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  • ...orner|Government=3|Economy=6|Techlevel=7|Population=3.4|Inhabitants=Fierce Red Furry Rodents|Productivity=7616|PlanetRadius=4827|MapX=219|MapY=11}} ...orner|Government=3|Economy=6|Techlevel=7|Population=3.4|Inhabitants=Fierce Red Furry Rodents|Productivity=7616|PlanetRadius=4827}}
    8 KB (1,269 words) - 03:55, 29 February 2024
  • ...k direction|Government=2|Economy=0|Techlevel=11|Population=4.3|Inhabitants=Red Horned Humanoids|Productivity=20640|PlanetRadius=6818|MapX=162|MapY=88}} ...k direction|Government=2|Economy=0|Techlevel=11|Population=4.3|Inhabitants=Red Horned Humanoids|Productivity=20640|PlanetRadius=6818}}
    8 KB (1,321 words) - 03:55, 29 February 2024
  • *a joystick & throttle set ('''HOTAS''': Hands-On Throttle And Stick). *Prime equipment / activate equipment / set equipment mode / activate 1st & 2nd ''fast equipment''
    12 KB (1,875 words) - 05:37, 18 March 2024
  • ...is nothing left. When the shields are absorbing a hit, the ship will glow red. This optical effect only works with full shaders. ...he script_info-key in shipdata.plist. Insert a value named npc_shields and set it to no. Now your ship won't get shields through this OXP.
    3 KB (525 words) - 16:27, 15 November 2021
  • ...three panels outlined by use of the drawGreenSurround selector with alpha set at 0.4 to minimize appearance. Lastly, the player ship type and / or name c Condition Red HUD<br>
    3 KB (431 words) - 18:52, 24 January 2016
  • ...en, 4=yellow, 8=red. For example, a dial which only appeared at yellow and red alert condition would have The data key set with [[Oolite_JavaScript_Reference:_PlayerShip#setCustomHUDDial|player.ship
    16 KB (2,261 words) - 09:30, 28 April 2024
  • Condition red with medium range target Condition red with close range target
    10 KB (1,497 words) - 03:15, 29 February 2024
  • [[File:M4000 sniper.png|thumb|right|500px|MilHud with yellow/red sniper sight]] ...user-customization. All of Sniper Sight's configuration options are easily set using in-game menus, and can be changed on the fly.
    6 KB (1,041 words) - 04:27, 29 February 2024
  • On startUp created set of handlers (Array) for Cabal_Common_Music. a -> [ [aegis, enter, exit], [alert, red, ... ] ... ]
    4 KB (600 words) - 15:11, 20 September 2023
  • If you are aiming at a ship that is within close-up range, you should set your aim a little bit above the point you want to hit. The nearer the ship, ...get Reticle OXP. CB-HUD already has the proper setting to turn the reticle red when on target.
    2 KB (345 words) - 02:22, 29 February 2024
  • ...s Multi-Dock Test Carrier with ships launching from docks 2 & 3 (count the red dots!)]] If ships are waiting to be launched and <code>allowsLaunching</code> is set to false, the launch will be silently cancelled.
    7 KB (1,104 words) - 22:34, 22 January 2024
  • * If you set <code>$alwaysSpawn</code> to '''true''' with [[OXPConfig]] the base will be * Fixed colour bug with the tracker. Didn't start off red if the target was behind the player.
    10 KB (1,583 words) - 20:57, 23 January 2016
  • ...is will always be an array of four numbers in the range 0..1 (representing red, green, blue and alpha components). Any colour specifier format may be assi ...>scannerDisplayColor2</code> are set to <code>null</code>, and no value is set for either in [[effectdata.plist]] then the effect will not appear on scann
    8 KB (1,128 words) - 10:38, 19 September 2023
  • :;cclov_blend:Number. Duration for effect in seconds. Set to -1 for permanent. ...where the blue channel is higher than red + green channel (<tt>blue-(0.75*(red+green))</tt>). This is done explicitely to allow grey areas staying untouch
    5 KB (771 words) - 15:10, 20 September 2023
  • ...rance of every star individually.''' Every star has its colour set. Cooler red stars have their habitable planets close by and are easy to skim for fuel. [[Sensible Sun]] and/or [[Realistic Stars]] set universal values, then Distant Suns over-rides them system-by-system in cha
    2 KB (315 words) - 02:35, 29 February 2024
  • ...open hostilities greet any trespassers. Far Colony navigation systems are set not to show any worlds of either Federation of Empire on star charts, and a ...us might collapse into a White Dwarf within 100 years, the star is still a Red Giant. [3.1.4]
    80 KB (10,677 words) - 14:55, 10 March 2022
  • ...ions, or other groups who wish to have a guaranteed supply of goods over a set period of time for a fixed price. The goods contracts are only for those t ...e considered sovereign territory of GalCop. That meant that there was one set of laws that applied to all starports, regardless of the laws in which the
    75 KB (11,859 words) - 15:18, 12 May 2021
  • If a parameter with that key has previously been set, return its value. Otherwise return <code>null</code>. Note that the return If a waypoint generation function has previously been set, return it.
    94 KB (11,895 words) - 03:19, 29 February 2024
  • ...customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades. ::2: "_multicolour3", reverse colour order (red high, blue low)
    12 KB (1,661 words) - 03:12, 29 February 2024
  • * Use Injectors (i) to fly into scanner range where you can see a Red light-ball (which signifies a visible ship with a bounty award for oblitera You can set the size of the model with the $TelescopeVSize variable in the Scripts/tele
    43 KB (6,789 words) - 09:23, 18 March 2024

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