User:Gunney Plym
I played Elite on the BBC Model B many years ago, then on the Electron and a few other computers around at that time. Not many more recent games come close to the fun of Elite with it's combination of trading and combat but the nearest, at least to me, were the I-War games (I-War 2 site).
And then I bumped into Oolite :-)
Currently Used OXP's
Alternative HUD's
- G-HUD Mk2 - See below
Dockable Objects
Ships and Ship Variants
- Aegidian's X-Ships
- Behemoth
- Dark Wheel Cobra
- Isis Interstellar
- Renegade Pirates
- Transports v2.45
- Velocity
Ship Systems
Sound Sets
Other Objects and miscellaneous Eye-Candy
My OXP's (Released)
G-HUD. With thanks to Cmdr. Maegil on the Bulletin Boards this is now upgraded to the Mk2 version which has moved things out from the centre and added a background to the Main Scanner for some extra clarity.
For a larger screenshot click here
My OXP's (under development, but don't hold your breath !)
A family of vessels that will be released as a single OXP. The idea for the ships came from the 'Renegade Pirates', each renegade having multiple forward weapons. In this series each nacelle, with the exception of the Jaguar, will be a mount point.
The downer is that they seem to require a moderately capable graphics card to show smoothly.
The text is reversed as I have found that somewhere in the process of turning these into Oolite ships the texture gets turned around.
Cheetah - Escort Cruiser. Military or Police vessel, similiar to a Cobra III but better armed
Leopard - Light Cruiser. Up spec'ed Cheetah.
Tiger - Heavy Cruiser, Up spec'ed again :-)
Jaguar - Civilian, and the only player vessel in the set. Based around the Leopard but with some systems removed to make room for cargo and with a lower performance.
Fleet Auxiliary - Haven't come up with a suitable name yet. This one is fully loaded with four pallets, each of which is about twice the volume of the Tiger shown alongside. A little detail is missing in the form of a pair of cranes, one on each spine above and below.
The modelling and texturing is mostly sorted, now in the process of understanding plists so that they operate as I want them to.