. Delete the trailing space and paste the following text - including the trailing space- behind it: &amp;quot;/Contents/MacOS/Oolite --verify-oxp &amp;quot;.  Now drop the oxp you want to verify on the window. That will again create the path to the oxp behind the last entry. &amp;lt;br&amp;gt;&lt;br /&gt;
When you select the window and hit the &amp;lt;return&amp;gt; key, the verification will start. It should now open the Console program, showing the results. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Console''' is a log viewer developed by Apple Inc. and included with macOS, also in the utilities folder. It allows users to search through all of the system's logged messages, and can alert the user when certain types of messages are logged. The Console is generally used for troubleshooting when there is a problem with the computer. MacOS itself, as well as any applications that are used, send a constant stream of messages to the system in the form of log files. The console allows you to read the system logs, help find certain ones, monitor them, and filter their contents. See [[Debug OXP]] for more information.&lt;br /&gt;
&lt;br /&gt;
There is a lengthy file - '''OXP verifier design.txt''' tucked inside your Oolite installation with more information about it&lt;br /&gt;
&lt;br /&gt;
Note that it is possible to [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21443 obtain graphical output] from Graphviz for OXP Verifier.&lt;br /&gt;
&lt;br /&gt;
=== Verifier BB threads ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=8&amp;amp;t=13400 plist Editor Pro for Windows] (2013 - full of relevant Red Herrings)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=16865 lite --verify-oxp fails when path has spaces in it] (2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21359 OXP Develoopment and Plist files] (2023 - quick introduction)&lt;br /&gt;
&lt;br /&gt;
=== Correcting with plutil (Apple Macintosh Terminal utility) ===&lt;br /&gt;
Since a very small mistake is enough to stop a .plist from being accepted, it's important to be exact about every letter and sign. The Mac Terminal utility has a very practical tool for catching parser errors. After opening Terminal, simply type plutil, add one space, and drag and drop the plist in question onto the Terminal window. This will cause the 'address' of the plist to be shown. Hit return, and Terminal will reveal whether or not the plist is OK. If it's not, you might be given a clue to what is wrong, and the line number of the error - or just a general note that &amp;quot;Unexpected character { at line 1&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
==Need for unique names==&lt;br /&gt;
On loading the oxps, Oolite will add all files in the AIs, Models, Sound and Scripts folders in one big folder for its own use. That means that all files need unique names or one file will overwrite another with the same name. Files in Textures are not pre-loaded, but when looking for a specific texture Oolite looks in all Texture folders until it finds a texture file with a matching name. If another oxp contains a texture with identical name, Oolite could use that texture.&lt;br /&gt;
&lt;br /&gt;
For the Config folder something similar happens. Here the plists all have the same name, but the content  of all oxp plists is loaded per type in one big plist. e.g. all individual shipData.plist go in one big shipData.plist file. And within a single plist, all keys must be unique. When two plists use the same key, the later loading key will overwrite the former.&lt;br /&gt;
&lt;br /&gt;
Generally it is a good habit to precede your chosen filenames and keys with the name of the oxp, or another unique prefix, to make sure the names stay unique and no other oxp will use the same names.&lt;br /&gt;
&lt;br /&gt;
==Scripting with JavaScript==&lt;br /&gt;
Older OXPs (from [[User:Aegidian|Aegidian]]'s day were written in Legacy Script: see [[Methods]]. Modern OXPs are written in JavaScript. Specifically oolite.jsVersion 185, an Oolite specific variant of '''ECMAv5'''. It is the same Spidermonkey version that Firefox 4 shipped with many years ago, but it is a special build for Oolite. This is the version that we have almost always had and it has not changed between versions of the game. [https://bb.oolite.space/viewtopic.php?p=256623#p256623 It is unlikely to change] in the future.&lt;br /&gt;
&lt;br /&gt;
JavaScript is the preferred scripting interface for worldScripts and shipScripts. The legacy scripting interface (see [[script.plist]]) still works, but is not supported. See [[Scripting Oolite with JavaScript]] for more information.&lt;br /&gt;
&lt;br /&gt;
Note that most of the [[Legacy Scripting]] still works perfectly well (XML &amp;amp; OpenStep)!&lt;br /&gt;
&lt;br /&gt;
==Hidden settings==&lt;br /&gt;
There are several [[Hidden_Settings_in_Oolite]] that make life for an oxp creator easier. One of them is the setting '''always-flush-cache'''. It makes every startup a bit slower, but it prevents Oolite working with cached data instead of your newly changed file. For someone that only does occasional oxp changes it will be enough to flush the cache by holding the shift key when starting Oolite but if you are writing oxps, this is the way to prevent frustrations.&lt;br /&gt;
&lt;br /&gt;
==Cookbook==&lt;br /&gt;
* How to add dials to a HUD: https://bb.oolite.space/viewtopic.php?p=290352#p290352&lt;br /&gt;
* How to limit a station's shipyard to only offer a defined set of ships: https://bb.oolite.space/viewtopic.php?p=293174#p293174&lt;br /&gt;
* Ship/Station design with external docking ports: https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21574&amp;amp;p=293777&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*'''Context''': [https://bb.oolite.space/viewtopic.php?p=275434#p275434 What can OXP's ''not'' change?] (2021)&lt;br /&gt;
*It is often helpful to dip one's toes (claws?) in the water by experimenting with tweaking oxp's first: see [[How to tweak OXZ's]]&lt;br /&gt;
*[[:Category:Oolite scripting]]&lt;br /&gt;
*[[Javascript Operators]]&lt;br /&gt;
*[[:Category:Oolite JavaScript Reference‎]]&lt;br /&gt;
*[[:Category:Oolite Development]]&lt;br /&gt;
*[[User:Montana05|Montana05]] recommends https://www.w3schools.com/js/js_array_sort.asp for better knowledge of the js on Oolite.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12149 OXP Development Best Practices] (2012-7)&lt;br /&gt;
*Some older oxp's are written in [[Legacy Scripting]]&lt;br /&gt;
*[https://github.com/OoliteProject/oolite/find/master Github] vanilla game code repository - the resources section at the bottom of the page contains possibly useful parts of vanilla game coding, with occasional annotations.&lt;br /&gt;
=== Tools ===&lt;br /&gt;
*[[List of software]] that is helpful for creating OXPs (eg. editorial packages for javascript or 3D model creators)&lt;br /&gt;
*[[List of Planets used in OXPs]] for planets already used by other OXPs. Helps authors avoid overlapping with or breaking other OXPs.&lt;br /&gt;
*[[OXP_howto_Game_Balance|OXP howto Game Balance]] to avoid conflicts from accidental gameplay changes.&lt;br /&gt;
*[[Long Range Scanner]] is an OXP which allows you to jump around the star system to objects you have placed there - or to jump around within the galaxy. A &amp;quot;cheat&amp;quot; for players, but a useful tool for some OXP designers.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13422 What Tools Are Good For Windows OXP Programming?] (2013)&lt;br /&gt;
&lt;br /&gt;
==== Tutorials for Tools ====&lt;br /&gt;
*[https://web.archive.org/web/20050317033938/http://oolite.aegidian.org/cyoship/ Oolite Tutorial - Meshwork Shipbuilding (OSX only)] via WayBack Machine&lt;br /&gt;
*[https://web.archive.org/web/20060621211940/http://oolite.aegidian.org/cyoship2/ Oolite Tutorial - Wings 3D Shipbuilding (Cross-platform)] via WayBack Machine&lt;br /&gt;
&lt;br /&gt;
=== OXP tutorials ===&lt;br /&gt;
Oolite changes affecting different varieties of OXPs happened with v.1.76 (2011), v.1.80 (2014) &amp;amp; v1.82 (2015).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20937 MasterClass: How to OXP (updating SoThisTC)] by [[User:Spara|Spara]] who teaches computing in Helsinki! (2021)&lt;br /&gt;
*[https://archive.org/details/GettingStartedWithOoliteOXZDevelopment Getting started with OXZ Development] ''An .odt for Open Office'': By Bugbear (2012). 2 example OXPs: a pirate-ridden solar systems warning tool &amp;amp; Witchspace Blockades [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17731 BB Thread (2015)]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18837 OXP Performance] BB thread (mostly 2017-8): improving your OXP (speed, ''etc'')&lt;br /&gt;
==== Tutorials: Ships, Retextures &amp;amp; Dockables OXPs ====&lt;br /&gt;
*[[OXP howto model]]&lt;br /&gt;
*[[OXP howto texture]] - also covers planet textures&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18284 The bare minimum for a game-recognizable ship OXP] (thread: 2016)&lt;br /&gt;
*[[OXP_tutorial|OXP Tutorial]] creating a new spaceship - and then tweaking it in different ways (2007-13)&lt;br /&gt;
*[[OXP howto dockable stations]] (2009-10)&lt;br /&gt;
*[[User:Shipbuilder|Shipbuilder]] wrote a Shaders tutorial with resource packs (2013)&lt;br /&gt;
==== Tutorials: HUD OXPs ====&lt;br /&gt;
*[[OXP howto HUD]]&lt;br /&gt;
*[[Guide to HUDs]] - table comparing features&lt;br /&gt;
*[[HUD Customisation Guide‎‎]]&lt;br /&gt;
*[[Fully Annotated HUD Configuration (hud.plist) File‎]]&lt;br /&gt;
==== Tutorials: Missions OXPs ====&lt;br /&gt;
*[[OXP mission offering]]&lt;br /&gt;
*[[GalCop Missions]] has a wide variety of over 80 javascripted mini-missions - see the list behind the &amp;quot;Spoilers&amp;quot; button&lt;br /&gt;
==== Tutorials: Other ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=14135 How to make a simple OXP?] (thread: 2013) 3 OXPs - pop-up message at docking, set only Pythons for sale at Lave shipyard, create a new ship. &lt;br /&gt;
*[[Escape Pod Locator OXP]] has notes on programming on the bottom of the page regarding beacon transmission &amp;amp; location&lt;br /&gt;
&lt;br /&gt;
=== Helpful OXPs for your OXP===&lt;br /&gt;
There are a number of OXPs which have been specifically written to allow your OXP to use them:&lt;br /&gt;
*[[Library OXP|Library]]: a collection of useful snippets and helpers. Its main purpose is to simplify or unify some common tasks used by OXPers. &lt;br /&gt;
:*It can add dynamic maps, music &amp;amp; animation. &lt;br /&gt;
:*It adds a Personal Assistant Device for the player with details of people met, medals awarded, Guild rankings, ''etc''.&lt;br /&gt;
:*It allows in-game configuration of an oxp by the player.&lt;br /&gt;
:*Add-on modules allows inspection of models and materials for creation of ship &amp;amp; station oxps.&lt;br /&gt;
*[[GalCop Missions]] introduces many new pieces of equipment with wide varieties of use (Cargo Stoppers, Ejection Dampers, Range Finders, Solar Radiation Disrupter Missiles, Seismic Resonance Scanners, Patient Transport Modules ''etc''). It can also help with creating missions (it contains over 80 varieties - see the spoiler button on that wiki page).&lt;br /&gt;
*[[Diplomancy]] can be used to make states of war impact personally on the player&lt;br /&gt;
*[[System Data Config]] helps re-organise the F7 screen to squeeze more information onto it&lt;br /&gt;
&lt;br /&gt;
==== While docked/stations ====&lt;br /&gt;
*[[HD Backgrounds]] can provide a High Definition screenshot of a station lobby or other such for interaction with the player&lt;br /&gt;
*[[BGS]] can help organise a customised docking or launching sequence (see the [[Riredi OXP]] or the [[Kiota Stations]]).&lt;br /&gt;
*[[GNN]] can broadcast your news alerts (see how [[Diplomancy]] uses it for war &amp;amp; peace declarations). GNN also contains '''PhraseGen''' which can be used for randomizing text descriptions.&lt;br /&gt;
*[[Station Validator]] will remember that a station has been destroyed and stop Oolite automatically replacing it on the next visit to the system&lt;br /&gt;
*[[Station Dock Control]] can help interraction with other ships docked at the station&lt;br /&gt;
*[[Bulletin Board System]] can help manage interractions at the station&lt;br /&gt;
*[[Email System OXP]] can also help manage interractions at the station&lt;br /&gt;
*[[Ship Storage Helper]] allows storage of the player's ship whilst doing other things (such as flying another ship!)&lt;br /&gt;
*[[Equipment Storage OXP]]  allows storage of equipment/goods whilst doing other things&lt;br /&gt;
*[[Ship's Library]] allows reading documents with illustrations while docked (see the included Ship's Manual)&lt;br /&gt;
*[[Station Options]] allows complex configurations of equipment, but could potentially also be used for managing dialogue with NPCs&lt;br /&gt;
*[[Life in the Frontier]] was being expanded to cover more stations (Dodo/Ico/Rock Hermits and potentially OXP stations), but is currently mothballed. &lt;br /&gt;
&lt;br /&gt;
==== In-flight ====&lt;br /&gt;
*[[MFD - Broadcast Comms]] can be used for in-flight interaction with NPC's&lt;br /&gt;
*[[Bigships]] can be used to help with the AI for massive space ships which cannot dock at orbital stations&lt;br /&gt;
*[[Montanas Resource Pack 01]] contains a number of resources for use (treasures, containers, escape/survival equipment)&lt;br /&gt;
*[[Star System Lane Indicator]] - the older version contains a very graphical dynamic display (does not function properly, but boy! does it look good!)&lt;br /&gt;
*[[SOTL Exploration]] contains exploration equipment and a non-automatic hyperspace jump&lt;br /&gt;
*[[SOTL Altmap]] contains different politics, markets and NPCs with Torus Drives.&lt;br /&gt;
*[[Resistance Commander]] &amp;amp; [[EscortDeck]] contain mechanisms for &amp;quot;managing&amp;quot; allied ships.&lt;br /&gt;
&lt;br /&gt;
==== Planet Surfaces ====&lt;br /&gt;
*[[Planetfall OXP]] allows landing on the planet (used by [[Feudal States]] for access to the Royal Court, and by [[Astronaut]] for space-jumping)&lt;br /&gt;
*[[Lave is Earth 8k]] contains night-time city lighting&lt;br /&gt;
&lt;br /&gt;
=== Packaging and distribution ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16688 The All-in-One Guide to OXZ Packaging and Distribution].&lt;br /&gt;
::And see [https://bb.oolite.space/viewtopic.php?p=279034#p279034 this post] for AppleMac issues with the above.&lt;br /&gt;
* Cim created [https://github.com/cim--/oxp-build-scripts some scripts to ease packaging] a project.&lt;br /&gt;
*[[OXP Distribution]] The All-in-One Guide to OXP Packaging and Distribution (and [[OXP_standards]] for advice on which ways of doing things are supported and which are not).&lt;br /&gt;
* Since the domain change to [https://oolite.space] the distribution of expansions has changed slightly. The new version is still subject to discussions and might change again. Here is a [[Publishing Procedure Comparison]].&lt;br /&gt;
*[[Gameplay_and_Balance_Indicator|Gameplay Balance Indicator]] and [[OXP_Levelindicators|Difficulty Indicator]]. Add these to your wiki page to show effects on Game Balance and the Difficulty Level of your OXP/OXZ. The '''first''' indicates the impact on play (equipment making the game easier/more difficult), the '''second''' indicates the suggested [[Elite Rating]] needed to attempt the mission/defeat the ship ''etc''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite| ]]&lt;br /&gt;
[[Category:Oolite scripting| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=OXP&amp;diff=90300</id>
		<title>OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=OXP&amp;diff=90300"/>
		<updated>2026-09-04T06:04:45Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:oolite-oxp-icon.png|128px|right|OXP icon]]&lt;br /&gt;
An '''OXP''' ('''O'''olite e'''X'''pansion '''P'''ack) is an enhancement to the game [[Oolite]]. An OXP could be a new game object (such as a ship, space station or a moon), a mission, or a combination of several elements. OXPs can use all of the facilities of Oolite, including some that are not used in the standard, unexpanded game. Please note that if you run Oolite in 'Strict Play' mode (set via pressing F2 when docked or paused and then selecting 'Reset to Strict play'), OXPs are not loaded.&lt;br /&gt;
&lt;br /&gt;
An '''OXZ''' is an OXP in a particular '''Z'''ipped format to make it easier for Oolite to process and for players to install - to find out what's inside one, use your unzipping tool of choice on it.&lt;br /&gt;
&lt;br /&gt;
== Finding OXPs ==&lt;br /&gt;
=== OXPs ===&lt;br /&gt;
*The '''[[OXP List]]''' provides the most comprehensive list of Oolite OXP expansion packs.&lt;br /&gt;
*[[Guide to Unlisted OXPs]] has another 200 or so (which are not listed elsewhere).&lt;br /&gt;
&lt;br /&gt;
These have to go into your AddOns folder (see below).&lt;br /&gt;
=== OXZs ===&lt;br /&gt;
*The [http://www.oolite.space/oxps/#oxp '''OXZ List'''] provides the most comprehensive list of Oolite OXZ expansion packs (but only those uploaded to the in-game Expansions Manager).&lt;br /&gt;
*Just for fun, the [[Index of artefacts]] provides the most comprehensive analysis of these Oolite OXZ expansion packs...&lt;br /&gt;
*there are just a handful of OXZs (mostly experimental, but including some excellent ones by phkb) not listed on the Expansions Manager/OXZ List. They are mostly in the [[Guide to Unlisted OXPs]] mixed in with everything else.&lt;br /&gt;
*Check out the [[Oolite Starter]] which makes management of the expansions in your Ooniverse refeshing like a sip of properly chilled gin and tonic.&lt;br /&gt;
&lt;br /&gt;
Those in the in-game Expansions Manager should go in your Managed AddOns folder. Those which are not should go in your AddOns folder. See below.&lt;br /&gt;
&lt;br /&gt;
=== Old versions ===&lt;br /&gt;
For purely historical purposes (or a touch of nostalgia if you've been around Oolite for a long time) you might want to look at [http://oosat.alioth.net The Oolite Satellite Resource Site] ('''Oosat2''', quite broken but still accessible, 2006-11-04 until 2007-03-03) or the even older [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Captain Hack OoSat Site] ('''Oosat1''', beginning until 2006-10-14). Oosat may have originally been hosted here on Alioth.net, as was '''Oldsat'''. They had a tendency to go off-line or to crash, losing all information. Search on the BB if you are curious!&lt;br /&gt;
&lt;br /&gt;
For your curiosity and maybe one or the other odd find there is also the [[OXP Attic]] which houses derelict OXPs from times long past. Also see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20721 Recovering Lost Oxp's].&lt;br /&gt;
&lt;br /&gt;
== OXPs suitable for new players ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
It is suggested that players new to the game should be careful when choosing OXPs. The basic game is extremely well-balanced and has stood the test of time, but many OXPs change the balance and dynamics of the game.&lt;br /&gt;
&lt;br /&gt;
To make an informed choice as to what OXPs you might want, you do need to understand the way the standard game works first, so it is recommended that new players should consider playing Oolite without game-changing OXPs for a while.&lt;br /&gt;
&lt;br /&gt;
However, many OXPs will just enhance eye-candy and ambience - they make the game look better, or add features which make the Oolite experience more enjoyable without affecting the way the game plays.&lt;br /&gt;
&lt;br /&gt;
To help, a [[OXP_List_for_New_Players| list of suitable OXPs for newcomers]] has been compiled. These are OXPs that will not affect gameplay but are worthwhile additions for the new player who wants a diverse and visually exciting Ooniverse. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Everyone has their own idea of what OXPs should be in a starter pack, or which are just best. There are several threads on the Forum on this topic, perhaps the best-balanced and most useful for newcomers being [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11885 this one]. &lt;br /&gt;
&lt;br /&gt;
== Suitability for simpler or for more difficult/advanced gaming ==&lt;br /&gt;
There exists a way of marking an OXP's difficulty level according to the author's belief. You can find the [[OXP_Levelindicators|level indicators]] on the wiki.&lt;br /&gt;
&lt;br /&gt;
Another system in progress is [[Template:IconOXP]].&lt;br /&gt;
&lt;br /&gt;
==Player recommendations==&lt;br /&gt;
These commanders have put together lists of their personal favourites:&lt;br /&gt;
*[[User:Cpt|Cpt]] (2013)&lt;br /&gt;
*[[User:JazHaz|JazHaz]] (2013)&lt;br /&gt;
*[[User:Zireael|Zireael]] (2014)&lt;br /&gt;
*[[User:Norby#Recommended_OXPs|Norby]] (2015-7): includes packages of recommended OXPs for new players, the more experienced ''etc''.&lt;br /&gt;
*[[User:CaptSolo|CaptSolo]] (2020)&lt;br /&gt;
&lt;br /&gt;
== Help with OXPs ==&lt;br /&gt;
&lt;br /&gt;
Information on OXPs can also be found on the [https://bb.oolite.space/viewforum.php?f=4 Expansion Pack Forum], the Friendliest Board This Side of Riedquat. The helpful people there will be happy to assist you with any questions you have about OXPs.&lt;br /&gt;
&lt;br /&gt;
== Tweaking your OXPs ==&lt;br /&gt;
Do you prefer a louder ''beep'' for audible docking clearance? Would you rather your Commander's Log also recorded purchases &amp;amp; repairs? Do you want your Laser Booster to activate automatically upon launch? &lt;br /&gt;
&lt;br /&gt;
You will find recipes for modifying some of the OXPs [https://bb.oolite.space/viewtopic.php?p=216177#p216177 here].&lt;br /&gt;
&lt;br /&gt;
== Installing an OXP ==&lt;br /&gt;
&lt;br /&gt;
OXPs are installed to the folder or directory ('folder' and 'directory' are synonyms) named '''AddOns'''. Read on, we will also tell you where to find that folder.&lt;br /&gt;
&lt;br /&gt;
=== In OXZ format ===&lt;br /&gt;
Download the OXZ file, and save it to your AddOns folder. &lt;br /&gt;
&lt;br /&gt;
Many OXZ format expansion packs can also be downloaded and installed for you from the [[Expansions Manager]] in Oolite. These will be placed in a separate folder which Oolite manages ('''ManagedAddOns''') - any you download yourself should go in the '''AddOns''' folder so that Oolite doesn't accidentally overwrite them.&lt;br /&gt;
&lt;br /&gt;
If you want to inspect an OXZ you've downloaded with the expansion pack manager, copy it out of the '''ManagedAddOns''' folder first, then open it with your unzipping program. Some versions of the Expansions Manager can do this for you when you press the ''x'' key.&lt;br /&gt;
&lt;br /&gt;
=== In OXP format ===&lt;br /&gt;
Typically, an OXP is downloaded as a ZIP file though occasionally other compression tools such as 7z or rar have been used. Unzip it to find a folder with a name ending .oxp&lt;br /&gt;
&lt;br /&gt;
After unzipping the file, make sure that it is ''only'' the OXP folder that put into the AddOns directory - some zipped OXPs can contain a top level folder with a readMe file, and the actual OXP folder is a level further down. If this is the case, move the folder with the '''.oxp''' extension into the AddOns folder.&lt;br /&gt;
&lt;br /&gt;
Sometimes the zipped files contain several folders, make sure you only copy the folder -or file for Macintoshes- ending with '''.oxp''' into the AddOns folder. This folder is found in different locations, depending on the platform.&lt;br /&gt;
&lt;br /&gt;
If you have followed these instructions and OXPs are not being recognised by the game make sure that your commander is a normal game. If you started your commander using the &amp;quot;Strict Mode&amp;quot; starting option, no OXPs will ever be used.&lt;br /&gt;
&lt;br /&gt;
== Locating your AddOns folder ==&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
Found in the folder that contains the Oolite application.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can also have the '''AddOns''' folder in your user area at '''~/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/'''. When both places contain an '''AddOns''' folder, both contents are read with the content in the user libraries loading last.&lt;br /&gt;
&lt;br /&gt;
'''Troubleshooting:''' If you get an error saying &amp;quot;The item could not be moved because &amp;quot;AddOns&amp;quot; cannot be modified&amp;quot;, that can happen if you weren't the user that installed Oolite.&lt;br /&gt;
The solution is to put the OXPs of your choice in '''~/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/''' instead (you may need to create this folder).&lt;br /&gt;
The error could also be triggered because you’re running from the disk image, you’ll need to copy the game somewhere else. Having done so, if you still get the error, use the Get Info command on the AddOns folder, open the Ownership &amp;amp; Permissions pane and check that it says You Can: Read &amp;amp; Write.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
The location of the AddOns folder will depend on whether you chose to install Oolite to 'Home' or 'System'.&lt;br /&gt;
&lt;br /&gt;
If you chose the 'Home' installation, the AddOns directory is located in '''~/GNUstep/Applications/Oolite/AddOns'''.  The AddOns folder should be in the top level of the Oolite install directory (at the same level as the oolite.app folder)  You may have to create it.&lt;br /&gt;
&lt;br /&gt;
If you chose the 'System' installation, the AddOns directory will be '''~/.Oolite/Add-ons'''. You may have to create it. Note that this is a 'hidden' directory, and so you may have to turn on 'Show hidden files' in your file manager before you can see it.&lt;br /&gt;
&lt;br /&gt;
An alternative location for a 'System' installation is the '''/opt/Oolite/AddOns''' directory, but most users find this less convenient than '''~/.Oolite/Add-ons'''.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
The AddOns folder should be in the top level of the Oolite install directory (at the same level as the oolite.app folder). Historical: if you are using the GNUStep dedicated versions (pre-Jan 2006), then the AddOns folder must be created inside the oolite.app folder.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
If you purchase a ship that is an OXP ship and save the game, you will only be able to load that commander as long as this OXP is installed in AddOns. If it's not, Oolite will give you an error instead of trying to load the commander.&lt;br /&gt;
&lt;br /&gt;
== Managing a stable of OXPs ==&lt;br /&gt;
Nowadays we download OXZs through the in-game Expansions Manager - and it manages them for us. But if we tweak one, it usually becomes an OXP and must then be kept in the AddOns folder. Some older oxps have yet to be turned into OXZs and some experimental OXPs are in a similar position.&lt;br /&gt;
&lt;br /&gt;
So, if you have large numbers of these oxps, see the following threads from the BB.&lt;br /&gt;
*Issues with multiple expansions? [[Find the culprit]]&lt;br /&gt;
*Issues with [https://bb.oolite.space/viewtopic.php?p=273473#p273473 single OXPs]&lt;br /&gt;
*Issues with [https://bb.oolite.space/viewtopic.php?p=273490#p273490 multiple OXPs]&lt;br /&gt;
*Issues with different copies of the game on the [https://bb.oolite.space/viewtopic.php?p=272073#p272073 same hard drive]&lt;br /&gt;
*If you found a nice set of expansions and want to share that with others, consider using the [[Oolite Starter]]. It allows you to export and send expansion sets to other players, who then can activate it on their side.&lt;br /&gt;
&lt;br /&gt;
== Diagnostics ==&lt;br /&gt;
With some OXPs installed, the directory structure will look something like this:&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Basic-debug.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Cabal_Common_Library1.5.1.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Explorers'_Club_1.3.1_2012-01-21.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\halsis.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Material Test Suite v1.2.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
with other directories and files under each of the .oxp directories.  You should only find .oxp directories immediately under a \AddOns directory.&lt;br /&gt;
&lt;br /&gt;
If none of your OXPs are working, are you playing in Strict Mode? Try starting a new commander from the Normal Start and see if the OXPs work then.&lt;br /&gt;
&lt;br /&gt;
If you edit the contents of one of your OXPs and cannot see the change, restart Oolite holding down &amp;lt;Shift&amp;gt; to force Oolite to re-read all the OXP files.&lt;br /&gt;
&lt;br /&gt;
If an OXP you installed is not working or is misbehaving, check the [[Latest.log]] file - you should see a list of the OXPs you have installed.  You should see a trend in the names which will tell you if you have installed an OXP within another OXP (move it) or two versions of an OXP (remove the older one) or it is absent suggesting you put it in the wrong place or did not get the .oxp directory extension correct (did you unzip the OXP?).&lt;br /&gt;
&lt;br /&gt;
If you know how, a system-wide search for any directory ending in &amp;quot;.oxp&amp;quot; should pull up the OXPs you have installed and they should only appear immediately beneath a '''\AddOns''' directory and never inside another .oxp directory (this is an easily-done error when extracting a zip file).&lt;br /&gt;
&lt;br /&gt;
Note that an OXP in the AddOns folder ''trumps'' an 'identical' OXZ in the ManagedAddOns folder. So if the OXP is an older version, it will [https://bb.oolite.space/viewtopic.php?p=218632#p218632 disable] the newer OXZ.&lt;br /&gt;
&lt;br /&gt;
=== AppleMacs ===&lt;br /&gt;
... Strict semicolon parsing is a Mac thing. Windows and Linux use GNUstep to parse plists and that apparently is more relaxed syntax-wise than whatever it is that the Mac uses. &lt;br /&gt;
::[[User:Another_commander|Another_commander]] from [https://bb.oolite.space/viewtopic.php?p=262814#p262814 A possible solution?] (2018).&lt;br /&gt;
&lt;br /&gt;
... the libraries in the Mac seems to be less tolerant of some things than the GNUStep libraries on Linux:&lt;br /&gt;
:*lists are enclosed in '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''('''&amp;lt;/font&amp;gt;' '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''')'''&amp;lt;/font&amp;gt;' with items separated by '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''','''&amp;lt;/font&amp;gt;' and there must ''not'' be a comma after the last item in the list.&lt;br /&gt;
:*objects are enclosed in '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''{'''&amp;lt;/font&amp;gt;' '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''}'''&amp;lt;/font&amp;gt;' and consist of pairs: &amp;lt;key&amp;gt; = &amp;lt;value&amp;gt;.&lt;br /&gt;
:*Each key/value pair must have a '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''';'''&amp;lt;/font&amp;gt;' at the end, even the last pair in the object&lt;br /&gt;
:*''if'' the object is a value in a key/value pair in another object, it's closing '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''}'''&amp;lt;/font&amp;gt;' must be followed by a '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''';'''&amp;lt;/font&amp;gt;'.&lt;br /&gt;
::lifted from a PM from [[User:Dybal|Dybal]] (2020)&lt;br /&gt;
&lt;br /&gt;
== Creating an OXP (Notes) ==&lt;br /&gt;
[[File:Plist-XML-ASCII-ill.png|thumb|right|702px|XML (left) &amp;amp; OpenStep (right)]]&lt;br /&gt;
Legacy script comes in two versions: XML &amp;amp; OpenStep. And then there is the much more complex Javascript.&lt;br /&gt;
&lt;br /&gt;
It is intended to be easy to create expansion packs. OpenStep is relatively easy - XML and Javascript less so.&lt;br /&gt;
&lt;br /&gt;
=== Start your own OXP ===&lt;br /&gt;
&lt;br /&gt;
There are two quite extreme ways to go, and a compromise:&lt;br /&gt;
&lt;br /&gt;
* OXZs are just renamed zipped OXPs. You can decompress any existing OXZ, look inside and start tweaking.&lt;br /&gt;
* And you can start from scratch by creating everything yourself - this will take some advanced knowledge.&lt;br /&gt;
* There also is the middle path - to follow our predefined paths and use a bunch of templates.&lt;br /&gt;
&lt;br /&gt;
We have provided three varieties which your OXP can be. Advanced OXP creators can also combine them into a single OXP, while even more advanced creators keep them separate and then link them using dependencies. We'll cover that later.&lt;br /&gt;
&lt;br /&gt;
So what style of OXP is on your mind? Take one of the guided tours:&lt;br /&gt;
&lt;br /&gt;
*[[Create_Ship_OXP|Ship]]&lt;br /&gt;
*[[Create_Equipment_OXP|Equipment]]&lt;br /&gt;
*[[Create_Mission_OXP|Mission]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, or when curious take a look at the [[OXP howto|OXP Howto]] page for full background information. It includes a full schema of an OXP's possible contents as well as links to relevant wiki pages.&lt;br /&gt;
&lt;br /&gt;
=== OXP resources ===&lt;br /&gt;
*Here is an [[index of artefacts]] already created in OXPs.&lt;br /&gt;
*[[Documenting your artefacts]] (OXP, ships and equipment)&lt;br /&gt;
*[[OXP howto]] (as mentioned above)&lt;br /&gt;
*[[Publishing your OXP]]&lt;br /&gt;
*[[:Category:Oolite scripting]]&lt;br /&gt;
*[[:Category:Oolite JavaScript Reference]]&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/cim--/oxp-build-scripts OXP Packaging Scripts] Cim's collection for Linux (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275434#p275434 What can OXP's ''not'' change?] (2021)&lt;br /&gt;
&lt;br /&gt;
Older OXPs (from [[User:Aegidian|Aegidian]]'s day were written in [[Legacy Scripting]]. Modern OXPs are written in JavaScript. Specifically oolite.jsVersion 185, an Oolite specific variant of '''ECMAv5'''. It is the same Spidermonkey version (1.8.5 - March 2011) that Firefox 4 shipped with many years ago, but it is a special build for Oolite. This is the version that we have almost always had and it has not changed between versions of the game. It is unlikely to change in the future (due to the [https://bb.oolite.space/viewtopic.php?p=256623#p256623 immense amount of work] involved in tampering with it!).&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Regularly check the Oolite logfile. There are two such files in your filesystem: Latest.log and Previous.log. &lt;br /&gt;
TODO: Where exactly to find them?&lt;br /&gt;
&lt;br /&gt;
In case you see Oolite complaining about parsing problems on plist files, this usually raises the question which file Oolite was parsing at that moment. There are lots of such files, and to keep logs short that information is not printed. But you can change the logging configuration. Put a logcontrol.plist file straight into your AddOns folder and Oolite will pick it up. It can be as simple as&lt;br /&gt;
&lt;br /&gt;
    {&lt;br /&gt;
        plist.information = yes;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Loading Order of OXPs ==&lt;br /&gt;
OXPs loaded after other OXPs will &amp;quot;trump&amp;quot; the earlier OXPs in terms of their effects on the game. It is a similar situation with the vanilla game code, where the OXPs trump or overwrite the relevant sections of the basic oolite game. &amp;lt;br&amp;gt;&lt;br /&gt;
The loading order under Macs and Windows is alphabetical, while Linux is unpredictable. There is no solution for Linux load ordering as yet ([https://bb.oolite.space/viewtopic.php?p=261821#p261821 Svengali 2018]).&lt;br /&gt;
&lt;br /&gt;
*[[Handling OXP Dependencies with JavaScript]] - how to determine the loading order&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=189416#p189416 Nested OXP's in AddOns folder] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=231750#p231750 Cim on the subject] (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8928 OXP loading order] discussion, including Ahruman on the subject (2011)&lt;br /&gt;
&lt;br /&gt;
== AddOns and Managed AddOns folders ==&lt;br /&gt;
All versions of Oolite have an AddOns folder. Only versions 1.79 (2013) and onwards have the Managed AddOns folder.&lt;br /&gt;
&lt;br /&gt;
The contents of the '''AddOns folder''' must ''not'' be zipped if they are to be recognised by Oolite - so OXZs will not work if they are in there.&lt;br /&gt;
&lt;br /&gt;
The contents of the '''Managed AddOns''' folder must contain a [[Manifest.plist]] if they are to be recognised by your [[Expansions Manager]] (or by [[Oolite Starter]]). The Expansions Manager only checks ''this'' folder, not the AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== OXP Lists ==&lt;br /&gt;
*[http://www.oolite.org/oxps/ Expansion Manager OXZ list] - orderable&lt;br /&gt;
*[[OXP List]] - orderable&lt;br /&gt;
*[[Guide to Unlisted OXPs]] - with links at the bottom to older lists&lt;br /&gt;
&lt;br /&gt;
*[[Brilliant but broken...]] great oxp's that need updating/fixing... (do you have the skills?)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Factual]]&lt;br /&gt;
[[Category:Oolite scripting| ]]&lt;br /&gt;
[[Category:Oolite JavaScript Reference| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=OXP&amp;diff=90299</id>
		<title>OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=OXP&amp;diff=90299"/>
		<updated>2026-09-04T06:03:07Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Creating an OXP */ Added a little more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:oolite-oxp-icon.png|128px|right|OXP icon]]&lt;br /&gt;
An '''OXP''' ('''O'''olite e'''X'''pansion '''P'''ack) is an enhancement to the game [[Oolite]]. An OXP could be a new game object (such as a ship, space station or a moon), a mission, or a combination of several elements. OXPs can use all of the facilities of Oolite, including some that are not used in the standard, unexpanded game. Please note that if you run Oolite in 'Strict Play' mode (set via pressing F2 when docked or paused and then selecting 'Reset to Strict play'), OXPs are not loaded.&lt;br /&gt;
&lt;br /&gt;
An '''OXZ''' is an OXP in a particular '''Z'''ipped format to make it easier for Oolite to process and for players to install - to find out what's inside one, use your unzipping tool of choice on it.&lt;br /&gt;
&lt;br /&gt;
== Finding OXPs ==&lt;br /&gt;
=== OXPs ===&lt;br /&gt;
*The '''[[OXP List]]''' provides the most comprehensive list of Oolite OXP expansion packs.&lt;br /&gt;
*[[Guide to Unlisted OXPs]] has another 200 or so (which are not listed elsewhere).&lt;br /&gt;
&lt;br /&gt;
These have to go into your AddOns folder (see below).&lt;br /&gt;
=== OXZs ===&lt;br /&gt;
*The [http://www.oolite.space/oxps/#oxp '''OXZ List'''] provides the most comprehensive list of Oolite OXZ expansion packs (but only those uploaded to the in-game Expansions Manager).&lt;br /&gt;
*Just for fun, the [[Index of artefacts]] provides the most comprehensive analysis of these Oolite OXZ expansion packs...&lt;br /&gt;
*there are just a handful of OXZs (mostly experimental, but including some excellent ones by phkb) not listed on the Expansions Manager/OXZ List. They are mostly in the [[Guide to Unlisted OXPs]] mixed in with everything else.&lt;br /&gt;
*Check out the [[Oolite Starter]] which makes management of the expansions in your Ooniverse refeshing like a sip of properly chilled gin and tonic.&lt;br /&gt;
&lt;br /&gt;
Those in the in-game Expansions Manager should go in your Managed AddOns folder. Those which are not should go in your AddOns folder. See below.&lt;br /&gt;
&lt;br /&gt;
=== Old versions ===&lt;br /&gt;
For purely historical purposes (or a touch of nostalgia if you've been around Oolite for a long time) you might want to look at [http://oosat.alioth.net The Oolite Satellite Resource Site] ('''Oosat2''', quite broken but still accessible, 2006-11-04 until 2007-03-03) or the even older [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Captain Hack OoSat Site] ('''Oosat1''', beginning until 2006-10-14). Oosat may have originally been hosted here on Alioth.net, as was '''Oldsat'''. They had a tendency to go off-line or to crash, losing all information. Search on the BB if you are curious!&lt;br /&gt;
&lt;br /&gt;
For your curiosity and maybe one or the other odd find there is also the [[OXP Attic]] which houses derelict OXPs from times long past. Also see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20721 Recovering Lost Oxp's].&lt;br /&gt;
&lt;br /&gt;
== OXPs suitable for new players ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
It is suggested that players new to the game should be careful when choosing OXPs. The basic game is extremely well-balanced and has stood the test of time, but many OXPs change the balance and dynamics of the game.&lt;br /&gt;
&lt;br /&gt;
To make an informed choice as to what OXPs you might want, you do need to understand the way the standard game works first, so it is recommended that new players should consider playing Oolite without game-changing OXPs for a while.&lt;br /&gt;
&lt;br /&gt;
However, many OXPs will just enhance eye-candy and ambience - they make the game look better, or add features which make the Oolite experience more enjoyable without affecting the way the game plays.&lt;br /&gt;
&lt;br /&gt;
To help, a [[OXP_List_for_New_Players| list of suitable OXPs for newcomers]] has been compiled. These are OXPs that will not affect gameplay but are worthwhile additions for the new player who wants a diverse and visually exciting Ooniverse. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Everyone has their own idea of what OXPs should be in a starter pack, or which are just best. There are several threads on the Forum on this topic, perhaps the best-balanced and most useful for newcomers being [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11885 this one]. &lt;br /&gt;
&lt;br /&gt;
== Suitability for simpler or for more difficult/advanced gaming ==&lt;br /&gt;
There exists a way of marking an OXP's difficulty level according to the author's belief. You can find the [[OXP_Levelindicators|level indicators]] on the wiki.&lt;br /&gt;
&lt;br /&gt;
Another system in progress is [[Template:IconOXP]].&lt;br /&gt;
&lt;br /&gt;
==Player recommendations==&lt;br /&gt;
These commanders have put together lists of their personal favourites:&lt;br /&gt;
*[[User:Cpt|Cpt]] (2013)&lt;br /&gt;
*[[User:JazHaz|JazHaz]] (2013)&lt;br /&gt;
*[[User:Zireael|Zireael]] (2014)&lt;br /&gt;
*[[User:Norby#Recommended_OXPs|Norby]] (2015-7): includes packages of recommended OXPs for new players, the more experienced ''etc''.&lt;br /&gt;
*[[User:CaptSolo|CaptSolo]] (2020)&lt;br /&gt;
&lt;br /&gt;
== Help with OXPs ==&lt;br /&gt;
&lt;br /&gt;
Information on OXPs can also be found on the [https://bb.oolite.space/viewforum.php?f=4 Expansion Pack Forum], the Friendliest Board This Side of Riedquat. The helpful people there will be happy to assist you with any questions you have about OXPs.&lt;br /&gt;
&lt;br /&gt;
== Tweaking your OXPs ==&lt;br /&gt;
Do you prefer a louder ''beep'' for audible docking clearance? Would you rather your Commander's Log also recorded purchases &amp;amp; repairs? Do you want your Laser Booster to activate automatically upon launch? &lt;br /&gt;
&lt;br /&gt;
You will find recipes for modifying some of the OXPs [https://bb.oolite.space/viewtopic.php?p=216177#p216177 here].&lt;br /&gt;
&lt;br /&gt;
== Installing an OXP ==&lt;br /&gt;
&lt;br /&gt;
OXPs are installed to the folder or directory ('folder' and 'directory' are synonyms) named '''AddOns'''. Read on, we will also tell you where to find that folder.&lt;br /&gt;
&lt;br /&gt;
=== In OXZ format ===&lt;br /&gt;
Download the OXZ file, and save it to your AddOns folder. &lt;br /&gt;
&lt;br /&gt;
Many OXZ format expansion packs can also be downloaded and installed for you from the [[Expansions Manager]] in Oolite. These will be placed in a separate folder which Oolite manages ('''ManagedAddOns''') - any you download yourself should go in the '''AddOns''' folder so that Oolite doesn't accidentally overwrite them.&lt;br /&gt;
&lt;br /&gt;
If you want to inspect an OXZ you've downloaded with the expansion pack manager, copy it out of the '''ManagedAddOns''' folder first, then open it with your unzipping program. Some versions of the Expansions Manager can do this for you when you press the ''x'' key.&lt;br /&gt;
&lt;br /&gt;
=== In OXP format ===&lt;br /&gt;
Typically, an OXP is downloaded as a ZIP file though occasionally other compression tools such as 7z or rar have been used. Unzip it to find a folder with a name ending .oxp&lt;br /&gt;
&lt;br /&gt;
After unzipping the file, make sure that it is ''only'' the OXP folder that put into the AddOns directory - some zipped OXPs can contain a top level folder with a readMe file, and the actual OXP folder is a level further down. If this is the case, move the folder with the '''.oxp''' extension into the AddOns folder.&lt;br /&gt;
&lt;br /&gt;
Sometimes the zipped files contain several folders, make sure you only copy the folder -or file for Macintoshes- ending with '''.oxp''' into the AddOns folder. This folder is found in different locations, depending on the platform.&lt;br /&gt;
&lt;br /&gt;
If you have followed these instructions and OXPs are not being recognised by the game make sure that your commander is a normal game. If you started your commander using the &amp;quot;Strict Mode&amp;quot; starting option, no OXPs will ever be used.&lt;br /&gt;
&lt;br /&gt;
== Locating your AddOns folder ==&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
Found in the folder that contains the Oolite application.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can also have the '''AddOns''' folder in your user area at '''~/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/'''. When both places contain an '''AddOns''' folder, both contents are read with the content in the user libraries loading last.&lt;br /&gt;
&lt;br /&gt;
'''Troubleshooting:''' If you get an error saying &amp;quot;The item could not be moved because &amp;quot;AddOns&amp;quot; cannot be modified&amp;quot;, that can happen if you weren't the user that installed Oolite.&lt;br /&gt;
The solution is to put the OXPs of your choice in '''~/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/''' instead (you may need to create this folder).&lt;br /&gt;
The error could also be triggered because you’re running from the disk image, you’ll need to copy the game somewhere else. Having done so, if you still get the error, use the Get Info command on the AddOns folder, open the Ownership &amp;amp; Permissions pane and check that it says You Can: Read &amp;amp; Write.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
The location of the AddOns folder will depend on whether you chose to install Oolite to 'Home' or 'System'.&lt;br /&gt;
&lt;br /&gt;
If you chose the 'Home' installation, the AddOns directory is located in '''~/GNUstep/Applications/Oolite/AddOns'''.  The AddOns folder should be in the top level of the Oolite install directory (at the same level as the oolite.app folder)  You may have to create it.&lt;br /&gt;
&lt;br /&gt;
If you chose the 'System' installation, the AddOns directory will be '''~/.Oolite/Add-ons'''. You may have to create it. Note that this is a 'hidden' directory, and so you may have to turn on 'Show hidden files' in your file manager before you can see it.&lt;br /&gt;
&lt;br /&gt;
An alternative location for a 'System' installation is the '''/opt/Oolite/AddOns''' directory, but most users find this less convenient than '''~/.Oolite/Add-ons'''.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
The AddOns folder should be in the top level of the Oolite install directory (at the same level as the oolite.app folder). Historical: if you are using the GNUStep dedicated versions (pre-Jan 2006), then the AddOns folder must be created inside the oolite.app folder.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
If you purchase a ship that is an OXP ship and save the game, you will only be able to load that commander as long as this OXP is installed in AddOns. If it's not, Oolite will give you an error instead of trying to load the commander.&lt;br /&gt;
&lt;br /&gt;
== Managing a stable of OXPs ==&lt;br /&gt;
Nowadays we download OXZs through the in-game Expansions Manager - and it manages them for us. But if we tweak one, it usually becomes an OXP and must then be kept in the AddOns folder. Some older oxps have yet to be turned into OXZs and some experimental OXPs are in a similar position.&lt;br /&gt;
&lt;br /&gt;
So, if you have large numbers of these oxps, see the following threads from the BB.&lt;br /&gt;
*Issues with multiple expansions? [[Find the culprit]]&lt;br /&gt;
*Issues with [https://bb.oolite.space/viewtopic.php?p=273473#p273473 single OXPs]&lt;br /&gt;
*Issues with [https://bb.oolite.space/viewtopic.php?p=273490#p273490 multiple OXPs]&lt;br /&gt;
*Issues with different copies of the game on the [https://bb.oolite.space/viewtopic.php?p=272073#p272073 same hard drive]&lt;br /&gt;
*If you found a nice set of expansions and want to share that with others, consider using the [[Oolite Starter]]. It allows you to export and send expansion sets to other players, who then can activate it on their side.&lt;br /&gt;
&lt;br /&gt;
== Diagnostics ==&lt;br /&gt;
With some OXPs installed, the directory structure will look something like this:&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Basic-debug.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Cabal_Common_Library1.5.1.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Explorers'_Club_1.3.1_2012-01-21.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\halsis.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
:'''...\AddOns\Material Test Suite v1.2.oxp'''&amp;lt;br&amp;gt;&lt;br /&gt;
with other directories and files under each of the .oxp directories.  You should only find .oxp directories immediately under a \AddOns directory.&lt;br /&gt;
&lt;br /&gt;
If none of your OXPs are working, are you playing in Strict Mode? Try starting a new commander from the Normal Start and see if the OXPs work then.&lt;br /&gt;
&lt;br /&gt;
If you edit the contents of one of your OXPs and cannot see the change, restart Oolite holding down &amp;lt;Shift&amp;gt; to force Oolite to re-read all the OXP files.&lt;br /&gt;
&lt;br /&gt;
If an OXP you installed is not working or is misbehaving, check the [[Latest.log]] file - you should see a list of the OXPs you have installed.  You should see a trend in the names which will tell you if you have installed an OXP within another OXP (move it) or two versions of an OXP (remove the older one) or it is absent suggesting you put it in the wrong place or did not get the .oxp directory extension correct (did you unzip the OXP?).&lt;br /&gt;
&lt;br /&gt;
If you know how, a system-wide search for any directory ending in &amp;quot;.oxp&amp;quot; should pull up the OXPs you have installed and they should only appear immediately beneath a '''\AddOns''' directory and never inside another .oxp directory (this is an easily-done error when extracting a zip file).&lt;br /&gt;
&lt;br /&gt;
Note that an OXP in the AddOns folder ''trumps'' an 'identical' OXZ in the ManagedAddOns folder. So if the OXP is an older version, it will [https://bb.oolite.space/viewtopic.php?p=218632#p218632 disable] the newer OXZ.&lt;br /&gt;
&lt;br /&gt;
=== AppleMacs ===&lt;br /&gt;
... Strict semicolon parsing is a Mac thing. Windows and Linux use GNUstep to parse plists and that apparently is more relaxed syntax-wise than whatever it is that the Mac uses. &lt;br /&gt;
::[[User:Another_commander|Another_commander]] from [https://bb.oolite.space/viewtopic.php?p=262814#p262814 A possible solution?] (2018).&lt;br /&gt;
&lt;br /&gt;
... the libraries in the Mac seems to be less tolerant of some things than the GNUStep libraries on Linux:&lt;br /&gt;
:*lists are enclosed in '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''('''&amp;lt;/font&amp;gt;' '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''')'''&amp;lt;/font&amp;gt;' with items separated by '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''','''&amp;lt;/font&amp;gt;' and there must ''not'' be a comma after the last item in the list.&lt;br /&gt;
:*objects are enclosed in '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''{'''&amp;lt;/font&amp;gt;' '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''}'''&amp;lt;/font&amp;gt;' and consist of pairs: &amp;lt;key&amp;gt; = &amp;lt;value&amp;gt;.&lt;br /&gt;
:*Each key/value pair must have a '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''';'''&amp;lt;/font&amp;gt;' at the end, even the last pair in the object&lt;br /&gt;
:*''if'' the object is a value in a key/value pair in another object, it's closing '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''}'''&amp;lt;/font&amp;gt;' must be followed by a '&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;''';'''&amp;lt;/font&amp;gt;'.&lt;br /&gt;
::lifted from a PM from [[User:Dybal|Dybal]] (2020)&lt;br /&gt;
&lt;br /&gt;
== Creating an OXP (Notes) ==&lt;br /&gt;
[[File:Plist-XML-ASCII-ill.png|thumb|right|702px|XML (left) &amp;amp; OpenStep (right)]]&lt;br /&gt;
Legacy script comes in two versions: XML &amp;amp; OpenStep. And then there is the much more complex Javascript.&lt;br /&gt;
&lt;br /&gt;
It is intended to be easy to create expansion packs. OpenStep is relatively easy - XML and Javascript less so.&lt;br /&gt;
&lt;br /&gt;
=== Start your own OXP ===&lt;br /&gt;
&lt;br /&gt;
There are two quite extreme ways to go, and a compromise:&lt;br /&gt;
&lt;br /&gt;
* OXZs are just renamed zipped OXPs. You can decompress any existing OXZ, look inside and start tweaking.&lt;br /&gt;
* And you can start from scratch by creating everything yourself - this will take some advanced knowledge.&lt;br /&gt;
* There also is the middle path - to follow our predefined paths and use a bunch of templates.&lt;br /&gt;
&lt;br /&gt;
We have provided three varieties which your OXP can be. Advanced OXP creators can also combine them into a single OXP, while even more advanced creators keep them separate and then link them using dependencies. We'll cover that later.&lt;br /&gt;
&lt;br /&gt;
So what style of OXP is on your mind? Take one of the guided tours:&lt;br /&gt;
&lt;br /&gt;
*[[Create_Ship_OXP|Ship]]&lt;br /&gt;
*[[Create_Equipment_OXP|Equipment]]&lt;br /&gt;
*[[Create_Mission_OXP|Mission]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, or when curious take a look at the [[OXP howto|OXP Howto]] page for full background information. It includes a full schema of an OXP's possible contents as well as links to relevant wiki pages.&lt;br /&gt;
&lt;br /&gt;
=== OXP resources ===&lt;br /&gt;
*Here is an [[index of artefacts]] already created in OXPs.&lt;br /&gt;
*[[Documenting your artefacts]] (OXP, ships and equipment)&lt;br /&gt;
*[[OXP howto]] (as mentioned above)&lt;br /&gt;
*[[Publishing your OXP]]&lt;br /&gt;
*[[Category:Oolite scripting]]&lt;br /&gt;
*[[Category:Oolite JavaScript Reference]]&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/cim--/oxp-build-scripts OXP Packaging Scripts] Cim's collection for Linux (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275434#p275434 What can OXP's ''not'' change?] (2021)&lt;br /&gt;
&lt;br /&gt;
Older OXPs (from [[User:Aegidian|Aegidian]]'s day were written in [[Legacy Scripting]]. Modern OXPs are written in JavaScript. Specifically oolite.jsVersion 185, an Oolite specific variant of '''ECMAv5'''. It is the same Spidermonkey version (1.8.5 - March 2011) that Firefox 4 shipped with many years ago, but it is a special build for Oolite. This is the version that we have almost always had and it has not changed between versions of the game. It is unlikely to change in the future (due to the [https://bb.oolite.space/viewtopic.php?p=256623#p256623 immense amount of work] involved in tampering with it!).&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Regularly check the Oolite logfile. There are two such files in your filesystem: Latest.log and Previous.log. &lt;br /&gt;
TODO: Where exactly to find them?&lt;br /&gt;
&lt;br /&gt;
In case you see Oolite complaining about parsing problems on plist files, this usually raises the question which file Oolite was parsing at that moment. There are lots of such files, and to keep logs short that information is not printed. But you can change the logging configuration. Put a logcontrol.plist file straight into your AddOns folder and Oolite will pick it up. It can be as simple as&lt;br /&gt;
&lt;br /&gt;
    {&lt;br /&gt;
        plist.information = yes;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Loading Order of OXPs ==&lt;br /&gt;
OXPs loaded after other OXPs will &amp;quot;trump&amp;quot; the earlier OXPs in terms of their effects on the game. It is a similar situation with the vanilla game code, where the OXPs trump or overwrite the relevant sections of the basic oolite game. &amp;lt;br&amp;gt;&lt;br /&gt;
The loading order under Macs and Windows is alphabetical, while Linux is unpredictable. There is no solution for Linux load ordering as yet ([https://bb.oolite.space/viewtopic.php?p=261821#p261821 Svengali 2018]).&lt;br /&gt;
&lt;br /&gt;
*[[Handling OXP Dependencies with JavaScript]] - how to determine the loading order&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=189416#p189416 Nested OXP's in AddOns folder] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=231750#p231750 Cim on the subject] (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8928 OXP loading order] discussion, including Ahruman on the subject (2011)&lt;br /&gt;
&lt;br /&gt;
== AddOns and Managed AddOns folders ==&lt;br /&gt;
All versions of Oolite have an AddOns folder. Only versions 1.79 (2013) and onwards have the Managed AddOns folder.&lt;br /&gt;
&lt;br /&gt;
The contents of the '''AddOns folder''' must ''not'' be zipped if they are to be recognised by Oolite - so OXZs will not work if they are in there.&lt;br /&gt;
&lt;br /&gt;
The contents of the '''Managed AddOns''' folder must contain a [[Manifest.plist]] if they are to be recognised by your [[Expansions Manager]] (or by [[Oolite Starter]]). The Expansions Manager only checks ''this'' folder, not the AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== OXP Lists ==&lt;br /&gt;
*[http://www.oolite.org/oxps/ Expansion Manager OXZ list] - orderable&lt;br /&gt;
*[[OXP List]] - orderable&lt;br /&gt;
*[[Guide to Unlisted OXPs]] - with links at the bottom to older lists&lt;br /&gt;
&lt;br /&gt;
*[[Brilliant but broken...]] great oxp's that need updating/fixing... (do you have the skills?)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:Oolite_JavaScript_Reference_Templates&amp;diff=90298</id>
		<title>Category:Oolite JavaScript Reference Templates</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Oolite_JavaScript_Reference_Templates&amp;diff=90298"/>
		<updated>2026-09-04T06:02:03Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tagged as Oolite JavaScript Reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Templates to simplify linking to [[:Category:Oolite JavaScript Reference|Oolite JavaScript Reference]] pages.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Simon_Challands&amp;diff=90297</id>
		<title>Simon Challands</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Simon_Challands&amp;diff=90297"/>
		<updated>2026-09-03T10:05:08Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Simon Challands has written several stories set in the [[Classic Elite]] universe. He is the author of the [http://elite.acornarcade.com/index.htm Acorn Elite website] (Last update - 2009).&lt;br /&gt;
&lt;br /&gt;
== Stories ==&lt;br /&gt;
* [[Aftermath]] - the result of the theft of the Constrictor (taken from http://elite.acornarcade.com/archive/aftall.htm which includes occasional footnotes)&lt;br /&gt;
* [http://elite.acornarcade.com/archive/calmcha.htm Calm and Chaos] - a very short piece following a journey&lt;br /&gt;
* [http://elite.acornarcade.com/archive/price/priceall.htm The Price of the Elite] - the discovery of a disk in the desert of Qudira&lt;br /&gt;
&lt;br /&gt;
[[Category:Authors]]&lt;br /&gt;
[[Category:Elite stories]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Sector2/Orarra&amp;diff=90296</id>
		<title>Sector2/Orarra</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Sector2/Orarra&amp;diff=90296"/>
		<updated>2026-09-03T09:35:41Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Fiction */ Added a quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System|Name=Orarra|Sector=2|System=193|XPos=144|YPos=33|Location=in the medium twelve o'clock direction|Government=6|Economy=1|Techlevel=10|Population=4.4|Inhabitants=Human Colonials|Productivity=31680|PlanetRadius=5264|MapX=144|MapY=16}}&lt;br /&gt;
&amp;lt;!-- Copy and edit the following box for a smaller &amp;quot;System Box&amp;quot; for fictions or OXPs&lt;br /&gt;
{{SmallSystem|Name=Orarra|Sector=2|System=193|XPos=144|YPos=33|Location=in the medium twelve o'clock direction|Government=6|Economy=1|Techlevel=10|Population=4.4|Inhabitants=Human Colonials|Productivity=31680|PlanetRadius=5264}}&lt;br /&gt;
End of the small system box --&amp;gt;&lt;br /&gt;
{{GalacticCatalogueEntry|Name=Orarra|Sector=2|System=193|Description=This planet is very well known for vicious Zast brew and its exotic goat soup.}}&lt;br /&gt;
== Witchspace Routes ==&lt;br /&gt;
There are 8 direct Witchspace Routes from/to Orarra:&lt;br /&gt;
{{WitchspaceHeader}}&lt;br /&gt;
{{WitchspaceEntry|Name=Tezaeded|Sector=2|System=39|Distance=4.0|Government=7|Economy=0|Techlevel=15|Population=6.4|Productivity=56320|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Esdi|Sector=2|System=67|Distance=5.2|Government=5|Economy=3|Techlevel=8|Population=3.7|Productivity=18648|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Usleri|Sector=2|System=118|Distance=6.8|Government=5|Economy=4|Techlevel=7|Population=3.4|Productivity=14688|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Tiriusri|Sector=2|System=126|Distance=2.4|Government=1|Economy=6|Techlevel=5|Population=2.4|Productivity=3840|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Zatebiso|Sector=2|System=204|Distance=5.6|Government=4|Economy=3|Techlevel=8|Population=3.6|Productivity=16128|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Abege|Sector=2|System=221|Distance=6.4|Government=4|Economy=3|Techlevel=7|Population=3.2|Productivity=14336|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Zageuser|Sector=2|System=236|Distance=6.4|Government=4|Economy=6|Techlevel=4|Population=2.3|Productivity=5888|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Esgebi|Sector=2|System=240|Distance=3.2|Government=2|Economy=1|Techlevel=8|Population=3.2|Productivity=13824|Routes=}}&lt;br /&gt;
{{WitchspaceFooter}}&lt;br /&gt;
{{LocalAreaMapHeader|Name=Orarra|Sector=2|X=144|Y=33|Radius=4}}{{LocalAreaMapEntry|Name=Tezaeded|RX=7|RY=-17|Radius=5}}{{LocalAreaMapEntry|Name=Esdi|RX=-12|RY=-14|Radius=4}}{{LocalAreaMapEntry|Name=Usleri|RX=4|RY=35|Radius=4}}{{LocalAreaMapEntry|Name=Tiriusri|RX=2|RY=-13|Radius=4}}{{LocalAreaMapEntry|Name=Zatebiso|RX=-11|RY=18|Radius=4}}{{LocalAreaMapEntry|Name=Abege|RX=16|RY=2|Radius=5}}{{LocalAreaMapEntry|Name=Zageuser|RX=16|RY=-3|Radius=4}}{{LocalAreaMapEntry|Name=Esgebi|RX=8|RY=0|Radius=4}}{{LocalAreaMapFooter}}&lt;br /&gt;
== Trade ==&lt;br /&gt;
{{PricelistEconomy1}}&lt;br /&gt;
== OXPs ==&lt;br /&gt;
=== Famous Planets 2.5 ===&lt;br /&gt;
[[image:Orarra (Animation).gif|right]]This planet is very well known for vicious Zast brew and its exotic goat soup. Zast brew is number seventy five on the list of the Ooniverse's top one hundred list of dangerous narcotics as compiled by the [[Tionisla Chronicle Array|Tionisla Chronicle]]. By drinking it people think they can step into other parallel worlds. This mental state can last days and is considered highly dangerous. The goat soup, by comparison, is very innocent. When you make planetfall in one of the cities along the beautiful blue oceans you are recommended to try this before the main dinner. ([[Famous Planets OXP]])[[Category:Famous Planets|Orarra]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Galactic Navy ===&lt;br /&gt;
[[Image:Sector2 Navy Sector Command 8 SmallNavySectorMap.png|right]]The Orarra system falls under the responsibility of the [[Sector2/Navy Command Station 8|Navy Command Station 8]] in [[Sector2/Atzaxe|Atzaxe]], two hops away. The shortest witchspace path to ComSec Station 8 in Atzaxe is Orarra -(5.6LY)-&amp;gt; [[Sector2/Zatebiso|Zatebiso]] -(4.4LY)-&amp;gt; Atzaxe. ([[Galactic Navy OXP]])&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fiction ==&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Orrara features in [[Simon Challands]]' novel [[Aftermath]] which is set in the universe of [[Classic Elite]]. The planet and several orbital stations are described therein:&lt;br /&gt;
&lt;br /&gt;
  The planet Orarra was a scorched red-brown disc in the distance, burnt by its distant and hot sun...&lt;br /&gt;
  ...&lt;br /&gt;
  The planet was reached without incident, and before long the task group was sitting in the quiet bar of the hotel where accommodation had been provided for them in the station Dodec Four. There were four stations orbiting the planet...&lt;br /&gt;
  Emily Barbeth was the member of the team to visit Orarra Station Three. Early next morning a shuttle flew her over. Moving away from the landing platform towards the information displays lining the walls at its back was a map of the station. The stations were built as a standard shell with the essential facilities included but the rest of the interior differed depending upon the local needs and resources. The headquarters of the Orarra Corporation, who controlled all interstellar trade at the planet, were located some distance away at the address of Carrock House, Sarros Square, Facet 4. Outside the spaceport and its jostling crowds of humans and aliens Barbeth found a taxi to take her there. The small autonomous vessel lifted off into the central void of the station. The walls and ceiling of the taxi were transparent and through them the interior of the station was an impressive, if dizzying sight. Straight above, three quarters of a mile distant the interior of the opposite face was a blaze of light in the sky. Curving around to meet it were walls no less impressive. The pentagonal facets of the station were difficult to discern under their covering of buildings, parks and farmland and the appearance was more of the interior of a sphere. The Dodo and Coriolis space stations found in orbit around all planets of the Galactic Co-Operative were more than just trading posts, they were small worlds in their own right.&lt;br /&gt;
  The taxi was heading towards one of the &amp;quot;walls&amp;quot;. Since it was station daytime the whole interior was well illuminated, but the dense network of lighting still made the area ahead show up as being a largely built-up area. Numerous other taxi craft darted to and fro from the complex to the rest of the station, amidst them was the occasional larger bus or supply van.&lt;br /&gt;
  The taxi landed in a square in front of Carrock House. It was an imposing building as befitted the importance of the organisation it housed. Flags from poles jutting out the front proudly displayed the Corporation logo and its name was emblazoned above the doorway.&lt;br /&gt;
  Inside the building Barbeth was greeted with the usual unimaginative &amp;quot;How can I help you?&amp;quot; from the receptionist in the foyer...&lt;br /&gt;
&lt;br /&gt;
=== Routes and Regions ===&lt;br /&gt;
==== Spaceway L2 ====&lt;br /&gt;
The [[Sector2/Spaceway L2 (Route)|Spaceway L2]] passes through this system, coming from [[Sector2/Zatebiso|Zatebiso]] and going to [[Sector2/Esgebi|Esgebi]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Traders Almanach ===&lt;br /&gt;
{{QuoteText|Text=If the limiting factor is the size of the cargo bay, you've got to get the best gain per unit, so buy memory banks or hand-made Orarran sculptures and ship them to Tiriusri or Zageuser. And those memory banks are quite nice, giving you a rake-off of 28 Credits per unit. Besides, those memory banks can also be sold well enough in Usleri. For bounty and glory try Tiriusri, where dreadful brigands have been reported.|Source=(Excerpt from: [[The Traders Almanach]] entry for 2:193)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Sector1/Xeer&amp;diff=90295</id>
		<title>Sector1/Xeer</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Sector1/Xeer&amp;diff=90295"/>
		<updated>2026-09-03T09:29:59Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Aftermath (Simon Challands) */ Added quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System|Name=Xeer|Sector=1|System=150|XPos=141|YPos=116|Location=in the center|Government=6|Economy=4|Techlevel=8|Population=3.9|Inhabitants=Large Yellow Bug-eyed Frogs|Productivity=18720|PlanetRadius=2957|MapX=141|MapY=58}}&lt;br /&gt;
&amp;lt;!-- Copy and edit the following box for a smaller &amp;quot;System Box&amp;quot; for fictions or OXPs&lt;br /&gt;
{{SmallSystem|Name=Xeer|Sector=1|System=150|XPos=141|YPos=116|Location=in the center|Government=6|Economy=4|Techlevel=8|Population=3.9|Inhabitants=Large Yellow Bug-eyed Frogs|Productivity=18720|PlanetRadius=2957}}&lt;br /&gt;
End of the small system box --&amp;gt;&lt;br /&gt;
{{GalacticCatalogueEntry|Name=Xeer|Sector=1|System=150|Description=This world is very well known for Xeerian wolf meat and its fabulous cuisine.}}&lt;br /&gt;
Not to be confused with [[Sector7/Xeer]]!&lt;br /&gt;
== Witchspace Routes ==&lt;br /&gt;
There are 7 direct Witchspace Routes from/to Xeer:&lt;br /&gt;
{{WitchspaceHeader}}&lt;br /&gt;
{{WitchspaceEntry|Name=Reesdice|Sector=1|System=36|Distance=4.0|Government=4|Economy=5|Techlevel=6|Population=3.0|Productivity=9600|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Esusti|Sector=1|System=62|Distance=3.2|Government=4|Economy=1|Techlevel=10|Population=4.2|Productivity=24192|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Erbiti|Sector=1|System=110|Distance=2.8|Government=0|Economy=2|Techlevel=6|Population=2.3|Productivity=5888|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Xezaor|Sector=1|System=198|Distance=2.0|Government=2|Economy=0|Techlevel=11|Population=4.3|Productivity=20640|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Edorte|Sector=1|System=200|Distance=6.0|Government=7|Economy=5|Techlevel=10|Population=4.9|Productivity=21560|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Solageon|Sector=1|System=230|Distance=4.0|Government=2|Economy=6|Techlevel=6|Population=2.9|Productivity=5568|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Aruszati|Sector=1|System=237|Distance=4.8|Government=6|Economy=3|Techlevel=10|Population=4.6|Productivity=25760|Routes=}}&lt;br /&gt;
{{WitchspaceFooter}}&lt;br /&gt;
{{LocalAreaMapHeader|Name=Xeer|Sector=1|X=141|Y=116|Radius=3}}{{LocalAreaMapEntry|Name=Reesdice|RX=8|RY=-15|Radius=5}}{{LocalAreaMapEntry|Name=Esusti|RX=-8|RY=5|Radius=4}}{{LocalAreaMapEntry|Name=Erbiti|RX=7|RY=6|Radius=3}}{{LocalAreaMapEntry|Name=Xezaor|RX=5|RY=-4|Radius=4}}{{LocalAreaMapEntry|Name=Edorte|RX=-2|RY=-31|Radius=4}}{{LocalAreaMapEntry|Name=Solageon|RX=-6|RY=18|Radius=4}}{{LocalAreaMapEntry|Name=Aruszati|RX=5|RY=23|Radius=4}}{{LocalAreaMapFooter}}&lt;br /&gt;
== Trade ==&lt;br /&gt;
{{PricelistEconomy4|FoodNote=Xeerian wolf meat}}&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
&lt;br /&gt;
=== Famous Planets ===&lt;br /&gt;
[[image:Xeer (Animation).gif|right]]The planet Xeer is completely covered with ice. Like [[Sector1/Beusrior|Beusrior]], surface tempratures range between -20C and -60C. Every year Xeer hosts an ice-sports festival. This world is very well known for Xeerian Wolf meat and its fabulous cuisine. ([[Famous Planets OXP]]) [[Category:Famous Planets|Xeer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Galactic Navy ===&lt;br /&gt;
{{GalacticNavySecComSign|Name=Xeer|Sector=1|NavySector=8}}&lt;br /&gt;
{{GalacticNavySecComMap|Name=Xeer|Sector=1|NavySector=8}}&lt;br /&gt;
Xeer is home to the [[Sector1/Navy Command Station 8|Navy Command Station 8]]. It controls a part of the center of the Galaxy Sector 1. ([[Galactic Navy OXP]])&lt;br /&gt;
[[Category:Galactic Navy|Xeer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Her Imperial Majesty's Space Navy ==&lt;br /&gt;
[[Her Imperial Majesty's Space Navy|HIMSN]] maintains a somewhat secret shipyard here, doing important naval research.&lt;br /&gt;
&lt;br /&gt;
== Fiction ==&lt;br /&gt;
*[[Rattle Cutter|Xeer Citizens Concern Over Weapons Proliferation]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=296979#p296979 Xeerian Wolf meat] (Captain Beatnik, 2024)&lt;br /&gt;
=== Aftermath (Simon Challands) ===&lt;br /&gt;
[[Aftermath]] features a short description of the Xeer naval dockyards. It is [[Classic Elite]] Fiction by [[Simon Challands]].&lt;br /&gt;
&lt;br /&gt;
  The giant gantries and arms of the Xeer New Devonport Naval Docks were seen drifting by as the the craft was slowly manoeuvered towards clear space. Xeer was a major naval base and shipyard and was bustling with more activity than would usually be seen outside the busiest civilian space station. To the left the skeletons of three half-completed Asp MkIIs lay enclosed by a web of metal. Small points of light showed where robotic construction equipment worked on the ships. On the opposite side was a squadron of new Sidewinder Scout craft that had just arrived from Onrira Orbital. Alongside them was one of the Sidewinder's heavier squadron leader ships, the Bushmaster (an oversight in its naming resulted in it being given the identical designation to the common mining vessel).&lt;br /&gt;
  The transport cleared the structure of the central shipyard station, bringing into view the planet of Xeer itself, a huge crescent below. On the visible slice grey cloud covered the plains from which most of the planet's agricultural wealth was obtained. A few concentrations of light could be seen in the dark area, mostly cities but two of the odder-appearing ones were the result of huge numbers of luminescent marine creatures that accumulated at two nights of every year making one of the more impressive natural sights in the galaxy. Up in space a Coriolis station span near to the main yard. This was where some of the more secret construction projects took place. It was rumoured that the Navy were developing their remote- controlled fighter in there, and other secret ships had certainly been built within it...&lt;br /&gt;
&lt;br /&gt;
=== Routes and Regions ===&lt;br /&gt;
==== Spaceway L3 ====&lt;br /&gt;
[[Image:Sector1 Spaceway L3 SmallRouteMap.png|right|Spaceway L3]]The [[Sector1/Spaceway L3 (Route)|Spaceway L3]] passes through this system, coming from [[Sector1/Esusti|Esusti]] and going to [[Sector1/Xezaor|Xezaor]]. [[Category:Sector1/Spaceway L3|Xeer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== GalCenter G1 ====&lt;br /&gt;
Xeer is a member of the [[Sector1/GalCenter G1 (Region)|GalCenter G1]] region. [[Category:Sector1/GalCenter G1|Xeer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Traders Almanach ===&lt;br /&gt;
{{QuoteText|Text=When cash matters more than cargo capacity, I give you this advice: You can't make a mistake with buying Xeerian sushi dinners here. You've got the choice to move them to Xezaor with a plus of 70 to 80%, with Esusti being the second choice in destinations and Erbiti last. You see, wherever you go to from here, there is money to be made. Of lately, there have been piracy reports from Erbiti.|Source=(Excerpt from: [[The Traders Almanach]] entry for 1:150)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Bushmaster_(disambiguation)&amp;diff=90294</id>
		<title>Bushmaster (disambiguation)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Bushmaster_(disambiguation)&amp;diff=90294"/>
		<updated>2026-09-03T09:26:10Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IA bushmaster3.jpg|thumb|200px|right|Iron Ass Bushmaster]]&lt;br /&gt;
The '''Bushmaster''' is a classic ship (usually a mining ship) that first appeared in Archimedes Elite&lt;br /&gt;
&lt;br /&gt;
'''Bushmaster''' may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Bushmaster (classic)]], the Bushmaster from Elite 2&lt;br /&gt;
* [[Bushmaster (ArcElite)]], the Bushmaster Miner from ArcElite&lt;br /&gt;
* [[Bushmaster (Oolite)]], the various renditions that appear in Oolite&lt;br /&gt;
* Bushmaster as it appears in [[Griff ArcElite]]&lt;br /&gt;
* Bushmaster as it appears in the OXPs [[Old Ships OXP|Old Ships]] and [[Old Ships 2010]]&lt;br /&gt;
* Neolite Bushmaster, as found among the [[Neolite Ships]]&lt;br /&gt;
* Iron Ass Bushmaster, as found in the [[Iron Ass OXP]] Vol.2&lt;br /&gt;
&lt;br /&gt;
Note that [[Simon Challands]]' novel [[Aftermath]] adds an additional ''navy'' &amp;quot;Bushmaster&amp;quot;, a heavier squadron leader ship.&lt;br /&gt;
&lt;br /&gt;
[[Category:Disambiguation pages]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Astrogation_Console&amp;diff=90293</id>
		<title>Astrogation Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Astrogation_Console&amp;diff=90293"/>
		<updated>2026-09-02T08:14:56Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Astrogation Console====&lt;br /&gt;
[[Image:Astro-console-gray.png|300px|right]]&lt;br /&gt;
The DL-A396 Astrogator Console is a fully integrated unit, and was retrofitted to most spaceframes between 3155 and 3159.  It is now the standard console type used by [[GalCop]] vessels, including those of the [[Galactic Navy]].&lt;br /&gt;
&lt;br /&gt;
The console features several multifunction displays [[MFD]]s and customisable controls.  The manufacturer, [[Aegidian Industries|Williams Avionics]], supplies the console with a default layout template, but users can customise the controls and displays as necessary.  The only display that retains a definite style is the local space scanner.&lt;br /&gt;
&lt;br /&gt;
The astrogator console is the interface to the astrogation computer that takes over the majority of the ship's navigation controls. The most recent unit, introduced in 3170, is the Socam 103, which includes all the standard controls along with advanced thruster control, a more advanced AI and a newly updated personality interface. &lt;br /&gt;
&lt;br /&gt;
Standard responsibilities of the astrogation system are:&lt;br /&gt;
* Handling of relativistic space flight: advanced routines 'hide' the relativistic aspect of real space flight from the pilot, presenting a simple dive/climb/roll control method and a simplified acceleration and deceleration control related to the primary stellar body in the vicinity of the ship.&lt;br /&gt;
* Docking procedures once within a space station.&lt;br /&gt;
* Basic IFF interrogation with nearby vessels.&lt;br /&gt;
* Tracking of stellar objects.&lt;br /&gt;
* Orientation and positioning for witchspace transit (formerly handled by the Orbitspace Authority on a manual basis).&lt;br /&gt;
&lt;br /&gt;
Note that any references to controls within this manual will refer to the default layout of the console controls as supplied by Williams Avionics. Also note that each control has been assigned a verbal command through the AI, and unless you have disabled this option you may use the appropriately assigned command.&lt;br /&gt;
&lt;br /&gt;
[[File:Streamdeck Regular Combat.png|thumb|right|320px|a buttonbox]]&lt;br /&gt;
[[File:Arquebus's Touch Portal.png|thumb|right|320px|TouchPortal customised for Oolite]]&lt;br /&gt;
[[File:Roolite HUD 1.jpg|thumb|right|320px|Presti70's Steel Battalion VT Controller]]&lt;br /&gt;
[[File:Roolite HUD.jpg|thumb|right|320px|Special cardboard print-out for Roolite]]&lt;br /&gt;
&lt;br /&gt;
=== Alterations ===&lt;br /&gt;
Note that it is possible to alter the key-bindings on your console. See [[Keyboard Issues]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Pilot's Reference Manual]]&lt;br /&gt;
*[[Ship's Library OXP]] (itself optional optional equipment!) contains Cim's in-game '''Ship's Manual''' readable on an [[MFD]] in-flight&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Keyboard Issues]] - problems with using your astrogation console&lt;br /&gt;
*[[Priming Equipment]] - operating optional OXP equipment&lt;br /&gt;
*[[Joysticks and Gamepads]]&lt;br /&gt;
*[[Buttonboxes]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[File:One armed man-0990.jpg|320px]][[File:One armed man-0999.jpg|320px]][[File:One armed man-0988.jpg|320px]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=19423 Any luck with multiple (viewport) monitors?] (2018-21) Building a Cobra's astrogation console for the younger generation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[File:Maik's Second Monitor.png|320px]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20899 External Dashboards] (2021) Maik's creation of a second dashboard using raspberry pi&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
*Musings on adding more consoles:&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?p=274564#p274564 uses for a second monitor] (2021)&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?p=275198#p275198 things to do en-route from Witchpoint to Station] (2021)&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?t=1444 OT? Oolite simpit] (2006)&lt;br /&gt;
&lt;br /&gt;
*Vaguely related&lt;br /&gt;
::[[Oolite Voice Control]] - For Windows only (uses glovePIE)&lt;br /&gt;
&lt;br /&gt;
{{NavBox - Oolite Equipment}}[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:Help_pages&amp;diff=90292</id>
		<title>Category:Help pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Help_pages&amp;diff=90292"/>
		<updated>2026-08-31T13:10:46Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Immersive Help */ Added Mr Gimlet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;'''Collection of Help pages for playing [[Oolite]]'''&amp;lt;/font&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Oolite-336.png|600px|right]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 *For playing [[:Category:Classic|Classic Elite]], [[:Category:FE2|FE2]] &amp;amp; [[:Category:FFE|FFE]] see those respective categories for ''their'' help pages.&lt;br /&gt;
 *For help with [[The Dark Side]] - see [[:Category:Oolite scripting]] for more information.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Note that three different Ship's Manuals are on offer'' &lt;br /&gt;
:The Ship's Manual in the [[Ship's Library OXP]] is the most recent &lt;br /&gt;
::(''and'' is readable in-game - ''and'' is adjusted to your ship ''and'' to your keyboard!)&lt;br /&gt;
:The [[Pilot's Reference Manual]] was written for the Oolite Cobra  MkIII&lt;br /&gt;
:[[The Space Traders Flight Training Manual]] was written for the Classic Elite Cobra MkIII but is still good.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The in-game [[Tutorial]] &amp;amp; the in-game [[Expansions Manager]] have their own explanatory wiki pages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Please note that your game download includes [[Mr Gimlet]]'s advice to new pilots and the RS Reference Sheet'': (search for '''OoliteRS''' - stashed away in the entrails of your computer - or 2008 version - [[File:OoliteRS rev1.8.zip]]): it is well worth printing out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Old Help ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=56825#p56825 Manual for Oolite v.1.65] (polyh, 2008): the major changes in Oolite game-play since 2008 involve tougher combat and more pirates in the safer systems which close to pirate dens in anarchies and such.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Videos ==&lt;br /&gt;
&lt;br /&gt;
=== Oolite v.1.90 ===&lt;br /&gt;
*[https://www.youtube.com/watch?v=yaoU-8jwsF0&amp;amp;list=PLsYaAtYv_5eWQDkMVZ9EPK5TGdzIkVse3 Oolite 1.90 - Let's Play Poorly - Season 1]&lt;br /&gt;
*[https://www.youtube.com/watch?v=PxQFUETEQqk&amp;amp;list=PLsYaAtYv_5eUpD3FBWQk7XQuKQQsrVhNV Oolite unmodded - Let's Play Poorly] (demonstrating the [[Strict Game]])&lt;br /&gt;
*[https://www.youtube.com/watch?v=iKrvCMK306U&amp;amp;list=PLsYaAtYv_5eW0rdcLg5foPSMk5an1-e8i Oolite 1.90 - Let's Play Poorly - Season 2]&lt;br /&gt;
=== Oolite v.1.76 ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10454 Links to 12 videos featuring oxp-laden Oolite] (2012/3) Flying a python.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Helpful OXPs for new pilots ==&lt;br /&gt;
There is a ''lot'' of information in Oolite. These vital OXPs help give you access to the information you need to play/enjoy the game&lt;br /&gt;
&lt;br /&gt;
*[[Hints]] allows you to eavesdrop on more experienced pilots in the station bars. Tips on combat tactics, trade, buying equipment, fighting off Thargoids or pirates, ''etc''.&lt;br /&gt;
&lt;br /&gt;
*[[Contextual Help]]&lt;br /&gt;
&lt;br /&gt;
*[[Addons for Beginners (Vital Statistics)]] will download the following&lt;br /&gt;
:*[[Ship's Library]] (with ship's manual)&lt;br /&gt;
:*[[XenonUI]] (handy guide to the buttons on your astrogation console)&lt;br /&gt;
:*[[Technical Reference Library]] identifies ships when you target them (just ships) &lt;br /&gt;
:*[[GalCop Galactic Registry]] - searchable guide to the galaxy you are in&lt;br /&gt;
:*[[Market Observer]] - useful statistics for analysing the F8 markets page (with immersive Market Ads at the bottom)&lt;br /&gt;
:*[[Vimana HUD]] (flashes warnings for High Temperature, Low Altitude, Low Energy &amp;amp; Low Shields)&lt;br /&gt;
:*[[HUD Selector]] - optional extra (for selecting HUDs)!&lt;br /&gt;
&lt;br /&gt;
You might also care to add [[The Galactic Almanac OXZ]] - a guide to everything in your current solar system - stations, planetary bodies, rock hermits, ''etc''.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
== Immersive Help ==&lt;br /&gt;
Try out the following!&lt;br /&gt;
&lt;br /&gt;
*The OXPs listed just above&lt;br /&gt;
*[[Mr Gimlet]] - a short read&lt;br /&gt;
*[[Malacandra]]'s novella: [https://bb.oolite.space/viewtopic.php?t=16729 Sidewinder Precision Pro] - Adventures of a Sidewinder pilot (2014).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:Help_pages&amp;diff=90291</id>
		<title>Category:Help pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Help_pages&amp;diff=90291"/>
		<updated>2026-08-31T01:33:04Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added &amp;quot;Immersive Help&amp;quot; ideas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;'''Collection of Help pages for playing [[Oolite]]'''&amp;lt;/font&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Oolite-336.png|600px|right]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 *For playing [[:Category:Classic|Classic Elite]], [[:Category:FE2|FE2]] &amp;amp; [[:Category:FFE|FFE]] see those respective categories for ''their'' help pages.&lt;br /&gt;
 *For help with [[The Dark Side]] - see [[:Category:Oolite scripting]] for more information.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Note that three different Ship's Manuals are on offer'' &lt;br /&gt;
:The Ship's Manual in the [[Ship's Library OXP]] is the most recent &lt;br /&gt;
::(''and'' is readable in-game - ''and'' is adjusted to your ship ''and'' to your keyboard!)&lt;br /&gt;
:The [[Pilot's Reference Manual]] was written for the Oolite Cobra  MkIII&lt;br /&gt;
:[[The Space Traders Flight Training Manual]] was written for the Classic Elite Cobra MkIII but is still good.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The in-game [[Tutorial]] &amp;amp; the in-game [[Expansions Manager]] have their own explanatory wiki pages.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Please note that your game download includes [[Mr Gimlet]]'s advice to new pilots and the RS Reference Sheet'': (search for '''OoliteRS''' - stashed away in the entrails of your computer - or 2008 version - [[File:OoliteRS rev1.8.zip]]): it is well worth printing out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Old Help ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=56825#p56825 Manual for Oolite v.1.65] (polyh, 2008): the major changes in Oolite game-play since 2008 involve tougher combat and more pirates in the safer systems which close to pirate dens in anarchies and such.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Videos ==&lt;br /&gt;
&lt;br /&gt;
=== Oolite v.1.90 ===&lt;br /&gt;
*[https://www.youtube.com/watch?v=yaoU-8jwsF0&amp;amp;list=PLsYaAtYv_5eWQDkMVZ9EPK5TGdzIkVse3 Oolite 1.90 - Let's Play Poorly - Season 1]&lt;br /&gt;
*[https://www.youtube.com/watch?v=PxQFUETEQqk&amp;amp;list=PLsYaAtYv_5eUpD3FBWQk7XQuKQQsrVhNV Oolite unmodded - Let's Play Poorly] (demonstrating the [[Strict Game]])&lt;br /&gt;
*[https://www.youtube.com/watch?v=iKrvCMK306U&amp;amp;list=PLsYaAtYv_5eW0rdcLg5foPSMk5an1-e8i Oolite 1.90 - Let's Play Poorly - Season 2]&lt;br /&gt;
=== Oolite v.1.76 ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10454 Links to 12 videos featuring oxp-laden Oolite] (2012/3) Flying a python.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Helpful OXPs for new pilots ==&lt;br /&gt;
There is a ''lot'' of information in Oolite. These vital OXPs help give you access to the information you need to play/enjoy the game&lt;br /&gt;
&lt;br /&gt;
*[[Hints]] allows you to eavesdrop on more experienced pilots in the station bars. Tips on combat tactics, trade, buying equipment, fighting off Thargoids or pirates, ''etc''.&lt;br /&gt;
&lt;br /&gt;
*[[Contextual Help]]&lt;br /&gt;
&lt;br /&gt;
*[[Addons for Beginners (Vital Statistics)]] will download the following&lt;br /&gt;
:*[[Ship's Library]] (with ship's manual)&lt;br /&gt;
:*[[XenonUI]] (handy guide to the buttons on your astrogation console)&lt;br /&gt;
:*[[Technical Reference Library]] identifies ships when you target them (just ships) &lt;br /&gt;
:*[[GalCop Galactic Registry]] - searchable guide to the galaxy you are in&lt;br /&gt;
:*[[Market Observer]] - useful statistics for analysing the F8 markets page (with immersive Market Ads at the bottom)&lt;br /&gt;
:*[[Vimana HUD]] (flashes warnings for High Temperature, Low Altitude, Low Energy &amp;amp; Low Shields)&lt;br /&gt;
:*[[HUD Selector]] - optional extra (for selecting HUDs)!&lt;br /&gt;
&lt;br /&gt;
You might also care to add [[The Galactic Almanac OXZ]] - a guide to everything in your current solar system - stations, planetary bodies, rock hermits, ''etc''.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
== Immersive Help ==&lt;br /&gt;
Try out the following!&lt;br /&gt;
&lt;br /&gt;
*The OXPs listed just above&lt;br /&gt;
*[[Malacandra]]'s novella: [https://bb.oolite.space/viewtopic.php?t=16729 Sidewinder Precision Pro] - Adventures of a Sidewinder pilot (2014).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Contextual_Help&amp;diff=90290</id>
		<title>Contextual Help</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Contextual_Help&amp;diff=90290"/>
		<updated>2026-08-31T01:24:07Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tagged as Help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Contextual Help.png|thumb|600px|right|Contextual Help for the F6 (Short Range Chart) screen]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP adds contextual help to 11 different GUI screens, to provide some support for players who are unfamiliar with the game mechanics and ways to interact with each game screen. It also supports the ability for other OXP's to add their own text to the help shown.&lt;br /&gt;
&lt;br /&gt;
The default key used for each page is Ctrl-H. &lt;br /&gt;
&lt;br /&gt;
==Important Note==&lt;br /&gt;
This mod will only work with the latest Oolite release (v1.91 or newer). &lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Place the 'ContextualHelp.oxz' into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.&lt;br /&gt;
&amp;lt;br/&amp;gt;Alternatively, you can download the expansion using the expansion pack manager in the game itself.&lt;br /&gt;
&lt;br /&gt;
==OXP integrations==&lt;br /&gt;
To add extra help to a particular GUI screen, use the following command:&lt;br /&gt;
&lt;br /&gt;
  var w = worldScripts.ContextualHelp;&lt;br /&gt;
  if (w) {&lt;br /&gt;
      w.$addHelpTextToGuiScreen(this.name, &amp;quot;GUI_SCREEN_MARKET&amp;quot;, &amp;quot;Some extra text to show.&amp;quot;);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
To apply a specific background image to a GUI screen help page, use the following code:&lt;br /&gt;
&lt;br /&gt;
  var w = worldScripts.ContextualHelp;&lt;br /&gt;
  if (w) {&lt;br /&gt;
      w.$setBackgroundForHelpScreen(&amp;quot;GUI_SCREEN_MARKET&amp;quot;, &amp;quot;my_background_image.png&amp;quot;);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
To apply a specific overlay image to a GUI screen help page, use the following code:&lt;br /&gt;
&lt;br /&gt;
  var w = worldScripts.ContextualHelp;&lt;br /&gt;
  if (w) {&lt;br /&gt;
      w.$setOverlayForHelpScreen(&amp;quot;GUI_SCREEN_MARKET&amp;quot;, &amp;quot;my_overlay_image.png&amp;quot;);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:ContextualHelp.oxz|ContextualHelp.oxz]] (v1.3).&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.3&lt;br /&gt;
* Moved all text into the descriptions.plist file for easier localisation.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Small tweak to the info text at the bottom of the screen.&lt;br /&gt;
* Removed debug message.&lt;br /&gt;
* Expanded readme.txt info.&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21822 Oolite BB thread]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21426 Original discussion] (2023 thread)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.91&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title = ContextualHelp.oxz&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2026-06-21&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Help text&lt;br /&gt;
|category = Misc OXPs‏‎&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21822 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-green.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Missile_Summary&amp;diff=90289</id>
		<title>Missile Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Missile_Summary&amp;diff=90289"/>
		<updated>2026-08-31T01:21:55Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tagged as Help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile-summary.png|thumb|right|600px|The orange box on the right shows the missile/bomb information added to the F5 Screen&amp;lt;br&amp;gt;This screenshot shows the [[XenonUI]] surround, the docked [[Vimana-X HUD]] and the NovaSquare [[Oolite Fonts|font]] ]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This expansion pack summarises all your current pylon-mounted weapons on the [[F5 screen (commander &amp;quot;jameson&amp;quot;: details)|F5 Status screen]], just above where your lasers are described.&lt;br /&gt;
&lt;br /&gt;
There are some 70-odd pieces of oxp equipment which can be mounted on your ship's pylons. Apart from the dozens of different icons which distinguish between ''most'' of them (see orange box on lower left corner above), there is no listing of what you have without this oxp.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:MissileSummary_1.7.oxz|MissileSummary_1.7.oxz]] v1.7 (downloaded {{#downloads:MissileSummary_1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
Creative Commons Attribution Non-Commercial Share-Alike 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.7&lt;br /&gt;
* Updates with more recent additions.&lt;br /&gt;
&lt;br /&gt;
1.6&lt;br /&gt;
* More fixes to ensure summary items are added and removed in all cases.&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Applied more definitive method to remove summary items.&lt;br /&gt;
&lt;br /&gt;
1.4&lt;br /&gt;
* Added protection for when summary items are not completely removed due to currently unknown causes.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Fixed compatibility issue with Ship Configuration.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Added remaining AMS Darts to the missile summary.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Fixed issue where missile counts were not being removed when launching from the station, resulting in incorrect, and ever increasing, counts on the F5 Status screen.&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[:Category:Missiles &amp;amp; Bombs]] shows all the missile and bomb icons - and lists the individual items&lt;br /&gt;
*[[ChupacabraHUD]] contains a &amp;quot;missile display&amp;quot; individually identifying your missiles on your [[View Screen]]&lt;br /&gt;
*Gameplay: [[Missile tactics]] &amp;amp; [[Using weapons of mass destruction]] (bombs).&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel}}{{IconOXP|ooVersion = &amp;quot;1.90&amp;quot;|oxpCPU = &amp;quot;Low&amp;quot;|oxpMEM = &amp;quot;Low&amp;quot;|oxpGPU = &amp;quot;Low&amp;quot;}}&lt;br /&gt;
{{Infobox OXPb| title = MissileSummary.oxz&lt;br /&gt;
|version = 1.7&lt;br /&gt;
|release = 2026-06-23&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Missile Info&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21514 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-green.png]]&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Weapons OXPs‏‎]]&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Time&amp;diff=90288</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Time&amp;diff=90288"/>
		<updated>2026-08-31T01:12:24Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* The Dark Side */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Date 3.png|right]]&lt;br /&gt;
== Oolite game time ==&lt;br /&gt;
 The ship's clock is started at a defined value (PLAYER_SHIP_CLOCK_START) plus the current time of day. It is stored as a double precision number.&lt;br /&gt;
 &lt;br /&gt;
 PLAYER_SHIP_CLOCK_START is defined as 2084004 * 86400&lt;br /&gt;
 &lt;br /&gt;
 86400 is the number of seconds in a day, so the clock itself stores seconds since a (presumably arbitrary) epoch. 2084004 is the number of days since this epoch. This means the epoch starts 5705 (Earth) years before Oolite starts. ''Winston''&lt;br /&gt;
 &lt;br /&gt;
 First four digits are the year; 1000 days to a ship year. Everybody starts at 2084.004. [https://bb.oolite.space/viewtopic.php?p=104748#p104748 Cody 2010]&lt;br /&gt;
 &lt;br /&gt;
 '''2084004 is 1st Jan 3015'''&lt;br /&gt;
 &lt;br /&gt;
 So.. 0000000 is sometime around 2690BC&lt;br /&gt;
 &lt;br /&gt;
 2690BC Standout moments:-&lt;br /&gt;
 &lt;br /&gt;
 Chinese begin silk manufacture.&lt;br /&gt;
 Egyptians construct the great pyramid of Cheops.&lt;br /&gt;
 Ibusaki volcano erupts in Japan creating enormous caldera (VEI 5).&lt;br /&gt;
 &lt;br /&gt;
 But I think I'll plump for the great Pyramid. ''Aegidian''&lt;br /&gt;
&lt;br /&gt;
The above quotes are mostly from [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=1252 The Clock] (2006)&lt;br /&gt;
&lt;br /&gt;
But see also: [https://bb.oolite.space/viewtopic.php?t=6561 A question on 2084004] (2009)&lt;br /&gt;
&lt;br /&gt;
=== First view ===&lt;br /&gt;
[[User:Aegidian|Aegidian]]'s above: the date indicated by your ship's clock (2084004 * 86400) is '''1st Jan 3015'''&lt;br /&gt;
&lt;br /&gt;
=== Second view ===&lt;br /&gt;
[[User:Selezen|Selezen]]'s: the date is '''21st March 3142''' (based on dates given in [[The Space Traders Flight Training Manual]]) and others culled from [[Frontier]] etc. One major determinant is Commander Jameson from [[Classic Elite]] gifting a ship to his grandson in Frontier (which is dated at 3200).&lt;br /&gt;
  3015 is too early though - the Cobra Mk 3 doesn't enter service until 3100. ''Selezen's critique of Aegidian'' - see &amp;quot;The Clock&amp;quot; link above.&lt;br /&gt;
&lt;br /&gt;
=== Third view ===&lt;br /&gt;
[[User:Cim|Cim]]'s: the date is '''5709 years''' after the Birds &amp;amp; Frogs of Galaxy 6 first communicated with each other! Based on his reasoning in [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=17671 &amp;quot;Not in the manual&amp;quot; - setting and canon in the eight charts].&lt;br /&gt;
&lt;br /&gt;
=== Fourth view ===&lt;br /&gt;
Disembodied's: Time is relative to the ''system'' you are in:&lt;br /&gt;
{{QuoteText|Text=You could put the every year/every four years thing down to an inevitable confusion about what &amp;quot;year&amp;quot; means to a Tiaredi. Common parlance in the Co-operative defines &amp;quot;year&amp;quot; as being one orbit of a planet around its star; however, to the average Tiaredi, a &amp;quot;year&amp;quot; actually means four orbits, due to the synodic cycle of the planet Tiared and the system's major gas giant. To avoid confusion, a four-orbit period should be called a Year, with a capital Y, or (better) a Great Year. Naturally, this does not actually avoid confusion.|Source=([https://bb.oolite.space/viewtopic.php?p=274875#p274875 Disembodied on the 4-yearly or annual Zero-G hockey Galactic Cup])}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Time in Hyperspace/Witchspace Tunnels ==&lt;br /&gt;
Since the ship's energy banks &amp;amp; shields do not recharge in the tunnel - and neither do the laser or cabin temperatures change, it has been argued that this proves that time does not pass there - even though it may take a couple of days to journey 7ly from an external perspective (and hence the ship clock has to re-adjust). There are arguments against this, that time passes normally and one thus avails oneself of the ship facilities in this time. See the links to the Oolite BB below for more details.&lt;br /&gt;
&lt;br /&gt;
== Time in Stations ==&lt;br /&gt;
*It would seem that docking and launching are instantaneous. Whilst docking is, launching silently adds 10 minutes to your clock! And using the waltzless setting on the Docking Computer adds yet another 20 minutes... &lt;br /&gt;
*Work in the [[F3 screen (ship outfitting)|ship's chandlery]] also adds time, as displayed there.&lt;br /&gt;
*Cleaning up after the [[Bounty|craboids]] also involves hours of lost time.&lt;br /&gt;
*Loading/unloading cargo does not do so in the [[Vanilla game]], but the Cargo_Handling.oxp takes care of that.&lt;br /&gt;
*Various of the activities offered by [[Life in the Frontier]] also take time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
*[[Useful MFDs]] shows the time in the more usual format, but starting from 21st March 3142 (to fit in with Selezen's timelines!). It ''can'' be tweaked.&lt;br /&gt;
*[[Diplomancy]] by Commander Day - buy time-limited visas for visiting system stations&lt;br /&gt;
&lt;br /&gt;
*[https://app.box.com/s/9rz2f16e3ohulnke0mk42d9lbylyq791 Cargo_Handling.oxp] by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time&lt;br /&gt;
&lt;br /&gt;
=== Meta-gaming OXP's===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=280118#p280118 Scriptable Pause] by [[User:Astrobe|Astrobe]] (2017): Pauses your game while you take a break if your ship encounters a &amp;quot;Red Alert&amp;quot; situation&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12439 Penalize Death.oxp] Making death hurt (2012). By Spara.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[HUD]] - to see where the ship's clock is on the viewscreen!&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=1336 Witchspace Time Expansion] - includes Aegidian's comments on the creation of the clock (2006)&lt;br /&gt;
&lt;br /&gt;
*[[History]] for Cim's history.&lt;br /&gt;
*[[Lore]] for the conceptual differences between Selezen's &amp;amp; Cim's approaches.&lt;br /&gt;
*[[Oolite timeline]] for Selezen's and Cim's histories.&lt;br /&gt;
*[[Time scales in Oolite]] for programming notes.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275195#p275195 Debate] on time passing in witchspace tunnels (2021).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=9993 Debate] on time passing in witchspace tunnels (2011).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21094 Stranger's Essay] on Economics &amp;amp; Trade contains some notes on the time needed for docking and loading cargo (see the Volume of Trade section).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21623 Elite Ranking, Communications &amp;amp; time taken] (2024)&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=5577 Poll: How long (game-time) have you played Oolite?] (2009)&lt;br /&gt;
&lt;br /&gt;
*[[Distance (Oolite)]]&lt;br /&gt;
*[[Light Mach]]&lt;br /&gt;
&lt;br /&gt;
=== The Dark Side ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3333 Changing the clock using an OXP] (2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18056 Disabling the &amp;quot;adjusting&amp;quot; comment] when one comes out a jump, for example (2016)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22179 Adding clock time: does the game run for the time added?] (2026) - it merely forwards the clock, no events happen in-game!&lt;br /&gt;
*[[Oolite JavaScript Reference: Clock]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]] [[Category:Help pages]] [[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Commodities&amp;diff=90287</id>
		<title>Commodities</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Commodities&amp;diff=90287"/>
		<updated>2026-08-31T00:09:06Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tweaks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The commodities available for trade by CorCom Trade System. Prices and availability are determined by the [[trade-goods.plist]] file and the planet-economy. And OXPs, naturally, can make this table's &amp;quot;facts&amp;quot; irrelevant!&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!ITEM !! DESCRIPTION !! AVERAGE PRICE/ ₢ !! UNITS &lt;br /&gt;
|-&lt;br /&gt;
| [[Food]] || Simple organic products. Not per-se edible by humans but it usually is.&amp;lt;br&amp;gt;Rumour has it, that [[Sector1/Biarge#And_now_for_something_a_little_different|Soylent green]] is made of people, which is of course ridiculous.&amp;lt;br&amp;gt;Everyone knows people wear clothes. || align=&amp;quot;right&amp;quot; | 5.0 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Textiles]] || Unprocessed fabrics. Insectoid races commonly have great skill in harvesting and weaving natural fibres. || align=&amp;quot;right&amp;quot; | 7.2 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Radioactives]] || Ores and by-products of quantum-chemical processes.&amp;lt;br&amp;gt;Some systems require traders to have special permit, request info and collect the proper papers in advance. || align=&amp;quot;right&amp;quot; | 23.2 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Slaves]] || As the most ubiquitous spacefaring species humans prefer humanoids as slaves.&amp;lt;br&amp;gt;Various other races also put a premium upon humanoids, but these would rather have human slaves. || align=&amp;quot;right&amp;quot; | 15.2 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Liquor/Wines]] || Exotic spirits from unearthly flora.&amp;lt;br&amp;gt;Intoxicating nectars and fermented alien cordial || align=&amp;quot;right&amp;quot; | 29.2 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Luxuries]] || Perfumes, spices, coffee. Mass-produced consumer goods. || align=&amp;quot;right&amp;quot; | 90.2 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Narcotics]] || Mild hallucinogens, trumbles, tobacco, Arcturian Megaweed.&amp;lt;br&amp;gt;Illegal in many systems, wanted in most. || align=&amp;quot;right&amp;quot; | 51.0 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Computers]] || Intelligent machinery, positronic AI's, NavCon electronics. || align=&amp;quot;right&amp;quot; | 81.8 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Machinery]] || Heavy factory and farm equipment, hyperdrive engines. || align=&amp;quot;right&amp;quot; | 56.6 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Alloys]] || Industrial metals. Quite often heavy-plastics and ceramics are sold under the misnomer Alloys. || align=&amp;quot;right&amp;quot; | 38.8 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Firearms]] || Small-scale artillery, sidearms, etc.&amp;lt;br&amp;gt;Anything that makes holes  and a lot of noise... by the tonne load.&amp;lt;br&amp;gt;Illegal to transport unless protected by special Navy or Gal-Cop permit. || align=&amp;quot;right&amp;quot; | 69.2 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Furs]] || Includes leathers and Reticulated Tipi pelts. || align=&amp;quot;right&amp;quot; | 70.46 || TC&lt;br /&gt;
|-&lt;br /&gt;
| [[Minerals]] || Unrefined mineral ores, with trace elements of useful metals. || align=&amp;quot;right&amp;quot; | 12.0 || kg&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] || Sold in kilogramme ingots on the small market. || align=&amp;quot;right&amp;quot; | 38.8 || kg&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum]] || Sold per kilogramme. || align=&amp;quot;right&amp;quot; | 71.8 || kg&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem-Stones]] || Includes jewelry and Ixidian Wompa eyes. Sold per gramme. || align=&amp;quot;right&amp;quot; | 19.6 || g&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Items]] || Artifacts, unknown alien species, weapons, technology. Antiques. || align=&amp;quot;right&amp;quot; | 43.6 || TC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''In Oolite, these average values can be changed by OXPs. And note that [[Market Observer]] calculates average prices based on what ''you'' encounter in your game - to that the effects of your collection of OXPs are factored in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
It has been claimed by some that trade in narcotics and other illegal substances will not earn you the most cash: stick with Computers and liquors instead. &lt;br /&gt;
This only holds true if you calculate this for average cargo values, a true trader knows when to buy at a low price and where to sell it again at a large profit.&amp;lt;br&amp;gt;&lt;br /&gt;
Don't always buy Narcotics, only when it is sold at less than 25₢ per TC and sell at a poor planet at no less than 90₢ per TC. Also don't buy illegal goods unless you can fill the entire hold with it. No use taking the risk of [[GalCop (Police)|GalCop]] aggression for only ''one measly tonne'' of tobacco.&lt;br /&gt;
&lt;br /&gt;
[[File:F8 screen (oxp'd).png|right|500px|thumb|[[Market Observer]] calculates average prices from what you have found in-game (so that the effects of your OXPs are included in this). It also includes OXP commodities - see above (Medicine, Fresh Water &amp;amp; Oxygen)]]&lt;br /&gt;
== OXP commodities ==&lt;br /&gt;
The following commodities are added by OXPs:&lt;br /&gt;
:SW Economy changes the nature of the commodities, introducing mining economies and also making planet size, GDP and TL relevant for commodity production.&lt;br /&gt;
*[[Oxygen]] (from [[SW Economy]])&lt;br /&gt;
*[[Fresh water]] (from [[SW Economy]])&lt;br /&gt;
*[[Medicine]] (from [[SW Economy]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Coronal Plasma]] (&amp;quot;raw&amp;quot;, from [[Solar Harvest OXP]])&lt;br /&gt;
*[[Quirium Plasma]] (&amp;quot;processed&amp;quot;, from [[Solar Harvest OXP]])&lt;br /&gt;
*[[Quirium Fuel]] (from [[Fuel Tweaks]])&lt;br /&gt;
*[[Quirium Crystal]] (from [[Montanas Resource Pack 01]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Witchfire]] Whisky (the only regionally priced commodity, from [[Darkside Moonshine Distillery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[More Moolah OXZ]] - renames 10 commodities (''eg''. Luxuries becomes Cosmetics/Beauty) and adds Androids &amp;amp; Clones, Robots, Live Animals, Leather Goods and Medicines&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Economics]] - overall look at OXPs affecting this&lt;br /&gt;
*[[Oolite Trading]] - tips for making a profit!&lt;br /&gt;
*[[Milkrun]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=12090 Some advice, Illegal wares...] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=17366 Commodity sub-types] (2015-21) - discussion &amp;amp; comparison with New Cargoes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Classic]]&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Commodities| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Cheating&amp;diff=90286</id>
		<title>Cheating</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Cheating&amp;diff=90286"/>
		<updated>2026-08-30T23:58:06Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Oocheat F4 menu.png|thumb|400px|right|Oocheat OXZ]]&lt;br /&gt;
[[File:Caduceus.jpg|thumb|400px|right|The Caduceus über-ship: 8 energy banks, front &amp;amp; rear lasers, 6 broadside mounted plasma cannons, 8 missile slots ...]]&lt;br /&gt;
Is it possible to cheat at Oolite? Does the term actually mean anything?&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Cheat:''' definition (from www.thefreedictionary.com)&lt;br /&gt;
&lt;br /&gt;
1) '''verb - transitive:''' ''ie'' it is done to somebody else: I cheated ''you''&lt;br /&gt;
:1. To deceive by trickery; swindle: cheated customers by overcharging them for purchases.&lt;br /&gt;
:2. To deprive by trickery; defraud: cheated them of their land.&lt;br /&gt;
:3. To mislead; fool: illusions that cheat the eye.&lt;br /&gt;
:4. To elude; escape: cheat death.&lt;br /&gt;
&lt;br /&gt;
2) '''verb - intransitive:''' ''ie'' it is ''not'' done to somebody else: I cheated. I ''can'' add '''you''', but I don't ''need'' to!&lt;br /&gt;
:1. To act dishonestly; practice fraud.&lt;br /&gt;
:2. To violate rules deliberately, as in a game: was accused of cheating at cards.&lt;br /&gt;
:3. ''Informal'' To be sexually unfaithful: cheat on a spouse.&lt;br /&gt;
:4. ''Sports'' To position oneself closer to a certain area than is normal or expected: The shortstop cheated toward second base.&lt;br /&gt;
&lt;br /&gt;
3) '''noun'''&lt;br /&gt;
:1. An act of cheating; a fraud or swindle.&lt;br /&gt;
:2. One who cheats; a swindler.&lt;br /&gt;
:3. A technique that exploits a flaw or hidden feature in a video game or computer program.&lt;br /&gt;
:4. ''Law'' Fraudulent acquisition of another's property.&lt;br /&gt;
:5. ''Botany'' Any of several species of brome, especially Bromus secalinus, an annual European grass widespread as a weed.&lt;br /&gt;
&lt;br /&gt;
'''Etymology:''' Middle English cheten, to confiscate, short for acheten, variant of escheten, from eschete, escheat; see escheat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1) So! &lt;br /&gt;
:I'm not playing Oolite with anybody else, so I can't cheat ''them''!&lt;br /&gt;
&lt;br /&gt;
2) But! Can I cheat &amp;quot;Oolite&amp;quot; itself? &lt;br /&gt;
:Oolite is not &amp;quot;fixed&amp;quot;, like the rules of Chess or Cricket (although they are changed every once in a while). And, I can rewrite Oolite (if I have the skills) to do what I like, with the rules that I like - it ''is'' &amp;quot;Open Code&amp;quot;. Or, I can use OoCheat OXP to give myself oodles of dosh, or even just write the extra dosh into my Oolite save file. But is any of this cheating?&lt;br /&gt;
&lt;br /&gt;
3) And! Can I cheat the NPC's?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There has been much discussion on this subject, needless to say!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Fairness was important for [[User:Aegidian|Aegidian]], our first Lead Designer. He wanted a balanced game which would present a fair challenge to the player. So whatever the player could have, the NPCs would get (but with three exceptions in his day, as laid out below). For example, no [[Laser Cooler]]s in Oolite (because NPC should have them too, and then a swarm of ships with them would utterly marmalise the player).&lt;br /&gt;
&lt;br /&gt;
But the ability to massively modify the game led to the rise of ships and weapons which became more and more powerful ([[Ubership]]s and Uberweapons). Of course, the NPCs get them too. And this also happened hand-in-hand with an attempt to make the game harder for the better players who found the vanilla game too easy.&lt;br /&gt;
&lt;br /&gt;
And there were the debates over the [[Energy Bomb]] (see below). And also attempts to create insanely unbalanced ships and weapons to show how ridiculous things were getting (''eg''. [[Killit OXP]] &amp;amp; the [[WonderWorm]]). &lt;br /&gt;
&lt;br /&gt;
== Player-centric gaming ==&lt;br /&gt;
The one area regarded by many as cheating is to have some advantage which the NPCs cannot get - category (3) above: that the playing field is unfairly tipped towards the player. This is tied in with the doctrine of player-centrism which it is felt that Oolite eschews (see [[User:Diziet Sma|Diziet Sma]] more recently - and [[User:Winston|Winston]] back in 2005 - these all linked at the bottom of this page). Compared to [[Classic Elite]], Oolite is indeed far less player-centric: it's not ''just'' that your ship moves inside the Ooniverse (rather than the universe moving around your ship - as in the game coding in Elite). And Oolite's NPCs interact with each other whether or not the player is there to see them.&lt;br /&gt;
&lt;br /&gt;
The debates about the [[Energy Bomb]] (see the link below, the player gets it, the NPC's don't) show the importance of this. They also showed how many people felt it was a cheat. However, the people who wanted to keep the EB, wanted to keep faith with Classic Elite: it was one of the five weapons in the original player-centric game. Oolite being Oolite, it was eventually removed but preserved as an OXP option. Also see the debates over Norby's Telescope OXP in the 2013 thread below, and the discussion half way through the 2012 thread.&lt;br /&gt;
&lt;br /&gt;
But there are still at least four areas where Oolite retains some of Elite's player centrism: &lt;br /&gt;
*the [[Torus Drive]] (NPCs don't have it), &lt;br /&gt;
*player [[Shields]] (NPCs just have the [[Energy banks]], which the player also has), &lt;br /&gt;
*a 17% speed bonus for the player's Cobra versus the NPC Cobra Mk III's (350LM vs 300LM). &lt;br /&gt;
*Yaw. Yaw was added for player ships by [[User:Ahruman|Ahruman]] in 2007 - but not for NPCs until 2013, and even now only a handful of NPCs actually have it. See [[Roll vs Yaw crusades]] for more on this.&lt;br /&gt;
&lt;br /&gt;
There ''was'' reasoning behind some of this. The lack of shields for NPCs was seen as a compensation for their lack of damageable equipment. The player's speed bonus enabled an easier escape from the dreaded [[masslock]]. Adding Torus drives for NPCs is horrendously complex as their behaviour needs to change to acknowledge this - see cim's experiment in [[SOTL Altmap]]. Cim never felt that he nailed it.&lt;br /&gt;
&lt;br /&gt;
=== De-centralisation ===&lt;br /&gt;
And again, Oolite being Oolite, people such as Cim, Ngalo (&amp;quot;equal rights for NPC's&amp;quot;), Rustem &amp;amp; Dybal started writing OXPs to try and even the playing field, fighting against cheating in category (3) above.&lt;br /&gt;
&lt;br /&gt;
:[[User:Svengali|Svengali]] was very much against 'cheating' (whatever he meant by it), and tried to create a set of icons in the 2013 thread to let people know what the effects of an OXP would be on game balance. He had already in 2010 developed the [[OXP Levelindicators]] to indicate what sort of [[Elite Rating]] one would need to tackle the OXP (if a ship or a mission for example).&lt;br /&gt;
&lt;br /&gt;
:[[User:Smivs|Smivs]] seemed to feel that cheating was adding an OXP which made the modified Oolite easier than the [[Vanilla game]] - category (2) above. He devised the [[Gameplay and Balance Indicator]] to show this (in July 2014). Switech seems to have had a [https://bb.oolite.space/viewtopic.php?p=224081#p224081 similar perspective] but focused on upsetting the game balance rather than deviations from the vanilla game. Commander McLane (2012) felt that even tampering with the 7ly jump limit [https://bb.oolite.space/viewtopic.php?p=175594#p175594 breaks the game].&lt;br /&gt;
&lt;br /&gt;
It is probably worth while taking a close look at Okti's collection in the Guide to Unlisted OXPs and their reception by the community on the BB. Some of the relevant threads seem to have been deleted, but he seems to have responded to the criticisms, taking them on board - see his description of [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9472 SunSkimmerPod.oxp]. It may be possible that the friendly nature of the Oolite community has exerted a social constraint on &amp;quot;cheating&amp;quot; activities - at least where it comes to public activities such as publishing .oxp's.&lt;br /&gt;
&lt;br /&gt;
There are other matters which used to be regarded as cheating. For example, [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18919 turning away from the space lanes] to avoid mass-locks and piracy. Might this have been a hangover from classic Elite's playercentrism where other ships were spawned directly in the player's path - thus evading the similarity to classic Elite is a cheat even though that aspect of classic Elite was itself a cheat! Is the logic there convoluted enough for you?&lt;br /&gt;
&lt;br /&gt;
{{QuoteText|Text=What is a cheat?&lt;br /&gt;
Well, anything that gives the player an unfair advantage by breaking/ignoring/circumventing the 'rules'.&amp;lt;br&amp;gt;&lt;br /&gt;
That's the simple answer.&amp;lt;br&amp;gt;&lt;br /&gt;
Vanilla Oolite is a very well-balanced game on the whole. A novice will find it very tough, a more experienced player will find it challenging and rewarding. An 'expert' player will find it far too easy, hence the OXPs that re-balance the game in favour of the NPCs such as my ToughGuys.&lt;br /&gt;
The problem usually comes when inappropriate OXPs are used. An 'average' player who finds the vanilla game a bit of a challenge sometimes (Anarchy and Feudal systems can be demanding even in the basic game for example) is well advised not to use OXPs that add more danger and hazards. This, I think, is common sense.&amp;lt;br&amp;gt;&lt;br /&gt;
And this can lead to a stupid 'arms-race' where the player feels they have to start using 'cheat' OXPs to counter the changes they have made to their Ooniverse.&amp;lt;br&amp;gt;&lt;br /&gt;
If you install OXPs that add all sorts of fancy missiles, and tougher ships, and more 'baddies' you should be confident that you can live in that Ooniverse. Just adding more OXPs that 'cheat' in your favour is not the solution. The solution is to remove the problem, not add to it.&amp;lt;br&amp;gt;&lt;br /&gt;
With regard to (Okti's) LongRangeScanner/LRS and JumpPlanner, yes of course these are cheats. They were originally designed as aids to OXP developers, not for the normal game, and using them in the normal game is frankly ridiculous. It devalues the game to the point where you might as well not bother! It's like playing Football (or any ball game) where the ball has a magnet in it which carries it into the goal whatever you do!&amp;lt;br&amp;gt;&lt;br /&gt;
LRS removes all the 'fun' of never quite knowing what you will meet next and the extra information it gives will affect the decisions the player makes about how they will handle a new System, to the detriment of the game. JP is a mega-cheat! Multiple system jumps without using fuel! Come on, for goodness sake, this completely destroys one of the cornerstones of the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Great tools for developers, but they really don't have a place in playing the game, and surely that's what it is all about, isn't it? Playing the Game.|Source=([https://bb.oolite.space/viewtopic.php?p=170713#p170713 Smivs (2012)])}}&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
=== &amp;quot;Cheating&amp;quot; OXPs ===&lt;br /&gt;
*[[OoCheat OXP]] by [[User:Thargoid|Thargoid]] (2010) - menu&lt;br /&gt;
*[[Killit OXP]] - uberweapons (missiles &amp;amp; mines)&lt;br /&gt;
*[[OMGLaser]] - uberweapon (laser)&lt;br /&gt;
*[[Energy Bomb]] see debate above&lt;br /&gt;
*Pirate E Bomb: see Okti's collection in [[Guide to Unlisted OXPs]] - blows up every pirate in the system and calls you a cheat!&lt;br /&gt;
*[[Vimana HUD|Vimana Ship Overrides]] gives extra cargo capacity, flight speed, number of missile pylons &amp;amp; energy banks.&lt;br /&gt;
*[[Target Tracker]] - super-Target Lock which obviates the need for any combat skill&lt;br /&gt;
*[[Telescope]] Extender &amp;amp; Gravity Scanner - ''Telescope was split after much debate into non-cheating &amp;amp; cheating portions!''&lt;br /&gt;
*[[Long Range Scanner]] - see ''everything'' in the entire system - and jump to them!&lt;br /&gt;
*[[SE-X Drive]] - jump to the station&lt;br /&gt;
*[[Illicit Unlock OXP]] - still seen as a cheat? (see below)&lt;br /&gt;
*[[Ubership]] - for a collection of these&lt;br /&gt;
*[[How to tweak OXZ's]] - tweak stuff to make it uber&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=284994#p284994 Invulnerability to lasers]&lt;br /&gt;
&lt;br /&gt;
:And see player-centric OXPs beneath!&lt;br /&gt;
&lt;br /&gt;
=== Anti-cheating OXPs ===&lt;br /&gt;
:'''Ships''': ''Note that Aegidian originally improved the player's speed to allow escape from Masslocking!''&lt;br /&gt;
*[[Fair Cobra III]] by [[User:Cim|Cim]] (2012) upgrades the speed, energy and energy recharge rate of NPC Cobra IIIs to match the player's. &lt;br /&gt;
*[[Jane's Galactic Shipset]] by [[User:Redspear|Redspear]] (2021) includes a reduction of the player's speed to that of NPCs &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Shields''': ''Note that Aegidian originally removed NPC shields to compensate for their lack of breakable equipment.''&lt;br /&gt;
*[[N-Shields]] by Ngalo (2016) - see [[User:Ngalo|Ngalo]]. Includes a &amp;quot;fair emulation&amp;quot; of the player's shields&lt;br /&gt;
*[[Military Shields Ships]] OXP by [[User:Rustem|Rustem]] (2018). Grants equivalent military style shields to some NPCs.&lt;br /&gt;
*[[NPC Energy Units OXP]] by [[User:Dybal|Dybal]] (2020)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Torus Drive'''&lt;br /&gt;
*[[TimeSlip]] by [[User:Norby|Norby]] (2013) removes the Torus Drive and replaces it with Time Acceleration thus keeping the &amp;quot;speed&amp;quot; of the game, but not the advantage over NPCs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*And while there ''is'' an OXP which award Torus drives to NPCs ([[Synchronised Torus OXP]]) - it is only for ships are friendly to the player and travelling with him in a convoy.&lt;br /&gt;
&lt;br /&gt;
:'''Yaw'''&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=301644#p301644 Yaw Boosters] by [[User:Phkb|Phkb]] prevents Yaw-ing until the Yaw Boosters are bought for 2,500₢ at a system of TL13 or better.&lt;br /&gt;
&lt;br /&gt;
:'''Weapons'''&lt;br /&gt;
*[[Q-bomb AI modification]] by [[User:Rustem|Rustem]] (2017) allows NPCs to use ''their'' Q-bombs too!&lt;br /&gt;
*[[Skilled NPCs OXP]] by [[User:Cim|Cim]] (2013) allows NPCs to be ''much'' more skilled than in the [[Vanilla game]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Death'''&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12439 Penalize Death.oxp]: 3 OXPs making death hurt in various ways (2012). By [[User:Spara|Spara]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Player-centric OXPs ===&lt;br /&gt;
These are not cheating per se - but create stuff depending on the actions of the player.&lt;br /&gt;
*[[Deep Space Pirates]] creates pirates only along the path the player is travelling in deep space - nowhere else.&lt;br /&gt;
*[[Space Crowds]] does the same, but with other encounters too.&lt;br /&gt;
:These both contrast to the non player-centric [[Total patrol OXP]].&lt;br /&gt;
*[[Deep Space Dredger]] (older versions) does the same for Dredgers (but [[BigShips OXP]] adds yet more dredgers independent of the player)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?p=8956#p8956 Winston] on player-centrism (2005)&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=738 2005/6] when flying an NPC ship was felt to be a cheat (even though [[Illicit Unlock OXP]] came out in 2005). This taboo did not last. See [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10448&amp;amp;start=15 here] (2011 - the feeling was already a minority feeling). And notice the Category at the bottom of this page which excludes Illicit Unlock (created by Jaz in 2013).&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8561 2010] altering your save file (see 2021 comments by Tsoj &amp;amp; Stranger).&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11927 2012] discussion in middle is based on player-centrist assumptions&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11569 Confessions of a cheater - WARNING: contains spoilers] (2012)&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=15443 2013] more focused on cheating OXPs (and with links to other relevant threads)&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?p=243615#p243615 2015] Diziet Sma on using Cheat OXP&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?p=240355#p240355 2015] Smivs on why Laser Coolers would constitute a &amp;quot;cheat&amp;quot;&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17428 2015] Tweaking your ship to make it [[Über]]&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17178 2015] COMPETITION: unbalanced oxp-uber-mega-weapons!&lt;br /&gt;
*BB thread [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18526 2017] rather short - but recent&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=10115 The subtle art of cheating] - soliloquy on altering an .oxp (2011)&lt;br /&gt;
[[Ubership]]&lt;br /&gt;
[[Category:Oolite]][[Category:Help pages]]&lt;br /&gt;
[[Category:Factual]]&lt;br /&gt;
[[Category:Cheats]]&lt;br /&gt;
[[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Space_Crowds&amp;diff=90285</id>
		<title>Space Crowds</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Space_Crowds&amp;diff=90285"/>
		<updated>2026-08-30T23:53:57Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* OXP's */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adds random encounters in deep space.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Space Crowds (SC) is basically a heavy modification of [[Deep Space Pirates]]. The changes are:&lt;br /&gt;
* It is more focused on populating the &amp;quot;long lanes&amp;quot; than guarding the main lanes against &amp;quot;cheaters&amp;quot;. SC is triggered by the use of the Torus drive rather than the location,&lt;br /&gt;
* It takes into account the base speed of your ship so the number of encounters is roughly function of the distance you travel with the Torus engaged,&lt;br /&gt;
* It is less player-centric: it doesn't increase the number of ships spawned depending on your kills, and it spawns equally pirates, hunters, police, traders and very rarely Thargoid ships.&lt;br /&gt;
&lt;br /&gt;
[[File:IconLib.png|right]]&lt;br /&gt;
Based on and inspired from [[User:Eric Walch|Eric Walch]]'s Deep Space Pirates. Should work with it, but they overlap in functionality. Configurable with [[User:Svengali|Svengali]]'s [[Library OXP]].&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*CC-BY-NC-SA 4.0&lt;br /&gt;
*Author: [[User:Astrobe|Astrobe]]&lt;br /&gt;
*Version 1.2.0&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19053 BB Thread] (2017+)&lt;br /&gt;
=== OXP's ===&lt;br /&gt;
These OXPs add in extra combatants to the general mix&lt;br /&gt;
*[[Stellar Serpents OXP|Space Crowds - Stellar Serpent]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=260258#p260258 Space Crowds - Pirate vs Pirate] (Phkb, 2017)&lt;br /&gt;
*[[Total patrol OXP]] is a non player-centric alternative to Deep Space Pirates &amp;amp; Space Crowds&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
*Version 1.2.0 - switch from visibility criteria to distance criteria to decide if a spawned ship should be removed - two options to however preserve asteroids and derelicts contributed by Dybal.	&lt;br /&gt;
*Version 1.1.0 - contributed by phkb&lt;br /&gt;
*Version 1.0.0 - initial release&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-green.png|right]]&lt;br /&gt;
Good things and bad things usually end up balancing each other out.&lt;br /&gt;
&lt;br /&gt;
{{Activity-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=DeepSpacePirates&amp;diff=90284</id>
		<title>DeepSpacePirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=DeepSpacePirates&amp;diff=90284"/>
		<updated>2026-08-30T23:52:36Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is just a basic oxp that increases the chance of an encounter with pirates outside the space lanes and in deep space. This is the area were the pirates start their career and do their combat practice. Some of these pirates still have a clean status as they never have been caught in the action by an official copper or never let a victim escape to report the crime. &lt;br /&gt;
&lt;br /&gt;
Minimum version requirement Oolite 1.74 (version 1.3)&lt;br /&gt;
&lt;br /&gt;
===Little Bear's famous words:===&lt;br /&gt;
&amp;quot;Even pirates need to sleep / rest / make repairs ''etc''. As they're offenders or fugitives, it make sense for them to park up outside the space lanes once they've filled their holds. The Captain of a pirate Python may perhaps have a fixed 'meeting point' way outside the space lanes. He may meet up with fellow criminals who have Clean records. The booty is transferred and the 'fence' takes it to the station in return for a cut of the profits. Naturally you don't want to do this sort of thing in the Space Lanes were a passing Cop might notice and give the 'fence' an offender tag (ruining his usefulness). A pirate might also have to shut down his main reactor to fix battle damage. It would be suicide to do that the space lanes where any passing Cop or Hunter might blast your helpless craft apart. I'd vote for quite a few pirates outside the space lanes.&lt;br /&gt;
&lt;br /&gt;
This explains why traders tend to stick to the space lanes. At least they are patrolled by Cops. Even in an Anarchy there at least a chance that a bounty hunter might help you out or a fellow trader hear your distress call and come to your hail. But outside the space lanes, if you do run into a band of ruffians, there's nobody about to hear your screams...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Background of this oxp===&lt;br /&gt;
The original Elite was written for slow computers that could not cope with too much action. So ships were only added near the player's location. When the player left them behind they were removed from the system. (Player-centred game.) &lt;br /&gt;
&lt;br /&gt;
Oolite was developed for much faster computers. Initially the system is populated. Then the player is put in the middle of it. A lot of action happens in places the player cannot see. &lt;br /&gt;
&lt;br /&gt;
But more ships mean more calculations, so a choice was made to place ships along the routes a player is likely to travel (i.e., the space lanes: from the witch point beacon to the planet, and, to a lesser extent, from the planet to the sun.) Outside the lanes space is normally quite empty. (Ships spotted outside the lanes were probably added by some other OXP.) &lt;br /&gt;
&lt;br /&gt;
DeepSpacePirates.OXP (DSP) was designed to add ships outside the space lanes--based on the player's location, direction and speed. Random ships can be encountered anywhere in the universe, bringing a realism to the player's experience. &lt;br /&gt;
&lt;br /&gt;
Without this OXP the area outside the space lanes is free of piracy. Players often make a small detour and leave the lanes to avoid lurking pirates within. &lt;br /&gt;
&lt;br /&gt;
This OXP makes travel within the lanes a better option by increasing the player's chance of getting assistance from [[GalCop (Police)]] and/or from bounty hunters who are only too willing to make a kill. Leaving the lanes is more like a short-cut through a dark alley: no more guarantees of a risk-free flight.&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
Currently it adds pirates and asteroids. Frequency of adding depends on government type and distance to the spacelane. The chance of adding is much higher just outside the lanes than in deep space.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Latest version available on the Expansion Manager and here: [[Media:DeepSpacePirates-1.9.oxz|Deep Space Pirates v1.9]]&lt;br /&gt;
&lt;br /&gt;
Older versions:&lt;br /&gt;
&lt;br /&gt;
[https://app.box.com/shared/4bi9ngqr72 ''Deep Space Pirates 1.3'']  For use with Oolite 1.74 until 1.78.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
*Version 1.9  &lt;br /&gt;
:Changes Library Config for AddOns settings from integer to boolean. ([[User:Dybal|Dybal]])&lt;br /&gt;
*Version 1.8  &lt;br /&gt;
:Fixes bug when adding pirates. (Dybal)&lt;br /&gt;
*Version 1.7  &lt;br /&gt;
:Removal of derelicts and asteroids created by the OXP can be controlled by Library OXP Interfaces Screen (F4). (Dybal)&lt;br /&gt;
*Version 1.6  &lt;br /&gt;
:Don't remove created ships that were turned into derelicts. (Dybal)&lt;br /&gt;
*Version 1.5  &lt;br /&gt;
:Raised minimum Oolite version to 1.80.&lt;br /&gt;
*Version 1.4  &lt;br /&gt;
:Raised minimum Oolite version to 1.77.&lt;br /&gt;
*Version 1.3  &lt;br /&gt;
:Adapted to Oolite 1.74.&lt;br /&gt;
*Version 1.2  &lt;br /&gt;
:Adapted to Oolite 1.73.&lt;br /&gt;
*Version 1.1  &lt;br /&gt;
:More pirates in bad systems. pirates now can have cargo.&lt;br /&gt;
*Version 1.0  &lt;br /&gt;
:First version for oolite 1.72.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Space Crowds]] - a less player-centric version of Deep Space Pirates - and with a couple of amplifying OXPs&lt;br /&gt;
*[[Total patrol OXP]] - a non player-centric alternative&lt;br /&gt;
&lt;br /&gt;
*[[Spacelane]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=6932 Updating the OSE deep space pirates script] (2009)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18919 How Does Avoiding the Spacelanes Break Gameplay?] (2017) includes various ideas for tweaking DSP to persuade players to stay in the space lanes just as the NPC's do! To spawn Thargoids, to spawn boulders/splinters/debris. Or to spawn convoys which are copying the player's technique.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|3|4}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.80&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;}}&lt;br /&gt;
{{Infobox OXPb| title = Deep Space Pirates&lt;br /&gt;
|version = 1.9&lt;br /&gt;
|release = 2020-11-27&lt;br /&gt;
|features = Adds pirates in deep space&lt;br /&gt;
|license = (C)2009-2014&lt;br /&gt;
|category = Ambience OXPs&lt;br /&gt;
|author = [[User:Eric Walch|Eric Walch]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?p=64406 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
{{mechanics-OXP}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-red.png]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Total_patrol_OXP&amp;diff=90283</id>
		<title>Total patrol OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Total_patrol_OXP&amp;diff=90283"/>
		<updated>2026-08-30T23:51:29Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This [[OXP]] replaces the AIs of police ships with a new AI that lets them patrol all main routes in a system. It also adds additional police, in order to compensate for the much bigger area that has to be covered by the patrols.&lt;br /&gt;
&lt;br /&gt;
Note that Oolite from 1.79 onwards has populated and repopulated both police and bounty hunter patrols on all three major spacelanes, but more on the planet-sun and sun-witchpoint routes with this addon.&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
&lt;br /&gt;
In the unaltered game police (and hunters) only patrol between planet and witchpoint, disregarding the other two main routes in the system, between witchpoint and sun, and between sun and planet. Even police that is added by script on one of these alternative routes, will abandon them in favour of the witchpoint-planet route.&lt;br /&gt;
&lt;br /&gt;
This OXP changes the built-in police behaviour by replacing the default police AI (route1patrolAI) with the new totalPatrolAI, which covers all three main routes, and gives the possibility for police ships to either turn around and fly back, or switch to another route at each of the turning points. They still favour the traditional witchpoint-planet route, however, because it is usually most populated by traders and most prone to pirate attacks. Note that this OXP affects all ships with primary role 'police', including police added by other OXPs.&lt;br /&gt;
&lt;br /&gt;
In another step the OXP adds additional police on the other two routes between witchpoint and sun, and between sun and planet. The additional police also gets totalPatrolAI. Each ship will then travel in either direction on its current route, and possibly switch to another route at the end-point. The number of added police forces depends on the system government; Corporate States get most additional police, Anarchies get none.&lt;br /&gt;
&lt;br /&gt;
All police ships also get a Heat Shield, enabling them to extend their patrols to the sun routes without getting themselves into danger.&lt;br /&gt;
&lt;br /&gt;
The way police are doing their business, hunting down criminals and protecting the innocent, is not affected by this OXP. So, if you are a law-abiding trader, the Ooniverse will become a safer place. However, if you are a brigand and have specialised on sun-skimmers as your victims, your business will become more dangerous.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
Total_patrol.oxp v 1.4 requires at least Oolite 1.74. It will not run on previous versions of Oolite.&lt;br /&gt;
&lt;br /&gt;
== Download Location ==&lt;br /&gt;
[[Media:Total_patrol_1.4.oxz|Total_patrol_1.4.oxz]] downloaded {{#downloads:Total_patrol_1.4.oxz}} times.&lt;br /&gt;
&lt;br /&gt;
[http://app.box.com/shared/7het6v01b8 Total_patrol 1.4] is available for download via box.com.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
*Downloadable through the in-game [[Expansions Manager]] or&lt;br /&gt;
*Move or copy the file total_patrol.oxp from its wrapping folder to the AddOns folder. Where this resides, depends on your OS and personal choice. Restart Oolite.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: [[User:Commander McLane|Commander McLane]]&lt;br /&gt;
*License: CC BY-NC-SA 3.0&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5330 BB Thread] (2009+)&lt;br /&gt;
*[[Spacelane]]&lt;br /&gt;
&lt;br /&gt;
*[[Deep Space Pirates]] &amp;amp; [[Space Crowds]] are player-centric alternatives to this OXP.&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Extracts_from_the_Tre_Clan&amp;diff=90282</id>
		<title>Extracts from the Tre Clan</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Extracts_from_the_Tre_Clan&amp;diff=90282"/>
		<updated>2026-08-30T23:14:02Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
A book for the [[Ship's Library OXP]] written by Oolite's last Lead Developer, [[User:Cim|Cim]]. &lt;br /&gt;
&lt;br /&gt;
 Between 2083730 and 2083768 Cooperative Standard Time, the experienced lobstoid pilot Commander Irina of the Tre Clan returned to [[Sector2/Lerequ|Lerequ]] to fulfill her Third Obligation by discussing the political, economic, social and military aspects of Cooperative space with several young members of the clan considering a career in space, illustrated with a number of stories taken from her fifteen kiloday career as an independent pilot. Transcripts and recordings were taken of these addresses and conversations for the benefit of future clan members coming of age.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
*Introduction&lt;br /&gt;
*You don't want to be there&lt;br /&gt;
*The Prime Objective&lt;br /&gt;
*The Seven Light-Year Itch&lt;br /&gt;
*Friends and Enemies&lt;br /&gt;
*The Elite&lt;br /&gt;
&lt;br /&gt;
=== Sample ===&lt;br /&gt;
(From The Elite)&lt;br /&gt;
&lt;br /&gt;
 Have I ever met any Elite pilots myself? Just once. Two of them, though, that time – Ren Klaus, who'd gone back into bounty hunting after Klaus-Kline Labs folded, and Maricela Cedeño, who you'll recognise as the current president of the [[Elite Federation]], though back then she was working as a contract mercenary. Now, you know my general opinion on the [[Elite Rankings]]. Too much reward for blowing up people on the say-so of a [[Sector1/Tiquat|Tiquat]] parking meter. It's taken me sixteen years in realspace to get most of the way to Deadly (2560 kills), and if you only count the kills I had a real choice in making, I'd barely rate Competent (128+ kills). So, don't put too much weight on the rankings in general.&lt;br /&gt;
 &lt;br /&gt;
 But, to get to Elite is something else. Even for a cold killer, it requires more persistence, luck and skill than most people have. These two, their ships were technological miracles. I've been around a bit, and with a few favours here and there the Carapace has some kit you can't buy in the shops, but these two ... Klaus's looked like an Asp, just about, but I got a look at the specs while we were going through battle plans, and the inside made an Asp look like a Krait. The other ... I've never seen a ship like it before or since - must have been a complete custom build. Size of a Boa, and it could run circles around a Sidewinder. Must have cost her millions.&lt;br /&gt;
 &lt;br /&gt;
 This was at the end of the last big Thargoid incursion, when systems were falling to them across the Eight. They'd taken [[Sector2/Isxees|Isxees]] early on in the conflict, and were laying siege to Ramaan's Keep – you ever wonder why it's called the Keep? That's why. There was a big joint fleet under Cooperative command massed at [[Sector2/Titequ|Titequ]], and I'd ended up there after escorting one of their supply convoys, which is a whole other story.&lt;br /&gt;
 &lt;br /&gt;
 Now, you've got to remember this was a while ago. A lot of the kit people take for granted nowadays either didn't exist or couldn't be bought. No shield boosters except some early prototypes, fuel injectors worked but would burn an entire tank in a minute, and no hardheads. Well, almost no hardheads. If you check the dates, they went on general sale not long after the Battle of Isxees. The supply convoys had been bringing the parts in, secretly, to Titequ...&lt;br /&gt;
&lt;br /&gt;
== OXZ ==&lt;br /&gt;
This is listed under Equipment in the in-game Expansions Manager. You will need the [[Ship's Library OXP|Ship's Library]] to read it (also listed under Equipment in the in-game Expansions Manager!).&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;Library Extracts&amp;quot; back in 2014&lt;br /&gt;
&lt;br /&gt;
== PDF ==&lt;br /&gt;
Click [https://bb.oolite.space/viewtopic.php?p=200726#p200726 here]!&lt;br /&gt;
&lt;br /&gt;
[[File:Tag-colour-green.png]]{{OXPLevel|0}}&lt;br /&gt;
{{equipment-OXP}}[[Category:Equipment]]&lt;br /&gt;
[[Category:Fiction]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=TCAT_OXP&amp;diff=90281</id>
		<title>TCAT OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=TCAT_OXP&amp;diff=90281"/>
		<updated>2026-08-30T22:52:46Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added brief notes on history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thargoid's Raptor assault strike frigate.png|right|400px]]&lt;br /&gt;
To Catch a Thargoid&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A new mission based in Galaxy 3, as a follow-on and sequel to the vanilla game mission [[Oolite Missions|Thargoid Plans]]. The bugs are back and looking for revenge.&lt;br /&gt;
&lt;br /&gt;
In addition to the mission, this OXP adds several new alien ships plus the response from the [[Galactic Navy]] Intelligence to their increased threat - the fearsome '''Raptor assault strike frigates'''. &lt;br /&gt;
&lt;br /&gt;
The Raptors plus a selection of the new [[Thargoid]] craft are added generally to the game mix, regardless of galaxy or mission status (if the mission is completed the relevant script parts are automatically removed and do not slow the game). Some may make things a little tougher, but others may come to your rescue!&lt;br /&gt;
&lt;br /&gt;
The mission is set in [[Sector3/Index|Galaxy 3]], and requires the player to have at least 1500 kills to their name and to have completed the [[Oolite Missions|Thargoid Plan]] trunk mission. If these conditions are met then the mission may randomly be offered on docking, after which time detailed instructions are provided in mission screens with pointers via the manifest (F5-F5) screen.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least version 1.75 of Oolite.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*Downloadable through the in-game [[Expansions Manager]]&lt;br /&gt;
*[[Media:TCAT_2.1.oxz|TCAT_2.1.oxz]] (downloaded {{#downloads:TCAT_2.1.oxz}} times) - updated by [[User:Phkb|Phkb]] (2026): updated colour profiles for Oolite v.1.92&lt;br /&gt;
&lt;br /&gt;
=== Previous Versions ===&lt;br /&gt;
*v.2.0 - updated by [[User:Phkb|Phkb]] (2025) - updated models/textures, linked in with [[Cataclysm]] &amp;amp; HIMSN, updated code&lt;br /&gt;
*v.1.11 - updated by [[User:Thargoid|Thargoid]] (2012)&lt;br /&gt;
*[http://app.box.com/shared/kzpvm42zbl TCAT v1.11] can be downloaded from Box.Net.&lt;br /&gt;
*[[Media:TCAT 1.11.oxz | TCAT v1.11]] at Alioth.Net (downloaded {{#downloads:TCAT 1.11.oxz}} times)&lt;br /&gt;
:...&lt;br /&gt;
*v.1.0 - authored by [[User:Thargoid|Thargoid]] (2010)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8040 Initial thread] 2010-6 (It worked with Oolite v.1.84)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=15346 TCAT Help] 2013 thread&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17081 Problems with Oolite v1.80] 2014 thread&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21724 TCAT mission] Help thread (2024-6)&lt;br /&gt;
&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5|6}}&lt;br /&gt;
{{ship-OXP}} {{mission-OXP}} [[Category:Thargoids]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=TCAT_OXP&amp;diff=90280</id>
		<title>TCAT OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=TCAT_OXP&amp;diff=90280"/>
		<updated>2026-08-30T22:42:07Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thargoid's Raptor assault strike frigate.png|right|400px]]&lt;br /&gt;
To Catch a Thargoid&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A new mission based in Galaxy 3, as a follow-on and sequel to the vanilla game mission [[Oolite Missions|Thargoid Plans]]. The bugs are back and looking for revenge.&lt;br /&gt;
&lt;br /&gt;
In addition to the mission, this OXP adds several new alien ships plus the response from the [[Galactic Navy]] Intelligence to their increased threat - the fearsome '''Raptor assault strike frigates'''. &lt;br /&gt;
&lt;br /&gt;
The Raptors plus a selection of the new [[Thargoid]] craft are added generally to the game mix, regardless of galaxy or mission status (if the mission is completed the relevant script parts are automatically removed and do not slow the game). Some may make things a little tougher, but others may come to your rescue!&lt;br /&gt;
&lt;br /&gt;
The mission is set in [[Sector3/Index|Galaxy 3]], and requires the player to have at least 1500 kills to their name and to have completed the [[Oolite Missions|Thargoid Plan]] trunk mission. If these conditions are met then the mission may randomly be offered on docking, after which time detailed instructions are provided in mission screens with pointers via the manifest (F5-F5) screen.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least version 1.75 of Oolite.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*Downloadable through the in-game [[Expansions Manager]]&lt;br /&gt;
*[[Media:TCAT_2.1.oxz|TCAT_2.1.oxz]] (downloaded {{#downloads:TCAT_2.1.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
=== Previous Versions===&lt;br /&gt;
*[http://app.box.com/shared/kzpvm42zbl TCAT v1.11] can be downloaded from Box.Net.&lt;br /&gt;
*[[Media:TCAT 1.11.oxz | TCAT v1.11]] at Alioth.Net (downloaded {{#downloads:TCAT 1.11.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8040 Initial thread] 2010-6 (It worked with Oolite v.1.84)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=15346 TCAT Help] 2013 thread&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17081 Problems with Oolite v1.80] 2014 thread&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21724 TCAT mission] Help thread (2024-6)&lt;br /&gt;
&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5|6}}&lt;br /&gt;
{{ship-OXP}} {{mission-OXP}} [[Category:Thargoids]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Missiles_and_Bombs&amp;diff=90279</id>
		<title>Missiles and Bombs</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Missiles_and_Bombs&amp;diff=90279"/>
		<updated>2026-08-30T15:27:28Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Slightly better formatting for picture caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Missiles and Bombs is an OXP containing a collection of weapons and equipment available to buy from medium and high tech shipyards.  While heavily focused on offensive weapons, the package also provides a selection of defensive equipment that may be particularly useful to pilots operating slower vessels.&lt;br /&gt;
&lt;br /&gt;
== Offensive Weapons ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BlueSteel.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-1 Blue Steel Stand-off Cascade Missile'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The Blue Steel is a large ship-sized missile armed with a 10-megaton quirium cascade warhead, effective at ranges of up to 20km.  Although slower and less maneuverable than a conventional missile, the Blue Steel is hardened against both electronic countermeasures and direct laser fire, increasing its survivability in combat situations.&amp;lt;br/&amp;gt;Availability: TL13+ systems, 10,000₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:RedPivot.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-2 Red Pivot Fragmentation Missile'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The Red Pivot is a medium-sized missile armed with a fragmentation warhead.  Upon initial detonation, a collection of bomblets are released which are then exploded via a time-delay fuse.  The weapon has a 750m blast radius.&amp;lt;br/&amp;gt;Availability: TL9+ systems, 750₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:GreenSpark.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-3 Green Spark Laydown Fragmentation Bomb'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The Green Spark is a derivative of the Red Pivot missile and is armed with with a similar but significantly larger fragmentation warhead.  The weapon is deployed in the form of a mine, and so may be used without a specific target being set into a ship's systems.  The wide blast radius of the bomb makes it especially effective against multiple-ship formations or static targets such as asteroids or space stations.&amp;lt;br/&amp;gt;Availability: TL8+ systems, 650₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:OrangeTear.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-4 Orange Tear Immobilisation Missile'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Popularly known as the 'Lawmaker', the Orange Tear was developed for use by GalCop to help in apprehending fugitives.  The missile uses a short-range electromagnetic pulse to temporarily disable a ship's systems, bringing the vehicle to a stop and allowing it to be boarded and searched by law enforcement officers.&amp;lt;br/&amp;gt;Availability: TL10+ systems, 2,000₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:BlueNeon.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-5 Blue Neon High Speed Interception Missile'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The Blue Neon is a small and highly-maneuverable missile designed for use against fast, agile targets capable of outrunning conventional weapons.  For maximum speed the missile is equipped with fuel injection, however due to size and weight constraints this results in a relatively small warhead.  The Blue Neon in therefore best used to damage and slow down targets, bringing them within range of laser fire or heavier missile weapons.&amp;lt;br/&amp;gt;Availability: TL7+ systems, 50₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:YellowChisel.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-6 Yellow Chisel Multiple Warhead Anti-Thargoid Missile'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Developed for use by the Imperial Navy against Thargoid warship formations, the Yellow Chisel is a large missile weapon that splits into four independent warheads; each warhead is equipped with a smart seeker head that is able to automatically identify and engage Thargoid ships, significantly increasing the odds of a successful attack.  In the hands of Navy pilots, the Yellow Chisel is helping to turn the tide against the Thargoid menace.&amp;lt;br/&amp;gt;Availability: TL10+ systems, 8,000₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:VioletFlax.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-7 Violet Flax Electronic Override Missile'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;An advanced development of the Orange Tear, the Violet Flax analyses a target's systems and within seconds generates an intelligent software virus designed to strike at vulnerable areas of code within the target's avionics systems.  The virus is transmitted by the missile via a short-range electromagnetic pulse, and results in temporary control failure and severe damage to the ship's equipment.&amp;lt;br/&amp;gt;Availability: TL13+ systems, 8,500₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:PurpleStrand.png|left|150px]]&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;'''AS-8 Purple Strand Remote Detonation Bomb'''&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The Purple Strand is a high explosive munition that is deployed in the same way as a mine but is detonated using remote control rather than a time-delay fuse.  The weapon is armed once it has reached a sufficient distance from the launching ship, after which it may be detonated using an ECM pulse.  The bomb has an effective range of 5km.&amp;lt;br/&amp;gt;Availability: TL10+ systems, 2,000₢ each.&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:Missiles &amp;amp; Bombs Icons.png|thumb|400px|right|'''Missiles &amp;amp; Bombs oxp HUD icons''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Vanilla game icons''' (2) &amp;lt;br&amp;gt;&lt;br /&gt;
*Missile &amp;lt;br&amp;gt;&lt;br /&gt;
*ECM-hardened Missile &amp;lt;br&amp;gt;&lt;br /&gt;
'''Missiles and Bombs .oxp icons''' (8+2) &amp;lt;br&amp;gt;&lt;br /&gt;
*Cascade Missile &amp;lt;br&amp;gt;&lt;br /&gt;
*Fragmentation Missile &amp;lt;br&amp;gt;&lt;br /&gt;
*Fragmentation Bomb &amp;lt;br&amp;gt;&lt;br /&gt;
*Lawmaker Missile &amp;lt;br&amp;gt;&lt;br /&gt;
*Interception Missile &amp;lt;br&amp;gt;&lt;br /&gt;
*Anti-Thargoid Missile &amp;lt;br&amp;gt;&lt;br /&gt;
*Override Missile  &amp;lt;br&amp;gt;&lt;br /&gt;
*Radio Mine &amp;lt;br&amp;gt;&lt;br /&gt;
'''Defence Systems icons''' (2) &amp;lt;br&amp;gt;&lt;br /&gt;
*Defence Mine  &amp;lt;br&amp;gt;&lt;br /&gt;
*Distress Beacon  &amp;lt;br&amp;gt;]]&lt;br /&gt;
== Defense Systems ==&lt;br /&gt;
&lt;br /&gt;
'''Chaff Dispenser'''&lt;br /&gt;
&lt;br /&gt;
The Chaff Dispenser allows a pilot to launch bundles of chaff to provide a passive defense against most conventional missiles, including the industry-standard [[Faulcon de Lacy]] HM3 and HMX5 models.  Chaff refills, available in bundles of five, may be purchased at shipyards once the dispenser equipment is installed.&lt;br /&gt;
&lt;br /&gt;
Availability: TL8+ systems, 5,000₢ &amp;lt;br/&amp;gt;&lt;br /&gt;
Chaff refills: TL5+ systems, 500₢ per refill.&lt;br /&gt;
&lt;br /&gt;
'''Defense Mine'''&lt;br /&gt;
&lt;br /&gt;
The Defense Mine is an anti-missile defense system.  Each mine releases four smart missiles, each armed with a small fragmentation warhead, that automatically seek and destroy any other missiles in the immediate area.&lt;br /&gt;
&lt;br /&gt;
Availability: TL10+ systems, 7,000₢ each.&lt;br /&gt;
&lt;br /&gt;
'''Distress Beacon'''&lt;br /&gt;
&lt;br /&gt;
For pilots operating in dangerous territory, the Distress Beacon is an invaluable security precaution.  Once deployed, the beacon transmits a distress signal to the nearest police unit, which will dispatch a squadron of ships to assist against any hostile targets.&lt;br /&gt;
&lt;br /&gt;
Availability: TL10+ systems, 700₢ each.&lt;br /&gt;
&lt;br /&gt;
== Version Requirement ==&lt;br /&gt;
The latest version of Missiles and Bombs is v2.8 requires Oolite v1.79+ to work properly.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download v2.8 in OXZ format [[Media:Missiles_and_Bombs_2.8.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Missiles_and_Bombs_2.8.oxz}} times). Discussion of this updated version can be found on the [https://bb.oolite.space/viewtopic.php?t=19488 BB Forum here].&lt;br /&gt;
&lt;br /&gt;
Missiles and Bombs (v2.5) is available from Ramirez' Oolite Pages [http://www.arcadia-digital.net/steve/Oolite/Oolite.html here].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
2.8, July 2021 (by phkb)&lt;br /&gt;
- Made Intercept missile susceptible to ECM.&lt;br /&gt;
&lt;br /&gt;
2.7, July 2018 (by phkb)&lt;br /&gt;
- Added unique missile icon for Intercept missile.&lt;br /&gt;
&lt;br /&gt;
2.6, March 2018 (by phkb)&lt;br /&gt;
- Updated to avoid deprecated AI methods.&lt;br /&gt;
&lt;br /&gt;
2.5, December 2011&lt;br /&gt;
- fixed a problem with errors caused when missiles have no target&lt;br /&gt;
&lt;br /&gt;
2.4, December 2009&lt;br /&gt;
- fixed a problem with chaff refills not being available after removing pylon-mounted weapons (compatibility with Oolite v1.73.4)&lt;br /&gt;
&lt;br /&gt;
2.3, October 2009&lt;br /&gt;
- fixed problem with AI stack overflow on the Override and Lawmaker missiles &lt;br /&gt;
&lt;br /&gt;
2.2, September 2009&lt;br /&gt;
- minor correction to the equipment.plist to make the Cascade Missile available to all&lt;br /&gt;
&lt;br /&gt;
2.1, February 2009&lt;br /&gt;
- re-engineered the chaff launcher to avoid having overwrite original missile AIs&lt;br /&gt;
&lt;br /&gt;
2.0, January 2009&lt;br /&gt;
- fixed the override missile, which was incorrectly damaging players' systems when used against NPCs&lt;br /&gt;
- revised the two EMP weapons so that they do not affect stations or asteroids&lt;br /&gt;
- made some minor game balancing tweaks&lt;br /&gt;
- general renaming of entities for consistency&lt;br /&gt;
- use of javascript to manage the chaff launcher more efficiently&lt;br /&gt;
&lt;br /&gt;
1.2, December 2008&lt;br /&gt;
- incorporated Commander McLane's Status Quo Q-Bomb OXP, which prevents cascade weapons from detonating close to planets and suns&lt;br /&gt;
- modified the warning message used with by the electronic override missile shows which system has been damaged&lt;br /&gt;
- implemented compatibility changes for Oolite v1.72&lt;br /&gt;
&lt;br /&gt;
1.1, September 2008&lt;br /&gt;
- electronic override missile now causes random failure of a ship's systems.  Note that the weapon can be used against the player as well as NPC ships.&lt;br /&gt;
- defence mine has been modified so that once again it targets incoming missiles.  The new missile interception code used in Oolite v1.71.2 makes this more effective than in previous versions of Oolite&lt;br /&gt;
- anti-thargoid missile will target any thargoid or thargon ships in the area&lt;br /&gt;
&lt;br /&gt;
1.0, May 2008&lt;br /&gt;
- full release version to include compatibility with latest Oolite version (1.71.2)&lt;br /&gt;
- introduced javascript to manage the fragmentation weapons.  Each one is now fitted with a proper Strike Enable Facility to ensure that they can only be activated when given the correct instruction.  In previous versions, weapons such as the frag missile and frag bomb were liable to detonate in the event of a collision or explosion&lt;br /&gt;
- chaff refills are now only available from the shipyard if the player has a chaff dispenser fitted.&lt;br /&gt;
&lt;br /&gt;
0.5, March 2008&lt;br /&gt;
- modified chaff so that it is no longer 100% effective and not as persistent.  &lt;br /&gt;
&lt;br /&gt;
0.4, November 2007&lt;br /&gt;
- added a multi-use chaff dispenser.  The flares in v0.3 have been modified so that missiles (both standard and ECM-hardened) will lock onto them.  The system has then been transformed into a multi-use chaff launcher&lt;br /&gt;
- interception missiles now make more use of fuel injection as originally intended&lt;br /&gt;
- added the Purple Strand ECM-activated remote detonation bomb.&lt;br /&gt;
&lt;br /&gt;
0.3, September 2007&lt;br /&gt;
- added the Violet Flax Electronic Override Missile&lt;br /&gt;
- added the Distress Beacon&lt;br /&gt;
- altered the EMP Immobilisation Missile to have only a temporary effect on targets; ships will now be out of action for only 15 seconds&lt;br /&gt;
- further minor tweaks to various stats&lt;br /&gt;
&lt;br /&gt;
0.2, March 2007&lt;br /&gt;
- altered the Defence Mine so that its missiles target pirate ships rather than other missiles.  This makes it much more useful in combat.&lt;br /&gt;
- minor tweaks to various stats.&lt;br /&gt;
&lt;br /&gt;
0.1, February 2007&lt;br /&gt;
- Initial package containing the following:&lt;br /&gt;
    - Cascade Missile&lt;br /&gt;
    - Anti-Thargoid Missile&lt;br /&gt;
    - EMP Immobilisation Missile&lt;br /&gt;
    - Fragmentation Missile and Bomb&lt;br /&gt;
    - Interception Missile&lt;br /&gt;
    - Anti-Missile Defence Mine&lt;br /&gt;
    - Flare Dispenser&lt;br /&gt;
&lt;br /&gt;
{{weapon-OXP}} {{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Missile&amp;diff=90278</id>
		<title>Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Missile&amp;diff=90278"/>
		<updated>2026-08-30T15:23:01Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Missile information */ Added Missile Summary OXP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox MissStats Oolite| title = HM3 Missile &lt;br /&gt;
|image = [[Image:Oolite-standard-missile.png|250px]]&lt;br /&gt;
|dimensions = 1.4 x 1.4 x 8.0&lt;br /&gt;
|maxspeed = 0.75 LM&lt;br /&gt;
|maneuverability = Roll: 10.0&amp;lt;br /&amp;gt;Pitch: 8.0&lt;br /&gt;
|explosive_yield = 4500 GJ&lt;br /&gt;
|blast_radius = 250 m&lt;br /&gt;
|isoxp = Standard&lt;br /&gt;
|equipCost = 30.0 ₢&lt;br /&gt;
|equipTL = 2&lt;br /&gt;
}}&lt;br /&gt;
[[File:Missile, ECM hardened missile, Quirium Cascade Mine, Repair Bots, Salvage Missile.png|thumb|right|250px|Missile bay icons: first '''Missile''', &amp;lt;br&amp;gt;(then: ECM-hardened missile, Quirium cascade bomb, Repair nanobots (from oxp), Salvage missile (from oxp))]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The common missile, the ''[[Faulcon de Lacy]] HM3 Homing Missile'' is fast and accurate when used in conjunction with standard targeting scanners. They can be obtained at virtually any space port. Although there are many missile manufacturers, most are under contract with FdL to produce the HM3 by licence, assuring the spacer of a plentiful supply of reasonably priced missiles of acceptable quality. &lt;br /&gt;
&lt;br /&gt;
Annoyingly, all missiles of this class are vulnerable to standard [[E.C.M. System|ECM]], and seeing missile after missile perish only to prove the rising statistics of the efficiency of ECM-equipped ships can make a commander very depressed. &lt;br /&gt;
&lt;br /&gt;
Each missile will occupy one missile pylon/launch tube/weapon bay.&lt;br /&gt;
&lt;br /&gt;
== Astrogation Console Missile Controls ==&lt;br /&gt;
There are more controls for missile combat than for any other single piece of equipment on the simple [[Astrogation Console]]!&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''_'''&amp;lt;/font&amp;gt; (''underscore'') disables/enables the weapons panel on the Console (missiles as well as lasers)&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''t'''&amp;lt;/font&amp;gt; target seek - seeks a target for the missile to lock on to&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''m'''&amp;lt;/font&amp;gt; fires the locked missile&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''u'''&amp;lt;/font&amp;gt; unlocks the missile target&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''y'''&amp;lt;/font&amp;gt; cycles through the available missiles/bombs and transfers the target lock to the new missile&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''T'''&amp;lt;/font&amp;gt; targets nearest incoming missile&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''+'''&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''-'''&amp;lt;/font&amp;gt; (only when optional [[MTS]] or [[TSME]] are installed) cycles chosen missile to next/previous target&lt;br /&gt;
&lt;br /&gt;
== Rumour ==&lt;br /&gt;
Traders who have recently survived [[Thargoids|Thargoid]] encounters by way of Navy intervention, report of a missile that is impervious to the Thargoid ECM equivalent. &lt;br /&gt;
&lt;br /&gt;
== Custom paintjobs ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:smivs'_missile.jpg|[[Accessories OXP|Accessories OXP Missile]]&lt;br /&gt;
Image:Griff_missile.jpg|[[Griff Industries|Griff's Missile]]&lt;br /&gt;
Image:IA_missileSM2.jpg|[[Iron Ass OXP|IronAss HM3]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Links ==&lt;br /&gt;
[[File:Military Missile G1.PNG|thumb|200px|right|Military Missile]]&lt;br /&gt;
*'''[[Missile tactics]]''' - How to get best use of the missile&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21351 Oolite and Aristotelian Motion] (2023)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16279 Missiles] - musings on missile use (2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=2041 Courteous ordinance.] (2006)&lt;br /&gt;
&lt;br /&gt;
=== OXPs ===&lt;br /&gt;
==== New varieties of missile ====&lt;br /&gt;
*[[:Category:Missiles &amp;amp; Bombs]] for a list of 60-odd alternatives!&lt;br /&gt;
:Some ship OXPs such as [[Far Arm ships]] come with new missiles (these are included in the list above)&lt;br /&gt;
&lt;br /&gt;
*[[Remove Individual Pylon OXP‎‎]]: 2021 OXP for removing just one missile to replace it ([[User:Phkb|Phkb]])&lt;br /&gt;
&lt;br /&gt;
==== Missile information ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18705 Missile Beep] Audible warning on approach of missile&lt;br /&gt;
*[[Missile Analyser]] analyses oncoming missile&lt;br /&gt;
*[[Missile Summary]] lists available missiles on your [[F5 screen (commander &amp;quot;jameson&amp;quot;: details)]]&lt;br /&gt;
&lt;br /&gt;
==== Rejig of missile warfare ====&lt;br /&gt;
[[File:PurpleStrand.png|thumb|right|AS-8 Purple Strand Remote Detonation Bomb]]&lt;br /&gt;
''eg adding chaff/changing effect of ECM etc''&lt;br /&gt;
*[[APRIL]] pylon reloader: Automated Pylon Re-arm In-flight Loader ([[User:Thargoid|Thargoid]] 2014)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Missile Booster]] prevents you ramming into your own missile! ([[User:Norby|Norby]] 2015)&lt;br /&gt;
*[[Missile Combat Reimagined]] Total rejig of relationship between ECM &amp;amp; missiles, new missiles added ([[User:Redspear|Redspear]] 2020)&lt;br /&gt;
*[[Missiles modification]] two tweaks: ECM less effective &amp;amp; dying pilots take more time to launch a missile at you ([[User:Astrobe|Astrobe]] 2017)&lt;br /&gt;
*[[Missile Tweak]] two tweaks: ECM less effective &amp;amp; prices altered ([[User:Stranger|Stranger]] 2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Armoury]]: anti-missile darts, missile rack, missile machine, (also new missiles, bombs &amp;amp; mines) ([[User:Thargoid|Thargoid]] 2020)&lt;br /&gt;
*[[Missiles and Bombs]]: 3 defence systems including chaff (also new missiles/bombs) ([[User:Ramirez|Ramirez]] 2018)&lt;br /&gt;
*[[Missile Spoof]]: adds a flare defence against missiles ([[User:Wyvern|Wyvern]] 2011-5)&lt;br /&gt;
&lt;br /&gt;
==== Something a little different ====&lt;br /&gt;
*[[Weapon Laws OXP]]: weapons such as missiles can only be bought at the more lawless government systems&lt;br /&gt;
&lt;br /&gt;
==== The Dark Side ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=7163 Discussion of many aspects of the vanilla game code for missiles] (2009)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=23487#p23487 Aegidian on designing missile icons] (2006) - the rest of the thread is also relevant for missile design.&lt;br /&gt;
&lt;br /&gt;
{{NavBox - Oolite Equipment}}&lt;br /&gt;
[[Category:Missiles &amp;amp; Bombs]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:Missiles_%26_Bombs&amp;diff=90277</id>
		<title>Category:Missiles &amp; Bombs</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Missiles_%26_Bombs&amp;diff=90277"/>
		<updated>2026-08-30T15:17:50Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added list of astrogation panel controls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile ad.png|right]]&lt;br /&gt;
This page collects the zillions of different varieties of missiles &amp;amp; bombs.&lt;br /&gt;
&lt;br /&gt;
== Strategy &amp;amp; Tactics ==&lt;br /&gt;
*'''For tips on using them''', see: [[Missile tactics]] &amp;amp; [[Using weapons of mass destruction]]&lt;br /&gt;
:And see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8473 What is your favorite OXP missile?] (2010) &amp;amp; [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10855 Pylons] (2011)&lt;br /&gt;
:Also: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11528 How does a missile work?] (2012)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Astrogation Console Controls ==&lt;br /&gt;
=== Missile Controls ===&lt;br /&gt;
There are more controls for missile combat than for any other single piece of equipment on the simple [[Astrogation Console]]!&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''_'''&amp;lt;/font&amp;gt; (''underscore'') disables/enables the weapons panel on the Console (missiles as well as lasers)&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''t'''&amp;lt;/font&amp;gt; target seek - seeks a target for the missile to lock on to&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''m'''&amp;lt;/font&amp;gt; fires the locked missile&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''u'''&amp;lt;/font&amp;gt; unlocks the missile target&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''y'''&amp;lt;/font&amp;gt; cycles through the available missiles/bombs and transfers the target lock to the new missile&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''T'''&amp;lt;/font&amp;gt; targets nearest incoming missile&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''+'''&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''-'''&amp;lt;/font&amp;gt; (only when optional [[MTS]] or [[TSME]] are installed) cycles chosen missile to next/previous target&lt;br /&gt;
&lt;br /&gt;
=== Bomb Controls ===&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''_'''&amp;lt;/font&amp;gt; (''underscore'') disables/enables the weapons panel on the Console (missiles as well as lasers)&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''y'''&amp;lt;/font&amp;gt; cycles through the pylons&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''m'''&amp;lt;/font&amp;gt; launches the bomb&lt;br /&gt;
&lt;br /&gt;
=== Pylon-mounted Equipment Controls ===&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''_'''&amp;lt;/font&amp;gt; (''underscore'') disables/enables the weapons panel on the Console (missiles as well as lasers)&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''y'''&amp;lt;/font&amp;gt; cycles through the pylons&lt;br /&gt;
: &amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''m'''&amp;lt;/font&amp;gt; activates the equipment&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Note on the OXPs beneath ==&lt;br /&gt;
*The following OXPs contain large amounts of missiles &amp;amp; bombs (and are the main source of the list beneath):&lt;br /&gt;
:[[Armoury]] by [[User:Thargoid|Thargoid]]&lt;br /&gt;
:[[Maegil's Missiles]] by [[User:Cmdr. Maegil|Cmdr. Maegil]] (old, 2007, still an oxp).&lt;br /&gt;
:[[Missiles and Bombs]] also by [[User:Ramirez|Ramirez]]&lt;br /&gt;
:On the other hand, the über-missiles &amp;amp; mines from the [[Killit OXP]] (Superweapon, MegaWeapon, UberWeapon ''etc'') have been omitted as they were never intended for serious play - but rather to make a point about [[Cheating]].&lt;br /&gt;
&lt;br /&gt;
[[File:Missile, ECM hardened missile, Quirium Cascade Mine, Repair Bots, Salvage Missile.png|thumb|right|250px|'''Vanilla game &amp;amp; 2 OXP icons''' &amp;lt;br&amp;gt; '''Vanilla game icons''': regular Missile (yellow outline due to being selected), ECM-hardened missile &amp;amp; Quirium cascade bomb &amp;lt;br&amp;gt; '''OXP icons''': Repair nanobots (Repair Bots oxp), Salvage missile (DS Dredger oxp)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Missiles &amp;amp; Armoury Missiles.png|thumb|400px|'''Armoury.oxp missiles''' &amp;lt;br&amp;gt; '''Vanilla game icons''' (2 icons): &amp;lt;br&amp;gt; Normal Missile (selected, hence yellow outline) &amp;amp; ECM-hardened Missile &amp;lt;br&amp;gt;'''Armoury missiles''' (6 icons): &amp;lt;br&amp;gt; Tracker Missile, Displacer Missile, Kicker Missile, Cutpurse Missile, Field Missile &amp;amp; Probe Missile &amp;lt;br&amp;gt; '''Armoury Missile Racks''' (6 &amp;quot;triangle&amp;quot; icons): &amp;lt;br&amp;gt; Missile Rack (3 Std), Missile Rack (3, 2 &amp;amp; 1 Hard), Missile Rack (3 Stun), Interception Missile Rack (3)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bombs &amp;amp; Armoury Bombs.png|thumb|right|400px|'''Armoury.oxp bombs &amp;amp; Armoury.oxp Thargon Defence system''' &amp;lt;br&amp;gt; Vanilla Game Quirium Cascade Bomb &amp;lt;br&amp;gt; &lt;br /&gt;
'''Armoury Bombs''': &amp;lt;br&amp;gt; &lt;br /&gt;
Buzz bomb &amp;amp; Bug bomb  &amp;lt;br&amp;gt; &lt;br /&gt;
Stun bomb &amp;amp; Uni bomb  &amp;lt;br&amp;gt; &lt;br /&gt;
Interdictor bomb &amp;lt;br&amp;gt; &lt;br /&gt;
Screamer bomb &amp;lt;br&amp;gt; &lt;br /&gt;
Void bomb &amp;lt;br&amp;gt; &lt;br /&gt;
Decoy bomb &amp;lt;br&amp;gt; &lt;br /&gt;
'''Captured Thargon Ship Defense System''' (pylon mounted)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Missiles &amp;amp; Bombs Icons.png|thumb|400px|right|'''Missiles &amp;amp; Bombs.oxp''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Vanilla game icons''' (2) &amp;lt;br&amp;gt;&lt;br /&gt;
Missile &amp;lt;br&amp;gt;&lt;br /&gt;
ECM-hardened Missile &amp;lt;br&amp;gt;&lt;br /&gt;
'''Missiles and Bombs .oxp icons''' (8) &amp;lt;br&amp;gt;&lt;br /&gt;
Cascade Missile &amp;lt;br&amp;gt;&lt;br /&gt;
Fragmentation Missile &amp;lt;br&amp;gt;&lt;br /&gt;
Fragmentation Bomb &amp;lt;br&amp;gt;&lt;br /&gt;
Lawmaker Missile &amp;lt;br&amp;gt;&lt;br /&gt;
Interception Missile &amp;lt;br&amp;gt;&lt;br /&gt;
Anti-Thargoid Missile &amp;lt;br&amp;gt;&lt;br /&gt;
Override Missile  &amp;lt;br&amp;gt;&lt;br /&gt;
Radio Mine &amp;lt;br&amp;gt;&lt;br /&gt;
'''Missiles and Bombs .oxp Defence Systems icons''' (2) &amp;lt;br&amp;gt;&lt;br /&gt;
Defence Mine  &amp;lt;br&amp;gt;&lt;br /&gt;
Distress Beacon  &amp;lt;br&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Vanilla, Nexus &amp;amp; Far Arm missiles.png|thumb|400px|right|'''Vanilla, Nexus, Far Arm &amp;amp; Military missile.oxp's''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Vanilla Missiles''' (2): Missile &amp;amp; ECM-hardened Missile &amp;lt;br&amp;gt;&lt;br /&gt;
'''Nexus Missiles''' (4): Nexus Bug-Off missile, Naval reject missile, Nexus missile, 'premium' version, 'ultimate' version &amp;lt;br&amp;gt;&lt;br /&gt;
'''Far Arm (Manchi) Missiles''': (3): Plasma Torpedo, SM1, Nova missile &amp;lt;br&amp;gt;&lt;br /&gt;
'''Military Missiles''' (1): Military Missile]]&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment Icons.png|thumb|400px|right|'''Equipment Icons''' &amp;lt;br&amp;gt;&lt;br /&gt;
See [[:Category:Equipment]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Towbar''' (2): Towbar Stabiliser, TugDrone &amp;lt;br&amp;gt;&lt;br /&gt;
'''Deep Space Dredger''' (1): Salvage Missile &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cargo Shepherd''' (1): Cargo Shepherd]]&lt;br /&gt;
&lt;br /&gt;
*'''List of OXPs which also affect missiles or bombs''':&lt;br /&gt;
:[[Remove Individual Pylon OXP]] allows you to swap one missile for another (''without needing to sell everything you have - and then finding that the TL is too low to buy everything back'')!&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
:[[Guide to Accuracy OXPs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[[Missile Combat Reimagined]] totally rejigs missiles and also rejigs their susceptibility to [[ECM]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[[APRIL]] - automated missile pylon reloader&lt;br /&gt;
:[[Mine Safety Catch]] prevents premature release&lt;br /&gt;
:[[Status Quo Q-bomb OXP‎‎]] - Q-bombs act as they do in the [[Status Quo]] Oolite novel&lt;br /&gt;
:[[Missile Analyser]] allows the analysis of incoming missiles to allow selection of an appropriate defence&lt;br /&gt;
:[[Missile Booster]] gives fired missiles a speed boost (useful if flying large slow ships like a Python) &lt;br /&gt;
:[[Missile Beep]] warns of incoming missiles&lt;br /&gt;
:Missile Machine (from [[Armoury]]) manufactures the bally things from scratch!&lt;br /&gt;
:[[Missiles modification]] two tweaks: ECM less effective &amp;amp; dying pilots take more time to launch a missile at you&lt;br /&gt;
:[[Missile Tweak]] two tweaks: ECM less effective &amp;amp; prices altered&lt;br /&gt;
*'''Defence against missiles'''&lt;br /&gt;
:*''Vanilla game defences''&lt;br /&gt;
::Turn &amp;amp; run (reduced kinetic damage on impact)! [[Witch Fuel Injectors]] really help here!&lt;br /&gt;
::Target incoming missile with laser - [[STE]] helps (...but you may well need an OXP such as [[SniperLock]] to succeed)&lt;br /&gt;
::Target incoming missile with another missile&lt;br /&gt;
::[[ECM]] (less useful against [[Hardheads]], of course...)&lt;br /&gt;
:*''OXP Defences''&lt;br /&gt;
::Anti-Missile System (AMS Darts) (from [[Armoury]]) - note that the [[Vimana HUD]] has an AMS dart counter&lt;br /&gt;
::Chaff (from [[Missiles and Bombs]])&lt;br /&gt;
::Defence Mine (from [[Missiles and Bombs]])&lt;br /&gt;
::Missile Rack (from [[Armoury]])&lt;br /&gt;
::[[Missile Spoof]] - a flare-based distraction for Hardheads&lt;br /&gt;
::[[Quirium Cascade Mine Detector]] - and [[Target System Plugins]] warn of the release of Cascade Mines to allow a fast escape!&lt;br /&gt;
&lt;br /&gt;
[[Image:ChupacabraHUD4.png|right|thumb|400px|Chupacabra HUD's custom missile display and '''missile ID''' feature]]&lt;br /&gt;
*'''Knowing which missiles are which'''&lt;br /&gt;
:[[Missile Analyser]] tells you about oncoming missiles&lt;br /&gt;
:[[ChupacabraHUD]] lists your own on the viewscreen&lt;br /&gt;
:[[Missile Summary]] lists your own on the F5 status screen&lt;br /&gt;
&lt;br /&gt;
*'''The [[Vanilla game]] missiles &amp;amp; bombs are''':&lt;br /&gt;
:[[Missile]] (Faulcon de Lacy HM3 Homing Missile)&lt;br /&gt;
:[[ECM Hardened Missile]] (Faulcon de Lacy ECM-hardened HMX5 homing missile: ''Hardheads'')&lt;br /&gt;
:[[Quirium Cascade Mine]] (Tyley-Feynman Quirium Cascade Mine)&lt;br /&gt;
:[[Energy Bomb]] (Medusa Pandora Self-homing Energy Bomb) - discontinued, replaced by the Quirium Cascade Mine above&lt;br /&gt;
----&lt;br /&gt;
==== The Dark Side ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=7163 Discussion of many aspects of the vanilla game code for missiles] (2009)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=23487#p23487 Aegidian on designing missile icons] (2006) - the rest of the thread is also relevant for missile design.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons OXPs]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Raxxla&amp;diff=90276</id>
		<title>Raxxla</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Raxxla&amp;diff=90276"/>
		<updated>2026-08-30T02:46:25Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Raxxla YAH A 13.png|thumb|right|[[YAH]] ad]]&lt;br /&gt;
Raxxla is the name of a [[Legends of Elite|legendary]] planet, first featured in the novella [[The Dark Wheel]] by [[Robert Holdstock]], which came packaged with the original [[Classic Elite|Elite]] game in 1984.&lt;br /&gt;
&lt;br /&gt;
 ... on Raxxla there's an alien construct that's a gateway to other Universes, and all that's in those Universes in the way of bounty, and treasures, and aliens, and life ... (Dark Wheel, §8)&lt;br /&gt;
&lt;br /&gt;
Raxxla is prominently featured in the story [[Mutabilis]] by [[Drew Wagar]], where it is an alien artifact, traveling through the galaxies and connecting them.&lt;br /&gt;
&lt;br /&gt;
Raxxla is also featured in many [[:Category:Frontier stories|Frontier stories]], such as [[Jason Togneri]]'s Darkness Falls, where it is the base of an evil group of Elite pilots who found an alien Gateway there to traverse the galaxies at will.&lt;br /&gt;
&lt;br /&gt;
== Overview  ==&lt;br /&gt;
&lt;br /&gt;
A fable as old as space travel itself, a mystery and an enigma: Raxxla. The very name causes conversation to cease, and meaningful glances to be exchanged. &lt;br /&gt;
&lt;br /&gt;
The younger generation mocks it, until quelled by stern glares from their greybeard elders. Parents tell their offspring the story of a ghost planet, beyond witchspace, lost in the void. The name is interspersed throughout popular culture as a synonym for futility.&lt;br /&gt;
&lt;br /&gt;
Pervading opinion suggests it is indeed a planet, but no one has ever seen it and lived to tell the tale. Its very existence is in doubt, its reputation spread only by hearsay via notorious borderland trading posts on the edge of inhabited space, far from civilisation.&lt;br /&gt;
&lt;br /&gt;
Where there is any overlap in the reports that have come back, they seem to suggest Raxxla contains some kind of alien construct; a gateway or portal to... somewhere else. The nature of this device remains unclear.&lt;br /&gt;
&lt;br /&gt;
A number of missions have been undertaken with the express purpose of locating Raxxla, some official, others less so. Some pundits have suggested Raxxla is guarded by a corps of ruthless, power crazed Elitists who will stop at nothing to preserve their anonymity.&lt;br /&gt;
&lt;br /&gt;
A planet older than the Galaxy itself, a gateway to different dimensions or a power base for a clandestine group of Elite combateers; Raxxla remains as inexplicable as it is elusive.&lt;br /&gt;
&lt;br /&gt;
== Myths ==&lt;br /&gt;
There are many myths surrounding Raxxla, such as:&lt;br /&gt;
* Raxxla is a planet, older than the Galaxy itself&lt;br /&gt;
* Raxxla is a gateway to different dimensions and time&lt;br /&gt;
* [[INRA]] has a base established on Raxxla, thus allowing them access to the gateways above it&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=217013#p217013 Discussion] about Raxxla (2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=12503 &amp;quot;Rexxla&amp;quot; BB Thread] with a [[Rough Guide]] attempt (2016).&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]]&lt;br /&gt;
[[Category:FFE]]&lt;br /&gt;
[[Category:FE2]]&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Customsounds.plist&amp;diff=90275</id>
		<title>Customsounds.plist</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Customsounds.plist&amp;diff=90275"/>
		<updated>2026-08-29T23:21:09Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Destubbed, added a couple of links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The customsounds.[[plist]] is organized as dictionary with pairs of key and value strings.&lt;br /&gt;
The used keynames are enclosed in square brackets. Values can be filenames with filextension (e.g. &amp;quot;scoop.ogg&amp;quot;),&lt;br /&gt;
references to other keys (e.g. &amp;quot;[buy-commodity]&amp;quot;) or arrays in which case Oolite picks a value randomly.&lt;br /&gt;
&lt;br /&gt;
Keynames starting with &amp;quot;@...&amp;quot; are (by convention) only used within customsounds.plist, not directly by the game&lt;br /&gt;
and can be used as reference.&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
=== aegis-planet ===&lt;br /&gt;
Triggered when player enters the planets aegis. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== aegis-station ===&lt;br /&gt;
Triggered when player enters the stations aegis. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== alert-condition-red ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-cannot-dock-with-target ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-denied ===&lt;br /&gt;
Station refuses docking clearance.&lt;br /&gt;
&lt;br /&gt;
=== autopilot-off ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-on ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-out-of-range ===&lt;br /&gt;
&lt;br /&gt;
=== buy-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== buy-ship ===&lt;br /&gt;
&lt;br /&gt;
=== cargo-jettisoned ===&lt;br /&gt;
&lt;br /&gt;
=== changed-option ===&lt;br /&gt;
Player made a change on options screen.&lt;br /&gt;
&lt;br /&gt;
=== cloaking-device-insufficent-energy ===&lt;br /&gt;
&lt;br /&gt;
=== cloaking-device-off ===&lt;br /&gt;
&lt;br /&gt;
=== cloaking-device-on ===&lt;br /&gt;
&lt;br /&gt;
=== contract-accepted ===&lt;br /&gt;
&lt;br /&gt;
=== contract-rejected ===&lt;br /&gt;
&lt;br /&gt;
=== could-not-buy-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== could-not-buy-ship ===&lt;br /&gt;
&lt;br /&gt;
=== could-not-sell-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== dismissed-mission-screen ===&lt;br /&gt;
No way to differentiate between mission options&lt;br /&gt;
&lt;br /&gt;
=== dismissed-report-screen ===&lt;br /&gt;
&lt;br /&gt;
=== energy-bomb-fired ===&lt;br /&gt;
&lt;br /&gt;
=== energy-low ===&lt;br /&gt;
Energy below 25% - may occur repeatedly. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== escape-pod-scooped ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== fuel-leak ===&lt;br /&gt;
&lt;br /&gt;
=== galactic-hyperspace-countdown-begun ===&lt;br /&gt;
&lt;br /&gt;
=== game-over ===&lt;br /&gt;
&lt;br /&gt;
=== hold-full ===&lt;br /&gt;
&lt;br /&gt;
=== hostile-warning ===&lt;br /&gt;
&lt;br /&gt;
=== hyperspace-countdown-aborted ===&lt;br /&gt;
&lt;br /&gt;
=== hyperspace-countdown-begun ===&lt;br /&gt;
&lt;br /&gt;
=== ident-locked-on ===&lt;br /&gt;
Ident targeted ship&lt;br /&gt;
&lt;br /&gt;
=== ident-off ===&lt;br /&gt;
Turned off ident&lt;br /&gt;
&lt;br /&gt;
=== ident-on ===&lt;br /&gt;
Turned on ident&lt;br /&gt;
&lt;br /&gt;
=== incoming-missile ===&lt;br /&gt;
Help, help, they're shooting at us&lt;br /&gt;
&lt;br /&gt;
=== jump-mass-locked ===&lt;br /&gt;
Target memory expansion could not be used&lt;br /&gt;
&lt;br /&gt;
=== menu-navigation-down ===&lt;br /&gt;
&lt;br /&gt;
=== menu-navigation-not ===&lt;br /&gt;
Attempt to go past end of a menu. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== menu-navigation-up ===&lt;br /&gt;
&lt;br /&gt;
=== menu-next-page ===&lt;br /&gt;
&lt;br /&gt;
=== menu-previous-page ===&lt;br /&gt;
&lt;br /&gt;
=== mine-armed ===&lt;br /&gt;
&lt;br /&gt;
=== mine-launched ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== missile-armed ===&lt;br /&gt;
&lt;br /&gt;
=== missile-launched ===&lt;br /&gt;
&lt;br /&gt;
=== missile-locked-on ===&lt;br /&gt;
&lt;br /&gt;
=== missile-safe ===&lt;br /&gt;
&lt;br /&gt;
=== next-equipment-selected ===&lt;br /&gt;
&lt;br /&gt;
=== next-missile-selected ===&lt;br /&gt;
&lt;br /&gt;
=== no-target-in-memory ===&lt;br /&gt;
&lt;br /&gt;
=== player-direct-hit ===&lt;br /&gt;
Hit by weapon while shield down ([[#player-hit-by-weapon|player-hit-by-weapon]] and [[#player-direct-hit|player-direct-hit]] play at once).&lt;br /&gt;
&lt;br /&gt;
=== player-dock-with-station ===&lt;br /&gt;
&lt;br /&gt;
=== player-exit-witchspace ===&lt;br /&gt;
&lt;br /&gt;
=== player-fired-ecm ===&lt;br /&gt;
&lt;br /&gt;
=== player-hit-by-ecm ===&lt;br /&gt;
&lt;br /&gt;
=== player-hit-by-weapon ===&lt;br /&gt;
Hit by weapon.&lt;br /&gt;
&lt;br /&gt;
=== player-laser-hit ===&lt;br /&gt;
&lt;br /&gt;
=== player-laser-miss ===&lt;br /&gt;
&lt;br /&gt;
=== player-launch-from-station ===&lt;br /&gt;
&lt;br /&gt;
=== player-scrape-damage ===&lt;br /&gt;
Touched another ship (or docking bay).&lt;br /&gt;
&lt;br /&gt;
=== save-overwrite-no ===&lt;br /&gt;
Player selects Cancel on &amp;quot;are you sure you want to overwrite?&amp;quot; alert on save screen.&lt;br /&gt;
&lt;br /&gt;
=== save-overwrite-yes ===&lt;br /&gt;
Player selects Overwrite on &amp;quot;are you sure you want to overwrite?&amp;quot; alert on save screen.&lt;br /&gt;
&lt;br /&gt;
=== scoop ===&lt;br /&gt;
&lt;br /&gt;
=== sell-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== target-lost ===&lt;br /&gt;
&lt;br /&gt;
=== target-switched ===&lt;br /&gt;
Target memory expansion used successfully.&lt;br /&gt;
&lt;br /&gt;
=== trumble-idle ===&lt;br /&gt;
&lt;br /&gt;
=== trumble-squeal ===&lt;br /&gt;
&lt;br /&gt;
=== weapon-overheat ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== weapons-offline ===&lt;br /&gt;
&lt;br /&gt;
=== weapons-online ===&lt;br /&gt;
&lt;br /&gt;
=== witch-blocked-by-@ ===&lt;br /&gt;
&lt;br /&gt;
=== witch-no-fuel ===&lt;br /&gt;
&lt;br /&gt;
=== witch-no-fuel ===&lt;br /&gt;
&lt;br /&gt;
=== witch-no-target ===&lt;br /&gt;
&lt;br /&gt;
=== witch-too-far ===&lt;br /&gt;
&lt;br /&gt;
=== witchdrive-failure ===&lt;br /&gt;
Jump failed, internal damage (1/8 witchjump malfunctions; other 1/8 is fuel leak, see [[#fuel-leak|fuel-leak]]).&lt;br /&gt;
&lt;br /&gt;
=== witchdrive-malfunction ===&lt;br /&gt;
Misjump (3/4 witchjump malfunctions).&lt;br /&gt;
&lt;br /&gt;
=== wormhole-created ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
=== Sounds for specific ships ===&lt;br /&gt;
*It would be lovely to see the first really complete oxp ship. That means:&lt;br /&gt;
:own 3d model&lt;br /&gt;
:own textures&lt;br /&gt;
:own shaders&lt;br /&gt;
:own hud &lt;br /&gt;
:own sound set.&amp;lt;br&amp;gt;&lt;br /&gt;
for complete immersion. (https://bb.oolite.space/viewtopic.php?p=114395#p114395 PAGroove 2010)&lt;br /&gt;
&lt;br /&gt;
*A Krait could sound pretty different from a Python... .-)&lt;br /&gt;
:The only thing you need is 3 soundfiles and then a small modification on your shipdata.plist:&lt;br /&gt;
&lt;br /&gt;
::script_info = {&amp;quot;engine&amp;quot; = &amp;quot;myengine.ogg&amp;quot;; &amp;quot;engineUp&amp;quot; = &amp;quot;myengineUp.ogg&amp;quot;; &amp;quot;engineDown&amp;quot; = &amp;quot;myengineDown.ogg&amp;quot;;};&lt;br /&gt;
&lt;br /&gt;
:engine is the basic mumbling sound, the other are for accelerating and decelerating (Svengali 2010 - a few posts down from the above)&lt;br /&gt;
&lt;br /&gt;
=== Chatter on the SpaceLanes ===&lt;br /&gt;
Well, there's a lot of possibilities for radio chatter, especially recorded in the voices of different community members..&lt;br /&gt;
:&amp;quot;Hey! Anybody want to buy a trumble? They're cute, cuddly and soooooper cheap for a limited time only!&amp;quot;&lt;br /&gt;
:&amp;quot;Keep your trumbles to yourself, buddy.&amp;quot;&lt;br /&gt;
:&amp;quot;Yeah, nobody wants to hear about your trumbles.&amp;quot;&lt;br /&gt;
:&amp;lt;singing&amp;gt; &amp;quot;Oh, pack up your trumbles in your old kit pack and smile, smile, smiiiiiile.&amp;quot;&lt;br /&gt;
.. but these might be more fun as random bits one hears when heading along the spacelane, mixed kinda low with some static to make them sound like distant signals of ships somewhere outside scanner or visual contact range.&lt;br /&gt;
([https://bb.oolite.space/viewtopic.php?p=116694#p116694 Ganelon, 2010] - followed by three more dialogue ideas)&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
*There are a number of things which can interfere with the timing&lt;br /&gt;
:*Pausing the game: &lt;br /&gt;
::Cody: Something I’ve noticed… the [[BGS]] background sounds continue when the game is paused.&lt;br /&gt;
::This includes the injector rumble and the hyperspace countdown (which puts the countdown out of step).&lt;br /&gt;
::Svengali: As the hyperspace countdown is defined in customsounds.plist, there's not much we can do. The only chance would be to create single sounds for the last five seconds and only keep a background layer in customsounds.plist. But as the BGS oxp is intended to be available as single packs too (customsounds, images and scriptcontrolled ambient/fx) it is no option. (''At this time BGS was a suite of 3 OXPs'').&lt;br /&gt;
::The other thing is the engine stuff. This is script controlled and to stop these sounds when the game gets paused would require to store the game clock and compare against the stored value. I'm a bit worried about adding additional checks as the script already needs quite a few milliseconds to run. I've spent a whole while in speeding it up, so it doesn't hit the timelimiter in Oolite anymore. And I'm also not sure what happens when the sounds are restarted then (gap? would be nasty.). (All from [https://bb.oolite.space/viewtopic.php?p=114900#p114900 2010])&lt;br /&gt;
::Ahruman: (This is doable in javascript).&lt;br /&gt;
::I pointed out quite some time ago that a fixed countdown sound does not work properly and never will. There are several reasons: pausing, the Time Acceleration Factor, and the fact that ships can have custom countdown periods spring to mind. The only way to get a countdown that sounds right is to set up a timer in response to the playerStartedJumpCountdown(time) event and play each word as a separate sound.&lt;br /&gt;
&lt;br /&gt;
:*Mission Screens (see the old 2010 discussion [https://bb.oolite.space/viewtopic.php?p=118850#p118850 here]).&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17571 Split: Sound Effects] (2015-18) has a post by cim on new possibilities for sounds since the v.1.80 upgrade to the OpenAL sound library. &lt;br /&gt;
*[viewtopic.php?p=114358#p114358 Fading sounds in and out] (2010)&lt;br /&gt;
*See [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17920 Sound effect OXPs] (2015) for a discussion of issues with programming sounds in Oolite.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=5914 Random Sound Selection] (2009) for details of how to enable this&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22182 Adding sounds without using Customsounds.plist] (2026)&lt;br /&gt;
*[[Oolite JavaScript Reference: Sound]] &amp;amp; [[Oolite JavaScript Reference: SoundSource]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] [[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetinfo.plist&amp;diff=90274</id>
		<title>Planetinfo.plist</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetinfo.plist&amp;diff=90274"/>
		<updated>2026-08-28T13:39:20Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note on &amp;quot;coordinates&amp;quot; &amp;amp; &amp;quot;random_seed&amp;quot;, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''planetinfo.[[plist]]''' in 'AddOns/Config' contains a dictionary for each of systems for which you wish to set custom data. A list of all galaxies and planets can be found [[Oolite planet list|here]]. Each of the properties mentioned below can be set (but, notably, not the location of the main planet, which is hard coded into the system seed value):&lt;br /&gt;
&lt;br /&gt;
The planetinfo.plist in cim's [[SOTL Exploration]] OXP contains more properties such as &amp;quot;coordinates&amp;quot; (the position of the system in the galaxy), &amp;quot;random_seed&amp;quot; (this dumb pilot has no idea!), and possibly others. Cim ''did'' say that not all the new properties in the planetinfo.plist for [[SOTL Altmap]] actually did anything! (Altmap new properties include: &amp;quot;founded&amp;quot;, planet_seismic_instability&amp;quot;, &amp;quot;planet_surface_gravity&amp;quot;, &amp;quot;undist&amp;quot;, &amp;quot;planet_wind_speeds&amp;quot; ''etc''.)&lt;br /&gt;
&lt;br /&gt;
[[File:BellScrib goatsoup1.JPG|thumb|right|Ian Bell worksheet for the goatsoup recipe from his vanished archives&amp;lt;br&amp;gt;See [[Oolite_planet_list#Where_do_these_crazy_names_come_from|Where do these crazy names come from?]] ]]&lt;br /&gt;
&lt;br /&gt;
=== Colour Specifiers ===&lt;br /&gt;
'''Colour specifiers''' are used to declare colours in material attribute dictionaries, and in other contexts such as lasers in ''[[shipdata.plist]]''. Colour specifiers take any of several forms:&lt;br /&gt;
Named colours, RGB / RGBA tuples, RGB / RGBA dictionaries or HSBA dictionaries. &lt;br /&gt;
&lt;br /&gt;
Colours can be viewed at https://rgbcolorpicker.com/0-1 and many other websites&lt;br /&gt;
&lt;br /&gt;
Click on the &amp;quot;gory details&amp;quot; for more: ---&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show gory details&amp;quot; data-collapsetext=&amp;quot;Hide gory details&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
==== Named colours ====&lt;br /&gt;
The simplest form of colour specifier is a string containing a colour name. The following names are supported:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Colour names&lt;br /&gt;
! Name !! RGBA value&lt;br /&gt;
|-&lt;br /&gt;
|  blackColor || 0, 0, 0, 1&lt;br /&gt;
|-&lt;br /&gt;
| darkGrayColor || 1/3, 1/3, 1/3, 1&lt;br /&gt;
|-&lt;br /&gt;
| lightGrayColor || 2/3, 2/3, 2/3, 1&lt;br /&gt;
|-&lt;br /&gt;
| whiteColor || 1, 1, 1, 1&lt;br /&gt;
|-&lt;br /&gt;
| grayColor || 1/2, 1/2, 1/2, 1&lt;br /&gt;
|-&lt;br /&gt;
| redColor || 1, 0, 0, 1&lt;br /&gt;
|-&lt;br /&gt;
| greenColor || 0, 1, 0, 1&lt;br /&gt;
|-&lt;br /&gt;
| blueColor || 0, 0, 1, 1&lt;br /&gt;
|-&lt;br /&gt;
| cyanColor || 0, 1, 1, 1&lt;br /&gt;
|-&lt;br /&gt;
| yellowColor || 1, 1, 0, 1&lt;br /&gt;
|-&lt;br /&gt;
| magentaColor || 1, 0, 1, 1&lt;br /&gt;
|-&lt;br /&gt;
|  orangeColor || 1, 1/2, 0, 1&lt;br /&gt;
|-&lt;br /&gt;
| purpleColor || 1/2, 0, 1/2, 1&lt;br /&gt;
|-&lt;br /&gt;
| brownColor || 0.6, 0.4, 0.2, 1&lt;br /&gt;
|-&lt;br /&gt;
| clearColor || 0, 0, 0, 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== RGBA tuples ====&lt;br /&gt;
Colours may also be specified in RGB or RGBA (red, green, blue, alpha [transparency]). RGB or RGBA tuples may be specified as arrays or as strings separated by spaces. The values may range from 0 to 1 or 0 to 255. (If no value is greater than 1, 0–1 is assumed, otherwise 0–255.) Examples:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;1 1 0&amp;quot;&amp;lt;/code&amp;gt; — yellow&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;0 128 0 128&amp;quot;&amp;lt;/code&amp;gt; — medium green at 50% opacity&lt;br /&gt;
* &amp;lt;code&amp;gt;(1, 0, 0)&amp;lt;/code&amp;gt; – red&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RGBA dictionaries ====&lt;br /&gt;
Just in case you’re unsure of the order the RGB[A] components come in, you can use a dictionary:&lt;br /&gt;
 {&lt;br /&gt;
    blue = 0.8;&lt;br /&gt;
    green = 0.8;&lt;br /&gt;
 }&lt;br /&gt;
Accepted keys are '''red''', '''green''', '''blue''' and '''alpha''' (or '''opacity'''), all optional (default: 0.0 for red, green and blue, 1.0 for alpha).&lt;br /&gt;
&lt;br /&gt;
==== HSBA dictionaries ====&lt;br /&gt;
But wait, there’s more! Colours may also be specified as dictionaries in the [http://en.wikipedia.org/wiki/HSB_colour_space HSB colour space]. Accepted keys are '''hue''' (hue angle in degrees, required), '''saturation''', '''brightness''' (or '''value''') and '''alpha''' (or '''opacity'''). The default for the optional keys is 1.0.&lt;br /&gt;
 {&lt;br /&gt;
    // Pale magenta&lt;br /&gt;
    hue = 300;&lt;br /&gt;
    saturation = 0.3;&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Added for Oolite v.1.91 ===&lt;br /&gt;
*air_density / or the Javascript planet entity airDensity - see below (pretty picture!) &lt;br /&gt;
&lt;br /&gt;
=== Added for Oolite v.1.89 ===&lt;br /&gt;
 This needs editing by somebody who understands it! Snatched from the Progress thread&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=270737#p270737 air_color] now produces the right color for the sky. Not only that, it is now used as the atmosphere scatter color when the planet is viewed from space. Non-blue atmospheres are finally possible!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=270771#p270771 air_color_mix_ratio]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=271058#p271058 terminator_threshold_vector shipdata key]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=271058#p271058 JSPlanet terminatorThresholdVector property]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=269833#p269833 MULTIPLIER_LIGHTSRCRADIANCE and MULITPLIER_EXPOSURE]: Planet, ships and atmosphere shaders can now define lightsource radiance and scene exposure multipliers&lt;br /&gt;
*Also stuff about city lights&lt;br /&gt;
*And probably other stuff I missed!&lt;br /&gt;
&lt;br /&gt;
==Where Settings Apply==&lt;br /&gt;
&lt;br /&gt;
===Universal Settings===&lt;br /&gt;
&lt;br /&gt;
Universal options are applied to all 2048 solar systems, this is useful for settings such as ambient lighting levels, eg.&lt;br /&gt;
 &amp;quot;universal&amp;quot; =&lt;br /&gt;
 {&lt;br /&gt;
 ...&lt;br /&gt;
 }&lt;br /&gt;
Universal options can be over-ridden by specifying the same option for a specific system or. Obviously, not all options make sense to apply to the whole universe.&lt;br /&gt;
&lt;br /&gt;
===Interstellar Space===&lt;br /&gt;
&lt;br /&gt;
Conditions for interstellar space in general can be set with the “interstellar space” key.&lt;br /&gt;
&lt;br /&gt;
Note: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17191 Procedure to find all interstellar spaces] (2015)&lt;br /&gt;
&lt;br /&gt;
===Specific Systems===&lt;br /&gt;
&lt;br /&gt;
Each system is keyed by a string consisting of the galaxy number (0..7) followed by a space and then the planet number (0..255), eg.&lt;br /&gt;
 &amp;quot;0 7&amp;quot; =&lt;br /&gt;
 {&lt;br /&gt;
 ...&lt;br /&gt;
 }&lt;br /&gt;
specifies system 7, in galaxy 0, ''Lave''.&lt;br /&gt;
&lt;br /&gt;
===Specific Interstellar Spaces===&lt;br /&gt;
&lt;br /&gt;
You can also specify a position in interstellar space, eg.&lt;br /&gt;
 &amp;quot;interstellar: 0 7 129&amp;quot; =&lt;br /&gt;
 {&lt;br /&gt;
 ...&lt;br /&gt;
 }&lt;br /&gt;
specifies the space in galaxy 0 between systems 7 and 129, ''Lave'' and ''Zaonce''.&lt;br /&gt;
&lt;br /&gt;
Note that&lt;br /&gt;
 &amp;quot;interstellar: 0 7 129&amp;quot; = // jumping from Lave towards Zaonce&lt;br /&gt;
 {&lt;br /&gt;
 ...&lt;br /&gt;
 }&lt;br /&gt;
and&lt;br /&gt;
 &amp;quot;interstellar: 0 129 7&amp;quot; = // jumping from Zaonce towards Lave&lt;br /&gt;
 {&lt;br /&gt;
 ...&lt;br /&gt;
 }&lt;br /&gt;
are distinct locations and if they both need the same properties this must be explicitly set for both.&lt;br /&gt;
&lt;br /&gt;
In 1.81 the property &amp;quot;link_color&amp;quot; when set on a specific interstellar space changes the colour of the link between the two systems in the advanced navigation array (assuming no route is in place above it). When setting link_color, the lower system ID must be placed first, because of how the chart is drawn.&lt;br /&gt;
&lt;br /&gt;
'''Note''' that [[User:Switeck|Switeck]] has done a lot of work on this - there are intermediate spots in the interstellar spaces - but only on the line between two systems. See the OXPs on his User: page&lt;br /&gt;
&lt;br /&gt;
==Layers==&lt;br /&gt;
&lt;br /&gt;
Settings other than &amp;quot;universal&amp;quot; in Oolite 1.81 or later have a 'layer' property from 0 to 3. The default value for planetinfo.plist files is 1. If multiple OXPs specify a setting for a particular property, the order they will be checked in is:&lt;br /&gt;
'''* Layer 3 settings'''&lt;br /&gt;
'''* Layer 2 settings''' (default for Javascript changes to data)&lt;br /&gt;
'''* Layer 1 settings''' (default for planetinfo.plist)&lt;br /&gt;
'''* Universal settings'''&lt;br /&gt;
'''* Layer 0 settings''' (value for core game settings)&lt;br /&gt;
&lt;br /&gt;
This allows OXPs to safely override each other's changes if necessary, and for OXPs which really need a specific setting in a particular system to set it at layer 3&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 &amp;quot;layer&amp;quot; = 2;&lt;br /&gt;
&lt;br /&gt;
==Terraforming Example==&lt;br /&gt;
   &lt;br /&gt;
For the planet Lave, you would use the key '0 7' (planet 7 in galaxy 0) Then you set the values. The following example sets Lave's sea to blue, land to green, and land to sea ratio to 75%. &lt;br /&gt;
 &lt;br /&gt;
Code:&lt;br /&gt;
 { &lt;br /&gt;
    &amp;quot;0 7&amp;quot; = &lt;br /&gt;
    { &lt;br /&gt;
       &amp;quot;percent_land&amp;quot; = &amp;quot;75&amp;quot;;&lt;br /&gt;
       &amp;quot;land_color&amp;quot; = &amp;quot;0.5 1.0 0.5&amp;quot;;&lt;br /&gt;
       &amp;quot;sea_color&amp;quot; =  &amp;quot;0.3 0.7 1.0&amp;quot;;&lt;br /&gt;
    } &lt;br /&gt;
 } &lt;br /&gt;
&lt;br /&gt;
Then you can override any of the settings listed above, for example to change Zaatxe's (Galaxy 0 Planet 8) inhabitants into blue frogs you'd enter &lt;br /&gt;
 &lt;br /&gt;
Code:&lt;br /&gt;
     &amp;quot;0 8&amp;quot; =  &lt;br /&gt;
    { &lt;br /&gt;
         &amp;quot;inhabitants&amp;quot; = &amp;quot;Blue Frogs&amp;quot;;&lt;br /&gt;
    } &lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
You can use any or all of the keys in each of the entries. It's probably best to only use the key's you want to change. So, another example, to change the sky_blur_xxx settings for Zaonce (Galaxy 0 Planet 129) to big, heavily clustered, but pale blurs - you'd enter &lt;br /&gt;
 &lt;br /&gt;
Code:&lt;br /&gt;
     &amp;quot;0 129&amp;quot; = &lt;br /&gt;
    { &lt;br /&gt;
         &amp;quot;sky_blur_cluster_chance&amp;quot; =  &amp;quot;0.9&amp;quot;;&lt;br /&gt;
         &amp;quot;sky_blur_alpha&amp;quot; = &amp;quot;0.1&amp;quot;;&lt;br /&gt;
         &amp;quot;sky_blur_scale&amp;quot; = &amp;quot;32.0&amp;quot;;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==About the Inhabitants==&lt;br /&gt;
&lt;br /&gt;
===Concealment===&lt;br /&gt;
{{oolite-prop-added|1.83}}&lt;br /&gt;
&lt;br /&gt;
An integer that determines how much information about the system is unknown.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;quot;concealment&amp;quot; = &amp;quot;300&amp;quot;;&lt;br /&gt;
The following values are recognised:&lt;br /&gt;
* 0: default, all information visible&lt;br /&gt;
* 100 or more: F7 screen shows no information, economy/government/TL/star colour not visible on chart&lt;br /&gt;
* 200 or more: system name is not shown&lt;br /&gt;
* 300 or more: system vanishes entirely from chart, will not be used in route plotting, cannot be targeted by player (NPCs can still jump to it, though)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
&lt;br /&gt;
An integer between 0 and 7 indicating the government type of the system.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;government&amp;quot; = &amp;quot;7&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
: 0: Anarchy&lt;br /&gt;
: 1: Feudal&lt;br /&gt;
: 2: Multi-Governmental&lt;br /&gt;
: 3: Dictatorship&lt;br /&gt;
: 4: Communist&lt;br /&gt;
: 5: Confederacy&lt;br /&gt;
: 6: Democracy&lt;br /&gt;
: 7: Corporate State&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
An integer between 0 and 7 indicating the economy type of the system.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;economy&amp;quot; = &amp;quot;5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
: 0: Rich Industrial&lt;br /&gt;
: 1: Average Industrial&lt;br /&gt;
: 2: Poor Industrial&lt;br /&gt;
: 3: Mainly Industrial&lt;br /&gt;
: 4: Mainly Agricultural&lt;br /&gt;
: 5: Rich Agricultural&lt;br /&gt;
: 6: Average Agricultural&lt;br /&gt;
: 7: Poor Agricultural&lt;br /&gt;
 &lt;br /&gt;
===Tech Level===&lt;br /&gt;
&lt;br /&gt;
An integer between 0 and 14 indicating the sophistication of the planets technology. The tech level displayed on the system data screens in game is one higher than this number (range 1 to 15).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;techlevel&amp;quot; = &amp;quot;13&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Note: [https://bb.oolite.space/viewtopic.php?p=113258#p113258 Episodic minor variations in TL (2010)]&lt;br /&gt;
&lt;br /&gt;
Further Note: The [[Famous Planets]] OXP transmogrifies [[Sector1/Sori]] into the Anarchy &amp;quot;Ascension&amp;quot; with a TL of 16! This is virtually no different to Ceesxe's TL 15.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
An integer between 0 and 67 indicating the number of inhabitants of a planet in hundreds of millions&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;population&amp;quot; = &amp;quot;23&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
See Wildeblood's note on no upper limit [https://bb.oolite.space/viewtopic.php?p=299408#p299408 here] (2025)&lt;br /&gt;
&lt;br /&gt;
===Productivity===&lt;br /&gt;
&lt;br /&gt;
An integer indicating the productivity of a planet.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;productivity&amp;quot; = &amp;quot;1000&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Name===&lt;br /&gt;
&lt;br /&gt;
The name of the planet.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;name&amp;quot; = &amp;quot;The planet's name&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
'''Note''': See the [https://bb.oolite.space/viewtopic.php?t=12131 Pronounceable Planets Project] thread on the forum for some ideas!&lt;br /&gt;
&lt;br /&gt;
===Inhabitant===&lt;br /&gt;
&lt;br /&gt;
The name for one of the inhabitants of the main planet.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;inhabitant&amp;quot; = &amp;quot;Green Platypus&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Inhabitants===&lt;br /&gt;
&lt;br /&gt;
The name of the inhabitants of the main planet.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;inhabitants&amp;quot; = &amp;quot;Green Platypi&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
A short description of the planet.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;description&amp;quot; = &amp;quot;Really, anything you want to say about the place!&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
'''Note''': For more than 1 oxp describing a system see [https://bb.oolite.space/viewtopic.php?p=165471#p165471 here] (2012) - and elsewhere. Note that ''eg''. [[System Features Rings]] does this through Javascript. rather than a .plist.&lt;br /&gt;
&lt;br /&gt;
===Government Description===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
Overrides the default text used to describe the government.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;quot;government_description&amp;quot; = &amp;quot;Dictatorship (Monarchy)&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Economy Description===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
Overrides the default text used to describe the economy.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;quot;economy_description&amp;quot; = &amp;quot;Mainly Industrial (Machine Tools)&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Population Description===&lt;br /&gt;
{{oolite-prop-added|1.77}}&lt;br /&gt;
&lt;br /&gt;
Overrides the default text used to describe the population.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;quot;population_description&amp;quot; = &amp;quot;13 Billion&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Random Seed===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
A seed for a random number generator used in Oolite 1.81 to generate system properties impractical to store in this file (e.g. the positions of each star on the background starfield)&lt;br /&gt;
&lt;br /&gt;
For historical reasons, this is a string of 6 integers between 0 and 255, for example:&lt;br /&gt;
 random_seed = &amp;quot;74 90 72 2 83 183&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
==System population==&lt;br /&gt;
These properties are only used in Oolite 1.79 or later.&lt;br /&gt;
&lt;br /&gt;
===Populator===&lt;br /&gt;
&lt;br /&gt;
The name of the worldscript function which will be used to [[Oolite_System_Populator|populate the system]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;populator&amp;quot; = &amp;quot;systemWillPopulate&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Repopulator===&lt;br /&gt;
&lt;br /&gt;
The name of the worldscript function which will be used to [[Oolite_System_Populator|repopulate the system]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;repopulator&amp;quot; = &amp;quot;systemWillRepopulate&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
==Properties of the Planet==&lt;br /&gt;
&lt;br /&gt;
'''Most of these properties are ignored if a planet texture is set.'''&lt;br /&gt;
&lt;br /&gt;
Note that the available planet texture generator properties changed in places between Oolite 1.77 and Oolite 1.80&lt;br /&gt;
&lt;br /&gt;
And note the 2016 introduction of the shader uniform [[Shaders in Oolite: uniforms|fogUniform]] (a Javascript method for adding fog to planet atmospheres)&lt;br /&gt;
&lt;br /&gt;
===Air Color===&lt;br /&gt;
A colour specifier determining the color of the planet's sky, as well as the atmosphere scatter color.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;air_color&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Air Color Mix Ratio===&lt;br /&gt;
{{oolite-prop-added|1.89}}&lt;br /&gt;
&lt;br /&gt;
The amount of air color that be mixed in the overall atmosphere color. A number from 0.0 to 1.0 (default 0.5).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;air_color_mix_ratio&amp;quot; = &amp;quot;0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Atmosphere Rotational Velocity===&lt;br /&gt;
&lt;br /&gt;
Sets how fast the atmosphere is rotating. (A random value between 0.0 to 0.03 is the default).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;atmosphere_rotational_velocity&amp;quot; = &amp;quot;0.1&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Cloud Alpha===&lt;br /&gt;
{{oolite-prop-added|1.77}}&lt;br /&gt;
&lt;br /&gt;
The transparency level of the cloud layer, relative to the standard transparency. 1.0 is the default. Texture packs which include clouds on the planetary texture may wish to reduce this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cloud_alpha&amp;quot; = &amp;quot;0.2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Has Atmosphere===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
This boolean property is used for the main planet only. If it is unset or true, the main planet has an atmosphere, as is always the case in 1.80 and before. If it is set to be false, then the planet will not have an atmosphere.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_atmosphere&amp;quot; = 0;&lt;br /&gt;
&lt;br /&gt;
This has no effect on secondary planets - their atmosphere is determined by whether addition uses &amp;lt;code&amp;gt;addPlanet&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;addMoon&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:AtmDensityExample.png|thumb|320px|right|Atmosphere Density examples: Stranger's ''FPO Lave'' in four increasing atmosphere densities: 0.2, 0.5, 0.75 and 1.0. Every other parameter in the planet definition is the same in all pictures.]]&lt;br /&gt;
=== Air Density ===&lt;br /&gt;
{{oolite-prop-added|1.91}}&lt;br /&gt;
&lt;br /&gt;
A number clamped in range from 0.0 to 1.0 describing the density of the planet's atmosphere. All planets in the core use 0.75 as default.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;air_density&amp;quot; = &amp;quot;0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Illumination Color===&lt;br /&gt;
{{oolite-prop-added|1.91}}&lt;br /&gt;
&lt;br /&gt;
A colour specifier determining the colour of the planet's illumination such as cities light. Illumination is inserted as a grayscale map in the alpha channel of the planet's diffuse texture. You can specify this key even if no illumination map is defined, but it won't have any effect - without an illumination map the dark side of the planet remains dark in all cases.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;illumination_color&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Land Color===&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;land_color&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Percent Cloud===&lt;br /&gt;
The percentage of the planet's atmosphere occupied by clouds.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;percent_cloud&amp;quot; = &amp;quot;0..100&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Note that with a low cloud_alpha setting not all of the clouds defined here may actually be visible&lt;br /&gt;
&lt;br /&gt;
===Percent Ice===&lt;br /&gt;
The percentage of the planet occupied by the polar ice caps. Oolite 1.81 or later.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;percent_ice&amp;quot; = &amp;quot;0..100&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Percent Land===&lt;br /&gt;
The percentage of the planet occupied by land.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;percent_land&amp;quot; = &amp;quot;0..100&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Planet Distance===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
The distance from the centre of the planet to the witchpoint. Only used for the system main planet - secondary planets are positioned separately.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;planet_distance&amp;quot; = &amp;quot;410000&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The main planet is always positioned on the z-axis.&lt;br /&gt;
&lt;br /&gt;
===Planet Distance Multiplier===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
Multiplies the distance from the centre of the main planet to the witchpoint.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;planet_distance_multiplier&amp;quot; = &amp;quot;1.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Planet Name===&lt;br /&gt;
{{oolite-prop-added|1.79}}&lt;br /&gt;
&lt;br /&gt;
The planet's name. For the main planet, this defaults to being the same as the system name - the property is mainly intended for secondary planets.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
  &amp;quot;planet_name&amp;quot; = &amp;quot;Earth&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Polar Land Color===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
Sets the land colour in polar regions.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;land_color&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Polar Sea Color===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
Sets the sea colour in polar regions.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sea_color&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Radius===&lt;br /&gt;
An integer between 3000 and 7000 indicating the radius of the main planet. On the F7 screen, this is measured in kilometres. The radius in game is 1/100th of this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;radius&amp;quot; = &amp;quot;5500&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Rotational Velocity===&lt;br /&gt;
A number describing the rotational velocity of the planet in radians per second. Overrides rotation_speed if both are set.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;rotational_velocity&amp;quot; = 0.0015;&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
A number describing the rotational velocity of the planet in radians per second. Unlike rotational_velocity, this is affected by rotation_speed_factor.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;rotation_speed&amp;quot; = 0.0015;&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed Factor===&lt;br /&gt;
The rotational speed of all planets whose rotational speed was set by rotation_speed and not by rotational_velocity will be multiplied by this number.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;quot;rotation_speed_factor&amp;quot; = 1.0;&lt;br /&gt;
&lt;br /&gt;
(Intended more for the universal section as a &amp;quot;personal taste&amp;quot; option than for individual planets)&lt;br /&gt;
&lt;br /&gt;
===Sea Color===&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sea_color&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Terminator Threshold Vector===&lt;br /&gt;
{{oolite-prop-added|1.89}}&lt;br /&gt;
&lt;br /&gt;
This property gives control over the color of the planet's terminator. The way the property works is not entirely straightforward, so see [https://bb.oolite.space/viewtopic.php?p=271058#p271058 this post on BB] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;terminator_threshold_vector&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
By default the terminator vector is &amp;quot;0.105 0.18 0.28&amp;quot; - which results in a reddish orange colour.&lt;br /&gt;
&lt;br /&gt;
===Texture===&lt;br /&gt;
The replacement texture to be used by a system's main planet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For textures you can use lat-long maps (twice as wide as high) with a special elongation at the poles, or cube maps. Other maps will also be wrapped around planets, but will always give distortions.&amp;lt;br&amp;gt;&lt;br /&gt;
Since Oolite 1.74 you can also use cube maps for planets. Cube maps are 6 times higher than wide and will be recognised automatically by Oolite, based on the dimensions. Cube maps are the preferred method, because lat-long give some distortion and have the poles improperly placed in Oolite's implementation. See also [[Planettool]] for conversion from lat-long into cube maps.&lt;br /&gt;
&lt;br /&gt;
From Oolite 1.89 onwards, illumination mapping on custom planets is supported. The illumination map goes in the diffuse map's alpha channel. Low alpha values translate to high illumination. This allows for effects like city lights on a planet's dark side.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;texture&amp;quot; =  &amp;quot;newPlanetTexture.png&amp;quot;;&lt;br /&gt;
:N.B.&lt;br /&gt;
The illumination mapping feature is disabled by setting ''Graphics Detail: Shaders Enabled'' or lower in the game setting menu. ''Enabled'' at ''Graphics Detail: Extra Detail''.&lt;br /&gt;
&lt;br /&gt;
===Texture HSB Color===&lt;br /&gt;
This changes the overall hue of the replacement texture.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;texture_hsb_color&amp;quot; =  &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Texture NormSpec===&lt;br /&gt;
{{oolite-prop-added|1.89}}&lt;br /&gt;
&lt;br /&gt;
The external texture that will be used as a normal and specular map for the given planet. Colorspace should be linear, with the normal map in the r,g and b and the specular map in the a channel. The texture can be of either equirectangular or cubemap formats. This feature is available at the Extra Detail setting only. To set:&lt;br /&gt;
 &amp;quot;texture_normspec&amp;quot; = &amp;quot;planetNormalAndSpecularMap.png&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
==Properties of the Sky==&lt;br /&gt;
&lt;br /&gt;
===Ambient Level===&lt;br /&gt;
&lt;br /&gt;
Sets how much ambient light (shed by stars and nebulae) illuminates the dark side of objects like planets and ships. Values should typically be between 0.0 and 1.0 (1.0 is the default) but can be higher for a flat lit, cartoon-like effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;ambient_level&amp;quot; = &amp;quot;0.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Nebula Count Multiplier===&lt;br /&gt;
This is used for defining the number of nebulas. Default is 1.0. Number can be greater or less than default and is also randomised a bit. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;nebula_count_multiplier&amp;quot; = &amp;quot;1.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sky Blur Alpha===&lt;br /&gt;
Default 0.1&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sky_blur_alpha&amp;quot; = &amp;quot;0.0 .. 1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sky Blur Cluster Chance===&lt;br /&gt;
This is used for creating nebulae (typically 0.80)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sky_blur_cluster_chance&amp;quot; = &amp;quot;0.85&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sky Blur Scale===&lt;br /&gt;
Default 10. Larger numbers generate bigger nebula, but slow down the game considerable on slower machines.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sky_blur_scale&amp;quot; = &amp;quot;0.0 .. 128.0 or more&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sky N Blurs===&lt;br /&gt;
This is used for defining the number of nebulas (typical is 80, maximum is 1280). This key is multiplied by a &amp;quot;nebula_count_multiplier&amp;quot; definition in Oolite 1.81 or later.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sky_n_blurs&amp;quot; = &amp;quot;800&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sky N Stars===&lt;br /&gt;
This is used for defining the number of stars (typical = 600, maximum in 1.76 or earlier is 4800). This key is multiplied by a &amp;quot;star_count_multiplier&amp;quot; definition in Oolite 1.81 or later. In reduced detail mode, this number will be capped to 2400.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sky_n_stars&amp;quot; = &amp;quot;1200&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sky and Nebula RGB Colors===&lt;br /&gt;
&lt;br /&gt;
These are rgb values (from 0.0 to 1.0) for the two colours between which the colour of the stars (and nebulaesque blurs) vary, ordered r1 g1 b1 r2 g2 b2 where (r1 g1 b1) defines the first colour and (r2 g2 b2) the second.&amp;lt;br&amp;gt;&lt;br /&gt;
(Default values are &amp;quot;0.75 0.8 1.0 1.0 0.85 0.6&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sky_rgb_colors&amp;quot; = &amp;quot;0.0..1.0 0.0..1.0 0.0..1.0 0.0..1.0 0.0..1.0 0.0..1.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Alternatively, two [[Materials in Oolite#Colour specifiers|colour specifiers]] may be used:&lt;br /&gt;
 &amp;quot;sky_color_1&amp;quot; = &amp;quot;redColor&amp;quot;;&lt;br /&gt;
 &amp;quot;sky_color_2&amp;quot; =&lt;br /&gt;
 {&lt;br /&gt;
     &amp;quot;hue&amp;quot; = &amp;quot;60&amp;quot;;&lt;br /&gt;
     &amp;quot;brightness&amp;quot; = &amp;quot;0.8&amp;quot;;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;nebula_color_1&amp;quot; = &amp;quot;greenColor&amp;quot;;&lt;br /&gt;
 &amp;quot;nebula_color_2&amp;quot; = &amp;quot;blueColor&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Star Count Multiplier===&lt;br /&gt;
This is used for defining the number of stars. Default is 1.0. Number can be greater or less than default and is also randomised a bit. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;star_count_multiplier&amp;quot; = &amp;quot;0.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Properties of the Station==&lt;br /&gt;
&lt;br /&gt;
===Market Script===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
A Javascript file used to load a [[Oolite Market Scripts|market script]] for global system price and quantity modifications.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;market_script&amp;quot; = &amp;quot;myoxp_newsystemmarket.js&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' [https://bb.oolite.space/viewtopic.php?p=235837#p235837 What's the difference between the market script specified in planetinfo.plist and the one called for by trade-goods.plist?] (2015)&lt;br /&gt;
&lt;br /&gt;
===Station===&lt;br /&gt;
The type of station orbiting the main planet.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;station&amp;quot; = &amp;quot;coriolis..dodec..special&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Station Roll===&lt;br /&gt;
The speed at which the station rotates (as with all rotational velocities this is in radians per second) and affects all rotating stations in a system. For a specific station you can use the key [[Shipdata.plist#station_roll | station_roll]] in shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;station_roll&amp;quot; = &amp;quot;0.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Station Vector===&lt;br /&gt;
The direction of the main station from the main planet&lt;br /&gt;
 &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;station_vector&amp;quot; = &amp;quot;-0.717 -0.668 0.201&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Stations Require Docking Clearance===&lt;br /&gt;
&lt;br /&gt;
Specifies if a player has to explicit ask docking permission. See also [[Oolite_Docking_Clearance_Protocol_%28v1.72_or_later%29|Oolite Docking Clearance]]&lt;br /&gt;
&lt;br /&gt;
===Market (defunct)===&lt;br /&gt;
The market to be used in this system as the default market. It points to a key in commodities.plist&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;market&amp;quot; = &amp;quot;rockhermit&amp;quot;;&lt;br /&gt;
Will use the rockhermit market as default for for all stations in the system. When no market is defined a key in commodities.plist is used that matches the role of the main station. Than that is not defined, the default market is used in this system.&lt;br /&gt;
&lt;br /&gt;
In 1.81 and later, this is replaced by market_script&lt;br /&gt;
&lt;br /&gt;
==Properties of the Sun==&lt;br /&gt;
;N.B.&lt;br /&gt;
The corona effect, modified by the first three properties mentioned below, is disabled by setting ''Reduced Detail:On'' in the game setting menu. ''Enabled'' by default (''Reduced Detail:Off'').&lt;br /&gt;
&lt;br /&gt;
===Corona Flare===&lt;br /&gt;
&lt;br /&gt;
Sets the overall size of the corona in proportion to its sun. (See note above.)&lt;br /&gt;
&lt;br /&gt;
A number from 0.0 (invisibly small) to 1.0 (huge)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;corona_flare&amp;quot; = &amp;quot;0.075&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Corona Hues===&lt;br /&gt;
&lt;br /&gt;
Specifies whether the corona should have visible bands of colours within the corona. (See note above.)&lt;br /&gt;
&lt;br /&gt;
A number from 0.0 (monochromatic) to 1.0 (vivid alternating colours).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;corona_hues&amp;quot; = &amp;quot;0.6&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Corona Shimmer===&lt;br /&gt;
&lt;br /&gt;
Specifies how quickly the corona colours change. (See note above.)&lt;br /&gt;
&lt;br /&gt;
A number from 0.0 (very slow) to 1.0 (very fast).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;corona_shimmer&amp;quot; = &amp;quot;0.4&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sun Color===&lt;br /&gt;
&lt;br /&gt;
Sets the colour of a system's sun.&lt;br /&gt;
&lt;br /&gt;
Can be any [[Materials in Oolite#Colour specifiers|colour specifier]] or [[Materials in Oolite#Named colours|named colour]]. The specified colour is blended with 50% white so it will never be a saturated colour.  Dark colours will be brightened by this blending.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_color&amp;quot; = &amp;quot;blueColor&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sun Distance===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
Sets the distance between the sun and the main planet in metres.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_distance&amp;quot; = 924122;&lt;br /&gt;
&lt;br /&gt;
Ignored if sun_distance_modifier is set.&lt;br /&gt;
&lt;br /&gt;
===Sun Distance Multiplier===&lt;br /&gt;
{{oolite-prop-added|1.81}}&lt;br /&gt;
&lt;br /&gt;
Multiplies the distance between the sun and the main planet by this factor.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_distance_multiplier&amp;quot; = 2;&lt;br /&gt;
&lt;br /&gt;
Ignored if sun_distance_modifier is set.&lt;br /&gt;
&lt;br /&gt;
===Sun Distance Modifier===&lt;br /&gt;
&lt;br /&gt;
Sets the approximate distance between a system sun and its main planet. The standard distance is 20 planetary radii. Setting it much lower (10, or even less) will cause delays when generating systems, as Oolite compensates for possible collisions between the sun and other system objects.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_distance_modifier&amp;quot; = &amp;quot;15.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
In Oolite 1.81 or later, sun_distance_multiplier is more useful.&lt;br /&gt;
&lt;br /&gt;
=== Sun Gone Nova ===&lt;br /&gt;
&lt;br /&gt;
Sets a nova sun in the system.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_gone_nova&amp;quot; = &amp;quot;YES&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sun Name===&lt;br /&gt;
&lt;br /&gt;
Stores the name of a system's sun. This is only implemented in Oolite from version 1.79 onwards, though was used by OXPs before then.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_name&amp;quot; = &amp;quot;Alpha Centauri&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sun Radius===&lt;br /&gt;
&lt;br /&gt;
Sets the radius of a system's sun. A number between 1000 and 1000000.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_radius&amp;quot; = &amp;quot;100000&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Sun Vector===&lt;br /&gt;
The direction of the sun from the main planet&lt;br /&gt;
 &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;sun_vector&amp;quot; = &amp;quot;-0.717 -0.668 0.201&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
==Additional Planets==&lt;br /&gt;
&lt;br /&gt;
Finally you can also define your own custom planets and moons:&lt;br /&gt;
 &amp;quot;LavesPurpleMoon&amp;quot; =&lt;br /&gt;
 {&lt;br /&gt;
 ...&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--They also can be added through script_actions, but it's deprecated and even commented out on this page--&amp;gt;&lt;br /&gt;
To add them to the system, use JS methods &amp;lt;code&amp;gt;[[Oolite_JavaScript_Reference:_System#addPlanet|system.addPlanet]]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[[Oolite_JavaScript_Reference:_System#addPlanet|system.addMoon]]&amp;lt;/code&amp;gt;. For the example above, the &amp;lt;code&amp;gt;planetInfoKey&amp;lt;/code&amp;gt; will be &amp;lt;code&amp;gt;&amp;quot;LavesPurpleMoon&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Position===&lt;br /&gt;
Position of the planet in space. The first parameter is 3-character code of the coordinate system, other three is x, y and z components of position vector.&lt;br /&gt;
 &amp;quot;position&amp;quot; = &amp;quot;pwm 0 -50000 0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
You can omit the coordinate system parameter, then the absolute coordinate system will be used:&lt;br /&gt;
 &amp;quot;position&amp;quot; = &amp;quot;0 -50000 0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Oolite coordinate systems]] for more info about it.&lt;br /&gt;
&lt;br /&gt;
===Orientation===&lt;br /&gt;
Orientation of the planet in space (seems not to be working correctly).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;orientation&amp;quot; = &amp;quot;0.0 1.0 0.0 0.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
===Other keys===&lt;br /&gt;
&lt;br /&gt;
You can use other keys from the [[#Properties_of_the_Planet| Properties of the Planet]] section for your planets and moons.&lt;br /&gt;
&lt;br /&gt;
Here are some of the keys you may want to use:&lt;br /&gt;
* &amp;quot;radius&amp;quot;: Radius of the planet in km. e.g. a value of 500 is drawn with a radius of 5000 meters but in player dialogues this value is presented as 500 km.&lt;br /&gt;
* &amp;quot;rotational_velocity&amp;quot;: Rotation of the planet in rotations per second.&lt;br /&gt;
* &amp;quot;texture&amp;quot;: The name of the texture file that is used to wrap around the surface.&lt;br /&gt;
* &amp;quot;seed&amp;quot;: Seed value used to create the planet's surface features. If no seed is defined it uses the same seed as the main planet, and will create a copy of it.&lt;br /&gt;
&lt;br /&gt;
[[File:Ico-Glow.png|thumb|right|300px|Click for more detail (eg the Ico station)]]&lt;br /&gt;
== Experimentation ==&lt;br /&gt;
The effect to the right was created by [[User:Cody|Cody]]. &amp;quot;OXPs were a Griff Icosahedron station, a [[Deep Horizon Nav Buoy]], a core planet (I think - if not, [[Povray Planets]]), a mix of [[KeeperSky]] &amp;amp; [[Zygo Cinematic Sky &amp;amp; Nebulas]], plus '''star_count_multiplier''' = 56; '''sun_distance_multiplier''' = 5; and '''ambient_level''' = 0.15;&lt;br /&gt;
&lt;br /&gt;
For a similar &amp;quot;lights down&amp;quot; look, you'd have to tweak '''oolite-default-shader.fragment''' thusly:&lt;br /&gt;
:#define MULTIPLIER_LIGHTSRCRADIANCE	2.0&lt;br /&gt;
:#define MULITPLIER_EXPOSURE		1.0&lt;br /&gt;
&lt;br /&gt;
*For another example see cbr's modifed &amp;quot;Tionisla is Mars&amp;quot; texture [https://bb.oolite.space/viewtopic.php?p=306156#p306156 here] (2026)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Random number generator]] - original method for creating planet descriptions (before Oolite v.1.80 back in 2014).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3860 seed = &amp;quot;1 2 3 4 5 6&amp;quot;;]: Psuedo-random number generation &amp;amp; planet descriptions (2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3808 position = &amp;quot;x y z&amp;quot; in planetinfo.plist] (2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=17678 How to regenerate planetinfo?] (cim, 2015) Replacing the current 7Mb .plist with the original goatsoup recipe.&lt;br /&gt;
&lt;br /&gt;
*Wildeblood's [[World Builder]] allows you to experiment with these settings in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Assorted Tweaks ===&lt;br /&gt;
*[[User:Submersible|Submersible]]'s collection of [https://www.youtube.com/user/submersibletoaster YouTube videos] of planet textures (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=5044 Question: How to add custom planet descriptions] (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=217053#p217053 Tweaking your skies] (Tricky, 2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20959 Empty system] Removing the stations (and presumably inhabitants) from a system (2021)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=17191 Programming for Interstellar Space] (2015)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Ionics_Funnelweb&amp;diff=90273</id>
		<title>Ionics Funnelweb</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Ionics_Funnelweb&amp;diff=90273"/>
		<updated>2026-08-28T12:08:39Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Semantic Infobox ShipStats Oolite&lt;br /&gt;
|title=Ionics Funnelweb&lt;br /&gt;
|image = [[image:funnelwebsm.png|100px]]&lt;br /&gt;
|width = 240m&lt;br /&gt;
|height = 60m&lt;br /&gt;
|length = 480m&lt;br /&gt;
|capacity = 10 TC&lt;br /&gt;
|capacityext = N/A&lt;br /&gt;
|maxspeed = 0.32 LM&lt;br /&gt;
|maneuverability = Roll: 0.4&amp;lt;br /&amp;gt;Pitch: 0.2&lt;br /&gt;
|energybanks = Unknown&lt;br /&gt;
|energyrecharge = 4.0&lt;br /&gt;
|gunmounts = 4 Turrets&lt;br /&gt;
|missileslots = 8&lt;br /&gt;
|shieldboost = No&lt;br /&gt;
|milshields = No&lt;br /&gt;
|hyperspace = Yes&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|isplayer = No&lt;br /&gt;
|baseprice = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{Oolite-ship-stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This ship is manufactured by the [[Ionics|Ionics Corporation]].&lt;br /&gt;
&lt;br /&gt;
GalCop has prohibited selling this immense carrier on the open market. &lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
* [[Ionics OXP#Download|Ionics OXP Download Link]]&lt;br /&gt;
* [[Ionics OXP|Ionics OXP Development Page]]&lt;br /&gt;
[[Category:Ionics]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Ionics_OXP&amp;diff=90271</id>
		<title>Ionics OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Ionics_OXP&amp;diff=90271"/>
		<updated>2026-08-27T21:01:54Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added more links, tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missions in Galaxy 2 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{OXPNote|This OXP rewrites the details (''eg'' [[TL]]) for a number of the systems in the NE corner of Galaxy 2}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The '''Ionics OXP''' enhances the northeast corner of Galaxy 2 with a number of interlocking missions revolving around a rich storyline. &lt;br /&gt;
&lt;br /&gt;
The OXP also contains 4 new ships of which 3 are available to the player:&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;0&amp;quot; text-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:funnelwebsm.png |link= Ionics Funnelweb |100px|]]&amp;lt;br&amp;gt;[[Ionics Funnelweb]] &lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Ionics_Huntsman_sm.png |link= Ionics Huntsman |100px|]]&amp;lt;br&amp;gt;[[Ionics Huntsman]] &lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Ionics_Redback_sm.png |link= Ionics Redback |100px|]]&amp;lt;br&amp;gt;[[Ionics Redback]] &lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Ionics_Whitetail_sm.png |link= Ionics Whitetail |100px|]]&amp;lt;br&amp;gt;[[Ionics Whitetail]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Organisations ==&lt;br /&gt;
The organisations featured in the OXP are:&lt;br /&gt;
&lt;br /&gt;
* '''[[Powers_and_Organisations#The_Link|The Link]]''', a clandestine organisation that aspires to rid the known Ooniverse of oppressive regimes.&lt;br /&gt;
* The '''[[Ramaza Liberation Front]]''', a rebel group opposing the Ramazan government's reign.&lt;br /&gt;
* The '''[[Ionics|Ionics Corporation]]''', an aerospace group based in Zaria.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*Download through the in-game [[Expansions Manager]] or&lt;br /&gt;
*Download: [https://app.box.com/shared/tuube8j24c ''Download Ionics v 1.3''] Recommended version for Oolite 1.74.1 or newer (Updated 20 August 2010)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
If you are interested in helping out with the OXP, you can contact the author via this articles talk page or on the [https://bb.oolite.space/viewtopic.php?t=5978  Ionics thread] at [https://bb.oolite.space Oolite Bulletins].&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
2014: '''Ionics.oxp''' (written between 2006-11) transmogrified into '''Ionics.oxz''' and uploaded to Expansions Manager&lt;br /&gt;
&lt;br /&gt;
For earlier detail (contains spoilers) click here ---&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show Changelog&amp;quot; data-collapsetext=&amp;quot;Hide Changelog&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
===Version 1.3===&lt;br /&gt;
&lt;br /&gt;
:* Translated the main legacy script to Java Script.&lt;br /&gt;
:* The main script is no longer evaluated when the mission has ended. This avoids the waste of cpu time with useless checks after mission ending.&lt;br /&gt;
:* Raised minimum Oolite to 1.74.1&lt;br /&gt;
:* During the Ramazan war, ships are no longer spawned near the station, but launch from it.&lt;br /&gt;
:* Used some new AI commands to simplify several AI scripts.&lt;br /&gt;
&lt;br /&gt;
===Version 1.2.5===&lt;br /&gt;
&lt;br /&gt;
:* Fixed a sky colouring problem in combination with system_redux.oxp. (Both OXPs increased the sky colour of some systems in a way the effects were added)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Version 1.2.4===&lt;br /&gt;
&lt;br /&gt;
:* Fixed typo in system name Cevera --&amp;gt; Cevara.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Version 1.2.3===&lt;br /&gt;
&lt;br /&gt;
:* Added line endings to the script. Version 1.2.2 did not work on window machines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Version 1.2.2===&lt;br /&gt;
&lt;br /&gt;
:* Added mission offering compatibility. Should not longer collide with other oxp offerings.&amp;lt;br&amp;gt;&lt;br /&gt;
:* Added mission destinations on the galactic charts.&amp;lt;br&amp;gt;&lt;br /&gt;
:* Changed many internal names to less common names to avoid name conflicts. (preceded most names with: ionics)&amp;lt;br&amp;gt;&lt;br /&gt;
:* Changed some AI files.&amp;lt;br&amp;gt;&lt;br /&gt;
:* Restructured the mission code for better performance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Version 1.2.1===&lt;br /&gt;
&lt;br /&gt;
:* New texture for the Huntsman&lt;br /&gt;
:* Bugfix: Don't require ACCEPT_OFFER_1 as condition at Zaria&lt;br /&gt;
:* Make some sort of weapons platform for use in the battle (fire plasma, missiles, etc.)&lt;br /&gt;
:* Rearranged Ramazan war and improved AI.&lt;br /&gt;
&lt;br /&gt;
===Version 1.2===&lt;br /&gt;
&lt;br /&gt;
:* Fixed ships to suit external view&lt;br /&gt;
:* Change planets government &amp;amp; productivity after war&lt;br /&gt;
:* 'When the war is over' scripting&lt;br /&gt;
:* Fix 'congrats' message coming from Funnelweb&lt;br /&gt;
:* Restrict amount of pirates and traders in Ramaza during war&lt;br /&gt;
:* Move the Link base and the battle away from the primary station&lt;br /&gt;
:* Make the Whitetail bigger (doubled the size)&lt;br /&gt;
&lt;br /&gt;
===Version 1.1===&lt;br /&gt;
&lt;br /&gt;
:* Write a readme file&lt;br /&gt;
:* Restrict purchase of Ionics ships to galaxy 2&lt;br /&gt;
:* Restrict spawning of Ionics ships to galaxy 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roadmap for Version 2.0 ===&lt;br /&gt;
&lt;br /&gt;
** Calculate kills by player&lt;br /&gt;
** Setup ranking system for The Link and award medals&lt;br /&gt;
** Add Link HQ at Bebege&lt;br /&gt;
** Write random mini-missions in sector&lt;br /&gt;
** Assassinate dictator mission&lt;br /&gt;
** War in Legeara&lt;br /&gt;
&lt;br /&gt;
** Add pictures to mission screens&lt;br /&gt;
** Move battle to Link Base &lt;br /&gt;
** Improve spacelane in Zaria ''etc''.&lt;br /&gt;
** Improve Funnelweb (ballturrets, docking bay, ''etc''.)&lt;br /&gt;
** Improve the Link Base (cladding, turrets, lights, warning messages, ''etc''.)&lt;br /&gt;
&lt;br /&gt;
Comment by Eric Walsh: the 2.0 roadmap was formulated in 2006 by Galileo. Galileo seems to have abandoned this oxp since, so a version 2.0 is not likely to happen unless someone else wants to write further on the story.&lt;br /&gt;
&lt;br /&gt;
Comment by Cholmondeley: some of the above has been coded by others since 2006. ''Eg''. see Ramirez's [[Resistance Commander]] OXP&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=5978 BB-Link] (2009 - 22)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=60388#p60388 updating discussion] (2008) with much detail on licensing issues.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=6494 Iconics mission - The Link (Possible Spoiler Alert)] (2009)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|1|2}}&lt;br /&gt;
{{Infobox OXPb| title = Ionics&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2010-08-20&lt;br /&gt;
|features = Adds the Ionics mission in G2&lt;br /&gt;
|license = (C)2005-2010&lt;br /&gt;
|category = Missions OXPs&lt;br /&gt;
|author = [[User:Galileo|Galileo]]&lt;br /&gt;
|download = [[#Overview &amp;amp; Download Link|See Download Link]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=5978 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}} {{mission-OXP}}&lt;br /&gt;
[[Category:Ionics]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=List_of_Lost_OXP%27s&amp;diff=90270</id>
		<title>List of Lost OXP's</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=List_of_Lost_OXP%27s&amp;diff=90270"/>
		<updated>2026-08-27T16:12:57Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Ship OXP's */ Added Croydon Starsoarer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OXPNote|The ones which are currently desired are Mafia.oxp (2007), Deepspace Retro HUD (2009), Criminal Record OXP (2012), Borg OXP (2011), and Zairon's, Shipbuilder's &amp;amp; Storm's work below.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tetiri4.png|thumb|right|320px|Missing Tetiri texture (Famous Planets)]]&lt;br /&gt;
[[File:RetroHUD.jpg|thumb|right|320px|Deepspace Retro HUD]]&lt;br /&gt;
[[File:Lave's HUD.jpg|thumb|right|320px|Snork's tweak of Lave's HUD]]&lt;br /&gt;
[[Image:Borg.png|thumb|right|320px|Borg Cube]]&lt;br /&gt;
[[Image:DSE Wyvern.png|thumb|right|320px|DSE Wyvern]]&lt;br /&gt;
The following OXP's seem to be lost with no working download links.&lt;br /&gt;
&lt;br /&gt;
== Activities OXP's ==&lt;br /&gt;
*[[Alternative Ooniverses OXP]]: [[User:Wildeblood|Wildeblood]] (2011). Re-configures the Galactic Hyperdrive OXP, with charts and destinations set in an alternative ooniverse. &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3421 Mafia.oxp]: DocWild (2007, beta version, download link broken). A career in the Mafia&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8260 PsychOo OXP]: Smivs (2010, download link removed). Oolite 6th Birthday present&lt;br /&gt;
*[[System Demux (Oolite)]] - historic oxp, [[User:CaptKev|CaptKev]] &amp;amp; [[User:Kaks‎|Kaks‎]] (2008-11) - download link broken&lt;br /&gt;
*[[System Redux (Oolite)]] - historic oxp, [[User:DrBeeb|DrBeeb]] (2010-11) - download link broken&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20471 Thanksgooving Pack]] - fly a giant turkey and trade in cranberry sauce! GearsNSuch (2019)&lt;br /&gt;
&lt;br /&gt;
== Ambience OXP's ==&lt;br /&gt;
*[[Famous Planets OXP]] - the original version 1.1 of this had [[music]] for visiting the 10 specific systems included in FP (Lave, Zaonce, Reorte, Tionisla, Tianve, Teraed, Leesti, Isinor, Diso, Lerelace). This music was removed in the later versions, as was the custom city-scape texture for G1 Xexedi. Download links broken. &lt;br /&gt;
:There was also Teread HD - a high definition high-tech planet texture&lt;br /&gt;
:There might also have been a city-scape texture for G5 Tetiri which was never included. But see [[Famous Planets Overhaul (FPO)]] which rectifies/improves on some of this.&lt;br /&gt;
:See [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5114 RELEASED: Famous Planets v1.1. with music packs] (2008) for the details&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=221675#p221675 Lave-colour.oxz] ([[User:Eric Walch|Eric Walch]], 2014) - fixing the new colour of Lave in v.1.80 so that it matches the F7 screen description&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=4578 Solar Systems OXP] ([[User:Lestradae|Lestradae]] &amp;amp; [[User:Frame|Frame]], 2008+) - and watch [https://www.youtube.com/watch?v=NLLilN8C86o this]. It originally just added a second station in near orbit and a jump gate.&lt;br /&gt;
:There are several others which were important in their day (but not now): Plannets.oxp, SystemRedux, SystemDemux - all with low density textures from 2006-8.&lt;br /&gt;
=== Soundsets ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=239019#p239019 Engine Sound oxp] (Streb2001, 2015) Engine sound varies in volume with throttle setting, an experimental injector whine, a sci-fi warp-coil hum for the torus drive, beefed-up laser sound with subtle but highly satisfying thud!&lt;br /&gt;
&lt;br /&gt;
== Dockable OXP's ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16891 (WIP) HPC Solaris Station - Screens 17-09-2014]: [[Dertien]] (2014), no links&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=157222#p157222 Staer9's refinery station &amp;amp; tankers] - even the screen shots have been lost! (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=280360#p280360 PlanetFall with Landing Strip]: Eric Walch (2008, link broken).&lt;br /&gt;
&lt;br /&gt;
== Equipment OXP's ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12248 AI Combat Assistant OXP] [[User:Wildeblood|Wildeblood]] (2012) does not work with modern Oolite&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=243614#p243614 Autotrack OXP] [[User:Wildeblood|Wildeblood]] (2012) murdered by updating to windows 7&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=166353#p166353 AWACS test] [[User:Ramirez]] (2012) Long-distance scanning system&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11179 Sensible GalDrive OXP] [[User:Wildeblood|Wildeblood]] (2011) A permanent [[Galactic Hyperdrive]]&lt;br /&gt;
&lt;br /&gt;
== HUD OXP's ==&lt;br /&gt;
*[[Mod-HUD]] by [[User:CaptSolo|CaptSolo]] (2011 &amp;amp; 2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=121990#p121990 Lave's HUD] as tweaked by Snork (2010-11): never published?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10794 External Missiles HUD] (2011) - oxp not published (by CSOTB)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=8406 Yet another HUD]: Palmski (2010, download link broken).&lt;br /&gt;
*Retro HUD: [[Deepspace Ships|Deepspace]] (see bottom of page, c. 2009, download link broken)&lt;br /&gt;
*[[User:CommonSenseOTB|CommonSenseOTB]] was working on a number of new HUDs (2011: Needle HUD - and the External Missiles HUD above) - see Viewtopics of Interest&lt;br /&gt;
*Mystery HUD in 2010 [https://bb.oolite.space/viewtopic.php?p=286946#p286946 screen shot] - might it be one of the one mentioned above?&lt;br /&gt;
&lt;br /&gt;
== Mechanics OXP's ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16808 Balance Test OXP]: [[User:Cim]] (2014) weakens the pirates of Oolite v.1.80 to make them easier to deal with&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=180427#p180427 Check For Likely Witchspace Jump Failure OXP]  [[User:Wildeblood|Wildeblood]] (2012) &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11837 Criminal Record OXP]: [[User:Wildeblood|Wildeblood]] (2012) different criminal records for each galaxy&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5618 OXPShipRegulator]: [[User:Svengali|Svengali]] (2009) regulates how oxp ships are added to your Ooniverse&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=11169 Sensible Lasers OXP]: [[User:Wildeblood|Wildeblood]] (2011) Sell your lasers! This was eventually incorporated into the vanilla game code. One presumes it was originally part of the [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11123 Some Sensible Tweaks] thread.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous OXP's ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11694 (WIP) LibPlanetInfo 0.1] authored by [[User:Cim|Cim]] (2012) to sort out conflicts on the F7 planet description screen&lt;br /&gt;
*[[ToughGuys]] - v.4.0 has 3 tweakable settings (Anarchy, Apocalypse &amp;amp; Armageddon) to make the Ooniverse tougher and tougher as all goes to pot around you!&lt;br /&gt;
&lt;br /&gt;
== Mission OXP's ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18363 RIFT.oxp]: Jamesonson (2016) - deliver a parcel across the [[Great Rift]] in Galaxy 7&lt;br /&gt;
&lt;br /&gt;
== Retexture OXP's ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=13193 CustomShips.oxp] CSOTB (2013) - Ships whose (procedurally-generated) paintwork shows damage - works with [[CustomShields]]&lt;br /&gt;
&lt;br /&gt;
[[File:Opus Chaotica.png|thumb|right|200px|Opus Chaotica (XaanderKyyp Shipyards)]]&lt;br /&gt;
[[File:Thargoid hunter.jpg|thumb|right|200px|Staer9's Thargoid Hunter (download link expired)]]&lt;br /&gt;
[[File:Shipbuilder - Slaver (medium size).png|thumb|right|200px|Shipbuilder's medium size Slaver ship]]&lt;br /&gt;
[[File:Shipbuilder - Slaver (large size).png|thumb|right|200px|Shipbuilder's large size Slaver ship)]]&lt;br /&gt;
&lt;br /&gt;
== Ship OXP's ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=280072#p280072 Missing RX/D! ships]: Commander Xairon (2012 Navy ships missing)&lt;br /&gt;
*Babylon 5 ships: see [[User:Frame]] for links to his YouTube videos &amp;amp; BB posts&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11282 Borg.oxp]: by [[User:RyanHoots|RyanHoots]] (2011, no links)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5773 Buzzer]/buzzer wowbagger: _ds_ (2009 Web presence gone, [https://bb.oolite.space/viewtopic.php?p=93904#p93904 ''LGPL v2.1 applies''] to oxp)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12542 Capital player ship with detachable docking module] [[User:Smivs|Smivs]]'s Goliath (2012-13)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16568 Constrictor 2] by V12 (2014 download link broken). &lt;br /&gt;
*[[Croydon Starsoarer]] by SimonB (2010) similar to an Asp&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16824 Event Horizon]: Mystery Ship for mission by V12 (2014, link broken)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4845 Kintari]: Feline ships by Davidtq (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16472 Project 705 Lyra class fast crafts]: suite of 3 ships by V12 (2014, link broken)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13031 Ryan's Bonus Ship Pack]: 6 ships by [[User:RyanHoots|RyanHoots]] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=103806#p103806 Seraphim Police Viper replacement OXP]: by [[User:Shipbuilder|Shipbuilder]] (2010 download link broken)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=286953#p286953 Shipbuilder's unfinished OXP's] - tanker, liner, turrets, ''etc'' (2013).&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?p=173555#p173555 Shipbuilder's unfinished slavers] for Diziet Sma's concept OXP (2012).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=14488 Smithy2501's Adder, Asp &amp;amp; Krait] (2013)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=288250#p288250 Solar Sail]: BlauJ (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9695 Staer9's Thargoid Hunter] (2011, pictured, link expired)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16454 Storm class multirole craft] by V12 (2014, link broken)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11619 Storm Shipyards]: Storm (2012) No links. Vanilla ships, Jackal, Coyote, stations ''etc''.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Storm (Thargon).png|Storm: Thargon&lt;br /&gt;
File:Storm (Nav Buoy).png|Storm: Nav Buoy&lt;br /&gt;
File:Storm (Solar Harvester).png|Storm: Solar Harvester&lt;br /&gt;
File:Storm's original Komodo carrier.png|Storm: original Komodo navy carrier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=184228#p184228 Storm's Komodo carrier]: Storm's original HIMSN carrier - and the smaller [https://bb.oolite.space/viewtopic.php?p=185105#p185105 Perenties carrier] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13810 Tetra Yacht]: Submersible (2013 download link broken). A glitter ship.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11004 Turbo Anaconda]: Commander MacSeumas (2011 download link broken). A balanced faster Anaconda.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16423 Typhoon class freighter] by V12 (2014 download link broken). Unarmed, with 6 giant supercharged engines, can easy accelerate to 0.6 LM with cargo of 300 tons.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10398 DSE Wyvern - Test Flight] (2011) Übership.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=2256 XaanderKyyp Shipyards] (2006) Opus Chaotica (pictured) &amp;amp; Hona.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=20721 Recovering &amp;quot;Lost&amp;quot; OXPs] (2020+)&lt;br /&gt;
&lt;br /&gt;
[[Category:OXP Lists]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Brilliant_but_broken...&amp;diff=90269</id>
		<title>Brilliant but broken...</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Brilliant_but_broken...&amp;diff=90269"/>
		<updated>2026-08-27T15:46:54Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Ships */ Tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Litf stationmap.png|thumb|right|200px|Activities: Life in the Frontier]]&lt;br /&gt;
[[File:Vincentz's Icons.png|thumb|right|200px|Economics: New Deal's new economies]]&lt;br /&gt;
[[File:Cloud City close-up.png|thumb|right|200px|Ambience: Cloud City]]&lt;br /&gt;
[[File:Instructor.png|thumb|right|200px|Ambience: Lave OXP]]&lt;br /&gt;
[[File:Tetiri Ring.png|thumb|right|200px|Ambience: Tetiri Planet Ring]]&lt;br /&gt;
[[File:Griff's Cargo Robot Loader.png|thumb|right|300px|Robot Loader (Dockables: Busy Ports)]]&lt;br /&gt;
[[File:Griff's Bulk Freighter.png|thumb|right|300px|Bulk Freighter ((Dockables: Busy Ports)]]&lt;br /&gt;
[[File:Gsagostinho's Stations 1.png|thumb|right|200px|Dockables: Gsagostinho's station experiments]]&lt;br /&gt;
[[File:Oolific Princess.png|thumb|right|200px|Dockables: Oolific Princess (Liner)]]&lt;br /&gt;
[[File:Z superico.png|thumb|right|200px|Z Superico (Dockable OXPs)]]&lt;br /&gt;
[[File:Amber Moon Chronicles (Xarth Site).png|thumb|right|200px|Missions: Amber Moon chronicles]]&lt;br /&gt;
[[File:Final Capital 0.png|thumb|right|200px|Ships: Final Capital (Liner?)]]&lt;br /&gt;
[[File:Orbs.png|thumb|right|200px|Ships: Orb]]&lt;br /&gt;
[[File:SimonB's ÜberTharg.png|thumb|right|200px|Ships: UberTharg]]&lt;br /&gt;
[[File:Galactic Navy.png|thumb|right|200px|Systems: Galactic Navy]]&lt;br /&gt;
[[File:Her Imperial Majesty's Space Navy.png|thumb|right|200px|Systems: HIMSN]]&lt;br /&gt;
[[File:ADCK Griff Giant Robot Fortress.png|thumb|right|200px|Collections: ADCK's Box (Griff Giant Fortress)]]&lt;br /&gt;
[[File:Amaranth's Unfinished Tanker.png|thumb|right|200px|Collections (Ships): Amaranth's unfinished tanker]]&lt;br /&gt;
[[File:ADCK's Lifter.png|thumb|right|200px|Collections: ADCK's Box (Lifter)]]&lt;br /&gt;
This is a collection of ''wonderful'' OXPs which any of which would change the game in a meaningful way.&lt;br /&gt;
&lt;br /&gt;
Not necessarily broken (''some are just unfinished''), ''but'', they need TLC from somebody with a mastery of [[The Dark Side]] - or else the idea taken and incorporated into something else...&lt;br /&gt;
&lt;br /&gt;
As well as needing the '''skills''' to fix one of these, there is also the thorny issue of '''copyright'''.&lt;br /&gt;
&lt;br /&gt;
Where a good license exists (''eg'' Creative Commons Attribution-NonCommercial-ShareAlike 4.0 license), there is no issue. But where there is no license (or a poor one), one needs to either rewrite the bally thing from scratch, or write an overwrite OXP. Many of the early oxp's were lost when Oosat2 sundered in Oct 2006. The replacement oxp's lacked the ReadMe's with license details, and some may never have had licences in the first place. The authors from that era (Murgh, Charlie ''etc'') also disappeared shortly later... I blame the Thargoids!.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
*[[Astronaut]] (2012, CC BY-SA 3.0) clashes with a number of things preventing it from working much of the time. This could allow EVA in Oolite.&lt;br /&gt;
*[[Life in the Frontier]] (2015, CC-BY-NC-SA 4.0) is not ''broken'', but is crying out for expansion... every single station is the same, with the ''same'' map and the ''same'' places and with almost the ''same'' events. &lt;br /&gt;
*&amp;lt;s&amp;gt;[[Mining OXP]] (2010, GNU) broken. Claims &amp;amp; rights. Managing workers &amp;amp; mines. Music while you work!&amp;lt;/s&amp;gt; Timer has &amp;quot;fixed&amp;quot; this one&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Economics ====&lt;br /&gt;
*[[New Deal]] (2015, &amp;quot;Public Domain&amp;quot;) moves away from the bi-polar agricultural⇔industrial model to a more complex four-polar model. ''Unfinished''&lt;br /&gt;
*[[Real-Life Economics]] (2014, GNU GPLv3) ''is broken'' - it supposedly eliminates milk runs as something a true free market would smooth over, and provides real dynamic markets with unlimited quantities of commodities. The Local Economic Balance system seems broken. It only displays part of the time, and seems not to affect the local economies. It could also do with having the optional commodities added (oxygen, quirium crystals ''etc'').&lt;br /&gt;
*[[Ship's Accountant OXP]] (2013, CC-BY-NC-SA 3.0) tracks profit and losses through the game, and provides summary reports (when docked). The Ship's Accountant guides your business strategy: answering questions like &amp;quot;Am I making as much profit in this part of the sector as I did 10 days ago in another part? Am I making more profit by trading, or by fighting? Does a long passenger run make more profit than just carrying cargo around?&amp;quot;&lt;br /&gt;
*[[Switeck's Shipping OXP]] introduces new trader ship behaviour, sensible pricing tweaks, ''etc''. Needs updating for the newer Trade-goods.plist, and possible tweaks to deal with the market changes to Rock Hermits ''etc'' in Oolite v.1.82.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21825 Witch Bank (WIP)] creates a bank you can ''bank'' with - and see Phkb's fix at the end. No interest payments yet! (2025, [[User:Wildeblood|Wildeblood]]).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ambience ==&lt;br /&gt;
*[[Black Hole]]. Needs the game effects added.&lt;br /&gt;
*[[Diso OXP]]  (licensed, 2010) ''needs updating for the newer graphics'' - nebulae, Diso B station &amp;amp; market. Diso B Planet is static. (no license?)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=64413#p64413 Large Test Globe OXP] (2008) by [[User:Eric Walch|Eric Walch]]. Remember to change the downloard url from www.box. to app.box.!&lt;br /&gt;
*[[Monument]]  (permission to tweak from DAJT, 2005) could this be enhanced to actually ''do'' something (intone a lo-o-ong list of departed commanders...)?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5484 Solar OXP Conceptual Test-Release... beta 0.02] (2008) by [[User:Frame|Frame]]: extra planet with station &amp;amp; jump gates (for Oolite versions 1.72 - 1.73.99); [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4578 Earlier thread] (2008)&lt;br /&gt;
*&amp;lt;s&amp;gt;[[Tetiri Planet Ring]]  (&amp;quot;Freely available&amp;quot;, 2014) ''needs work'' - massive planet ring at Tetiri (galaxy 5) which is broken around the stations. Station markets bust.&amp;lt;/s&amp;gt; Fixed and used in another oxp.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dockables ==&lt;br /&gt;
*[[Busy Ports OXP]] (Griff, 2007, no obvious license): features port activity - cargo-loading robots... (AI issues)&lt;br /&gt;
*[[Cloud City OXP]] (no license?, 2009) ''is unfinished'' - cloud cities at Gas Giants&lt;br /&gt;
*[[Colonization]], Okti (2012, CC BY-SA 3.0). Unfinished. Fun to fly around inside - mind the struts!&lt;br /&gt;
*[[Coriolis (burning)]]  (Griff, 2008, no obvious license): a damaged coriolis station - needs updating and finishing (works as if not burning)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11893 Corporate Trading Outpost OXP], [[User:Pleb87|Pleb87]] (2012, CC BY-SA 3.0). Unfinished. Buy your own [[Trader Outpost (Oolite)|Trader Outpost]]&lt;br /&gt;
*'''Gsagostinho's station experiments''' (&amp;quot;Public Domain&amp;quot;, 2017) [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18977 here]. (unfinished - needs texturing).&lt;br /&gt;
*'''Oolific Princess''' - another liner (by SimonB. license: unnumbered &amp;quot;Creative Commons: attribution, non-commercial, sharealike&amp;quot;) (see [[OXPList]] - Work in Progress OXPs)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281398#p281398 Amaranth's Refinery Station] (2013) - making corporate systems special - starts with fuel distillation stations at a corporate system star (see Systems below).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=214260#p214260 Z Superico]. Zieman (2014) - different shells rotate separately. Only at Lave. Not broken, but unfinished.&lt;br /&gt;
*[https://app.box.com/s/utgt7quduh96v9xwzr8qq5bsd80wsuuf Z-GrOovy Navy Carrier] (download) - from [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9353 BB {WIP} navy carrier upgrade. CNV Thor class] Dertien (no license, 2011)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*[[Goliath OXP]] (2010, CC-BY-NC-SA 3.0 - tweaked) Planetary defence? A small tester/demo OXP for larger turrets/cannon weaponry, and the feasibility for &amp;quot;dumb&amp;quot; cannonball type munitions in the game.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12236 Grapple Beam] (2012, code w/o license) - unfinished (Rese249er &amp;amp; Wildeblood)&lt;br /&gt;
*[[User:Alaric/KV-16 Owners Manual|Torus Field Monitor]] (2016, CC-BY-NC-SA 3.0) warns of approaching Mass Lock by Alaric. ''Not quite finished''&lt;br /&gt;
*[https://github.com/Tricky1702/ZoomCamera Zoom Camera] (2013-14, CC-BY-NC-SA 3.0) External zoom camera by Tricky. Status unsure&lt;br /&gt;
&lt;br /&gt;
*[[Squadron Command System]] (2011, CC-BY-NC-SA 4.0 - part of Ramirez's [[Resistance Commander]] mission). For commanding a small squadron. Unfinished (see comments on page) - also involves changes to ship AI.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*[[Extended Shipyards]] (2012, CC-BY-NC-SA 3.0) - clashes with many things preventing it from working much of the time&lt;br /&gt;
*[[Friend or Foe]] (2012, CC-BY-NC-SA 3.0) - broken? And possibly too complex - you need to tweak your ship oxp's for it to work with them.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=255314#p255314 Astrobe's Inertia.oxp] (2017) Buggy&lt;br /&gt;
*[[TrumbleTreats]] (2010, &amp;quot;Creative Commons: attribution, non-commercial, sharealike.&amp;quot;) - broken by 2013&lt;br /&gt;
*[[Witch Bank]] (2025, CC-BY-NC-SA 4.0) - needs but a few tweaks to work (supposedly!). By [[User:Wildeblood|Wildeblood]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18900 Scriptable Pause] (2017, CC-BY-NC-SA 3.0) for letting the game run and then pause itself on red-alert (4 oxp's, 1st problematic: Hoqlinq &amp;amp; [[User:Astrobe|Astrobe]]) Imperfect as you can still suicide by colliding with asteroids or other unpowered objects.&lt;br /&gt;
*[[Galactic Misjump OXP]] (2012, CC-BY-NC-SA 3.0) - what happens if you misjump between galaxies? By [[User:Cim|Cim]]. ''Unfinished''&lt;br /&gt;
===Svengali ===&lt;br /&gt;
[[User:Svengali]] (RIP) created a number of helpers to add depth to the game generally and missions in particular. These have not been much used. But they are brilliant. These two were devised for earlier versions of Oolite (are broken in newer versions) and were never used:&lt;br /&gt;
*[[Cutscene]] (2012, Copyright: [[User:Svengali]]) a demo cutscene for Oolite v.1.76 trunk users&lt;br /&gt;
*The earlier versions of [[User:Svengali]]'s [[BGS]] included '''BGS-XMapping''' which gave more functionality to the F6 screen maps.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Svengali's Cutscene.png|&amp;lt;center&amp;gt; '''Cutscene''' (click to expand)&amp;lt;br&amp;gt;  Watch a film in-game whilst playing Oolite!&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:BGS XMapping.jpg|&amp;lt;center&amp;gt; '''BGSX-Mapping''' (click to expand) &amp;lt;br&amp;gt; Note the rather dim buttons on the right: toggle map, toggle areas, toggle lanes, cycle specials ''etc''.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Vector areidisC.jpg|&amp;lt;center&amp;gt; '''Vector''' (click to expand) &amp;lt;br&amp;gt; Puzzle from Svengali's broken mission&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Localhero.png|&amp;lt;center&amp;gt; '''Localhero''' (click to expand) &amp;lt;br&amp;gt; Scene from Svengali's other broken mission&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
In some cases, these just don't work any longer. The onwards march of improvements to the vanilla game has led to increasing issues with the older missions, and the constant introduction of issue-causing tweaks led a number of mission developers to just throw their hands up in the air. &lt;br /&gt;
&lt;br /&gt;
But there is another problem. Many of the missions in Oolite have been rendered less challenging by the onwards march of OXPs introducing this and that. For example, missions where fuel shortage was part of the challenge are now rendered toothless by the OXPs which introduce extra fuel tanks and improved fuel scooping capabilities. Or new über ships which destroy the challenge. In one or two cases such OXPs have been tweaked to prevent them ruining missions ([[User:Thargoid|Thargoid]] tweaked his [[Fuel Station OXP]] to prevent it wrecking the mission in [[LongWay OXP]]). Somebody who understood one of those missions could probably just fix it by using the &amp;quot;conflict&amp;quot; option under &amp;quot;dependencies&amp;quot; on the manifest manager (is that what it is called?) on Oolite.space. and the [[Manifest.plist]].&lt;br /&gt;
&lt;br /&gt;
This list contains every known problematic mission, as each adds an adventure to the game. &lt;br /&gt;
&lt;br /&gt;
* [[Amber Moon Chronicles]] (2015, CC-BY-NC-SA 4.0) Archaeological ruins by Stormrider (mission, unfinished). Fascinating concept!&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Cataclysm OXP]] (2009, CC-BY-NC-SA 3.0) by [[User:Commander McLane|Commander McLane]]. Thwart the Thargoids! Clashes with commies, galactic navy &amp;amp; broken by überships.&amp;lt;/s&amp;gt; Being updated by Phkb.&lt;br /&gt;
* [[Localhero OXP]] (2008, CC-BY-NC-SA 3.0) another broken mission by [[User:Svengali|Svengali]]. Complex. Very complex. Broken by Oolite updates.&lt;br /&gt;
* [[Recession OXP]] by JohnSmith (2006, no license?) - escort trader Othello Truss's [[Anaconda (Oolite)|Anaconda]]. Should simulate a recession. Broken.&lt;br /&gt;
* [[TheCollector|The Collector]] by Mossfoot &amp;amp; Norby (2014, CC-BY-NC-SA 4.0) only has the first in what should be a string of adventures - and an annoying sign indicating this on the F5F5 (ship's manifest) screen.&lt;br /&gt;
* [[Vector OXP]] (2012, CC-BY-NC-SA 3.0) unusual mission by [[User:Svengali|Svengali]]. Broken by Oolite updates.&lt;br /&gt;
* [[Victim 11]] is a mission written by [[User:Fatleaf|Fatleaf]] (2011, CC-BY-NC-SA 3.0): You need to finish [[The Assassins Guild OXP]] first (Galaxy 7). Possibly broken with Oolite v.1.80/v.1.82.&lt;br /&gt;
* [[Xeptatl's Sword]] (2014, CC-BY-NC-SA 3.0) by [[User:Smivs|Smivs]]. The website is down too. Thwart the Thargoids! Needs some retexturing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
*[[Animated Ships]] (2010) Thargoid's flying butterflies. Not broken.&lt;br /&gt;
*[[Final Capital]] (2011) Eric Walch's might-be liner&lt;br /&gt;
*[[Hotrods OXP]] (2006-9) Arexack Heretic's Tiger gang who go for you! (Creative Commons: attribution, non-commercial, sharealike.). Not broken but still brilliant - introduces gang warfare. Unfinished.&lt;br /&gt;
*[[Orb]] - (2007, no obvious license - but others ''did'' try and fix it) Charlie's alien intelligence - a rather bizarre OXP with a good sense of fun!&lt;br /&gt;
*[[UberTharg]] - (2011, no license) [[User:Simon B|Simon B]]'s nightmare - includes Amah's instructions for fixing it&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21437 Wreck.oxp] - Killer Wolf (2023) - the usual &amp;quot;KW special&amp;quot; license&lt;br /&gt;
*[[Z GrOovy HPC pack]] (2014) [[Dertien]]'s Cobra &amp;amp; Sidewinder with lasers, landing gear and other bits you can shoot off! Not broken, but certainly brilliant!&lt;br /&gt;
*[https://app.box.com/s/utgt7quduh96v9xwzr8qq5bsd80wsuuf Z GrOovy Navy Carrier (2013)] (Fleet Carrier) - from [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9353 {WIP} navy carrier upgrade. CNV Thor class] (2011, no obvious license, 4 dozen bits of model, no .plists!)&lt;br /&gt;
&lt;br /&gt;
=== Collections ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281398#p281398 Amaranth's ships] (2013) - collection of 12 ships &amp;amp; a refinery station&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=16500 Spud42's ships] (2016) - Mulga (small simple fighter) &amp;amp; another new fighter. These seem unfinished. The [[Eagle Transporter]] is already on the in-game Expansions Manager.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Amaranth's Refinery.png|thumb|left|150px|Amaranth's Refinery Station (Dockables &amp;amp; Systems)]]&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
These two navies are quite different. The Galactic Navy is strong and powerful, and fills [[The Eight]] with its presence. HIMSN is based in one or two of systems dotted around just one or two of the galaxies (it is more active in &amp;quot;intergalactic space&amp;quot;) and is much less mighty - but is the navy of the [[Classic Elite]] missions and the [[Vanilla game]] code missions. Some people prefer the one, others the other. It would be super to have both on the Expansions Manager as options!&lt;br /&gt;
*[[Galactic Navy]] (2011, no license) ''needs an override OXP updating it'' (for the post-v.1.77 era). There have been improvements in AI (markets seem to be fine).&lt;br /&gt;
*[[HIMSN]] (Her Imperial Majesty's Space Navy) (2014, CC-BY-NC-SA 4.0) ''needs finishing''. Stage 1 has now been published (after a 7 year hiatus!).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=287021#p287021 Invasion!] (2022) - [[User:Montana05|Montana05]]'s Lambda.oxp for simulating an invasion - still in alpha (''every'' system you visit is invaded!). More details in posts following linked download post. No license as yet.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281398#p281398 Amaranth's Refinery Station] (2013) - making corporate systems special - starts with fuel distillation stations at corporate system stars.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Not oxp's ==&lt;br /&gt;
*[https://github.com/JensAyton/OoliteGalaxyExtruder Galaxy Extruder] (2011 - GitHub) [[User:Ahruman|Ahruman]]'s &amp;quot;3D-er&amp;quot; for use with Oolite v.2.0 (see also [https://bb.oolite.space/viewtopic.php?p=234249#p234249 here])&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brilliant ==&lt;br /&gt;
=== Brilliant proofs of concept ===&lt;br /&gt;
&lt;br /&gt;
*[https://cim.sotl.org.uk/games/files/oolite/MultiDock_Test_0.1.zip MultiDock Test 0.1] (by cim, 2012) - see [[Multiple Docks]] for more information&lt;br /&gt;
::''You might need to add in a semi-colon to make the shipdata.plist parse (line 16, after the paranthesis)''&lt;br /&gt;
*[https://app.box.com/s/eon56ocv14 Tractor Beam Demo] (Thargoid, 2010) - see [https://bb.oolite.space/viewtopic.php?p=112690#p112690 here] for the context - see [[Tractor Beam]] for more information&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Library.oxp-based Demos: Install like any other [[OXP]]. See [[Library OXP]] and the zillion links for more information&lt;br /&gt;
::*[https://app.box.com/s/59vqswqh0wxiccerk7wgxerl0m0wmx20 Animator Demo] (zip, 2.8 MiB)&lt;br /&gt;
::*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Orchestral Music Demo] (zip, 22.2 MiB)&lt;br /&gt;
::*[https://app.box.com/s/0enjeiuyzjkyg36yxc5j04sdjhx9s7aa Starmap Demo] (oxz, 2.4 KB) - see [https://bb.oolite.space/viewtopic.php?p=264969#p264969 explanation]&lt;br /&gt;
:Library.oxp-based Tools: Install like any other [[OXP]]. See [[Library OXP]] and the zillion links for more information&lt;br /&gt;
::*[https://app.box.com/s/pwttg9nrqvvpqzya0wcpqpc4ly9bov1r Lib_MatFinder 1.1] (oxz, 39.7 KB) - A developer-tool to work out materials entries.&lt;br /&gt;
::*[https://app.box.net/s/h78y01lg9b Library_devtools.oxp] (look in Test OXP's) - Something peculiar for ship designers.&lt;br /&gt;
&lt;br /&gt;
=== Discussions about putative .oxp's ===&lt;br /&gt;
[[File:ZygoUgo Terraformers 1.png|thumb|right|Ships: ZygoUgo's sketches for Terraforming ships]]&lt;br /&gt;
[[File:ZygoUgo Terraformers 2.png|thumb|right|Ships: ZygoUgo's sketches for Terraforming ships]]&lt;br /&gt;
&lt;br /&gt;
==== Ambience ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=4506 Depressed computer sounds?] (2008)&lt;br /&gt;
&lt;br /&gt;
==== Equipment &amp;amp; HUDs ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3388 Pressor Beams] (2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10794 External Missiles HUD] (2011) - .oxp not published (by CSOTB)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12404 OXP idea - Holographic Ship's AI Avatar] (2012) - like Halo's Cortana&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17377 Using other parts of the spectrum] (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18123 Freeways] (2016) - Catapult rings - fast travel over greater distances with &amp;quot;gates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Activities &amp;amp; Missions ====&lt;br /&gt;
•[https://bb.oolite.space/viewtopic.php?t=3195 Help! my first mission idea is running away with itself.] (Nebulous, 2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=7007 Colliseum oxp] (2007-9)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8724 More interactive adventures/missions] (2010)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8413 Civil War] (2010)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10268 Stolen Ship] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=10268 Wyvern Mission Concept] (2011) - hunting down an über-ship builder&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=15736 Abandoned Cruiser?] (2013) - dock with and rescue broken cruiser falling into the sun&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=232995#p232995 Contracts] could have somebody meeting you at a station and trying to persuade to drop your contract... (Disembodied &amp;amp; Cim, 2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=18123 Freeways (under planning)] (Norby, 2016) - catapulting rings&lt;br /&gt;
&lt;br /&gt;
==== Mechanics ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=11671 No peace for cop-killers OXP] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=13957 Fast travel drains shields] (2013)&lt;br /&gt;
&lt;br /&gt;
==== Ships ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12542 Capital player ship with detachable docking module] (2012-13) - Smiv's proof of concept of a separable docking module (see also [[Imperial Star Destroyer]])&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=5387 Terraforming ships] (2008) includes ZygoUgo's sketches. Based on the Famous Planets description of the terraforming of [[Sector1/Rilace|Rilace]].&lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=11048 Corporate Systems Flavour OXP] (2011) - just a discussion thread, no .oxp&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=8092 Famous Structures OXP] (2010) - the idea of having a handful of famous structures such as TOGY or the TCA dotted around...&lt;br /&gt;
*G4 OXP - to explain the peculiar mix of politics and to link in with the Vector Map regions. See [[Oolite planet list/Galaxy 4]] for the relevant 2009 links.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=18279 Showing the cracks] (2016) - with the collapsing of GalCop, the regions (Xexedi Cluster, The Old Worlds ''etc''. ) might become more independent and more different. Some ideas.&lt;br /&gt;
&lt;br /&gt;
==== Putative contraptions for &amp;quot;making&amp;quot; oxp's ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10473 DragonDock] (2011) - if you have the time, you might enjoy starting here: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10435 Countdown to a HUGE Surprise!]&lt;br /&gt;
*[[Cim's Oolite Galaxy Generator]] (Windows only - and not putative ''it works!'')&lt;br /&gt;
&lt;br /&gt;
==== Essays ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275198#p275198 &amp;quot;Action during the boring bits&amp;quot;] (2016/21) - things to do while stuck in mass lock!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21083 Stranger's Roolite Essay #1 (adding flavour &amp;amp; depth to Galaxy 1)] (2021-2) Making procedural generation more meaningful. You can skip the essay for the points coming after. But the essay is good!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21094 Stranger's Roolite Essay #2 (on Economics &amp;amp; Trade)]&lt;br /&gt;
:Stranger has written quite a number of essays in Russian on the [[Roolite]] site.&lt;br /&gt;
&lt;br /&gt;
*[[User:SandJ|SandJ]] has a few ideas about improving/creating various OXPs&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Broken ==&lt;br /&gt;
*[https://app.box.com/s/4z4em3fdyv ADCK's box] (2009-14) contains inter-alia a number of unfinished oxp's: a (G)oodyear blimp, his &amp;quot;Lifter&amp;quot; (8 models), a Griff Giant Fortress, ''etc''.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7011 Cow Interceptor] (2009) By Cows. No license.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=18176 KOB R4] (2016) by Marian87: an unfinished rejig of the Cobra Mk.3. CC-BY-NC-SA 4.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21035 BB Discussion Thread] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:OXP Lists]]&lt;br /&gt;
[[Category:Oolite expansion packs| ]]&lt;br /&gt;
[[Category:Oolite Development]]&lt;br /&gt;
[[Category:Demo OXPs| ]]&lt;br /&gt;
[[Category:Broken OXPs| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=External_Views_OXP&amp;diff=90268</id>
		<title>External Views OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=External_Views_OXP&amp;diff=90268"/>
		<updated>2026-08-27T15:22:16Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added another link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&lt;br /&gt;
{{Broken-OXP| From Oolite 1.70 onwards improved outside views have been added to the game itself, so you don't need this OXP anymore. Just throw it away.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Download: http://oosat.alioth.net/files/External%20Views.zip (broken)&lt;br /&gt;
&lt;br /&gt;
Adds better outside views to all the Classic Elite Ships&lt;br /&gt;
&lt;br /&gt;
This oxp was written by [[User:Commander McLane|Commander McLane]] in 2007, was used by a number of the early oxp's and incorporated into the [[Vanilla game]] code at the end of the same year!&lt;br /&gt;
&lt;br /&gt;
'''Note''' that the use of the '''v''' button for external views was introduced by the oxp, and then adopted by the vanilla game code!&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=2989 BB Thread] (2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=3678 BB Thread] (2007) implies that External Views ''already'' existed in v.1.65 and that the OXP adds more&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3046 External Views.oxp now on Oosat 2] (2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=6444 Issues] (2009)&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
</feed>