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	<id>http://backup.witchspacewiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Norby</id>
	<title>Elite Wiki - User contributions [en]</title>
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	<updated>2026-04-16T07:14:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Fighters&amp;diff=59574</id>
		<title>Fighters</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Fighters&amp;diff=59574"/>
		<updated>2020-11-14T21:31:20Z</updated>

		<summary type="html">&lt;p&gt;Norby: v1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fighters7.png|600px|thumb|right|Fighters launched]]&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Most ships are large in Oolite, even a cargo canister is as big (6x6x10m) as a fighter plane.&lt;br /&gt;
This allow the use of a Fuel Scoop as a launcher of light ships stored in your cargo space.&lt;br /&gt;
There are no missiles and no cargo space on these fighters (but an ejection seat is included so you can scoop up your defeated pilots)!&lt;br /&gt;
&lt;br /&gt;
Fighters are available in the equipment shop and ''not'' in the shipyard.&lt;br /&gt;
Damaged fighters can not launch until they are repaired in a station which has shipyard.&lt;br /&gt;
Small scratches are repaired immediately when your fighters land back into your ship.&lt;br /&gt;
&lt;br /&gt;
You can force them to land either by a run to green alert or by initiating a hyperjump countdown, then cancel it before can happen and repeat until no more fighters are outside.&lt;br /&gt;
You can follow the activity of your fighters in an MFD.&lt;br /&gt;
&lt;br /&gt;
In combat it is very hard to hit an enemy fighter due to its extremely small size. The best solution is to use your own fighters against them.&lt;br /&gt;
&lt;br /&gt;
It is well worth it to get more firepower - or even a decoy against pirates - for these cheap costs.&lt;br /&gt;
&lt;br /&gt;
== Fighters ==&lt;br /&gt;
 [[File:Light.png|x200px|link=#Light_Fighter]][[File:Robotfighter2.jpg|x200px|link=#Robot_Fighter]][[File:Swarm.png|x200px|link=#Swarm_Fighter_Group]][[File:Raider.png|x200px|link=#Raider]][[File:GalTech.png|x200px|link=#GalTech_Interceptor]][[File:Shark.png|x200px|link=#Shark]][[File:King.png|x200px|link=#King]]&lt;br /&gt;
 &lt;br /&gt;
 Fighter     Class  Size(m)  Speed    Cost  Occupy En.+Arm Recharg Pitch Laser      Other&lt;br /&gt;
 Light       Knight 6x4x10   600      1000  5t     0+1     0       2.5   Pulse      No shields, just armor&lt;br /&gt;
 Robot       AI     7x2x8    400      5000  1t     1       2       3     Pulse      No pilot so need only 1t cargo space&lt;br /&gt;
 Swarm       Pawn   6x2x10   500      2000  5t     0+0.5   1       2     3*Pulse    3 ships in a group, Organic armor, need 3 Alien Items&lt;br /&gt;
 Raider      Bishop 13x3x16  400      3000  10t    2       1       2     Dual Pulse ECM, passive cloak in cloaked era&lt;br /&gt;
 GalTech     Rook   19x5x23  300/2100 5000  15t    2       2       1.8   Beam       ECM, Injectors, need Galaxy 6 or Constrictor mission&lt;br /&gt;
 Steel Shark Queen  20x8x22  200      10000 20t    2       2       1.6   Sniper     ECM, Need Galaxy 7 or Nova Mission&lt;br /&gt;
 Shark       Queen  20x8x22  200/1400 10000 20t    2+2     2       1.4   Sniper     ECM, Organic, Injectors, need 5 Alien Items, Galaxy 7 or Nova&lt;br /&gt;
 Iron King   King   28x6x18  100      20000 25t    2       2       1.2   Thargoid   ECM, need Galaxy 8 or Thargoid Plans&lt;br /&gt;
 King        King   28x6x18  100/700  50000 25t    2+6     2       1     Thargoid   ECM, Organic, Injectors, need 10 Alien Items, Galaxy 8 or Thargoid Plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Colonial_Viper_Mark_1.png|250px|thumb|right|Light Fighter]]&lt;br /&gt;
=== Light Fighter ===&lt;br /&gt;
&lt;br /&gt;
A standard Knight-class Light Fighter occupies 5t cargo space, uses a Pulse Laser but has no shields, so damage is repairable only when landed.&lt;br /&gt;
&lt;br /&gt;
Lightning fast: 1.5 times faster than Asp but no Quirium fuel within, so no Injectors nor hyperdrive.&lt;br /&gt;
Cost 1000 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Robotfighter3.jpg|250px|thumb|right|Robot Fighter]]&lt;br /&gt;
=== Robot Fighter ===&lt;br /&gt;
&lt;br /&gt;
Very small AI controlled fighter, fit into a cargo canister and launch through Fuel Scoop. &lt;br /&gt;
&lt;br /&gt;
As fast as an Asp, use Pulse Laser, but has a single energy bank only and no fuel inside so no injectors nor hyperdrive. &lt;br /&gt;
&lt;br /&gt;
Use only 1t cargo space as hangar due to no pilot within, but 5 times more costly than a Light Fighter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Swarmfighter.png|250px|thumb|right|Swarm Fighter Group]]&lt;br /&gt;
&lt;br /&gt;
=== Swarm Fighter Group ===&lt;br /&gt;
&lt;br /&gt;
Contain 3 Pawn-class fighters in a group, based on the robot technology of the Thargons which fly without pilots and save cargo space on the mothership: need 1t for each fighter and an additional 2t for supplies so 5t in total.&lt;br /&gt;
Slower and less durable than Knight-class Light Fighters, no shields but its organic armor regenerates slowly.&lt;br /&gt;
A group together offers 3 Pulse Lasers - but nothing else.&lt;br /&gt;
&lt;br /&gt;
Uses only  a single control link due to the group always staying in close formation.&lt;br /&gt;
Named ''Swarm'' because a Fighter Bay can handle 16 groups - so 48 fighters! This huge swarm fit into a Python also using 100t cargo space: 16 x 5t = 80t, plus 20t for the bay.&lt;br /&gt;
&lt;br /&gt;
Need 3 ''Alien Items'' to build a group and also costs 2000 credits.&lt;br /&gt;
Repair: first regroup/merge 2 damaged groups into a single group without any cost. If only one group is damaged, then you need an ''Alien Item'' and 1000 credits - or you can decide to wait until another group gets damaged and then do the merge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cylon_Raider_Mark_1.png|250px|thumb|right|Raider]]&lt;br /&gt;
&lt;br /&gt;
=== Raider ===&lt;br /&gt;
&lt;br /&gt;
Ships in Bishop-class need 10t space and Fighter Bay on your ship. Offer Dual Pulse Lasers, shields, ECM, more energy and faster recharge but slower than light fighters (still as fast as an Asp) and larger so less hard to hit.&lt;br /&gt;
&lt;br /&gt;
Raiders will get passive stealth (decloak when fire) after you acquired a Cloaking Device.&lt;br /&gt;
No fuel within so missing injector speeds and hyperdrive.&lt;br /&gt;
Cost 3000 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GalTech_Escort_Fighter_escort1.png|250px|thumb|right|GalTech Interceptor]]&lt;br /&gt;
=== GalTech Interceptor ===&lt;br /&gt;
&lt;br /&gt;
The gap between Bishop and Queen fighter classes should be filled with a 15t Rook class ship which can use Injectors.&lt;br /&gt;
This is why designers in Galaxy 6 made a smaller variant of GalTech Escort Fighter which is named to GalTech Interceptor.&lt;br /&gt;
&lt;br /&gt;
Prototypes where sizes are reduced to half in all 3 dimensions show good results using a Beam Laser.&lt;br /&gt;
Stronger than a Raider due to the better energy recharge, longer fire range and unique intercept/runaway speed, at least until there are some fuel in the tank.&lt;br /&gt;
&lt;br /&gt;
If you defeat Constrictor then you can get this ship anywhere and not in Galaxy 6 only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Sharkfighter.png|250px|thumb|right|Shark]]&lt;br /&gt;
=== Shark ===&lt;br /&gt;
&lt;br /&gt;
Developers made efforts to produce a Queen-class fast heavy fighter with some organic armor, Injectors and a new Sniper Laser, which is a Pulse Laser with a revolutional, very accurate targeting system named to [[Sniper Lock]], where most shots will hit! Measured in real combat situations that pilots are able to deliver about 10 times more shots with this extremly useful system.&lt;br /&gt;
&lt;br /&gt;
The result need 5 Alien Items, 10000 credits, 20t cargo space, main station, moreover available in Galaxy 7 only until Nova mission is not completed. &lt;br /&gt;
&lt;br /&gt;
A weakness is if armor destroyed then Injectors are unusable and Shark need repair in a station to be usable again.&lt;br /&gt;
&lt;br /&gt;
You can buy &amp;quot;Steel Shark&amp;quot; variant (named by Commander Duggan) if you have no Alien Items, which missing organic armor and injectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Kingfighter.png|250px|thumb|right|King]]&lt;br /&gt;
=== King ===&lt;br /&gt;
&lt;br /&gt;
The strongest King-class fighter occupy 25t in cargo bay, offer frangible but accurate turreted Thargoid Laser with [[Sniper Lock]], ECM and shields, moreover very strong organic armour plates around the ship, which absorb all damages for a while and regenerates!&lt;br /&gt;
&lt;br /&gt;
Has strong scanner with double range (50km) which keep up target lock far from the mother and at hyperjump can follow you into the wormhole from this far.&lt;br /&gt;
The slowest fighter but a King rarely retreat and Injectors can help a bit.&lt;br /&gt;
&lt;br /&gt;
Fire less powerful shots than a Shark but longer range (17.5km instead of 12.5km) and hold 3 times more armor. King also need armor to use Injectors and very slow without so better if you go to pick up those who send a message about lost armor.&lt;br /&gt;
&lt;br /&gt;
Very costly: need 50.000 credits and 10 Alien Items. Only main stations can build these, moreover the necessary parts are available in Galaxy 8 only. If you complete Thargoid Plans mission then you can buy it in other Galaxies also as a thank you from GalCop.&lt;br /&gt;
&lt;br /&gt;
The cheaper &amp;quot;Iron King&amp;quot; variant (named by Commander Cody) is available for 20.000 credits without Alien Items but no organic armor nor injectors within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighter Bay ==&lt;br /&gt;
&lt;br /&gt;
Fighters from 10t occupied cargo space like Raider, GalTech Interceptor, Shark and King are heavy fighters which need Fighter Bay to get enough large doors for launch.&lt;br /&gt;
&lt;br /&gt;
Allocate 20t cargo space for a control room to raise the number of fighters supported by your ship from 8 to 16.&lt;br /&gt;
Help also to do not lose your fighters if you jump to another system without landing them first, except those which are out of your scanner so can not reach your ship in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighter Support Center ==&lt;br /&gt;
&lt;br /&gt;
Add communication and supply rooms like in a carrier which allow to handle 40 fighters, but occupy 100t space and need a ship over 400t mass like Anaconda.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighter Hangar ==&lt;br /&gt;
&lt;br /&gt;
Convert your ship to a well equipped carrier by allocating space for very large supply rooms, which can handle 80 fighters at once.&lt;br /&gt;
Contain self-repair systems which make the hangar undamageable but not the stored fighters.&lt;br /&gt;
&lt;br /&gt;
Need a big ship over 8000t mass which can not fit into regular docks, like [[Andromeda]] or [[Condor]].&lt;br /&gt;
Occupy 200t space and cost 100.000 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[[File:Fighters6.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fighters9+.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fighters5.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fighters4.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fighters8.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Light.png|link=#Light_Fighter]][[File:Robotfighter2.jpg|link=#Robot_Fighter]][[File:Swarm.png|link=#Swarm_Fighter_Group]][[File:Raider.png|link=#Raider]][[File:GalTech.png|link=#GalTech_Interceptor]][[File:Shark.png|link=#Shark]][[File:King.png|link=#King]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Model of Ejected Pilot comes from Knotty's [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=12856 Astronaut OXP].&lt;br /&gt;
&lt;br /&gt;
Model of Light Fighter comes from Shipbuilder's [[Colonial_Viper_Mark_1|Colonial_Viper_Mark_1_V1.03.oxp]].&lt;br /&gt;
&lt;br /&gt;
Model of Swarm comes from Thargoid's [[Swarm OXP]].&lt;br /&gt;
&lt;br /&gt;
Model of Raider comes from Shipbuilder's [[Cylon_Raider_Mark_1|Cylon_Raider_Mk1_lower_detail_model_V1.01.oxp]].&lt;br /&gt;
&lt;br /&gt;
Model of GalTech Interceptor comes from Shipbuilder's [[GalTech Escort Fighter]].&lt;br /&gt;
&lt;br /&gt;
Model of Shark comes from Thargoid's [[Aquatics OXP]].&lt;br /&gt;
&lt;br /&gt;
Model of King comes from Killer Wolf's kw-kc-capsule.dat in [[King Cobra]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2020.09.17. v1.5  Robot Fighter added.&lt;br /&gt;
 2017.05.16. v1.4  Fixed a rare error message around addDefenseTarget, thanks to cag.&lt;br /&gt;
 2017.02.02. v1.3  Fixed a minor bug of Light Fighter in fighters_ship.js, thanks to Rustem.&lt;br /&gt;
 2016.07.14. v1.2  Steel Shark and Iron King not need Alien Items but no organic armor nor injectors on these.&lt;br /&gt;
                   Repair of a Swarm group need a single Alien Item only instead of 2.&lt;br /&gt;
                   Fighter Hangar can handle 80 fighters on very big ships like [[Andromeda]] and [[Condor]].&lt;br /&gt;
                   Fighter Support Center available on Anaconda again, as in v1.0.&lt;br /&gt;
 2016.07.09. v1.1  Improved target selection of Fighters, aim owner's target only when near.&lt;br /&gt;
                   Damaged Light Fighters do landing regardless of alert level.&lt;br /&gt;
                   Fighter Support Center require very big undockable ship over 8000t mass.&lt;br /&gt;
                   Fixed Galtech fighter's stopover by lower accuracy (8, which disable sniper mode).&lt;br /&gt;
                   Shark laser power halved, still very effective due to Sniper Lock.&lt;br /&gt;
                   Sniper Lock range reduced to 6km.&lt;br /&gt;
                   King cost raised to 50000Cr.&lt;br /&gt;
 2015.06.13. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:Fighters_1.5.oxz|Fighters_1.5.oxz]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Fighters_1.4.oxz|Fighters_1.4.oxz]] (downloaded {{#downloads:Fighters_1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Fighters_1.3.oxz|Fighters_1.3.oxz]] (downloaded {{#downloads:Fighters_1.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Fighters_1.2.oxz|Fighters_1.2.oxz]] (downloaded {{#downloads:Fighters_1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Fighters_1.1.oxz|Fighters_1.1.oxz]] (downloaded {{#downloads:Fighters_1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Fighters_1.0.oxz|Fighters_1.0.oxz]] (downloaded {{#downloads:Fighters_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Fighters&lt;br /&gt;
|version = 1.5&lt;br /&gt;
|release = 2020.09.17.&lt;br /&gt;
|features = Mini ships&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18163 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Fighters_1.5.oxz&amp;diff=59573</id>
		<title>File:Fighters 1.5.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Fighters_1.5.oxz&amp;diff=59573"/>
		<updated>2020-11-14T21:28:18Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Robotfighter2.jpg&amp;diff=59572</id>
		<title>File:Robotfighter2.jpg</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Robotfighter2.jpg&amp;diff=59572"/>
		<updated>2020-11-14T21:24:30Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Robotfighter3.jpg&amp;diff=59571</id>
		<title>File:Robotfighter3.jpg</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Robotfighter3.jpg&amp;diff=59571"/>
		<updated>2020-11-14T21:24:04Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Robotfighter.jpg&amp;diff=59569</id>
		<title>File:Robotfighter.jpg</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Robotfighter.jpg&amp;diff=59569"/>
		<updated>2020-11-14T21:14:25Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Isis_Interstellar&amp;diff=59558</id>
		<title>Isis Interstellar</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Isis_Interstellar&amp;diff=59558"/>
		<updated>2020-11-14T16:36:44Z</updated>

		<summary type="html">&lt;p&gt;Norby: /* Download */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;300&amp;quot; height=&amp;quot;128&amp;quot;| [[Image:ISIS_Icon.png‎ |link= Isis Interstellar |128px|]]&amp;lt;br&amp;gt;Isis Interstellar a subsidiary of Isis International.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
'''[[Oolite Ships|Ships]]'''&lt;br /&gt;
&amp;lt;/center&amp;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:Vamtrade_sm.png‎ |link= Vampire |100px|]]&amp;lt;br&amp;gt;[[Vampire|Vampire Mk I]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Purg_sm.png‎ |link= Vampire |100px|]]&amp;lt;br&amp;gt;[[Vampire|Vampire Mk II]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Domdom.png |link= Vampire - Dominatrix |100px|]]&amp;lt;br&amp;gt;[[Vampire - Dominatrix|Vampire Mk III - Dominatrix]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Civdom.png |link= Vampire - Dominatrix |100px|]]&amp;lt;br&amp;gt;[[Vampire - Dominatrix|Vampire Mk III - Dominatrix (Civilian)]]&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Purgatorinpc.png |link= Vampire - Dominatrix |100px|]]&amp;lt;br&amp;gt;[[Vampire - Dominatrix|Vampire Mk III - Purgatori]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Purgatori.png |link= Vampire - Dominatrix |100px|]]&amp;lt;br&amp;gt;[[Vampire - Dominatrix|Vampire Mk III - Purgatori (Civilian)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Dbmil.png |link= Vampire - Diamondback |100px|]]&amp;lt;br&amp;gt;[[Vampire - Diamondback|Vampire Mk IV - Diamondback]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Dbpurg.png |link= Vampire - Diamondback |100px|]]&amp;lt;br&amp;gt;[[Vampire - Diamondback|Vampire Mk IV - Purgatori Diamondback]]&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Dbciv.png |link= Vampire - Diamondback |100px|]]&amp;lt;br&amp;gt;[[Vampire - Diamondback|Vampire Mk IV - Diamondback&lt;br /&gt;
(Civilian)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Vamcop_sm.png‎ |link= Vampire |100px|]]&amp;lt;br&amp;gt;[[Vampire|Vampire Police]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Copdomimage.png |link= Vampire - Dominatrix |100px|]]&amp;lt;br&amp;gt;[[Vampire - Dominatrix|Vampire Police (Dominatrix)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Reaper_sm.png‎ |link= Vampire |100px|]]&amp;lt;br&amp;gt;[[Vampire|Vampire Reaper]]&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Reapdomimage.png |link= Vampire - Dominatrix |100px|]]&amp;lt;br&amp;gt;[[Vampire - Dominatrix|Vampire Reaper (Dominatrix)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Vampirate.png |link= Vampire |100px|]]&amp;lt;br&amp;gt;[[Vampire|Vampire (Renegade)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Venomcolor.png |link= Venom |100px|]]&amp;lt;br&amp;gt;[[Venom]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Venomcolor1.png |link= Venom |100px|]]&amp;lt;br&amp;gt;[[Venom|Venom (Blue)]]&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Venomcolor2.png |link= Venom |100px|]]&amp;lt;br&amp;gt;[[Venom|Venom (Green)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Venomcolor3.png |link= Venom |100px|]]&amp;lt;br&amp;gt;[[Venom|Venom (Purple)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Venomcolorpir.png |link= Venom |100px|]]&amp;lt;br&amp;gt;[[Venom|Venom (Pirate)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Venomcolor4.png |link= Venom |100px|]]&amp;lt;br&amp;gt;[[Venom|Venom (Red)]]&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Venomcolorren.png |link= Venom |100px|]]&amp;lt;br&amp;gt;[[Venom|Venom (Renegade)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Were1.png |link= Werewolf |100px|]]&amp;lt;br&amp;gt;[[Werewolf|Werewolf - Damage Inc.]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Were3.png |link= Werewolf |100px|]]&amp;lt;br&amp;gt;[[Werewolf|Werewolf (Civilian)]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:Were2.png |link= Werewolf |100px|]]&amp;lt;br&amp;gt;[[Werewolf|Werewolf (Purgatori Model)]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
'''[[Oolite Stations|Stations]]'''&lt;br /&gt;
&amp;lt;/center&amp;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:Nuit.png |link= Nuit Space Station OXP |100px|]]&amp;lt;br&amp;gt;[[Nuit Space Station OXP|Nuit Space Station]]&lt;br /&gt;
|}&lt;br /&gt;
== [[OXP|OXPs]] ==&lt;br /&gt;
&lt;br /&gt;
''[[Nuit Space Station OXP]]'' Isis Interstellar formally announces the availability of their newest creation, the Nuit space station.&lt;br /&gt;
&lt;br /&gt;
[[Werewolf|''Werewolf OXP'']] Isis Interstellar are proud to announce the launch of their latest spacecraft, the Werewolf. &lt;br /&gt;
&lt;br /&gt;
[[Vampire|''Vampire OXP'']] Adds the Purgatori Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Military version is used by the police, but several civilian versions of the ship are also available on the open market. &lt;br /&gt;
&lt;br /&gt;
[[Vampire - Dominatrix|''Vampire Dominatrix OXP'']] Adds the Dominatrix Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Military version is used by the police, but several civilian versions of the ship are also available on the open market. &lt;br /&gt;
&lt;br /&gt;
[[Vampire - Diamondback|''Vampire Diamondback OXP'']] Adds the Diamondback Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Military version is used by the police, but several civilian versions of the ship are also available on the open market.&lt;br /&gt;
&lt;br /&gt;
[[Venom|''Venom OXP'']] From Isis Interstellar who previously also made the Vampire. This ship also provides three extra HUDs.&lt;br /&gt;
&lt;br /&gt;
[https://www.box.com/s/jwz5fc63ld6jiuittp65 Cobra MK IV] From Isis Interstellar. Has more energy than his famous predecessor and a &amp;quot;Black&amp;quot; variant with more upgrades.&lt;br /&gt;
&lt;br /&gt;
[[King_Cobra|King Cobra ~ Cobra MK VI]] From Isis Interstellar. This ship comes with new missiles and an integrated hardened Escape pod as well as other goodies.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Use [https://drive.google.com/drive/folders/1AHItQVj1nvz5BB2gj0WHtj-5tPZqGsS0?usp=sharing this mirror] if the [http://www.purgatori.net/Isis_Interstellar.htm official site] is down.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Fictional organisations]]&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=FarPlanets&amp;diff=59557</id>
		<title>FarPlanets</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=FarPlanets&amp;diff=59557"/>
		<updated>2020-11-14T16:18:43Z</updated>

		<summary type="html">&lt;p&gt;Norby: link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:FarPlanets3.png|550px|right]]&lt;br /&gt;
Download it from [http://wiki.alioth.net/index.php/FarPlanets#Downloads here].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.&amp;quot; - Douglas Adams, The Hitchhiker's Guide to the Galaxy.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Planets near witchpoints are discovered first and used most often, but many systems has other interesting places, especially out of normal sight. Using the newest technical improvements these are reachable today.&lt;br /&gt;
&lt;br /&gt;
Your new pursuit is to '''deliver contracts to far planets''', very far from the witchpoint.&lt;br /&gt;
&lt;br /&gt;
You can spend many time for travel: your clock will be '''forwarded''' to help tolerate it, or buy &amp;quot;Micro-G&amp;quot; equipment to arrive in reasonable time. Be wise: [[Dealing_with_piracy_(Oolite)|pirates]] can attack you in both way.&lt;br /&gt;
&lt;br /&gt;
Contracts are acquisitable from trader ships in space lanes if you go near them.&lt;br /&gt;
Sometimes traders tell rumors only but if you hear the same information from many source then you found a valuable tip.&lt;br /&gt;
The most important advices are coming from traders if attacked by pirates and you save them.&lt;br /&gt;
&lt;br /&gt;
Far planets are in '''realistic sizes and distances''': 100 times larger than main planets and several million km far from the sun.&lt;br /&gt;
Dwarf planets and moons are 10-50 times larger and gas giants are 400-1000 times.&lt;br /&gt;
&lt;br /&gt;
Orbits of stations are as high as the masslock range of the planet so possible to dock without planetary masslock regardless of the planet size.&lt;br /&gt;
If the station is at the opposite side then go around enough far to stay in green alert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Micro-G Torus equipment ===&lt;br /&gt;
[[Image:FarPlanets4.png|400px|right]]&lt;br /&gt;
Your [http://wiki.alioth.net/index.php/Pilot%27s_Reference_Manual#Torus_Jump_Drive Torus Jump Drive] can obtain extreme speeds with this extension if you are far from planetary masses and nothing is near you.&lt;br /&gt;
Need some internal space so can fit into ships '''over 30t mass only''', like Cobra Mark I.&lt;br /&gt;
&lt;br /&gt;
Speed is vary with the distance of the sun and the nearest planet at long ranges and reduced if a ship or any entity is approaching over scanner range also.&lt;br /&gt;
You can '''earn more speed farther the sun''' but the gravity field of your target planet will slow you before your goal.&lt;br /&gt;
&lt;br /&gt;
Sun has very large mass so you can earn Micro-G speeds farther from the sun than sun-witchpoint and sun-main planet distances.&lt;br /&gt;
Forwarding will be turned on over this border also if you have not Micro-G equipment, so the common travels from witchpoints to main planets are not faster.&lt;br /&gt;
&lt;br /&gt;
If you leave the main planet then '''turn your back to the sun''', hit &amp;quot;j&amp;quot; key and your Micro-G will start when you are enough far.&lt;br /&gt;
If you arrive to the main planet from a far place then align the planet into the center of the sun for the shortest travel.&lt;br /&gt;
You should go around if the main planet is farther than the sun.&lt;br /&gt;
&lt;br /&gt;
When you approach a far planet and you want to dock on a station over the planet then check distances: if the station is farther than the planet then you must '''go around''' to avoid the masslock of the planet.&lt;br /&gt;
Better if you start avoid the planet early when your multiplier is high.&lt;br /&gt;
Lock the station (you need Telescope OXP to lock it over scanner range) then turn until the station will be at the border of your screen and the planet are farther in the same direction even if out of sight.&lt;br /&gt;
Then go forward and turn slowly to '''keep the station near the border of your sight''' until arrive into the center of the planet or the distance will be less than 200km where you can turn straight to the station.&lt;br /&gt;
&lt;br /&gt;
If you get masslock in between then turn your back to the planet and go away until you will be in green alert.&lt;br /&gt;
Then place the planet into your port or starboard view where the station is before you regardless of it is not in your forward screen.&lt;br /&gt;
Go forward and turn a bit periodically to keep the planet in your sideview. You can view forward if you '''keep the lollipop of the planet exactly at your side''' in your scanner. &lt;br /&gt;
After some time the station will be in your forward sight. Keep it near the border of your view until you arrive.&lt;br /&gt;
&lt;br /&gt;
Your performance will be better and better next times until you will know the best way to go to the station in a few seconds after you behold the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This equipment is '''primeable''' (with Shift+N), you can change the level of displayed messages using the activate key (&amp;quot;n&amp;quot;).&lt;br /&gt;
The speedup is always working automatically as soon as possible regardless of the message settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can reach '''interstellar space''' between systems if you request it by prime this equipment and press mode (&amp;quot;b&amp;quot;).&lt;br /&gt;
Sometimes there are &amp;quot;planets&amp;quot; (large asteroids, comets or other kind of rocks) with stations in these dangerous places, maybe with high rewards but with hazards also.&lt;br /&gt;
&lt;br /&gt;
You will be warned before jump if you forced to set your destination between systems using this mode.&lt;br /&gt;
If you cancel the countdown then this setting will be cleared also so you must set it again to confirm your will.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1000.0 Cr.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Second Micro-G Torus equipment ===&lt;br /&gt;
&lt;br /&gt;
Take over the task if primary Micro-G is damaged and provide better acceleration if both are working.&lt;br /&gt;
Can not fit into small ships.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1000.0 Cr.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FTL Torus equipment ===&lt;br /&gt;
[[Image:FarPlanets5.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Some far planets are too far even if you use Micro-G speeds due to your ship can not move faster than 90% of lightspeed without using [[Quirium]] fuel. The '''Faster Than Light''' extension of Torus can do it until you have some fuel left.&lt;br /&gt;
Half of the fuel used for acceleration so at maximum need 50% than at just over lightspeed.&lt;br /&gt;
Do not forget to '''fill up your tanks''' before a long journey.&lt;br /&gt;
&lt;br /&gt;
FTL '''can engange only if your energy banks are full''' and use more energy at higher speeds.&lt;br /&gt;
You will be slowed below lightspeed if less than the quarter of your maximal energy remain.&lt;br /&gt;
Wait until your banks are filled and your FTL will be restarted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a minimal gravity everywhere due to the mass of the galaxy which set the '''maximum of FTL''' Torus to 15 million times of your standard Torus speed. In a Cobra Mark III this is equal with 560 times of lightspeed.&lt;br /&gt;
You will hit this limit in the case of the farthest planets so you need patience and refuel to reach these than others which are accessible in a few minutes.&lt;br /&gt;
&lt;br /&gt;
See http://en.wikipedia.org/wiki/Micro-g_environment for a precise gravity table between galaxy, sun and planets.&lt;br /&gt;
Micro-G is use rough linear approximations to get similarities with this table.&lt;br /&gt;
&lt;br /&gt;
Multipliers are applied to the maximum speed of your ship so you will be arrive sooner in a faster ship.&lt;br /&gt;
&lt;br /&gt;
Need more internal space than Micro-G so can fit into ships '''over 130t mass only''', like Cobra Mark III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:FarPlanets8.png|400px|right]]&lt;br /&gt;
Farthest planets (like Sedna in Lave) need much more fuel than you can hold. To reach these you must stop at '''Fuel Tanks''' which are placed in the way. Refuelling will start if you are stopped within 100m of these. The cost of fuel is more farther from the Sun.&lt;br /&gt;
&lt;br /&gt;
Contracts with time limits need to use FTL but this equipment is '''vulnerable in combat''' so better if you keep your shields up on your long way and avoid fights.&lt;br /&gt;
&lt;br /&gt;
Sometimes there are a few '''repair staion''' near lanes from sun to far planets, else worth to '''jump into a nearby system''', get repairs and jump back to go along the road again.&lt;br /&gt;
A hyperjump is done within a few days but without FTL or Micro-G maybe require years to arrive, and need several minutes to finish the time adjustment in addition to the minutes of forwarding if no Micro-G.&lt;br /&gt;
&lt;br /&gt;
Suggested to set a jump destination before travel to get a mark on your fuel gauge where you should save it to avoid stick in the middle of nowhere in the case of a damaged FTL.&lt;br /&gt;
&lt;br /&gt;
[[Image:FarPlanets2.png|400px|right]]&lt;br /&gt;
There is a '''mixed mode of Micro-G and forwarding''' if your FTL is damaged which can help a lot: you travel with 0.9 lightspeed using Micro-G Torus plus get 100x forwarding, so if you run our of fuel then you can wait until you arrive, but you will run out of time if you have urgent contracts.&lt;br /&gt;
There is a smaller help also by 10x forwarding to regain your energy faster if depleted by FTL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This little help made also safe travels to the nearest far planets (within about 200 million km): you can reach these in acceptable time without fuel.&lt;br /&gt;
&lt;br /&gt;
At last resort you can consider to use your [[Escape_Pod|Escape Pod]] (make sure you have one before a long journey!) but in this case you will lose your cargo.&lt;br /&gt;
&lt;br /&gt;
Systems with low tech levels are harder due to no local repair available but the payments of far contracts are higher in these systems if the government is bad as a compensation of the risk.&lt;br /&gt;
&lt;br /&gt;
 Cost: 10000.0 Cr.&lt;br /&gt;
 Techlevel: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Second FTL Torus equipment ===&lt;br /&gt;
&lt;br /&gt;
Provide better acceleration and double maximum speed if both FTLs are working.&lt;br /&gt;
Can move faster than light if first FTL is damaged.&lt;br /&gt;
Can not fit into small ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 10000.0 Cr.&lt;br /&gt;
 Techlevel: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Depends on Oolite v1.77 but v1.79 or later strongly recommended.&lt;br /&gt;
&lt;br /&gt;
You can not use normal docking computers due to the inaccurate floating-point arithmetics in v1.77 (else you will collide with the station). You must use the &amp;quot;instant&amp;quot; version (which will add 20 minutes) with &amp;quot;Shift+C&amp;quot; to dock.&lt;br /&gt;
&lt;br /&gt;
Far planets in 1.77 are max. 10 000 km far from the witchpoint to prevent serious problems.&lt;br /&gt;
Gas giants are leaved at its original distances which is unreachable in 1.77.&lt;br /&gt;
There is no way to bring these enough near due to the radii of giants are larger than the maximal usable distance.&lt;br /&gt;
&lt;br /&gt;
From v1.79 there are several million times more space, as in real solar systems: there are some planets 100 000 million km far!&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sensors have detected x planets&amp;quot; message after undock with [[System_Redux_(Oolite)|System Redux]] or [http://deephorizonindustries.com/DH-Systems.html Deep Horizons Systems] OXPs is not count far planets.&lt;br /&gt;
You get separated message from the number of far planets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
FarPlanets use very high quality textures but these are placed into separated OXZs due to the size.&lt;br /&gt;
Please [http://wiki.alioth.net/index.php/FarPlanets#Downloads download] FarPlanetsLave and FarPlanetsFamous OXZs below to get all textures, these probably will not change too often.&lt;br /&gt;
&lt;br /&gt;
'''FarPlanetsLave''' OXZ is 56MB and contains:&lt;br /&gt;
* [http://www.celestiamotherlode.net/catalog/show_addon_details.php?addon_id=1433 Charon] (farplanets_0_7_4_1.png): by John van Vliet&lt;br /&gt;
* [http://wiki.alioth.net/index.php/File:Planettool-world-latlong.jpg Earth] (farplanets_0_7_2.png): from [[Planettool]] which is get it from http://visibleearth.nasa.gov/ .&lt;br /&gt;
* [http://www.celestiamotherlode.net/catalog/show_addon_details.php?addon_id=1017 Jupiter] (farplanets_0_7_3.png): from celestiamotherlode.net&lt;br /&gt;
[[Image:FarPlanets7.png|800px]]&lt;br /&gt;
* Laonce (farplanets_0_7-129_0_1.png, the interstellar rock between Lave and Zaonce): [https://github.com/OoliteProject/oolite-binary-resources/blob/master/Textures/oolite_asteroid_diffuse.png oolite_boulder_diffuse.png] in Oolite 1.79.&lt;br /&gt;
* Lavemoon (farplanets_0_7_0_1.png): [https://github.com/OoliteProject/oolite-binary-resources/blob/master/Textures/oolite_asteroid_diffuse.png oolite_asteroid_diffuse.png] in Oolite 1.79.&lt;br /&gt;
* [http://www.celestiamotherlode.net/catalog/show_addon_details.php?addon_id=242 Mercury] (farplanets_0_7_1.png): from celestiamotherlode.net&lt;br /&gt;
* [http://www.celestiamotherlode.net/catalog/show_addon_details.php?addon_id=255 Moon of Earth] (farplanets_0_7_2_1.png): from celestiamotherlode.net&lt;br /&gt;
* [http://www.celestiamotherlode.net/catalog/show_addon_details.php?addon_id=1433 Pluto] (farplanets_0_7_4.png): by John van Vliet&lt;br /&gt;
* [http://www.celestiamotherlode.net/catalog/show_addon_details.php?addon_id=227 Sedna] (farplanets_0_7_5.png): from celestiamotherlode.net&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''FarPlanetsFamous''' OXZ is 250MB and contains textures from the old Povray planets OXP v1.0 which are replaced in v1.1 using textures from Famous Planets OXP v2.5.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
* [https://drive.google.com/file/d/12HD7MlnfvdjFKx9NIyjoqLmpANeVSbtY/view?usp=sharing FarPlanets OXZ] 68kB&lt;br /&gt;
* [https://drive.google.com/file/d/1a7llIddHZ42PpeyPCCG9oHqqOEgnZWLs/view?usp=sharing FarPlanetsLave OXZ] 56MB&lt;br /&gt;
* [https://drive.google.com/file/d/1jEi2SRIi-snZEtBVclCJN-xCs4LBOGcw/view?usp=sharing FarPlanetsFamous OXZ] 250MB&lt;br /&gt;
&lt;br /&gt;
=== Recommended OXPs === &lt;br /&gt;
*[[DeepSpacePirates|Deep Space Pirates]] to make some traffic into far space.&lt;br /&gt;
*[[Market_Inquirer|Market Inquirer]] OXP to see planets in the &amp;quot;In-system distances&amp;quot; interface (F4).&lt;br /&gt;
[[Image:FarPlanets9.png|760px|center]]&lt;br /&gt;
*[[Numeric_Style_HUDs|NumericHUDv3.17]] to show forwarding, Micro-G and FTL speeds in HUD instead of in messages.&lt;br /&gt;
*[[Stations_for_Extra_Planets|Stations for Extra Planets]] to get markets over far planets.&lt;br /&gt;
*[[Telescope]] to lock planets, show large distances and masslock borders of planets.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
In Oolite v1.79 or later do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.77 make a FarPlanets.oxp subfolder in your AddOns folder and unzip the .oxz file into the newly created subfolder.&lt;br /&gt;
&lt;br /&gt;
Copy FarPlanetsTest.oolite-save file into your oolite-saves directory, then load this savegame to get a Cobra with all useful equipments for a test flight in Lave.&lt;br /&gt;
&lt;br /&gt;
If you have custom galaxies with more than 256 systems within some galaxy then you must set the number of systems in $SystemsInGalaxy array in planetnames.js else you will get far planets in the first 256 systems only. &lt;br /&gt;
Check the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=16141&amp;amp;start=60 More/larger galaxies] topic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Setings in farplanets.js === &lt;br /&gt;
&lt;br /&gt;
 this.$FarPlanetsAllowLargePlanets = true; //Use more than 7000km radii also but can cause dancing polygons&lt;br /&gt;
 this.$FarPlanetsMinDistance = 10000000; //nearest far planet, also the maximum in Oolite 1.77&lt;br /&gt;
 this.$FarPlanetsLaveDemo = false; //planets in Lave will be near in Oolite 1.79 also&lt;br /&gt;
 this.$FarPlanetsMessages = true; //show forwarding and Micro-G messages, startUp set it to false from NumericHUDv3.16&lt;br /&gt;
&lt;br /&gt;
=== License === &lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2014.02.04. v0.4  Famous systems has far planets, textures are in FarPlanetsFamous OXP.&lt;br /&gt;
                   Fuel Tanks are added to reach planets farther than Pluto (Sedna in Lave).&lt;br /&gt;
                   Increased acceleration and maximum speed with double equipments.&lt;br /&gt;
                   Harder break at masslock: velocity is limited to Injector speed.&lt;br /&gt;
                   Planet radii are limited to 300000 to avoid dancing polygons.&lt;br /&gt;
                   Names of stations for extra planets start with far planet name.&lt;br /&gt;
                   Max. distance in 1.77 is reduced to 10000km.&lt;br /&gt;
 2014.01.17. v0.3  FTL Drive and fuel required to get speeds over lightspeed.&lt;br /&gt;
 2014.01.15. v0.2  Improved gravity approximation.&lt;br /&gt;
                   Generating longer planet names.&lt;br /&gt;
                   Added handler of interstellar planets.&lt;br /&gt;
 2014.01.07. v0.1  Far travel test, planet names in planetnames.js.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download it from [http://wiki.alioth.net/index.php/FarPlanets#Downloads here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = FarPlanets&lt;br /&gt;
|version = 0.4&lt;br /&gt;
|release = 2014-02-04&lt;br /&gt;
|features = Far planets and fast drives&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|download = [[https://www.box.com/s/t7vnj3kfinbpc7m1twy3|Download]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16252 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Separated_Lasers&amp;diff=58267</id>
		<title>Separated Lasers</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Separated_Lasers&amp;diff=58267"/>
		<updated>2020-04-05T20:40:45Z</updated>

		<summary type="html">&lt;p&gt;Norby: /* Screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
[[Multiple Lasers]] producde multiple heat by default, degrading the effectiveness to the level of a single laser after a few seconds due to overheat. This addon allow to '''heat up as slow as single lasers''' if there is at least '''30m''' space between all mount points in 3D.&lt;br /&gt;
&lt;br /&gt;
A serious advantage in combat if used well (both for you and your enemies) due to these are real multiple lasers, without the heat penalty of ships with multiple but close mounts.&lt;br /&gt;
&lt;br /&gt;
Large ships can earn up to 5x firepower on broadsides! &lt;br /&gt;
&lt;br /&gt;
Energy usage is still multiplied, an 5x burst could empty your energy banks pretty fast so use wisely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships with separated mounts ===&lt;br /&gt;
&lt;br /&gt;
Separated multiple laser mounts are available on Anaconda (aft and sides), Boa II (aft), [[Caduceus]], Cat, [[D.T.T._Ship_Builders_Inc.#D.T.T._War_Lance|DTT War Lance]], Ghavial, [[Ace_Ships#Hornet|Hornet]], Iguana, Krait, [[Pitviper|Pitviper II]], Stormbrewer, [[Vector]], Wolf I, Wolf II (aft) and more. &lt;br /&gt;
&lt;br /&gt;
See the full list in [[Multiple Lasers]] where there is an '''S''' or '''W''' mark in the lasers column of ship tables.&lt;br /&gt;
&lt;br /&gt;
Broadsides (5 lasers on sides): [[D.T.T._Ship_Builders_Inc.#D.T.T._Atlas|DTT Atlas]], [[D.T.T._Custom_Ship_Designs|DTT Heart of Gold]], [[Serpent Class Cruiser]].&lt;br /&gt;
&lt;br /&gt;
Forward broadsides (5 separated forward lasers): [[Far Arm Corsair]], [[Far Arm Hunter]].&lt;br /&gt;
&lt;br /&gt;
Broadsides in all 4 views: [[Kirin]], [[Vortex_OXP#Maelstrom|Maelstrom]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wide multiple mounts ===&lt;br /&gt;
&lt;br /&gt;
Ships with at least '''50m''' space between mounts can separate Eco Artillery, Eco Reactor, [[LaserCannons#Special_Cannons|Plasma Ray]] and Twin Cannons so use these without multiple heat.&lt;br /&gt;
&lt;br /&gt;
Ships with wide mounts: Anaconda (on sides), Krait, Caduceus, Cat, Far Arm Corsair, Far Arm Tanker SE, Pythons (on sides).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Eco Lasers ===&lt;br /&gt;
New Economical Lasers are developed for separated mounts with low energy usage. Available in a standalone package: [[Media:Eco_Lasers_1.0.oxz|Eco_Lasers_1.0.oxz]] (downloaded {{#downloads:Eco_Lasers_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Compare Eco Lasers with [[Sniper Guns]], standard lasers and separable [[Laser Cannons]]:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|Minimal&amp;lt;br&amp;gt;Ship&amp;lt;br&amp;gt;Mass (t)&lt;br /&gt;
|Separation&amp;lt;br&amp;gt;need (m)&lt;br /&gt;
|Range (km)&lt;br /&gt;
|Damage/s&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Heat&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;before&amp;lt;br&amp;gt;OverHeat&lt;br /&gt;
|Energy&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Delay&lt;br /&gt;
|Heat&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Tech&lt;br /&gt;
|Cost&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Eco Laser&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|128&lt;br /&gt;
|4&lt;br /&gt;
|1000&lt;br /&gt;
|0.3&lt;br /&gt;
|16&lt;br /&gt;
|0.125&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Eco&amp;amp;nbsp;Cannon&lt;br /&gt;
|130&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|133&lt;br /&gt;
|5&lt;br /&gt;
|1500&lt;br /&gt;
|2&lt;br /&gt;
|100&lt;br /&gt;
|0.75&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|40000&lt;br /&gt;
|Green&lt;br /&gt;
|-&lt;br /&gt;
|Eco&amp;amp;nbsp;Artillery&lt;br /&gt;
|400&lt;br /&gt;
|'''50'''&lt;br /&gt;
|20&lt;br /&gt;
|200&lt;br /&gt;
|8&lt;br /&gt;
|1680&lt;br /&gt;
|'''0'''&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|400000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Eco&amp;amp;nbsp;Reactor *&lt;br /&gt;
|130&lt;br /&gt;
|'''50'''&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| '''-1'''&lt;br /&gt;
|0&lt;br /&gt;
|0.1&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10000&lt;br /&gt;
|Black&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Gun **&lt;br /&gt;
|30&lt;br /&gt;
|'''50'''&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|1560&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|20000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&amp;amp;nbsp;Sniper&amp;amp;nbsp;Gun&amp;amp;nbsp;**&lt;br /&gt;
|250&lt;br /&gt;
|'''100'''&lt;br /&gt;
|25&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|2720&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|200000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|12.5&lt;br /&gt;
|30&lt;br /&gt;
|2.14&lt;br /&gt;
|810&lt;br /&gt;
|0.8&lt;br /&gt;
|15&lt;br /&gt;
|0.5&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|400&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Beam Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|60&lt;br /&gt;
|1.88&lt;br /&gt;
|480&lt;br /&gt;
|0.5&lt;br /&gt;
|6&lt;br /&gt;
|0.1&lt;br /&gt;
|3.2&lt;br /&gt;
|5&lt;br /&gt;
|1000&lt;br /&gt;
|Yellow&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|120 &lt;br /&gt;
|2.82&lt;br /&gt;
|700&lt;br /&gt;
|1.1&lt;br /&gt;
|12&lt;br /&gt;
|0.1&lt;br /&gt;
|4.25&lt;br /&gt;
|11&lt;br /&gt;
|6000&lt;br /&gt;
|Magenta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mini Cannon&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|60&lt;br /&gt;
|3&lt;br /&gt;
|960&lt;br /&gt;
|10&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|6&lt;br /&gt;
|1000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Cannon&lt;br /&gt;
|130&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|100&lt;br /&gt;
|3&lt;br /&gt;
|900&lt;br /&gt;
|7&lt;br /&gt;
|75&lt;br /&gt;
|0.75&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|8000&lt;br /&gt;
|Magenta&lt;br /&gt;
|-&lt;br /&gt;
|Twin&amp;amp;nbsp;Military&amp;amp;nbsp;Cannon&lt;br /&gt;
|400&lt;br /&gt;
|'''50'''&lt;br /&gt;
|10&lt;br /&gt;
|200&lt;br /&gt;
|1.5&lt;br /&gt;
|600&lt;br /&gt;
|14&lt;br /&gt;
|150&lt;br /&gt;
|0.75&lt;br /&gt;
|100&lt;br /&gt;
|8&lt;br /&gt;
|10000&lt;br /&gt;
|White&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Cannon&lt;br /&gt;
|250&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|1860&lt;br /&gt;
|5&lt;br /&gt;
|60&lt;br /&gt;
|0.5&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|24000&lt;br /&gt;
|Cyan&lt;br /&gt;
|-&lt;br /&gt;
|Plasma&amp;amp;nbsp;Ray ***&lt;br /&gt;
|130&lt;br /&gt;
|'''50'''&lt;br /&gt;
|6&lt;br /&gt;
|80&lt;br /&gt;
|4&lt;br /&gt;
|1240&lt;br /&gt;
|'''0'''&lt;br /&gt;
|40&lt;br /&gt;
|0.5&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|40000&lt;br /&gt;
|Orange&lt;br /&gt;
|-&lt;br /&gt;
|Artillery&amp;amp;nbsp;Cannon&lt;br /&gt;
|130&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|67&lt;br /&gt;
|5&lt;br /&gt;
|1950&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|0.75&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|50000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Twin&amp;amp;nbsp;Artillery&amp;amp;nbsp;Cannon&lt;br /&gt;
|400&lt;br /&gt;
|'''50'''&lt;br /&gt;
|20&lt;br /&gt;
|133&lt;br /&gt;
|5&lt;br /&gt;
|1500&lt;br /&gt;
|10&lt;br /&gt;
|100&lt;br /&gt;
|0.75&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|100000&lt;br /&gt;
|Light&amp;amp;nbsp;Blue&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 * Eco Reactor is not a weapon but restore energy when 'fire'. Easy to use on side mounts.&lt;br /&gt;
 ** Sniper Gun has [[Sniper_Gun#Sapper|Sapper]] mode which is even more powerful at point-blank range but not separable.&lt;br /&gt;
 *** Plasma Ray has some chance to make critical damage which eject the pilot if [[Laser Cannons]] OXP is installed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Laser Cannons ===&lt;br /&gt;
&lt;br /&gt;
Some [[Laser Cannons]] can be separated also (low damage/shot only): simple Mini Cannon, simple Military Cannon, Vulcan Cannon, and simple Artillery Cannon. &lt;br /&gt;
&lt;br /&gt;
[[LaserCannons#Special_Cannons|Plasma Ray]] need at least '''50m''' space between mounts to avoid multiple heat. Especially useful regardless of the low damage due to works without energy usage, which is the main limiter at 3 or more mounts - you can split the heat between your forward and aft lasers if you use these alternately, but you can not split the energy usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
[[Sniper Gun]] need more space than most lasers due to provide better cooldown. Standard Sniper Gun need '''50m''' space to be separated, Heavy Sniper Gun need '''100m''' which can be hard to satisfy in common ships, but a help if weapon_positons are shifted in z axis also (the third number in position vector). [[Sniper Gun#Python SG|Python SG]] use this trick to separate guns in wingtips within the 74m width of the ship hull.&lt;br /&gt;
&lt;br /&gt;
[[Sniper Gun#Sapper|Sappers]] are not separable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
Anaconda with Eco weapons, only the forward mount is not separated.&lt;br /&gt;
&lt;br /&gt;
[[Image:SL1.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Far Arm Corsair]] offers 5 wide (50m) separated forward mounts.&lt;br /&gt;
&lt;br /&gt;
[[Image:SL3.png|800px]]&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
[[Media:Separated_Lasers_1.2.oxz|Separated_Lasers_1.2.oxz]] (downloaded {{#downloads:Separated_Lasers_1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Eco_Lasers_1.0.oxz|Eco_Lasers_1.0.oxz]] (downloaded {{#downloads:Eco_Lasers_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Old Versions&lt;br /&gt;
&lt;br /&gt;
[[Media:Separated_Lasers_1.1.oxz|Separated_Lasers_1.1.oxz]] (downloaded {{#downloads:Separated_Lasers_1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Separated_Lasers_1.0.oxz|Separated_Lasers_1.0.oxz]] (downloaded {{#downloads:Separated_Lasers_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Separated_Lasers_0.3.oxz|Separated_Lasers_0.3.oxz]] (downloaded {{#downloads:Separated_Lasers_0.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Separated_Lasers_0.2.oxz|Separated_Lasers_0.2.oxz]] (downloaded {{#downloads:Separated_Lasers_0.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Separated_Lasers_0.1.oxz|Separated_Lasers_0.1.oxz]] (downloaded {{#downloads:Separated_Lasers_0.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2016.09.09. v1.2  Separated laser variants are not shown in equipment shop if mounts are not enough wide.&lt;br /&gt;
 2016.03.13. v1.1  Eco Lasers are available in a standalone package for Oolite 1.82.&lt;br /&gt;
                   Plasma Ray appear only if Laser Cannons OXP is installed.&lt;br /&gt;
 2016.03.06. v1.0  Updated for Sniper Gun v1.1.&lt;br /&gt;
                   Twin Military Cannon and Twin Artillery Cannon are separable.&lt;br /&gt;
                   Fixed for Gatling Laser which is not separable.&lt;br /&gt;
                   Fixed if Laser Cannons OXP is not installed.&lt;br /&gt;
                   Separation is disabled regardless of distances if script_info contain separatedlasers=-1;&lt;br /&gt;
                   Separation need an empty side mount if script_info contain separatedlasers=1; and two if 2.&lt;br /&gt;
 2016.02.13. v0.3  Exclude multiple weapons from equipment list which not fit into any side.&lt;br /&gt;
                   Replace weapons to fit to the weapon multiplication defined in shipdata.&lt;br /&gt;
 2016.02.12. v0.2  [[Sniper Gun]] separation supported.&lt;br /&gt;
                   Eco Artillery and Eco Cannon are set to mining lasers.&lt;br /&gt;
 2016.01.31. v0.1  First release.&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Separated Lasers&lt;br /&gt;
|version = 1.2&lt;br /&gt;
|release = 2016-09-09&lt;br /&gt;
|features = Real multiple lasers&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18029 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons OXPs]]&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=58188</id>
		<title>ReverseControl</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=58188"/>
		<updated>2020-02-23T12:50:28Z</updated>

		<summary type="html">&lt;p&gt;Norby: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
Your ship's up-down and roll controls will be reversed in the aft view, so you can aim exactly as in the front view.&lt;br /&gt;
&lt;br /&gt;
The controls in left and right views are normalized also, but the centre of the roll seems to be not equal with the centre of your view which looks a bit strange but I can not fix. Moreover if your ship is not stopped then even a stationary target will always go out sideways from your crossharis due to you go forward which looks like sideway movement in the side views, so you must constantly roll and pitch again. Should practice the side aim during movement on the navigation buoy first.&lt;br /&gt;
&lt;br /&gt;
If you are not like the roll in side views then use the yaw controls (&amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; keys) instead of roll.&lt;br /&gt;
&lt;br /&gt;
You can redefine your keys in oolite.app/Resources/Config/keyconfig.plist , for example the following lines put yaw on horizontal arrows and roll to the comma and dot keys:&lt;br /&gt;
&lt;br /&gt;
 key_roll_left	= &amp;quot;,&amp;quot;;&lt;br /&gt;
 key_roll_right	= &amp;quot;.&amp;quot;;&lt;br /&gt;
 key_yaw_left	= 253;	// left arrow&lt;br /&gt;
 key_yaw_right	= 252;	// right arrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inertia is a new feature in ReverseControl v1.7 which need Oolite v1.87. Details are in [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;start=60#p264007 this message].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is another variant named to '''Reverse Y Control''' where the vertical control is reversed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[[Media:ReverseControl_1.8.oxz|ReverseControl 1.8 with inertia]] (downloaded {{#downloads:ReverseControl_1.8.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.7.oxz|ReverseControl 1.7 with inertia]] need Oolite v1.87 (downloaded {{#downloads:ReverseControl_1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.6.oxz|ReverseControl 1.6]] (downloaded {{#downloads:ReverseControl_1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.5.oxz|ReverseControl 1.5]] (downloaded {{#downloads:ReverseControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.4.oxz|ReverseControl 1.4]] (downloaded {{#downloads:ReverseControl_1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseYControl_1.5.oxz|ReverseYControl 1.5]] use the opposite vertical directions as ReverseControl (downloaded {{#downloads:ReverseYControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.79 or later do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.77 make a ReverseControl.oxp subfolder in your AddOns folder and unzip the .oxz file into the newly created subfolder. &lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite@gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.07.19. v1.8  Fixed for Oolite 1.86 by cag.&lt;br /&gt;
 2018.07.04. v1.7  Inertia is implemented by cag to improve keyboard controls in forward view too.&lt;br /&gt;
 2017.10.05. v1.6  Calculations are optimized by cag to reduce the frequency of garbage collection.&lt;br /&gt;
 2017.03.19. v1.5  Calculations are improved by cag.&lt;br /&gt;
 2015.06.20. v1.4  Controls in left and right view are normalized also.&lt;br /&gt;
                   Performance improvements, thanks to Lone Wolf.&lt;br /&gt;
 2014.08.02. v1.3  Working well with Sniperlock OXP.&lt;br /&gt;
 2014.06.09. v1.2  Fixed a clash with Docking Computer.&lt;br /&gt;
 2014.05.16. v1.1  Can turn off [[SniperLock]] OXP temporary until the aft view is active.&lt;br /&gt;
 2014.05.16. v1.0  Initial release.&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = ReverseControl&lt;br /&gt;
|version = 1.8&lt;br /&gt;
|release = 2018-07-19&lt;br /&gt;
|features = Aft controls help&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|download = [[https://www.box.com/s/t7vnj3kfinbpc7m1twy3|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;p=218477#p218477 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Towbar&amp;diff=58179</id>
		<title>Towbar</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Towbar&amp;diff=58179"/>
		<updated>2020-02-09T14:14:21Z</updated>

		<summary type="html">&lt;p&gt;Norby: v0.99&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Towbar1.png|600px|right]]&lt;br /&gt;
== Towbar ==&lt;br /&gt;
Make money from derelict ships.&lt;br /&gt;
&lt;br /&gt;
Pilots often eject when lost a fight and left behind an almost destroyed ship.&lt;br /&gt;
You do not need to destroy ships anymore for bounty due to you will get instantly when the pilot ejects.&lt;br /&gt;
&lt;br /&gt;
Your HUD can show the Derelict status of your target if [[Detectors]] OXP or [[Numeric_Style_HUDs|NumericHUD v3.11]] OXP installed or you insert the insertintohudlegends.plist file from the Towbar OXP into your hud.plist.&lt;br /&gt;
&lt;br /&gt;
If you apporach a derelict ship in 100m (or hurtle into) with low speed difference (below 10) then the towbar will lock it, see in the aft view (F2).&lt;br /&gt;
&lt;br /&gt;
You can tow ships with maximum 1.6 times more mass than your ship, others can be mined with Ship Miner only (see below).&lt;br /&gt;
&lt;br /&gt;
Can not use Injectors without a special equipment and pitch rate very low when towing (the $TowbarSlowTurn variable in towbar.js can be set to false on computers where controls goes jerky when tow a ship).&lt;br /&gt;
&lt;br /&gt;
Pull into a dock in the current system to sell the hull as a large amount of alloys.&lt;br /&gt;
&lt;br /&gt;
 Ship		Mass	Alloys	Approximated credits&lt;br /&gt;
 Adder   	11	3	100&lt;br /&gt;
 Moray    	40	12	400&lt;br /&gt;
 Cobra Mk I	47	14	500&lt;br /&gt;
 Fer-de-Lance	51	15	500&lt;br /&gt;
 Asp     	59	18	600&lt;br /&gt;
 Cobra Mk III	186	56	1800&lt;br /&gt;
 Boa     	192	58	1900&lt;br /&gt;
 Python  	222	67	2200&lt;br /&gt;
 Anaconda	430	80	2600&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar2.png|400px|right]]&lt;br /&gt;
The payment calculated from the alloy price at the station where you sell it, plus 0-2t Computers depending on the ship size.&lt;br /&gt;
Largest ships can give maximum 80t alloys only due to the inner space.&lt;br /&gt;
&lt;br /&gt;
Alloys will not added to the market because the ship sold to a dealer who pay instantly but disassemble later (and to avoid fill up the 127t limit of the market), but cargo will be added.&lt;br /&gt;
If the market is full with this cargo then the remains will be sold at half price or discarded if you set $TowbarLimit127t to true in towbar.js.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will get a few hundred credits for each saved equipments and weapons also.&lt;br /&gt;
&lt;br /&gt;
[[Military_Laser|Military Laser]] worth 1-2 thousands but probably the fight was harder to get it.&lt;br /&gt;
&lt;br /&gt;
All saved cargo worth the current price at the station. &lt;br /&gt;
&lt;br /&gt;
Some ships (with high version numbers in [[ShipVersion]] OXP so the durable ones) hold much more valuable cargo than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar3.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
With [[HardShips]] OXP you can get more equipments as you can see in this image:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Compliments'''&lt;br /&gt;
&lt;br /&gt;
You can get the following compliments:&lt;br /&gt;
&lt;br /&gt;
* 1000 credits:	 Nice work.&lt;br /&gt;
* 3000 credits:	 Well done!&lt;br /&gt;
* 5000 credits:	 Excellent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
&lt;br /&gt;
Be careful when attacking a ship: slow your fire when the exhaust plume changes (or throwing sparks with [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=12507 CustomShields OXP]) to avoid blowing it and stop immediately when you see the Escape capsule. Then touch the derelict ship slowly to lock it to the towbar.&lt;br /&gt;
&lt;br /&gt;
Reduce the pitch and yaw movements when towing due to there are a small but increasing chance to break the towbar or the towed ship, heavier ship break sooner. A few tips:&lt;br /&gt;
* Approach the derelict ship in the direction of your next movement, usually head to the Station to reduce turning with mass.&lt;br /&gt;
* Stop your ship before turn to cause less pressure to the towbar.&lt;br /&gt;
&lt;br /&gt;
Do not go to a sightseeing tour: the status of the ship degrading over time when moving, so you can earn more credits if you deliver faster. You will be informed about flying parts to remember this. Losing less at low speeds but your haul are in safe only if your ship is stopped.&lt;br /&gt;
&lt;br /&gt;
If the towbar is destroyed then you can buy another and go back to the ship, just find the '''&amp;quot;D&amp;quot;''' (derelict) beaconCode on your [[Advanced_Space_Compass|Advanced Space Compass]]. [[Telescope]] OXP show it also in the main scanner from any range.&lt;br /&gt;
&lt;br /&gt;
If you are too slow then pirates will blow up the ship for the cargo, hunters for the bounty or Thargoids for sure.&lt;br /&gt;
&lt;br /&gt;
Not all derelict ship in the system has beaconCode due to the signal transmitter placed when the towbar locked on.&lt;br /&gt;
&lt;br /&gt;
You can change the towed ship if your ship touch another derelict ship.&lt;br /&gt;
&lt;br /&gt;
If you initiate a hyperjump then the towbar will release the towed ship. This means that you must sell the ship in the same system where you get it.&lt;br /&gt;
&lt;br /&gt;
You can release the towed ship by prime Towbar ('''Shift+N''') and press activate ('''n'''). The just released ship can be relocked by another activate (within 200m).&lt;br /&gt;
&lt;br /&gt;
The towed ship is vulnerable, suggested to avoid combat situations until delivered.&lt;br /&gt;
&lt;br /&gt;
Largest towed ships facing into your aft weapon so you can not fire backward or you will destroy it.&lt;br /&gt;
If you must then release it by double &amp;quot;h&amp;quot; keypress (start and stop a hyperjump) and pick up later.&lt;br /&gt;
Before this you must set a target system and has enough fuel for the jump.&lt;br /&gt;
&lt;br /&gt;
Do not engange fight when towing a ship to avoid too many steering which break the towbar.&lt;br /&gt;
If you must then release the towed ship and pick up after the battle.&lt;br /&gt;
&lt;br /&gt;
Build up your reputation by salvaging more ships, missions will require qualification.&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0 Cr.&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Laser Reductor==&lt;br /&gt;
&lt;br /&gt;
Reduce your Laser power to minimal if targeted ship is derelict to save it from exploding after forced to eject.&lt;br /&gt;
You will get a &amp;quot;Derelict!&amp;quot; message with a &amp;quot;bloop&amp;quot; sound when your target is ejected to warn you to stop your fire.&lt;br /&gt;
&lt;br /&gt;
Your first 10 hit will be reduced only, which mean a full second with a continuously fired beam laser. Most pilots are able to release the fire button within a second after warning sound started, if you not then increase the $TowbarMaxReduct variable in towbar.js.&lt;br /&gt;
&lt;br /&gt;
When you step over this limit a &amp;quot;Laser Reductor disabled&amp;quot; message arrive and you can destroy your target to finish your mission.&lt;br /&gt;
You can turn off reductor also by pirme (Shift-N) and activate (n) Towbar when no towed ship nor derelict within 200m.&lt;br /&gt;
&lt;br /&gt;
Suggested to install &amp;quot;Derelict&amp;quot; display into you HUD by either Detectors OXP, NumericHUDv3.11 or following instructions in  insertintohudlegends.plist file to get another visual warning.&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0 Cr.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Miner==&lt;br /&gt;
&lt;br /&gt;
Complex robots can transfer the valuable parts of the towed ship to your cargo store but this take some time.&lt;br /&gt;
&lt;br /&gt;
Mining go ahead in the following order:&lt;br /&gt;
&lt;br /&gt;
1. '''Cargo''': stronger ships tend to hold more valuable packages. Fuel transferred in this step also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. '''Computers''': from the built-in electronics, usually 1 or 2t depending on the ship size.&lt;br /&gt;
&lt;br /&gt;
3. '''Machinery''': from mining equipments and lasers, in equal value.&lt;br /&gt;
&lt;br /&gt;
4. '''Alloys''': dismantle the hull into pieces but only the smaller ones can fit into the scoop (max. 10t).&lt;br /&gt;
&lt;br /&gt;
Mining will stop by default when cargo transfer done assuming you want to tow the ship into a station.&lt;br /&gt;
&lt;br /&gt;
To continue prime Towbar ('''Shift+N''') and press mode ('''b'''), but this suggested only if you do not plan to tow the ship back to any dock.&lt;br /&gt;
* Set back to &amp;quot;'''Offline'''&amp;quot; or &amp;quot;Cargo only&amp;quot; setting if you plan to tow a ship again.&lt;br /&gt;
* The &amp;quot;'''Cargo only'''&amp;quot; mode is suggested due to can lose cargo from the towed ship when moving but cannot from your store.&lt;br /&gt;
* The &amp;quot;'''Up to full'''&amp;quot; mode will mine until there are free space in your ship, others are leaved in the mined ship.&lt;br /&gt;
* The &amp;quot;'''Salvager'''&amp;quot; mode will drop out all inner parts into the space to finish the whole mining and increase your salvager reputation regardless of your store is full.&lt;br /&gt;
&lt;br /&gt;
Cargo check need some time in ships with 0t cargo also due to the cabin safe can contain valuables.&lt;br /&gt;
Mining will be stopped in steering, speed changing, injecting and torus travel so processing when stopped or travel straight at constant normal speed.&lt;br /&gt;
&lt;br /&gt;
=== Parcels ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you can found parcels when finished cargo transfer. Urgent ones need to deliver to the main station within a few minutes.&lt;br /&gt;
The message what you get and your ship's manifest screen (F5F5) show the remaining time. Do not use autodock (Shift+C) due to it need 20 minutes regardless from looks like instantly and you will arrive too late. &lt;br /&gt;
&lt;br /&gt;
Your parcel reputation will not decrease if you do not arrive in time due to you are not who undertaken delivery (parcels will be removed from manifest screen when expired to avoid penalty).&lt;br /&gt;
Install [[Display_reputation_OXP|Display reputation OXP]] to track your progress, you will get more payout for the same work if you earn higher reputation.&lt;br /&gt;
&lt;br /&gt;
To find shortest route of normal parcels you should buy Advanced Navigational Array equipment, go to the galactic chart (F6F6), hold down &amp;quot;^&amp;quot; (Shift+6) then click on destination (marked with green diamond). Hold with Ctrl also to show fastest route if time is not enough. Press F1 then &amp;quot;`&amp;quot; to review your timelimit in your communcations log in hours. Manifest screen (F5F5) show it in days but in the galactic chart (F6F6) you see times of routes in hours.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
Some ships are equipped with a self-destruct trap and a mistake during Fuel transfer can end up with a blast also. These can cause large damage to your ship depending on the size of the towed ship. After you gained more and more salvaging experience you can prevent these problems more and more times. With [[ShipVersion]] OXP you usually can mine ships safely below and at your salvager level.&lt;br /&gt;
&lt;br /&gt;
Towbar will not autolock if a trap can kill you due to the target is too large or your energy is low. You can override this by priming and activating Towbar but you risk to start a new game. There is always a small chande to fall into a trap, sometimes an Elite Salvager can make mistakes also so avoid overriding and wait until your energy and shields are recharged, buy Shield Boosters or a larger ship with more energy banks.&lt;br /&gt;
&lt;br /&gt;
Ship mining is not 100% safe, towed ships can explode from the meddling in rare cases which surely destroy the miner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finished mining counted as the ship is salvaged which increase your reputation, so you can save towing time if money is less important.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;'''Empty'''&amp;quot; word in the ship name mean the cargo is transferred already, the &amp;quot;'''Mined'''&amp;quot; word mean finished mining.&lt;br /&gt;
Your HUD can show these words also with [[Numeric_Style_HUDs|NumericHUD v3.11]] or by following the instructions in insertintohudlegends.plist.&lt;br /&gt;
Derelict ships get light blue lollipop in the scanner when targeted, Empty get blue and Mined get dark blue.&lt;br /&gt;
&lt;br /&gt;
If you want to sell the parts in other system then you must mine the ship before jump due to there is not possible to construct a tool which can avoid the explosion of a badly damaged ship in hyperspace.&lt;br /&gt;
&lt;br /&gt;
You should mine also if you are very far away from any dock to avoid losing many parts on the long way, but if the Station is near then you can get more credits by towing.&lt;br /&gt;
&lt;br /&gt;
If you mining a heavy ship which has more than 1.6 times in mass than your ship then you anchored and cannot move regardless of your speed settings. If you touch the controls during mining a heavy ship then released immediately to avoid breaking the towbar. &lt;br /&gt;
&lt;br /&gt;
Ship Miner can fit into large ships over 130t only and the mined parts need many cargo space, except if you found valuable cargo (Gold, Platina or Gem-stones).&lt;br /&gt;
&lt;br /&gt;
 Cost: 20000.0 Cr.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Miner Assistant==&lt;br /&gt;
&lt;br /&gt;
Additional transporter bots can help to reduce mining time and increase safety.&lt;br /&gt;
The possibilities of flying or destroying parts are about the half of the original.&lt;br /&gt;
Also can catch large parts when towing before flying out from the towed ship.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20000.0 Cr.&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Towbar Compatible Injectors==&lt;br /&gt;
&lt;br /&gt;
Enable Injectors when towing a ship. &lt;br /&gt;
Costly due to need stronger towbar holders and new exhaust tubes to the gases evade the towed ship.&lt;br /&gt;
&lt;br /&gt;
The towed ship losing more parts if the speed is higher so you can earn the same money only but can save time.&lt;br /&gt;
Torus Drive is the only exception from the speed rule so suggested to use as soon as possible.&lt;br /&gt;
Do not steer your ship when injecting otherwise towbar will be unstable more times faster.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20000.0 Cr.&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Towbar Repair Bot==&lt;br /&gt;
&lt;br /&gt;
Can fix a broken towbar, but one time only.&lt;br /&gt;
Repair will start automatically when needed and take about a minute.&lt;br /&gt;
&lt;br /&gt;
Can not repair a destroyed towbar which can happen almost as often as break so better if always apply Towbar Stabilizer and start repair in the last resort only.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1000.0 Cr.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Towbar Stabilizer==&lt;br /&gt;
&lt;br /&gt;
Use when towbar being unstable to prevent damages and the possible explosion of the towed ship.&lt;br /&gt;
Occupy an empty pylon, launch as a mine.&lt;br /&gt;
Buy more if you plan to tow heavy ships for long range.&lt;br /&gt;
&lt;br /&gt;
Can not fix a broken or destroyed towbar, nor resurrect the towed ship after an explosion caused by the unstable towing, so use before these problems occurs.&lt;br /&gt;
&lt;br /&gt;
 Cost: 200.0 Cr.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tug Drone==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar10.png|400px|right]]&lt;br /&gt;
Launch as a fire and forget missile to a derelict ship and you are done with the work.&lt;br /&gt;
Guided by the local authorities which charge 50% commission but pay instantly when hit the target.&lt;br /&gt;
&lt;br /&gt;
Will drop out the cargo and pay for the ship only so you must scoop if not transported with Ship Miner before launched the Tug Drone.&lt;br /&gt;
GalCop defend Tugs but need to known by all pirates that Tugs never transport cargo to reach a tolerable safety level (is not worth to attack it).&lt;br /&gt;
&lt;br /&gt;
[[Deep_Space_Dredger|Deep Space Dredger]] OXP provide Salvage Missile which can autopilot a derelict ship with cargo.&lt;br /&gt;
In this case you must escort it until reach a Dredger which is much harder because pirate ambushes, but can pay more due to avoid commission.&lt;br /&gt;
&lt;br /&gt;
Tug Drone can fit into large ships only (over 130t).&lt;br /&gt;
Do not target small ships which pay less than the cost of the Tug Drone.&lt;br /&gt;
You must aim exactly to the target (with red box) to launch the drone, green target lock is not enough.&lt;br /&gt;
&lt;br /&gt;
The rotating ship model cannot be displayed in the sell salvage screen during flight, and your ship is moving while you read it so press enter shortly to reduce the blind fly time.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1000.0 Cr.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Salvager License==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar9.png|400px|right]]&lt;br /&gt;
GalCop regulates ship salvaging at main stations; you must buy a license from your initial earnings, which is automatically deducted. You will only receive payments for the cargo after you have pooled the full 20000 credits for the yearly license. You must buy new license every year. Once you have a Salvager License you, must pay tax from the ship hull and equipment based on the government.&lt;br /&gt;
&lt;br /&gt;
 Government		Tax&lt;br /&gt;
 Anarchy 		0 %&lt;br /&gt;
 Feudal			5 %&lt;br /&gt;
 Multi-Governmental	10 %&lt;br /&gt;
 Dictatorship		15 %&lt;br /&gt;
 Communist		20 %&lt;br /&gt;
 Confederacy		25 %&lt;br /&gt;
 Democracy		30 %&lt;br /&gt;
 Corporate State 	35 %&lt;br /&gt;
&lt;br /&gt;
Non-GalCop stations do not require a license, but charge a 50% commission. Dredgers in [[Deep_Space_Dredger|Deep Space Dredger]] OXP and Salvage Gangs in [[Anarchies_OXP|Anarchies]] OXP buy without commission due to processing the ship locally but pay low price for the alloys of the hull.&lt;br /&gt;
&lt;br /&gt;
Cargo is never taxed or commissioned.&lt;br /&gt;
&lt;br /&gt;
==Salvager Missions==&lt;br /&gt;
&lt;br /&gt;
Your reputation counted as how many ships salveged either by delivered or fully mined it.&lt;br /&gt;
When you reached certain levels you can get Salvager Missions (in v0.93 the first is implemented only):&lt;br /&gt;
&lt;br /&gt;
 Ships	Name		Level	Payout	Need Salvager License&lt;br /&gt;
 0	First Aid	Easy	1000	No&lt;br /&gt;
 2	Second Hand	Easy	2000	No&lt;br /&gt;
 10	Ten Commands	Easy	10000	Yes&lt;br /&gt;
 20	Twenty Sisters	Medium	20000	No&lt;br /&gt;
 30	Thirty Pirates	Medium	30000	Yes&lt;br /&gt;
 40	Forty Robbers	Medium	40000	Yes&lt;br /&gt;
 50	Fifty Percent	Hard	50000	No&lt;br /&gt;
 100	Hundred Tonnes	Hard	100000	Yes&lt;br /&gt;
 200	200 Seconds	Hard	200000	No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Salvager Rankings==&lt;br /&gt;
&lt;br /&gt;
You can step up in your Salvager career by towing or mining derelict ships or achieve salvage missions.&lt;br /&gt;
&lt;br /&gt;
As your reputation increasing you can get better rankings which shown in the Manifest screen (F5-F5).&lt;br /&gt;
&lt;br /&gt;
With higher rank you can neutralize more complex traps in towed ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Ships	Rankings&lt;br /&gt;
 2	Novice Salvager&lt;br /&gt;
 4	Assistant Salvager&lt;br /&gt;
 8	Poor Salvager&lt;br /&gt;
 16	Below Average Salvager&lt;br /&gt;
 32	Average Salvager&lt;br /&gt;
 64	Above Average Salvager&lt;br /&gt;
 128	Competent Salvager&lt;br /&gt;
 1000	Trustworthy Salvager!&lt;br /&gt;
 3000	Infallible Salvager!&lt;br /&gt;
 6000	Elite Salvager!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
Depending on Oolite v1.77 and [[BGS]] OXP if you want to see nice background on the salvage screen.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Unzip the file, and then move the folder named &amp;quot;.oxp&amp;quot; in the end to the AddOns directory of your Oolite installation.&lt;br /&gt;
Hold down the Shift key when you start the game first time until the splash screen appear.&lt;br /&gt;
&lt;br /&gt;
=== Settings in towbar.js ===&lt;br /&gt;
* $TowbarDebug = false; //will spawn a derelict ship right after undock&lt;br /&gt;
* $TowbarFixed = true; //show towbar if no towed ship also, false works as retractable&lt;br /&gt;
* $TowbarLimit127t = false; //can limit markets to the original capacity&lt;br /&gt;
* $TowbarMaxReduct = 10; //how many hit will be reduced by Laser Reductor on a derelict ship&lt;br /&gt;
* $TowbarMiner = 1; //0:offline, 1:cargo only, 2:up to full, 3:salvager&lt;br /&gt;
* $TowbarNPCMissile = true; //NPCs with enhanced IQ: fire a missile before eject as last resort&lt;br /&gt;
* $TowbarShow = true; //false change it to an invisible tractor beam&lt;br /&gt;
* $TowbarSlowTurn = true; //set to false if cause jerky controls when tow a ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0&lt;br /&gt;
&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.&lt;br /&gt;
&lt;br /&gt;
Towbar applause sound source: http://soundbible.com/1260-Auditorium-Applause.html&lt;br /&gt;
&lt;br /&gt;
Towbar break sound source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
Towbar fireworks sound source: http://soundbible.com/693-Fireworks-Finale.html&lt;br /&gt;
&lt;br /&gt;
Towbar hit derelict sound source: boop.ogg in Oolite.&lt;br /&gt;
&lt;br /&gt;
Towbar lock on sound source: bgs-m_fx_shipyard1.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2016.08.14. v0.99 Increased payout for equipments and weapons during ship salvaging.&lt;br /&gt;
                   Towbar is not shown by default, just when tow a ship (retractable).&lt;br /&gt;
                   Mission failed screen appear correctly at load game when must finish without rest.&lt;br /&gt;
                   NPC will not fire missile at point-blank range before eject, thanks to Astrobe.&lt;br /&gt;
                   Fixed multiplied parcels, thanks to Cmd Northgate.&lt;br /&gt;
                   Removed &amp;quot;x. find&amp;quot; from parcel messages, suggested by Cmd Northgate.&lt;br /&gt;
                   Fixed Constrictor hunt problem, thanks to Captain Obvious.&lt;br /&gt;
                   First mission compatible with Escort Deck, thanks to Vincentz.&lt;br /&gt;
                   Fixed for very long ships like Worker's Commuter in Commies OXP, thanks to TheOldGamer.&lt;br /&gt;
                   Density of small-cargo1 raised to help scoop it with small ships, thanks to Bogatyr.&lt;br /&gt;
                   Tug Drone got collision handler, thanks to Hullblazer.&lt;br /&gt;
                   Ship Miner default mode changed to salvager as suggested by gt52&lt;br /&gt;
 2015.03.15. v0.98 Player get score if force a pilot to eject.&lt;br /&gt;
                   Small fixes for Oolite 1.81 and without BGS.&lt;br /&gt;
 2014.09.21. v0.97 The first mission will fail if jump out from the system, thanks to Bogatyr.&lt;br /&gt;
                   Cleanup after first mission: Moray removed, thanks to Falcon777.&lt;br /&gt;
                   Trumbles modified to do not take over cargo, thanks to Falcon777.&lt;br /&gt;
 2013.12.26. v0.96 Bugfix in Tug Drone.&lt;br /&gt;
                   Smaller large cargo box.&lt;br /&gt;
 2013.12.14. v0.95 Parcels and urgent parcels can be found during ship mining.&lt;br /&gt;
                   Minor tweaks in mining and a bugfix with Trumbles.&lt;br /&gt;
                   Audio and message warning if hit a derelict ship to stop fire in time.&lt;br /&gt;
                   Laser Reductor limitation adjustable in $TowbarMaxReduct.&lt;br /&gt;
                   Illegal cargo added into some ships with bounty.&lt;br /&gt;
 2013.12.08. v0.94 Laser Reductor fixed and can be turned off.&lt;br /&gt;
 2013.10.23. v0.93 Timed bomb implemented into some derelict ships.&lt;br /&gt;
                   Traps are leveled up with [[ShipVersion]].&lt;br /&gt;
                   Towbar will not autolock if a trap can be fatal.&lt;br /&gt;
                   NPCs will stop attacking derelict ships.&lt;br /&gt;
 2013.10.22. v0.92 Trap ships and Fuel mining added (thanks to popsch).&lt;br /&gt;
                   Injectors fixed when the towed ship destroyed by others.&lt;br /&gt;
 2013.09.24. v0.91 Give back Injectors after mission ship is delivered.&lt;br /&gt;
                   Set $TowbarSlowTurn to false on computers where controls goes jerky when tow a ship.&lt;br /&gt;
                   XML support in insertintohudlegends.plist.&lt;br /&gt;
                   Effectdata.plist for Telescope OXP to show large cargo models.&lt;br /&gt;
 2013.09.06. v0.9  Laser Reductor, Ship Miner, Ship Miner Assistant and Tug Drone added.&lt;br /&gt;
                   First Salvager Mission added.&lt;br /&gt;
                   Towbar primeable to release and to change mining mode.&lt;br /&gt;
                   Salvager Rankings displayed in F5-F5 screen (idea from Display reputation OXP).&lt;br /&gt;
                   Deep Space Dredger and Salvage Gang buy ships without commission.&lt;br /&gt;
                   Can lose or destroy alloys, cargo and equipments during towing and steering also.&lt;br /&gt;
                   Flying out more t alloys and cargo in one large object instead of many 1t pieces.&lt;br /&gt;
                   Flying equipments now scoopable as 1 or more t Machinery.&lt;br /&gt;
                   The ship.script.$TowbarShipHealth is scalable from 0 to 1 (max. loss to no loss).&lt;br /&gt;
                   Pitch rate less reduced with light towed ships.&lt;br /&gt;
                   HUD can show the Derelict, Empty and Mined status of the current target.&lt;br /&gt;
                   Pay bounty instantly when the target derelicted.&lt;br /&gt;
                   Refund available for all equipments of this OXP.&lt;br /&gt;
 2013.08.21. v0.8  Chance to break the towbar or the towed ship (thanks to DaddyHoggy).&lt;br /&gt;
                   Towbar break sound included, source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
                   Towbar Stabilizer, Repair Bot and Towbar Compatible Injectors added.&lt;br /&gt;
                   Towed ship get &amp;quot;D&amp;quot; (derelict) beaconCode.&lt;br /&gt;
                   Build up reputation in missionVariables.&lt;br /&gt;
                   Salvager License and tax system added.&lt;br /&gt;
                   Flying alloys, cargo and equipments added.&lt;br /&gt;
                   Ship moved to right in the sell salvage screen (thanks to Svengali and cim).&lt;br /&gt;
 2013.08.18. v0.7  Injectors offline and pitch rate very low when towing.&lt;br /&gt;
                   Payment lowered.&lt;br /&gt;
 2013.08.17. v0.6  Lock on sound added. Source: bgs-m_fx_shipyard1.ogg in [[BGS]] OXP.&lt;br /&gt;
                   Some ships carry much more valuable cargo than others.&lt;br /&gt;
 2013.08.16. v0.5  Give money for cargo also.&lt;br /&gt;
 2013.08.15. v0.2  Give money for equipments.&lt;br /&gt;
 2013.08.14. v0.1  First test files.&lt;br /&gt;
&lt;br /&gt;
Download [[Media:Towbar_0.99.oxz|Towbar_0.99.oxz]] (downloaded {{#downloads:Towbar_0.99.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Towbar_0.98.oxz|Towbar_0.98.oxz]] was downloaded {{#downloads:Towbar_0.98.oxz}} times.&lt;br /&gt;
&lt;br /&gt;
Towbar_0.97.oxz was downloaded {{#downloads:Towbar_0.97.oxz}} times.&lt;br /&gt;
&lt;br /&gt;
Towbar_0.96.oxz was downloaded {{#downloads:Towbar_0.96.oxz}} times.&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Towbar&lt;br /&gt;
|version = 0.99&lt;br /&gt;
|release = 2020-02-09&lt;br /&gt;
|features = Build up your ship salvager career.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=15204 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Towbar_0.99.oxz&amp;diff=58178</id>
		<title>File:Towbar 0.99.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Towbar_0.99.oxz&amp;diff=58178"/>
		<updated>2020-02-09T14:11:24Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Military_Stingray_Mk._II&amp;diff=57618</id>
		<title>Military Stingray Mk. II</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Military_Stingray_Mk._II&amp;diff=57618"/>
		<updated>2018-10-06T18:14:19Z</updated>

		<summary type="html">&lt;p&gt;Norby: link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Semantic Infobox ShipStats Oolite| title=Military Stingray Mk. II&lt;br /&gt;
|image = [[Image:stingray_screenshot.png |200px]]&lt;br /&gt;
|width = 119m&lt;br /&gt;
|height = 53m&lt;br /&gt;
|length = 120m&lt;br /&gt;
|capacity = 60 TC&lt;br /&gt;
|capacityext = 15 TC&lt;br /&gt;
|maxspeed = 0.35 LM&lt;br /&gt;
|maneuverability = Roll: 2.0&amp;lt;br /&amp;gt;Pitch: 1.2&lt;br /&gt;
|energybanks = 5&lt;br /&gt;
|energyrecharge = 6&lt;br /&gt;
|gunmounts = Fore, Aft,&amp;lt;br/&amp;gt;Starboard, Port&lt;br /&gt;
|missileslots = 6&lt;br /&gt;
|shieldboost = Available&lt;br /&gt;
|milshields = Available&lt;br /&gt;
|hyperspace = Yes&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|isplayer = Yes&lt;br /&gt;
|baseprice = 320,500 Cr&lt;br /&gt;
}}&lt;br /&gt;
== Overview  ==&lt;br /&gt;
Ex-military ship that may occasionally show up in the hands of a [[Piracy|pirate]] or scavenger and might be available to buy in a tech level 12+ station, look out for an old rusty one there quite a bit cheaper.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
The Military Stingray is found in the [https://app.box.com/s/vjvyl0ucr3jomlfq5f8wad20bro4naqs Stingray.oxp.zip]&lt;br /&gt;
&lt;br /&gt;
Old link: [http://msdownload.co.uk/Oolite/Stingray.zip Military Stingray] OXP&lt;br /&gt;
&lt;br /&gt;
{{Oolite-ship-stub}}&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:TorusToSun_1.7.oxz&amp;diff=57559</id>
		<title>File:TorusToSun 1.7.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:TorusToSun_1.7.oxz&amp;diff=57559"/>
		<updated>2018-08-20T18:39:07Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of File:TorusToSun 1.7.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=TorusToSun&amp;diff=57558</id>
		<title>TorusToSun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=TorusToSun&amp;diff=57558"/>
		<updated>2018-08-19T15:12:55Z</updated>

		<summary type="html">&lt;p&gt;Norby: v1.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
Your Torus Drive get an upgrade to reach the Sun faster if you buy Torus To Sun Drive for 500Cr.&lt;br /&gt;
&lt;br /&gt;
Practical when an addon moved the Sun farther and if you travel to non-main stations also.&lt;br /&gt;
&lt;br /&gt;
Your speed multiplier will be limited by the distance and mass of the nearest planetary object and can reach maximum 8 times of the original Torus Drive.&lt;br /&gt;
&lt;br /&gt;
The built-in proximity detector will slow to 1x Torus speed when anything is arrive into scanner range. This is a help to do not miss Rock Hermits, but you still must press the slow key immediately if you want stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multipliers over 2x need unpowered weapons. If you want to slow down at far objects like a [[Giant_Space_Pizza|Giant Space Pizza]] then turn back your weapons in time to avoid overrun.&lt;br /&gt;
&lt;br /&gt;
By unpowering your weapons (press the underscore key) a 2x time forwarding is applied in addition so your game clock will adjusting. When you reach the maximal Torus multiplier (8x) then forwarding will be inceased to 4x so your top speed is as if you have a 32x drive. In this way you can use [[Realistic Stars]] OXP where the Sun is 8 times farther and still arrive to the Sun in 2 minutes due to the very fast last part of the travel will compensate the slow start from the planet.&lt;br /&gt;
&lt;br /&gt;
[[CombatMFD|Combat MFD]] display the multiplier if installed and is not damaged so no console messages printed in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can not leave the Sun as fast as you arrived due to the high gravity of this huge mass can help to keep up the high speed until the last moment when you fall into but will slow you strongly when you turn back to leave until you are near.&lt;br /&gt;
&lt;br /&gt;
There are side effects what you must accept as feedbacks of the extreme speeds:&lt;br /&gt;
*the sky will shaking,&lt;br /&gt;
*the engine trails in the aft view will get left far behind you.&lt;br /&gt;
&lt;br /&gt;
You can move the Sun farther in this addon also in Config/planetinfo.plist.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
In Oolite v1.79 or later do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
In Oolite v1.77 make a TorusToSun.oxp subfolder in your AddOns folder and unzip the .oxz file into the newly created subfolder.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.08.19. v1.7  Performance improvement when no speed bonus, thanks to tokugawa.&lt;br /&gt;
 2015.07.27. v1.6  Bugfix of increasing speed bonus after multiple jumps, thanks to avder.&lt;br /&gt;
 2015.05.18. v1.5  Slow to 1x Torus speed when anything is arrive into scanner range.&lt;br /&gt;
                   Speed multiplier is limited to 2x if weapons are online.&lt;br /&gt;
                   A 2x time forward is always available with offline weapons.&lt;br /&gt;
                   Maximal time forwarding is reduced to 4x (adjustable in torustosun.js).&lt;br /&gt;
                   Fixed timer stop.&lt;br /&gt;
 2014.08.03. v1.4  Speed is limited to 4x if weapons are online.&lt;br /&gt;
 2014.07.27. v1.3  Use the gravity of Sun to earn faster approach and slower leaving.&lt;br /&gt;
                   Use 8x time forwarding to earn 64x top speed (not TAF but adjustment).&lt;br /&gt;
 2014.07.26. v1.2  Nonlinear speed calculation.&lt;br /&gt;
                   Better handling of Additional planets.&lt;br /&gt;
                   Fix the ovelapping gravity if the distance is small between two planets.&lt;br /&gt;
 2014.07.24. v1.1  Equipment added.&lt;br /&gt;
 2014.07.23. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[[Media:TorusToSun_1.7.oxz|TorusToSun_1.7.oxz]] (downloaded {{#downloads:TorusToSun_1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:TorusToSun_1.6.oxz|TorusToSun_1.6.oxz]] (downloaded {{#downloads:TorusToSun_1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = TorusToSun&lt;br /&gt;
|version = 1.7&lt;br /&gt;
|release = 2018-08-19&lt;br /&gt;
|features = Faster Torus Drive&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16730 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:TorusToSun_1.7.oxz&amp;diff=57557</id>
		<title>File:TorusToSun 1.7.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:TorusToSun_1.7.oxz&amp;diff=57557"/>
		<updated>2018-08-19T15:06:10Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=57514</id>
		<title>Sniper Gun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=57514"/>
		<updated>2018-07-29T20:38:39Z</updated>

		<summary type="html">&lt;p&gt;Norby: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KraitSG2.png|700px|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.&lt;br /&gt;
&lt;br /&gt;
Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]], [[#Boa SG|Boa SG]], [[#Cobra Mark III SG|Cobra Mark III SG]], [[#Fer-de-Lance SG|Fer-de-Lance SG]], [[#Krait SG|Krait SG]], [[#Viper SG|Viper SG]].&lt;br /&gt;
&lt;br /&gt;
Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also. &lt;br /&gt;
&lt;br /&gt;
Krait SG has 3 Sniper Guns which produce single heat with [[Separated Lasers]] due to mounted enough far from each other.&lt;br /&gt;
&lt;br /&gt;
For Heavy Sniper Gun you need a [[#Python HSG|Python HSG]], [[#Python BattleCruiser|Python BattleCruiser]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
[[Auto Crosshairs]] and [[Xenon HUD]] are supported with custom crosshairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver almost as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.&lt;br /&gt;
&lt;br /&gt;
The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.&lt;br /&gt;
&lt;br /&gt;
This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.&lt;br /&gt;
&lt;br /&gt;
[[File:SniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
&lt;br /&gt;
Sapper is a Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 5x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Sapper and reduce to Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Sapper switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered, but in Sapper mode the box is appear only when the target is within 500m and centered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow double fire rate without faster overheat! Designed for ships over 250t mass like [[#Python HSG|Python HSG]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
Crosshairs of a Heavy Sniper Gun is similar but larger than the crosshairs of a normal Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavySniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sapper ===&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper is a Heavy Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 10x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Heavy Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Heavy Sapper and reduce to Heavy Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper switch back to Heavy Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anti-Sapper Equipment ===&lt;br /&gt;
&lt;br /&gt;
Limit the point-blank damage caused by Sapper weapons to 2x instead of 5x but get damaged 10 times more than other equipments and need a TL14 planet or [[Repair Bots]] to fix. SG ship variants (like Asp SG) usually hold one by default so you should not use your Sapper against these at all, Sniper Gun is equally effective while use less energy and make much less heat.&lt;br /&gt;
&lt;br /&gt;
Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target, so will not auto switch to Sapper against that target after once revealed.&lt;br /&gt;
&lt;br /&gt;
There is a Sapper Nullifier equipment in TL15 worlds if [[HardShips]] OXP is installed which negate the bonus damage of Sappers, reducing to 1x level, so the Sniper Gun is two times more effective against a Nullifier even at point blank range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper Mode ===&lt;br /&gt;
&lt;br /&gt;
Buy this primable equipment for 6000 credits then you can switch your Sniper Gun between Sniper and Sapper mode when activated. You must wait 2 seconds before the other weapon will be ready. You get this equipment with Sapper weapons for free, but you must fix this if Sapper Mode get damage else you can use Sniper mode only.&lt;br /&gt;
&lt;br /&gt;
The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes. In auto mode Sapper switch back to Sniper either if the weapon is too hot or the active target is too far for Sapper, and activated again if cooled down (need a few seconds only) or you run near to the target. Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Comparsion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Minimal&amp;lt;br&amp;gt;Ship&amp;lt;br&amp;gt;Mass (t)&lt;br /&gt;
|[[Separated Lasers|Separation]]&amp;lt;br&amp;gt;need (m)&lt;br /&gt;
|Range (km)&lt;br /&gt;
|Damage/s&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Heat&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;before&amp;lt;br&amp;gt;OverHeat&lt;br /&gt;
|Energy&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Delay&lt;br /&gt;
|Heat&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Tech&lt;br /&gt;
|Cost&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Gun&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|1560&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|20000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Sapper&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|50-250&lt;br /&gt;
|1-5&lt;br /&gt;
|250-1250&lt;br /&gt;
|5&lt;br /&gt;
|10-50&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|26000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&amp;amp;nbsp;Sniper&amp;amp;nbsp;Gun&lt;br /&gt;
|250&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|2720&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|200000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Sapper&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|25&lt;br /&gt;
|100-500&lt;br /&gt;
|2-10&lt;br /&gt;
|500-2500&lt;br /&gt;
|10&lt;br /&gt;
|20-100&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|206000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|120 &lt;br /&gt;
|2.82&lt;br /&gt;
|700&lt;br /&gt;
|1.1&lt;br /&gt;
|12&lt;br /&gt;
|0.1&lt;br /&gt;
|4.25&lt;br /&gt;
|11&lt;br /&gt;
|6000&lt;br /&gt;
|Magenta&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Ships ==&lt;br /&gt;
=== Asp SG ===&lt;br /&gt;
Has 1 forward and 1 aft Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:AspSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Boa SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:BoaSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cobra Mark III SG ===&lt;br /&gt;
Has 3 Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constrictor SG ===&lt;br /&gt;
Use 4+4 [[Separated Lasers|separated]] Sniper Guns both in front and aft view!&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSGAft.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fer-de-Lance SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Krait SG ===&lt;br /&gt;
Has 3 [[Separated Lasers|separated]] Sniper Guns! Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:KraitSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prototype Boa ===&lt;br /&gt;
Griff's [[Griff Boa|Prototype Boa]] contain a [[#Heavy Sniper Gun|Heavy Sniper Gun]] over the nose and 4 turrets around the ship.&lt;br /&gt;
&lt;br /&gt;
[[File:ProtBoa.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python HSG ===&lt;br /&gt;
Use 3 [[Separated Lasers|separated]](!) Heavy Sniper Guns and 3 aft normal separated Sniper Guns.&lt;br /&gt;
&lt;br /&gt;
[[File:PythonHSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python BattleCruiser ===&lt;br /&gt;
Use 3+3 [[Separated Lasers|separated]] Heavy Sniper Guns in forward and aft views also!&lt;br /&gt;
&lt;br /&gt;
[[File:PythonBC.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viper SG ===&lt;br /&gt;
Equipped with a single Sniper Gun. Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:ViperSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
Using [[#Cobra Mark III SG|Cobra Mark III SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twin Sniper Guns of [[#Fer-de-Lance SG|Fer-de-Lance SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subentities ==&lt;br /&gt;
&lt;br /&gt;
Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a &amp;quot;snipergun-dummy&amp;quot; [[Shipdata.plist#subentities|subentity]] is added into the ship.&lt;br /&gt;
&lt;br /&gt;
There are 3 model variants in this package: &amp;quot;snipergun&amp;quot; is the central weapon, &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; could be used in wingtips. &lt;br /&gt;
&lt;br /&gt;
For heavy mounts use &amp;quot;snipergun-heavy&amp;quot;, &amp;quot;snipergun-heavy-l&amp;quot;, &amp;quot;snipergun-heavy-r&amp;quot; or &amp;quot;snipergun-heavy-dummy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like &amp;quot;snipergun-yournewgun&amp;quot;. The condition script allow usage of sniper guns in any subentity which start the datakey with &amp;quot;snipergun&amp;quot;. If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use &amp;quot;snipergun-heavy-yournewgun&amp;quot; which can hold [[#Heavy Sniper Gun|Heavy Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
For aft guns you must give ''orientation=&amp;quot;0 0 1 0&amp;quot;;'' (so design to forward looking and rotate in shipdata.plist like in Asp SG) else the condition script will not allow to put sniper gun into the aft mount. &lt;br /&gt;
&lt;br /&gt;
Side mounts are not usable for sniper guns at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]] use the following lines in [[shipdata.plist]]:&lt;br /&gt;
        &amp;quot;asp-sg&amp;quot; =&lt;br /&gt;
        {&lt;br /&gt;
                like_ship = &amp;quot;asp&amp;quot;;&lt;br /&gt;
                accuracy = 7;&lt;br /&gt;
                auto_weapons = 0;&lt;br /&gt;
                aft_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                frangible = no;&lt;br /&gt;
                has_ecm = 1.0;&lt;br /&gt;
                has_energy_bomb = 0.1;&lt;br /&gt;
                has_escape_pod = 1.0;&lt;br /&gt;
                has_shield_booster = 1.0;&lt;br /&gt;
                has_shield_enhancer = 0.75;&lt;br /&gt;
                name = &amp;quot;Asp SG&amp;quot;;&lt;br /&gt;
                subentities = ( //forward and aft guns&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 -2.2 38.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 4.5 -30.5&amp;quot;; orientation = &amp;quot;0 0 1 0&amp;quot;; }&lt;br /&gt;
                );&lt;br /&gt;
                view_position_aft = &amp;quot;0.0 7.7 -39.5811&amp;quot;;&lt;br /&gt;
                view_position_forward = &amp;quot;0.0 2.62065 50.1318&amp;quot;;&lt;br /&gt;
                weapon_facings = 3;&lt;br /&gt;
                weapon_position_aft = &amp;quot;0.0 4.5 -58.1&amp;quot;;&lt;br /&gt;
                weapon_position_forward = &amp;quot;0.0 -2.26444 65.1456&amp;quot;;&lt;br /&gt;
        };&lt;br /&gt;
The [[Oolite_JavaScript_Reference:_Entity#orientation|orientation]] within the second subentity is set to &amp;quot;0 0 1 0&amp;quot; which turn the gun backwards for the aft mount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Boa SG|Boa SG]] and [[#Fer-de-Lance SG|Fer-de-Lance SG]] use &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; models to make a Twin Sniper Gun:&lt;br /&gt;
         forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
         subentities = (&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-l&amp;quot;; position = &amp;quot;-1.15 5.0 54.0&amp;quot;; },&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-r&amp;quot;; position = &amp;quot;1.15 5.0 54.0&amp;quot;;  }&lt;br /&gt;
         );&lt;br /&gt;
         weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
         weapon_position_forward = (&amp;quot;-1.15 5.0 82.3&amp;quot;, &amp;quot;1.15 5.0 82.3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ships like [[Griff Boa|Prototype Boa]] with custom gun models must use a &amp;quot;dummy&amp;quot; subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.&lt;br /&gt;
        &amp;quot;griff_prototype_boa-PLAYER&amp;quot; = {&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                                { subentity_key = &amp;quot;snipergun-heavy-dummy&amp;quot;; },&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Python HSG|Python HSG]] has [[Separated Lasers|separated]] heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis to get more than 100m diagonally, this is why the third numbers are not equal in the last two weapon positions.&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy&amp;quot;; position = &amp;quot;0.0 0.3 65.5&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-l&amp;quot;; position = &amp;quot;-37.0 0.0 -35.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-r&amp;quot;; position = &amp;quot;37.0 0.0 -35.0&amp;quot;;  }&lt;br /&gt;
                );&lt;br /&gt;
                weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
                weapon_position_forward = (&amp;quot;0.0 0.3 123.0&amp;quot;, &amp;quot;-37.0 0.0 29.3&amp;quot;, &amp;quot;37.0 0.0 -38.0&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rebalancer ==&lt;br /&gt;
You can install [[#Downloads|Sniper Gun Rebalancer]] OXZ package.&lt;br /&gt;
This will reduced a weight of roles NPC-ships to 5 times lower (20% from basic), but will added ships with sniper gun from other ship OXPs.&lt;br /&gt;
&lt;br /&gt;
Ship OXPs with Sniper Gun fit:&lt;br /&gt;
* gsagostinho's Texture Packs (5 ships - Asp Mark II (2 textures), Cobra Mark III (2 textures), Fer-de-Lance (1 texture)),&lt;br /&gt;
* Griff's Retextures (4 ships - Cobra Mark III (2 textures), GalCop Viper, GalCop Viper Interceptor),&lt;br /&gt;
* Staer9's Shipset (1 ship - Iguana).&lt;br /&gt;
* wildShips's Shipset (3 ships - Chatu, Duma (has SGs), Duma Fleet Hauler (has HSGs)).&lt;br /&gt;
* Laser Cannons (7 ships - basic [[#Sniper Ships|set of ships]]).&lt;br /&gt;
&lt;br /&gt;
Also this addition will:&lt;br /&gt;
* Setup the lower size of sniper guns: &amp;quot;model_scale_factor = 0.75&amp;quot;.&lt;br /&gt;
* Corrected weapons position for SGs.&lt;br /&gt;
* The names of ships will not contain the words 'SG'.&lt;br /&gt;
* Added a &amp;quot;snipergun-ship&amp;quot;, &amp;quot;snipergun-heavy-ship&amp;quot; and &amp;quot;interceptor-sg&amp;quot;, &amp;quot;interceptor-heavy-sg&amp;quot; roles.&lt;br /&gt;
* Added a density for Griff's Viper Alternative Model for minimal ship mass req.&lt;br /&gt;
* Fixed a ship mass by &amp;quot;model_scale_factor = 0.65&amp;quot; for Duma and set a &amp;quot;max_cargo = 125&amp;quot; for Duma Fleet Hauler.&lt;br /&gt;
* Adjusted a pitch and roll for Duma Fleet Hauler due to the mass of Heavy Sniper Guns.&lt;br /&gt;
* Simulated the [[Extra Energy Unit|EEU]] and [[Naval Energy Unit|NEU]]  for police ships.&lt;br /&gt;
* Set condition script for some uber-ships(has 'dog' word) and police-patrol.&lt;br /&gt;
* Updated a view positions for some ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Gun model made by Griff, Textures and fragment shader are from Iguana in [[Staer9's Shipset]].&lt;br /&gt;
&lt;br /&gt;
Sapper sounds are modified from breakpattern.ogg, laserhits.ogg and bgs-c_hullbang.ogg.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.3.oxz|Sniper_Gun_1.3.oxz]] ({{#downloads:Sniper_Gun_1.3.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.2.oxz|Sniper_Gun_1.2.oxz]] ({{#downloads:Sniper_Gun_1.2.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.1.oxz|Sniper_Gun_1.1.oxz]] ({{#downloads:Sniper_Gun_1.1.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.0.oxz|Sniper_Gun_1.0.oxz]] ({{#downloads:Sniper_Gun_1.0.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_rebalancer.oxz|Sniper_Gun_rebalancer.oxz]] ({{#downloads:Sniper_Gun_rebalancer.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2016.12.10. v1.3  Constrictor SG added, need TL14 and 20MCr.&lt;br /&gt;
                   Python BattleCruiser added, 3+3 separated Heavy Sniper Guns in fw and aft mounts, speed 160, pitch 0.6.&lt;br /&gt;
                   Python HSG got +2 aft normal Sniper Guns (3 in total), speed lowered to 180, pitch to 0.7.&lt;br /&gt;
                   HSG2 model added, used in Python BattleCruiser. Hold the same weapon than HSG so visually differ only.&lt;br /&gt;
                   Model of previous Heavy Sniper Gun is modified for shorter length (visual change only).&lt;br /&gt;
                   Fixed a TypeError: other.script is undefined.&lt;br /&gt;
 2016.03.12. v1.2  Sapper will switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
                   Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target.&lt;br /&gt;
                   Animated crosshairs when switching between Sniper and Sapper modes.&lt;br /&gt;
                   With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered.&lt;br /&gt;
                   In Sapper mode a box is appear only when the target is within 500m and centered.&lt;br /&gt;
                   Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
                   Prototype Boa got Anti-Sapper and Sapper Mode equipments.&lt;br /&gt;
                   Guns on Fer-de-Lance SG, Krait SG and Viper SG are moved nearer to the ship body.&lt;br /&gt;
 2016.03.06. v1.1  Sapper is a faster Sniper Gun for dogfight, strong within 500m but rapidly dissipating.&lt;br /&gt;
                   Sapper still cause some damage when narrowly misses the target and play hit sound.&lt;br /&gt;
                   Heavy Sapper is a monster with colossal damage but 10x energy usage and fast heatup.&lt;br /&gt;
                   Anti-Sapper Equipment reduce the damage caused by Sapper weapons to the half.&lt;br /&gt;
                   Sapper Mode primable equipment can turn on/off Sapper when activated.&lt;br /&gt;
                   Sapper activation need 2s and play sound to notify the player (made from breakpattern.ogg).&lt;br /&gt;
                   The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.&lt;br /&gt;
                   Sapper can be damaged if fired in red heat before overheat. Auto and heat modes prevent this.&lt;br /&gt;
                   NPC SG ships has refined roles and switch automatically between Sapper and Sniper mode.&lt;br /&gt;
                   All SG ships contain Anti-Sapper and Sapper Mode equipments by default.&lt;br /&gt;
                   In Xenon HUD custom crosshairs are set and switch when Sniper Gun or Sapper is selected.&lt;br /&gt;
                   Sniper Gun is refined to somewhat slower (0.4s) and less damage/second than before.&lt;br /&gt;
                   Heavy Sniper Gun is 2 times faster than Sniper Gun, resulting double damage/second.&lt;br /&gt;
                   No side lasers on Cobra3 SG and Python SG as a cost of 3 forward Sniper mounts.&lt;br /&gt;
                   Python SG got an aft (not heavy) Sniper Gun mount.&lt;br /&gt;
                   Fixed Asp SG forward laser mount position.&lt;br /&gt;
 2016.02.13. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Sniper Gun&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2016-12-10&lt;br /&gt;
|features = Spectacular guns&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18051 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=MultipleLasers&amp;diff=57513</id>
		<title>MultipleLasers</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=MultipleLasers&amp;diff=57513"/>
		<updated>2018-07-29T15:07:13Z</updated>

		<summary type="html">&lt;p&gt;Norby: Redirected page to Multiple Lasers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Multiple_Lasers]]&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=57512</id>
		<title>Sniper Gun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=57512"/>
		<updated>2018-07-29T14:28:01Z</updated>

		<summary type="html">&lt;p&gt;Norby: rebalancer link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KraitSG2.png|700px|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.&lt;br /&gt;
&lt;br /&gt;
Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]], [[#Boa SG|Boa SG]], [[#Cobra Mark III SG|Cobra Mark III SG]], [[#Fer-de-Lance SG|Fer-de-Lance SG]], [[#Krait SG|Krait SG]], [[#Viper SG|Viper SG]].&lt;br /&gt;
&lt;br /&gt;
Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also. &lt;br /&gt;
&lt;br /&gt;
Krait SG has 3 Sniper Guns which produce single heat with [[Separated Lasers]] due to mounted enough far from each other.&lt;br /&gt;
&lt;br /&gt;
For Heavy Sniper Gun you need a [[#Python HSG|Python HSG]], [[#Python BattleCruiser|Python BattleCruiser]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
[[Auto Crosshairs]] and [[Xenon HUD]] are supported with custom crosshairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver almost as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.&lt;br /&gt;
&lt;br /&gt;
The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.&lt;br /&gt;
&lt;br /&gt;
This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.&lt;br /&gt;
&lt;br /&gt;
[[File:SniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
&lt;br /&gt;
Sapper is a Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 5x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Sapper and reduce to Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Sapper switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered, but in Sapper mode the box is appear only when the target is within 500m and centered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow double fire rate without faster overheat! Designed for ships over 250t mass like [[#Python HSG|Python HSG]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
Crosshairs of a Heavy Sniper Gun is similar but larger than the crosshairs of a normal Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavySniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sapper ===&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper is a Heavy Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 10x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Heavy Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Heavy Sapper and reduce to Heavy Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper switch back to Heavy Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anti-Sapper Equipment ===&lt;br /&gt;
&lt;br /&gt;
Limit the point-blank damage caused by Sapper weapons to 2x instead of 5x but get damaged 10 times more than other equipments and need a TL14 planet or [[Repair Bots]] to fix. SG ship variants (like Asp SG) usually hold one by default so you should not use your Sapper against these at all, Sniper Gun is equally effective while use less energy and make much less heat.&lt;br /&gt;
&lt;br /&gt;
Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target, so will not auto switch to Sapper against that target after once revealed.&lt;br /&gt;
&lt;br /&gt;
There is a Sapper Nullifier equipment in TL15 worlds if [[HardShips]] OXP is installed which negate the bonus damage of Sappers, reducing to 1x level, so the Sniper Gun is two times more effective against a Nullifier even at point blank range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper Mode ===&lt;br /&gt;
&lt;br /&gt;
Buy this primable equipment for 6000 credits then you can switch your Sniper Gun between Sniper and Sapper mode when activated. You must wait 2 seconds before the other weapon will be ready. You get this equipment with Sapper weapons for free, but you must fix this if Sapper Mode get damage else you can use Sniper mode only.&lt;br /&gt;
&lt;br /&gt;
The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes. In auto mode Sapper switch back to Sniper either if the weapon is too hot or the active target is too far for Sapper, and activated again if cooled down (need a few seconds only) or you run near to the target. Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Comparsion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Minimal&amp;lt;br&amp;gt;Ship&amp;lt;br&amp;gt;Mass (t)&lt;br /&gt;
|[[Separated Lasers|Separation]]&amp;lt;br&amp;gt;need (m)&lt;br /&gt;
|Range (km)&lt;br /&gt;
|Damage/s&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Heat&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;before&amp;lt;br&amp;gt;OverHeat&lt;br /&gt;
|Energy&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Delay&lt;br /&gt;
|Heat&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Tech&lt;br /&gt;
|Cost&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Gun&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|1560&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|20000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Sapper&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|50-250&lt;br /&gt;
|1-5&lt;br /&gt;
|250-1250&lt;br /&gt;
|5&lt;br /&gt;
|10-50&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|26000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&amp;amp;nbsp;Sniper&amp;amp;nbsp;Gun&lt;br /&gt;
|250&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|2720&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|200000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Sapper&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|25&lt;br /&gt;
|100-500&lt;br /&gt;
|2-10&lt;br /&gt;
|500-2500&lt;br /&gt;
|10&lt;br /&gt;
|20-100&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|206000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|120 &lt;br /&gt;
|2.82&lt;br /&gt;
|700&lt;br /&gt;
|1.1&lt;br /&gt;
|12&lt;br /&gt;
|0.1&lt;br /&gt;
|4.25&lt;br /&gt;
|11&lt;br /&gt;
|6000&lt;br /&gt;
|Magenta&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Ships ==&lt;br /&gt;
=== Asp SG ===&lt;br /&gt;
Has 1 forward and 1 aft Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:AspSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Boa SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:BoaSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cobra Mark III SG ===&lt;br /&gt;
Has 3 Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constrictor SG ===&lt;br /&gt;
Use 4+4 [[Separated Lasers|separated]] Sniper Guns both in front and aft view!&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSGAft.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fer-de-Lance SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Krait SG ===&lt;br /&gt;
Has 3 [[Separated Lasers|separated]] Sniper Guns! Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:KraitSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prototype Boa ===&lt;br /&gt;
Griff's [[Griff Boa|Prototype Boa]] contain a [[#Heavy Sniper Gun|Heavy Sniper Gun]] over the nose and 4 turrets around the ship.&lt;br /&gt;
&lt;br /&gt;
[[File:ProtBoa.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python HSG ===&lt;br /&gt;
Use 3 [[Separated Lasers|separated]](!) Heavy Sniper Guns and 3 aft normal separated Sniper Guns.&lt;br /&gt;
&lt;br /&gt;
[[File:PythonHSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python BattleCruiser ===&lt;br /&gt;
Use 3+3 [[Separated Lasers|separated]] Heavy Sniper Guns in forward and aft views also!&lt;br /&gt;
&lt;br /&gt;
[[File:PythonBC.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viper SG ===&lt;br /&gt;
Equipped with a single Sniper Gun. Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:ViperSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
Using [[#Cobra Mark III SG|Cobra Mark III SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twin Sniper Guns of [[#Fer-de-Lance SG|Fer-de-Lance SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subentities ==&lt;br /&gt;
&lt;br /&gt;
Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a &amp;quot;snipergun-dummy&amp;quot; [[Shipdata.plist#subentities|subentity]] is added into the ship.&lt;br /&gt;
&lt;br /&gt;
There are 3 model variants in this package: &amp;quot;snipergun&amp;quot; is the central weapon, &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; could be used in wingtips. &lt;br /&gt;
&lt;br /&gt;
For heavy mounts use &amp;quot;snipergun-heavy&amp;quot;, &amp;quot;snipergun-heavy-l&amp;quot;, &amp;quot;snipergun-heavy-r&amp;quot; or &amp;quot;snipergun-heavy-dummy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like &amp;quot;snipergun-yournewgun&amp;quot;. The condition script allow usage of sniper guns in any subentity which start the datakey with &amp;quot;snipergun&amp;quot;. If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use &amp;quot;snipergun-heavy-yournewgun&amp;quot; which can hold [[#Heavy Sniper Gun|Heavy Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
For aft guns you must give ''orientation=&amp;quot;0 0 1 0&amp;quot;;'' (so design to forward looking and rotate in shipdata.plist like in Asp SG) else the condition script will not allow to put sniper gun into the aft mount. &lt;br /&gt;
&lt;br /&gt;
Side mounts are not usable for sniper guns at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]] use the following lines in [[shipdata.plist]]:&lt;br /&gt;
        &amp;quot;asp-sg&amp;quot; =&lt;br /&gt;
        {&lt;br /&gt;
                like_ship = &amp;quot;asp&amp;quot;;&lt;br /&gt;
                accuracy = 7;&lt;br /&gt;
                auto_weapons = 0;&lt;br /&gt;
                aft_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                frangible = no;&lt;br /&gt;
                has_ecm = 1.0;&lt;br /&gt;
                has_energy_bomb = 0.1;&lt;br /&gt;
                has_escape_pod = 1.0;&lt;br /&gt;
                has_shield_booster = 1.0;&lt;br /&gt;
                has_shield_enhancer = 0.75;&lt;br /&gt;
                name = &amp;quot;Asp SG&amp;quot;;&lt;br /&gt;
                subentities = ( //forward and aft guns&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 -2.2 38.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 4.5 -30.5&amp;quot;; orientation = &amp;quot;0 0 1 0&amp;quot;; }&lt;br /&gt;
                );&lt;br /&gt;
                view_position_aft = &amp;quot;0.0 7.7 -39.5811&amp;quot;;&lt;br /&gt;
                view_position_forward = &amp;quot;0.0 2.62065 50.1318&amp;quot;;&lt;br /&gt;
                weapon_facings = 3;&lt;br /&gt;
                weapon_position_aft = &amp;quot;0.0 4.5 -58.1&amp;quot;;&lt;br /&gt;
                weapon_position_forward = &amp;quot;0.0 -2.26444 65.1456&amp;quot;;&lt;br /&gt;
        };&lt;br /&gt;
The [[Oolite_JavaScript_Reference:_Entity#orientation|orientation]] within the second subentity is set to &amp;quot;0 0 1 0&amp;quot; which turn the gun backwards for the aft mount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Boa SG|Boa SG]] and [[#Fer-de-Lance SG|Fer-de-Lance SG]] use &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; models to make a Twin Sniper Gun:&lt;br /&gt;
         forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
         subentities = (&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-l&amp;quot;; position = &amp;quot;-1.15 5.0 54.0&amp;quot;; },&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-r&amp;quot;; position = &amp;quot;1.15 5.0 54.0&amp;quot;;  }&lt;br /&gt;
         );&lt;br /&gt;
         weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
         weapon_position_forward = (&amp;quot;-1.15 5.0 82.3&amp;quot;, &amp;quot;1.15 5.0 82.3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ships like [[Griff Boa|Prototype Boa]] with custom gun models must use a &amp;quot;dummy&amp;quot; subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.&lt;br /&gt;
        &amp;quot;griff_prototype_boa-PLAYER&amp;quot; = {&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                                { subentity_key = &amp;quot;snipergun-heavy-dummy&amp;quot;; },&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Python HSG|Python HSG]] has [[Separated Lasers|separated]] heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis to get more than 100m diagonally, this is why the third numbers are not equal in the last two weapon positions.&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy&amp;quot;; position = &amp;quot;0.0 0.3 65.5&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-l&amp;quot;; position = &amp;quot;-37.0 0.0 -35.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-r&amp;quot;; position = &amp;quot;37.0 0.0 -35.0&amp;quot;;  }&lt;br /&gt;
                );&lt;br /&gt;
                weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
                weapon_position_forward = (&amp;quot;0.0 0.3 123.0&amp;quot;, &amp;quot;-37.0 0.0 29.3&amp;quot;, &amp;quot;37.0 0.0 -38.0&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rebalancer ==&lt;br /&gt;
You can install [[#Downloads|Sniper Gun Rebalancer]] OXZ package.&lt;br /&gt;
This will reduced a weight of roles NPC-ships to 5 times lower (20% from basic), but will added ships with sniper gun from other ship OXPs.&lt;br /&gt;
&lt;br /&gt;
Ship OXPs with Sniper Gun fit:&lt;br /&gt;
* gsagostinho's Texture Packs (5 ships - Asp Mark II (2 textures), Cobra Mark III (2 textures), Fer-de-Lance (1 texture)),&lt;br /&gt;
* Griff's Retextures (4 ships - Cobra Mark III (2 textures), GalCop Viper, GalCop Viper Interceptor),&lt;br /&gt;
* Staer9's Shipset (1 ship - Iguana).&lt;br /&gt;
* wildShips's Shipset (3 ships - Chatu, Duma (has SGs), Duma Fleet Hauler (has HSGs)).&lt;br /&gt;
* Laser Cannons (7 ships - basic [[#Sniper Ships|set of ships]]).&lt;br /&gt;
&lt;br /&gt;
Also this addition will:&lt;br /&gt;
* Setup the lower size of sniper guns: &amp;quot;model_scale_factor = 0.75&amp;quot;.&lt;br /&gt;
* Corrected weapons position for SGs.&lt;br /&gt;
* The names of ships will not contain the words 'SG'.&lt;br /&gt;
* Added a &amp;quot;snipergun-ship&amp;quot;, &amp;quot;snipergun-heavy-ship&amp;quot; and &amp;quot;interceptor-sg&amp;quot;, &amp;quot;interceptor-heavy-sg&amp;quot; roles.&lt;br /&gt;
* Added a density for Griff's Viper Alternative Model for minimal ship mass req.&lt;br /&gt;
* Fixed a ship mass by &amp;quot;model_scale_factor = 0.65&amp;quot; for Duma and set a &amp;quot;max_cargo = 125&amp;quot; for Duma Fleet Hauler.&lt;br /&gt;
* Adjusted a pitch and roll for Duma Fleet Hauler due to the mass of Heavy Sniper Guns.&lt;br /&gt;
* Simulated the [[Extra Energy Unit|EEU]] and [[Naval Energy Unit|NEU]]  for police ships.&lt;br /&gt;
* Set condition script for some uber-ships(has 'dog' word) and police-patrol.&lt;br /&gt;
* Updated a view positions for some ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Gun model made by Griff, Textures and fragment shader are from Iguana in [[Staer9's Shipset]].&lt;br /&gt;
&lt;br /&gt;
Sapper sounds are modified from breakpattern.ogg, laserhits.ogg and bgs-c_hullbang.ogg.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.3.oxz|Sniper_Gun_1.3.oxz]] ({{#downloads:Sniper_Gun_1.3.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.2.oxz|Sniper_Gun_1.2.oxz]] ({{#downloads:Sniper_Gun_1.2.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.1.oxz|Sniper_Gun_1.1.oxz]] ({{#downloads:Sniper_Gun_1.1.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.0.oxz|Sniper_Gun_1.0.oxz]] ({{#downloads:Sniper_Gun_1.0.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_rebalancer.oxz|Sniper_Gun_rebalancer.oxz]] ({{#downloads:Sniper_Gun_rebalancer.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2016.12.10. v1.3  Constrictor SG added, need TL14 and 20MCr.&lt;br /&gt;
                   Python BattleCruiser added, 3+3 separated Heavy Sniper Guns in fw and aft mounts, speed 160, pitch 0.6.&lt;br /&gt;
                   Python HSG got +2 aft normal Sniper Guns (3 in total), speed lowered to 180, pitch to 0.7.&lt;br /&gt;
                   HSG2 model added, used in Python BattleCruiser. Hold the same weapon than HSG so visually differ only.&lt;br /&gt;
                   Model of previous Heavy Sniper Gun is modified for shorter length (visual change only).&lt;br /&gt;
                   Fixed a TypeError: other.script is undefined.&lt;br /&gt;
 2016.03.12. v1.2  Sapper will switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
                   Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target.&lt;br /&gt;
                   Animated crosshairs when switching between Sniper and Sapper modes.&lt;br /&gt;
                   With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered.&lt;br /&gt;
                   In Sapper mode a box is appear only when the target is within 500m and centered.&lt;br /&gt;
                   Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
                   Prototype Boa got Anti-Sapper and Sapper Mode equipments.&lt;br /&gt;
                   Guns on Fer-de-Lance SG, Krait SG and Viper SG are moved nearer to the ship body.&lt;br /&gt;
 2016.03.06. v1.1  Sapper is a faster Sniper Gun for dogfight, strong within 500m but rapidly dissipating.&lt;br /&gt;
                   Sapper still cause some damage when narrowly misses the target and play hit sound.&lt;br /&gt;
                   Heavy Sapper is a monster with colossal damage but 10x energy usage and fast heatup.&lt;br /&gt;
                   Anti-Sapper Equipment reduce the damage caused by Sapper weapons to the half.&lt;br /&gt;
                   Sapper Mode primable equipment can turn on/off Sapper when activated.&lt;br /&gt;
                   Sapper activation need 2s and play sound to notify the player (made from breakpattern.ogg).&lt;br /&gt;
                   The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.&lt;br /&gt;
                   Sapper can be damaged if fired in red heat before overheat. Auto and heat modes prevent this.&lt;br /&gt;
                   NPC SG ships has refined roles and switch automatically between Sapper and Sniper mode.&lt;br /&gt;
                   All SG ships contain Anti-Sapper and Sapper Mode equipments by default.&lt;br /&gt;
                   In Xenon HUD custom crosshairs are set and switch when Sniper Gun or Sapper is selected.&lt;br /&gt;
                   Sniper Gun is refined to somewhat slower (0.4s) and less damage/second than before.&lt;br /&gt;
                   Heavy Sniper Gun is 2 times faster than Sniper Gun, resulting double damage/second.&lt;br /&gt;
                   No side lasers on Cobra3 SG and Python SG as a cost of 3 forward Sniper mounts.&lt;br /&gt;
                   Python SG got an aft (not heavy) Sniper Gun mount.&lt;br /&gt;
                   Fixed Asp SG forward laser mount position.&lt;br /&gt;
 2016.02.13. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Sniper Gun&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2016-12-10&lt;br /&gt;
|features = Spectacular guns&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18051 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.4.oxz&amp;diff=57511</id>
		<title>File:LogEvents 1.4.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.4.oxz&amp;diff=57511"/>
		<updated>2018-07-27T08:39:34Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of File:LogEvents 1.4.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.4.oxz&amp;diff=57510</id>
		<title>File:LogEvents 1.4.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.4.oxz&amp;diff=57510"/>
		<updated>2018-07-27T08:34:17Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of File:LogEvents 1.4.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=LogEvents&amp;diff=57509</id>
		<title>LogEvents</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=LogEvents&amp;diff=57509"/>
		<updated>2018-07-27T08:29:15Z</updated>

		<summary type="html">&lt;p&gt;Norby: v1.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
&lt;br /&gt;
This script catch all available handlers and write into the Logs/Latest.log to help developing&lt;br /&gt;
and to review a battle, or find out why the police attacking you suddenly.&lt;br /&gt;
                          &lt;br /&gt;
Originally maded to log all laser hits earned in the built-in mini game in the [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=14536 HUDRequests OXP],&lt;br /&gt;
but separated due to it is useful to everybody, while usually realize it after something happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example output:&lt;br /&gt;
&lt;br /&gt;
23:52:45.171 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player attacked by Thargoid Warship 31748 95+41 shield and 241 energy left&lt;br /&gt;
&lt;br /&gt;
23:52:45.171 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player taking shield damage from Thargoid Warship 31748 82+41 shield and 241 energy left&lt;br /&gt;
&lt;br /&gt;
23:52:45.603 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player attacked Thargoid Warship 31748 who has 6 energy&lt;br /&gt;
&lt;br /&gt;
23:52:46.108 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player lost lock on Thargoid Warship 31748&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player target Thargoid Warship 31748 is destroyed&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player got message from Thargoid Warship 31748 : Eat yak, food blenders!&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player killed Thargoid Warship 31748 with energy damage&lt;br /&gt;
&lt;br /&gt;
23:52:46.235 [LogEvents] GlobalLog (OOJSGlobal.m:256): Wreckage 9948 spawned at 1 km&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Unzip the file, and then move the folder named &amp;quot;.oxp&amp;quot; into the AddOns directory of your Oolite installation.&lt;br /&gt;
Hold down the Shift key when you start the game first time until the splash screen appear.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.07.27. v1.4 - Added a new event for Oolite 1.87.&lt;br /&gt;
                    Removed Player word from each message to reduce log size.&lt;br /&gt;
                    A minor fix in systemInformationChanged by cag.&lt;br /&gt;
 2018.01.29. v1.3 - Added new events of Oolite 1.86. Minor fixes by cag.&lt;br /&gt;
 2017.06.24. v1.2 - Better log of targets without name like moons, thanks to cag.&lt;br /&gt;
 2017.03.13. v1.1 - Updated with new events which are added into the game meantime.&lt;br /&gt;
 2013.06.04. v1.0 - First release.&lt;br /&gt;
&lt;br /&gt;
Download v1.4 [[Media:LogEvents_1.4.oxz|here]] (downloaded {{#downloads:LogEvents_1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v1.3 [[Media:LogEvents_1.3.oxz|here]] (downloaded {{#downloads:LogEvents_1.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.2 [[Media:LogEvents_1.2.oxz|here]] (downloaded {{#downloads:LogEvents_1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.1 [[Media:LogEvents_1.1.oxz|here]] (downloaded {{#downloads:LogEvents_1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.0 [[Media:LogEvents_1.0.oxz|here]] (downloaded {{#downloads:LogEvents_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = LogEvents&lt;br /&gt;
|version = 1.4&lt;br /&gt;
|release = 2018-07-27&lt;br /&gt;
|features = write all events into Latest.log&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=14536 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.4.oxz&amp;diff=57508</id>
		<title>File:LogEvents 1.4.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.4.oxz&amp;diff=57508"/>
		<updated>2018-07-27T08:24:04Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=User:Norby&amp;diff=57507</id>
		<title>User:Norby</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=User:Norby&amp;diff=57507"/>
		<updated>2018-07-26T19:19:12Z</updated>

		<summary type="html">&lt;p&gt;Norby: Add Freighter Convoys to Ambience Collection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First played Elite on [http://en.wikipedia.org/wiki/Commodore_Plus/4 Commodore +4] in 1987. This was the best game in my eyes at that time.&lt;br /&gt;
&lt;br /&gt;
Found Oolite in jan 2013 and enjoy not only the game but [[OXP]] programming also as a hobby which can give me the feeling of freedom. I hope the result will entertain my sons and you also. :)&lt;br /&gt;
&lt;br /&gt;
==My OXPs==&lt;br /&gt;
&lt;br /&gt;
New versions are available within the game and in [http://www.oolite.org/oxps/ OXZ list]. Some old versions are in [https://www.box.com/s/t7vnj3kfinbpc7m1twy3 my box].&lt;br /&gt;
&lt;br /&gt;
=== Activities ===&lt;br /&gt;
* [[EscortDeck]] - Build up your personal escort fleet. ({{#downloads:EscortDeck_1.11.oxz}} downloads)&lt;br /&gt;
* [[FarPlanets]] - reach very far planets with fast drives. (157 downloads)&lt;br /&gt;
* [[Gallery]] - review models of encountered ships and find more in exhibitions. ({{#downloads:Gallery_1.21.oxz}} downloads)&lt;br /&gt;
* [[Towbar]] - make money from derelict ships, earn high salvager rankings. ({{#downloads:Towbar_0.98.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== Ambience ===&lt;br /&gt;
* [http://wiki.alioth.net/index.php/User:Norby#Ambiences_recommended_by_Norby Ambiences recommended by Norby] - install many graphical packs for better look and feel. ({{#downloads:Ambiences_recommended_by_Norby.oxz}} downloads)&lt;br /&gt;
* [[Engine Sound]] - the tone of engine sound follow the speed of your ship ({{#downloads:Engine_Sound_1.2.oxz‎}} downloads).&lt;br /&gt;
* [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18941#p257992 Freighter Convoys] is a smaller, ambience-level variant of [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=18941 Convoys]. ({{#downloads:Freighter_Convoys_1.3.oxz}} downloads)&lt;br /&gt;
* [[HD Backgrounds]] - Arrival reports show high-resolution background images. ({{#downloads:HDBG-A_1.0.oxz}} downloads)&lt;br /&gt;
* [[Headlights]] - Tune the light level on the dark side of objects in space like you have powerful headlights. ({{#downloads:Headlights.1.2.oxz}} downloads)&lt;br /&gt;
* [[Trails]] - NPC ships leaves condensation trails. ({{#downloads:Trails_1.11.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== Dockables ===&lt;br /&gt;
* [[Planetfall|Planetfall Markets]] enable markets in planets from Oolite 1.82. ({{#downloads:Planetfall_Markets_0.1.oxz}} downloads)&lt;br /&gt;
* [[Superhub#Superhub_for_Extra_Planets|Superhub for Extra Planets]] - [[Bigships]] can dock in more systems in the galaxy ({{#downloads:Superhub_for_Extra_Planets_1.0.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* [[ILS]] - semi-automatic Instrument Landing System supports Injector speeds as well. ({{#downloads:ILS.1.11.oxz}} downloads)&lt;br /&gt;
* [[Laser Cooler]] - faster cooldown using energy, fuel and heating up your cabin. ({{#downloads:Laser_Cooler_1.1.oxz}}  downloads)&lt;br /&gt;
* [[Q-Charger]] - I made it awardable to NPC ships by [[ShipVersion]] OXP from v1.21. ({{#downloads:Q-Charger_1.25.oxz}} downloads)&lt;br /&gt;
* [[Telescope]] - extended targeting and scanning features, auto steering, sniper ring and more. ({{#downloads:Telescope_1.11.oxz}} downloads)&lt;br /&gt;
* [[SafetyCatch]] - prevent accidental [[Q-Bomb]] and other mine launches when using missiles. ({{#downloads:SafetyCatch_1.3.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
* [[CombatMFD|Combat MFD]] - show many data of your ship and your target. ({{#downloads:CombatMFD_1.12.oxz}} downloads)&lt;br /&gt;
* [[HUDSelector|HUD Selector]] - help to choose your HUD from more possibilities. ({{#downloads:HUDSelector_1.16.oxz}} downloads)&lt;br /&gt;
* [[Numeric_Style_HUDs|NumericHUD]] - I updated many parts from v3.1 for my OXPs plus added MFDs and speedup. ({{#downloads:NumericHUD_3.27.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=18941 Convoys] - Freighters can fly in large groups, fugitive convoy leaders worth high bounties. ({{#downloads:Convoys_1.3.oxz}} downloads)&lt;br /&gt;
* [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18941&amp;amp;start=15#p258067 Convoy leaders without bounty labels] - Just less marked, but the bounty is the same. ({{#downloads:Convoys_without_bounty_labels_1.3.1.oxz}} downloads)&lt;br /&gt;
* [[HardShips]] - all ship get 6 side armour, Hard ships get Hard Armour, new defensive equipments and Drones. ({{#downloads:HardShips_0.88.oxz}} downloads)&lt;br /&gt;
* [[Missile Booster]] - Give higher initial speed to missiles as a fix of launching problems. ({{#downloads:Missile_Booster_1.1.oxz}} downloads)&lt;br /&gt;
* [[ReverseControl]] - you can aim in the aft and side views as in the front view. ({{#downloads:ReverseControl_1.6.oxz}} downloads)&lt;br /&gt;
* [[SellAll_OXP| SellAll]] - sell all cargo with one keypress and can sell to an alternative customer if the market is full. ({{#downloads:SellAll_1.29.oxz}} downloads)&lt;br /&gt;
* [[ShipVersion]] - all ship get version numbers, NPCs get extra equipments scaled with the version. ({{#downloads:ShipVersion_1.23.oxz}} downloads)&lt;br /&gt;
* [[TorusToSun]] - reach the Sun and other places faster. ({{#downloads:TorusToSun_1.6.oxz}} downloads)&lt;br /&gt;
* [[VariableMasslock]] - based on ship mass from Adder at 17km to Anaconda at 26km. In addition asteroids turn off Torus when needed to prevent impact. ({{#downloads:VariableMasslock_1.1.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
* [[Display_reputation_OXP|Display reputation]] - I added parcel reputation into the original OXP in v1.2. ({{#downloads:Display_reputation.1.2.oxz}} downloads)&lt;br /&gt;
* [[LogEvents]] - write messages into Latest.log using all event handlers to help debugging OXPs and review battles. ({{#downloads:LogEvents_1.0.oxz}} downloads)&lt;br /&gt;
* [[Ship Storage Helper]] - I continued Capt Murphy's work on saving and restoring ships. ({{#downloads:Ship_Storage_Helper_0.28.oxz}} downloads)&lt;br /&gt;
* [[TimeControl]] - Time Acceleration with Injectors and Torus, stop in Red alert and near a Wormhole. ({{#downloads:TimeControl_1.1.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
* [[TheCollector|The Collector]] - find the rich man and do the jobs he offer. The story is affected by your choices. ({{#downloads:TheCollector.0.4.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
* [[Andromeda]] - very large ship with decent cargo capacity and rare extensions. ({{#downloads:Andromeda_1.5.oxz}} downloads)&lt;br /&gt;
* [[Carriers]] - build up your personal fleet and take with you on your Carrier. ({{#downloads:Carriers_0.9.oxz}} downloads)&lt;br /&gt;
* [[EscortPack]] - Escort ships, escpecially useful with [[EscortDeck]]. ({{#downloads:EscortPack.1.2.oxz}} downloads)&lt;br /&gt;
* [[MinerCobra]] - 75t cargo, miner laser and scoop in change of less energy, recharge and missile pylons. ({{#downloads:MinerCobra_1.4.oxz}} downloads)&lt;br /&gt;
* [[Star Destroyer]] - 72 TIE Fighters and 30 turrets defend this mobile base. ({{#downloads:StarDestroyer_1.6.oxz}}  downloads)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* [[Eco Lasers]] - developed for separated multiple laser mounts with low energy usage. ({{#downloads:Eco_Lasers_1.0.oxz}} downloads)&lt;br /&gt;
* [[Fighters]] - Tiny ships launch from your cargo space and give help in combat. ({{#downloads:Fighters_1.4.oxz}} downloads)&lt;br /&gt;
* [[Gatling Laser]] - Fast and strong weapon with built-in cooler. ({{#downloads:Gatling_Laser_1.0.oxz}} downloads)&lt;br /&gt;
* [[Laser Cannons]] - powerful short range shots and derelict ship makers for large ships. ({{#downloads:LaserCannons_1.11.oxz}} downloads)&lt;br /&gt;
* [[Multiple Lasers]] - allow to use multiple forwad laser mounts in many core and OXP ships. ({{#downloads:Multiple_Lasers_1.8.oxz}} downloads)&lt;br /&gt;
* [[Separated Lasers]] - multiple lasers without multiple heat if mounted far from each other. ({{#downloads:Separated_Lasers_1.2.oxz}} downloads)&lt;br /&gt;
* [[Sniper Gun]] - next step after Military Laser, outside of the hull for better cooldown. ({{#downloads:Sniper_Gun_1.3.oxz}} downloads)&lt;br /&gt;
&lt;br /&gt;
== Best of my works ==&lt;br /&gt;
Based on feedbacks in the forum I think these are the most wanted packages:&lt;br /&gt;
 [[CombatMFD|Combat MFD]]&lt;br /&gt;
 [[Gallery]]&lt;br /&gt;
 [[HUDSelector]]&lt;br /&gt;
 [[ILS|ILS Instrument Landing System]]&lt;br /&gt;
 [[ReverseControl]]&lt;br /&gt;
 [[ShipVersion]]&lt;br /&gt;
 [[Telescope]]&lt;br /&gt;
 [[TheCollector]]&lt;br /&gt;
 [[TorusToSun]]&lt;br /&gt;
 [[Towbar]]&lt;br /&gt;
 [[Trails]]&lt;br /&gt;
&lt;br /&gt;
== My obsolete OXPs ==&lt;br /&gt;
I do not recommend to use these in regular games.&lt;br /&gt;
* [[Detectors]] - show your energy on the HUD and more target informations. (174 downloads)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=15033#p205227 HardBase] - one of the biggest playable entity with huge cargo capacity and almost no agility. (53 downloads)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=14536 HudRequests] - tech demo and requests to make dynamic HUDs and a mini-game to earn highscores. (98 downloads)&lt;br /&gt;
* [[OMGLaser]] - player can fit an ultimate laser into his Anaconda-class ship. (147 downloads)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=14549 RocketMiner] - can dock without rolling if well centered due to the barrel form (requested by my little son). (50 downloads)&lt;br /&gt;
* [[RocketShips]] - 8 new ship, can fly faster for some cost, get secondary autofire weapons and malfunctions. ;) (52 downloads)&lt;br /&gt;
* [[TimeSlip]] - predecessor of [[TimeControl]], use [http://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_Global#timeAccelerationFactor Time Acceleration] [http://wiki.alioth.net/index.php/Pilot%27s_Reference_Manual#Torus_Jump_Drive Torus Jump Drive] and [[Witch_Fuel_Injectors|Injectors]]. (113 downloads)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I like more than 300 OXPs in total so once before the OXZ era I made an [[OXP_Collection|OXP Collection]] but now you can use [[User:Norby#Recommended_OXPs|my recommendation packs]]. There are many small but good OXP what you probably missed if you do not read through both [[OXP_List|OXP List]] and [http://www.oolite.org/oxps/ OXZ list], I made groups for different player levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recommended OXPs ==&lt;br /&gt;
My [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=18301&amp;amp;p=251089#p251089 &amp;quot;must have&amp;quot; list] is useful for most players imho. &lt;br /&gt;
&lt;br /&gt;
My favorites for advanced players are listed in [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=17613&amp;amp;p=239868#p239868 this post].&lt;br /&gt;
&lt;br /&gt;
The following collections are able to install many addons in one step.&lt;br /&gt;
&lt;br /&gt;
=== Addons for Beginners ===&lt;br /&gt;
[[Media:Addons_for_Beginners.oxz|Addons_for_Beginners.oxz]] contain dependency links to install the following packages designed for new players. Please comment it in the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17498 forum]. (downloaded {{#downloads:Addons_for_Beginners.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
 [[User:Norby#Ambience_Collection|Ambience Collection]]&lt;br /&gt;
 [https://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18719 AutoRefuel]&lt;br /&gt;
 [[Combat Simulator]]&lt;br /&gt;
 [[ETT Homing Beacon]]&lt;br /&gt;
 [[Miner Cobra]]&lt;br /&gt;
 [[Neo-Docklights]]&lt;br /&gt;
 [[Lave Academy]]&lt;br /&gt;
 [[Target Autolock]]&lt;br /&gt;
 [[Tionisla Reporter]]&lt;br /&gt;
 [[Traffic Control]]&lt;br /&gt;
 [[Reverse Control]]&lt;br /&gt;
 [[Ring Racer]]&lt;br /&gt;
 [[Safety Catch]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=18277&amp;amp;start=45#p250750 Start Advice]&lt;br /&gt;
 [[The Collector]]&lt;br /&gt;
 [[Welcome Mat]]&lt;br /&gt;
&lt;br /&gt;
=== Addons for Competent Commanders ===&lt;br /&gt;
Nice OXPs since 2012.&lt;br /&gt;
 [[Aliens]]&lt;br /&gt;
 [[User:Norby#Ambience_recommended_by_Norby|Ambiences recommended by Norby]]&lt;br /&gt;
 [[Anarchies Facelift]]&lt;br /&gt;
 [[APRIL]]&lt;br /&gt;
 [[Black Monk Monastery]]&lt;br /&gt;
 [[Breakable Life Support System]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=13184 Bullet Drive]&lt;br /&gt;
 [[BuoyRepair]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=12507 CustomShields]&lt;br /&gt;
 [[DeepSpacePirates]]&lt;br /&gt;
 [http://compsoc.dur.ac.uk/~cim/oolite/EnergyBomb_1.0.zip EnergyBomb]&lt;br /&gt;
 [[Escort Contracts]]&lt;br /&gt;
 [[Feudal States]]&lt;br /&gt;
 [[Friend or Foe]]&lt;br /&gt;
 [[Galactic Navy Additions]]&lt;br /&gt;
 [[GalTech Escape Pods]]&lt;br /&gt;
 [[Griff Industries]]&lt;br /&gt;
 [[Hired Guns]]&lt;br /&gt;
 [[Illegal Goods Tweak]]&lt;br /&gt;
 [[ILS|ILS Instrument Landing System]]&lt;br /&gt;
 [[In-System Market Restore]]&lt;br /&gt;
 [[In-System Taxi]]&lt;br /&gt;
 [[Laser Mount Switching System]]&lt;br /&gt;
 [[Life in the Frontier]]&lt;br /&gt;
 [[Market Inquirer]]&lt;br /&gt;
 [[New Cargoes]]&lt;br /&gt;
 [[Numeric Style HUDs|NumericHUD]]&lt;br /&gt;
 [[Ore Processor]]&lt;br /&gt;
 [[Pirate Coves]]&lt;br /&gt;
 [[Planetfall]]&lt;br /&gt;
 [[Povray Planets]]&lt;br /&gt;
 [[Quirium Cascade Mine Detector]]&lt;br /&gt;
 [[Random Hits]]&lt;br /&gt;
 [[RRS_Group|Rescue Stations]]&lt;br /&gt;
 [[ShieldCycler]]&lt;br /&gt;
 [[Skilled NPCs]]&lt;br /&gt;
 [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=15451 Sonoran]&lt;br /&gt;
 [[Stations for Extra Planets]]&lt;br /&gt;
 [[Superhub]]&lt;br /&gt;
 [[Superhub#Superhub_for_Extra_Planets|Superhub for Extra Planets]]&lt;br /&gt;
 [[Taxi Galactica]]&lt;br /&gt;
 [[Tionisla Orbital Graveyard]]&lt;br /&gt;
 [[Torus To Sun]]&lt;br /&gt;
 [[Total Patrol]]&lt;br /&gt;
 [[Trident Down]]&lt;br /&gt;
 [[UPS Courier]]&lt;br /&gt;
 [[Variable Masslock]]&lt;br /&gt;
 [[Vector]]&lt;br /&gt;
 [[WildShips]]&lt;br /&gt;
 [[Xeptatl's Sword]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=12942 ZygoCinematicSky&amp;amp;Nebulas]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ambience Collection ===&lt;br /&gt;
[[Media:Ambience_Collection.oxz|Ambience_Collection.oxz]] contain dependency links to install the following ambience and similar packs in one step for better look and feel without changing the gameplay. Aimed to be suitable for all commanders. (downloaded {{#downloads:Ambience_Collection.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
 [[Asteroid_Storm]]&lt;br /&gt;
 [[BetterBuoys]]&lt;br /&gt;
 [[BGS|BackGroundSet]]&lt;br /&gt;
 [[BGS|BGS Soundset by P.A. Groove]]&lt;br /&gt;
 [[Cabal Common Library]]&lt;br /&gt;
 [[Camera Drones]]&lt;br /&gt;
 [[CaptSolos-GoodFortune|Captain Solo's Good Fortune]]&lt;br /&gt;
 [[CombatMFD|Combat MFD]]&lt;br /&gt;
 [[Commanders Log]]&lt;br /&gt;
 [[Communications Pack A]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=11123 Contracted Goods Reminder]&lt;br /&gt;
 [[Delightful Docking]]&lt;br /&gt;
 [[Display reputation]]&lt;br /&gt;
 [[Email System]]&lt;br /&gt;
 [[Explorers' Club]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=13818 Extracts from the Tre Clan]&lt;br /&gt;
 [[Famous Planets]]&lt;br /&gt;
 [[Fireworks]]&lt;br /&gt;
 [[Flight Log]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18941#p257992 Freighter Convoys]&lt;br /&gt;
 [[Gallery]]&lt;br /&gt;
 [[Griff_Industries|Griff Station Bundle]]&lt;br /&gt;
 [[HD Backgrounds]]&lt;br /&gt;
 [[HDBG#Credits|HD Backgrounds Image Pack A]]&lt;br /&gt;
 [[HDBG#Image Pack B|HD Backgrounds Image Pack B]]&lt;br /&gt;
 [[Headlights]]&lt;br /&gt;
 [[HUDSelector]]&lt;br /&gt;
 [[Hyperradio]]&lt;br /&gt;
 [[Icesteroids]]&lt;br /&gt;
 [[LogEvents]]&lt;br /&gt;
 [[MarketObserver]]&lt;br /&gt;
 [[CommsLogMFD|MFD - CommsLog]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=16591 MFD - Manifest]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=16411 MFD - Navigation]]&lt;br /&gt;
 [[Randomshipnames]]&lt;br /&gt;
 [[Random Player/Ship Name]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=13687 Satellites]&lt;br /&gt;
 [[Snoopers]]&lt;br /&gt;
 [[Ship Respray]]&lt;br /&gt;
 [[Ship Storage Helper]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=13818 Ship's Library]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17513 Ship's Library Book - Mutabilis]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17438 Ship's Library Book - Status Quo]&lt;br /&gt;
 [[System Features Rings]]&lt;br /&gt;
 [[System Features Sunspots]]&lt;br /&gt;
 [[TrackerCam]]&lt;br /&gt;
 [[Trails]]&lt;br /&gt;
 [[Trophy Collector]]&lt;br /&gt;
 [[OXPConfig]]&lt;br /&gt;
&lt;br /&gt;
=== Ambiences recommended by Norby ===&lt;br /&gt;
For at least Competent commanders [[Media:Ambiences_recommended_by_Norby.oxz|Ambiences_recommended_by_Norby.oxz]] contain dependency links to install the following ambience and similar packs in one step for better look and feel. Beginners should use the [[User:Norby#Ambience_Collection|Ambience Collection]] only. (downloaded {{#downloads:Ambiences_recommended_by_Norby.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=15683 Additional Planets]&lt;br /&gt;
 [[User:Norby#Ambience_Collection|Ambience Collection]]&lt;br /&gt;
 [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=17382 Docking Fees]&lt;br /&gt;
 [[Escort_Formations]]&lt;br /&gt;
 [[Headlights]]&lt;br /&gt;
 [[BroadcastComms_MFD|MFD - BroadcastComms]]&lt;br /&gt;
 [[Planetary Compass]]&lt;br /&gt;
 [[Realistic Stars]]&lt;br /&gt;
 [[Start Choices]]&lt;br /&gt;
&lt;br /&gt;
==Documents==&lt;br /&gt;
&lt;br /&gt;
My [https://app.box.com/s/eh7et83sy4hbp1439o7o Documents] folder filled with Elite-related writings:&lt;br /&gt;
* Board Games&lt;br /&gt;
* Fictions&lt;br /&gt;
* Oolite keys and galaxy maps&lt;br /&gt;
* Paper Models of Oolite ships&lt;br /&gt;
* Quaternion calculator&lt;br /&gt;
* Shader tutorial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://aegidian.org/bb/memberlist.php?mode=viewprofile&amp;amp;u=23697 Norby]&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.8.oxz&amp;diff=57491</id>
		<title>File:ReverseControl 1.8.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.8.oxz&amp;diff=57491"/>
		<updated>2018-07-23T21:14:05Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of File:ReverseControl 1.8.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.8.oxz&amp;diff=57486</id>
		<title>File:ReverseControl 1.8.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.8.oxz&amp;diff=57486"/>
		<updated>2018-07-23T07:38:42Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of File:ReverseControl 1.8.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.8.oxz&amp;diff=57482</id>
		<title>File:ReverseControl 1.8.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.8.oxz&amp;diff=57482"/>
		<updated>2018-07-19T16:26:49Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=57481</id>
		<title>ReverseControl</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=57481"/>
		<updated>2018-07-19T16:26:22Z</updated>

		<summary type="html">&lt;p&gt;Norby: v1.8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
Your ship's up-down and roll controls will be reversed in the aft view, so you can aim exactly as in the front view.&lt;br /&gt;
&lt;br /&gt;
The controls in left and right views are normalized also, but the centre of the roll seems to be not equal with the centre of your view which looks a bit strange but I can not fix. Moreover if your ship is not stopped then even a stationary target will always go out sideways from your crossharis due to you go forward which looks like sideway movement in the side views, so you must constantly roll and pitch again. Should practice the side aim during movement on the navigation buoy first.&lt;br /&gt;
&lt;br /&gt;
If you are not like the roll in side views then use the yaw controls (&amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; keys) instead of roll.&lt;br /&gt;
&lt;br /&gt;
You can redefine your keys in oolite.app/Resources/Config/keyconfig.plist , for example the following lines put yaw on horizontal arrows and roll to the comma and dot keys:&lt;br /&gt;
&lt;br /&gt;
 key_roll_left	= &amp;quot;,&amp;quot;;&lt;br /&gt;
 key_roll_right	= &amp;quot;.&amp;quot;;&lt;br /&gt;
 key_yaw_left	= 253;	// left arrow&lt;br /&gt;
 key_yaw_right	= 252;	// right arrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inertia is a new feature in ReverseControl v1.7 which need Oolite v1.87. Details are in [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;start=60#p264007 this message].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is another variant named to '''Reverse Y Control''' where the vertical control is reversed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[[Media:ReverseControl_1.8.oxz|ReverseControl 1.8 with inertia]] (downloaded {{#downloads:ReverseControl_1.8.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.7.oxz|ReverseControl 1.7 with inertia]] need Oolite v1.87 (downloaded {{#downloads:ReverseControl_1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.6.oxz|ReverseControl 1.6]] (downloaded {{#downloads:ReverseControl_1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.5.oxz|ReverseControl 1.5]] (downloaded {{#downloads:ReverseControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.4.oxz|ReverseControl 1.4]] (downloaded {{#downloads:ReverseControl_1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseYControl_1.5.oxz|ReverseYControl 1.5]] use the opposite vertical directions as ReverseControl (downloaded {{#downloads:ReverseYControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.79 or later do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.77 make a ReverseControl.oxp subfolder in your AddOns folder and unzip the .oxz file into the newly created subfolder. &lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite@gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.07.19. v1.8  Fixed for Oolite 1.86 by cag.&lt;br /&gt;
 2018.07.04. v1.7  Inertia is implemented by cag to improve keyboard controls in forward view too.&lt;br /&gt;
 2017.10.05. v1.6  Calculations are optimized by cag to reduce the frequency of garbage collection.&lt;br /&gt;
 2017.03.19. v1.5  Calculations are improved by cag.&lt;br /&gt;
 2015.06.20. v1.4  Controls in left and right view are normalized also.&lt;br /&gt;
                   Performance improvements, thanks to Lone Wolf.&lt;br /&gt;
 2014.08.02. v1.3  Working well with Sniperlock OXP.&lt;br /&gt;
 2014.06.09. v1.2  Fixed a clash with Docking Computer.&lt;br /&gt;
 2014.05.16. v1.1  Can turn off [[SniperLock]] OXP temporary until the aft view is active.&lt;br /&gt;
 2014.05.16. v1.0  Initial release.&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = ReverseControl&lt;br /&gt;
|version = 1.8&lt;br /&gt;
|release = 2018-07-19&lt;br /&gt;
|features = Aft controls help&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|download = [[https://www.box.com/s/t7vnj3kfinbpc7m1twy3|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;p=218477#p218477 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=57464</id>
		<title>ReverseControl</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=57464"/>
		<updated>2018-07-17T21:41:13Z</updated>

		<summary type="html">&lt;p&gt;Norby: Inertia need Oolite v1.87.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
Your ship's up-down and roll controls will be reversed in the aft view, so you can aim exactly as in the front view.&lt;br /&gt;
&lt;br /&gt;
The controls in left and right views are normalized also, but the centre of the roll seems to be not equal with the centre of your view which looks a bit strange but I can not fix. Moreover if your ship is not stopped then even a stationary target will always go out sideways from your crossharis due to you go forward which looks like sideway movement in the side views, so you must constantly roll and pitch again. Should practice the side aim during movement on the navigation buoy first.&lt;br /&gt;
&lt;br /&gt;
If you are not like the roll in side views then use the yaw controls (&amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; keys) instead of roll.&lt;br /&gt;
&lt;br /&gt;
You can redefine your keys in oolite.app/Resources/Config/keyconfig.plist , for example the following lines put yaw on horizontal arrows and roll to the comma and dot keys:&lt;br /&gt;
&lt;br /&gt;
 key_roll_left	= &amp;quot;,&amp;quot;;&lt;br /&gt;
 key_roll_right	= &amp;quot;.&amp;quot;;&lt;br /&gt;
 key_yaw_left	= 253;	// left arrow&lt;br /&gt;
 key_yaw_right	= 252;	// right arrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inertia is a new feature in ReverseControl v1.7 which need Oolite v1.87. Details are in [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;start=60#p264007 this message].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is another variant named to '''Reverse Y Control''' where the vertical control is reversed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[[Media:ReverseControl_1.7.oxz|ReverseControl 1.7 with inertia]] need Oolite v1.87 (downloaded {{#downloads:ReverseControl_1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.6.oxz|ReverseControl 1.6]] (downloaded {{#downloads:ReverseControl_1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.5.oxz|ReverseControl 1.5]] (downloaded {{#downloads:ReverseControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.4.oxz|ReverseControl 1.4]] (downloaded {{#downloads:ReverseControl_1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseYControl_1.5.oxz|ReverseYControl 1.5]] use the opposite vertical directions as ReverseControl (downloaded {{#downloads:ReverseYControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.79 or later do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.77 make a ReverseControl.oxp subfolder in your AddOns folder and unzip the .oxz file into the newly created subfolder. &lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite@gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.07.04. v1.7  Inertia is implemented by cag to improve keyboard controls in forward view too.&lt;br /&gt;
 2017.10.05. v1.6  Calculations are optimized by cag to reduce the frequency of garbage collection.&lt;br /&gt;
 2017.03.19. v1.5  Calculations are improved by cag.&lt;br /&gt;
 2015.06.20. v1.4  Controls in left and right view are normalized also.&lt;br /&gt;
                   Performance improvements, thanks to Lone Wolf.&lt;br /&gt;
 2014.08.02. v1.3  Working well with Sniperlock OXP.&lt;br /&gt;
 2014.06.09. v1.2  Fixed a clash with Docking Computer.&lt;br /&gt;
 2014.05.16. v1.1  Can turn off [[SniperLock]] OXP temporary until the aft view is active.&lt;br /&gt;
 2014.05.16. v1.0  Initial release.&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = ReverseControl&lt;br /&gt;
|version = 1.7&lt;br /&gt;
|release = 2018-07-04&lt;br /&gt;
|features = Aft controls help&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|download = [[https://www.box.com/s/t7vnj3kfinbpc7m1twy3|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;p=218477#p218477 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=57426</id>
		<title>ReverseControl</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=ReverseControl&amp;diff=57426"/>
		<updated>2018-07-04T07:21:56Z</updated>

		<summary type="html">&lt;p&gt;Norby: v1.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
Your ship's up-down and roll controls will be reversed in the aft view, so you can aim exactly as in the front view.&lt;br /&gt;
&lt;br /&gt;
The controls in left and right views are normalized also, but the centre of the roll seems to be not equal with the centre of your view which looks a bit strange but I can not fix. Moreover if your ship is not stopped then even a stationary target will always go out sideways from your crossharis due to you go forward which looks like sideway movement in the side views, so you must constantly roll and pitch again. Should practice the side aim during movement on the navigation buoy first.&lt;br /&gt;
&lt;br /&gt;
If you are not like the roll in side views then use the yaw controls (&amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; keys) instead of roll.&lt;br /&gt;
&lt;br /&gt;
You can redefine your keys in oolite.app/Resources/Config/keyconfig.plist , for example the following lines put yaw on horizontal arrows and roll to the comma and dot keys:&lt;br /&gt;
&lt;br /&gt;
 key_roll_left	= &amp;quot;,&amp;quot;;&lt;br /&gt;
 key_roll_right	= &amp;quot;.&amp;quot;;&lt;br /&gt;
 key_yaw_left	= 253;	// left arrow&lt;br /&gt;
 key_yaw_right	= 252;	// right arrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the new Inertia feature you can read [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;start=60#p264007 this message].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is another variant named to '''Reverse Y Control''' where the vertical control is reversed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[[Media:ReverseControl_1.7.oxz|ReverseControl 1.7]] (downloaded {{#downloads:ReverseControl_1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.6.oxz|ReverseControl 1.6]] (downloaded {{#downloads:ReverseControl_1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.5.oxz|ReverseControl 1.5]] (downloaded {{#downloads:ReverseControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseControl_1.4.oxz|ReverseControl 1.4]] (downloaded {{#downloads:ReverseControl_1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
&lt;br /&gt;
[[Media:ReverseYControl_1.5.oxz|ReverseYControl 1.5]] use the opposite vertical directions as ReverseControl (downloaded {{#downloads:ReverseYControl_1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.79 or later do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
In Oolite v1.77 make a ReverseControl.oxp subfolder in your AddOns folder and unzip the .oxz file into the newly created subfolder. &lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite@gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.07.04. v1.7  Inertia is implemented by cag to improve keyboard controls in forward view too.&lt;br /&gt;
 2017.10.05. v1.6  Calculations are optimized by cag to reduce the frequency of garbage collection.&lt;br /&gt;
 2017.03.19. v1.5  Calculations are improved by cag.&lt;br /&gt;
 2015.06.20. v1.4  Controls in left and right view are normalized also.&lt;br /&gt;
                   Performance improvements, thanks to Lone Wolf.&lt;br /&gt;
 2014.08.02. v1.3  Working well with Sniperlock OXP.&lt;br /&gt;
 2014.06.09. v1.2  Fixed a clash with Docking Computer.&lt;br /&gt;
 2014.05.16. v1.1  Can turn off [[SniperLock]] OXP temporary until the aft view is active.&lt;br /&gt;
 2014.05.16. v1.0  Initial release.&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = ReverseControl&lt;br /&gt;
|version = 1.7&lt;br /&gt;
|release = 2018-07-04&lt;br /&gt;
|features = Aft controls help&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|download = [[https://www.box.com/s/t7vnj3kfinbpc7m1twy3|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=6&amp;amp;t=9142&amp;amp;p=218477#p218477 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.7.oxz&amp;diff=57425</id>
		<title>File:ReverseControl 1.7.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:ReverseControl_1.7.oxz&amp;diff=57425"/>
		<updated>2018-07-04T07:17:47Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Ship_Storage_Helper_0.31.oxz&amp;diff=57371</id>
		<title>File:Ship Storage Helper 0.31.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Ship_Storage_Helper_0.31.oxz&amp;diff=57371"/>
		<updated>2018-06-06T18:45:18Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of File:Ship Storage Helper 0.31.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=ILS&amp;diff=57243</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=ILS&amp;diff=57243"/>
		<updated>2018-04-16T06:21:59Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
If you install the ILS equipment and put your target lock to a station then will use your steering controls and guide your ship into the dock. Meantime the speed controls are in your hand so you can ignite Injectors to arrive much faster than with the old Docking Computers.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock if you go nearer to the station. You can temporary override the ILS steering but when you release your controls the ILS will turn your ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can stop if needed by lowering your thrust to zero, for example to avoid a collision.&lt;br /&gt;
&lt;br /&gt;
ILS steering suspended until your ship is stopped, so if you want to do another than landing then you can stop and lock the station.&lt;br /&gt;
&lt;br /&gt;
If you change or remove the target lock the ILS turn off automatically.&lt;br /&gt;
&lt;br /&gt;
Another way to avoid ILS is the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
No ILS in red alert except if weapons are offline.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0 Cr&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jam ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll.&lt;br /&gt;
Effectively cure traffic jams near stations when you are waiting for landing clearance.&lt;br /&gt;
&lt;br /&gt;
You don't need to buy the ILS equipment, just keep the addon installed and all NPCs will use it.&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
Injector equipped ships will arrive in seconds, slow down in the the last 2km only.&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrive into the dock then you get the right to use ILS regardless of there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you can not break an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.11&lt;br /&gt;
|release = 2016-05-20&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Executive_Spaceways_2.4.4.oxz&amp;diff=57122</id>
		<title>File:Executive Spaceways 2.4.4.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Executive_Spaceways_2.4.4.oxz&amp;diff=57122"/>
		<updated>2018-03-21T18:50:48Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Executive_SpaceWays&amp;diff=57121</id>
		<title>Executive SpaceWays</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Executive_SpaceWays&amp;diff=57121"/>
		<updated>2018-03-21T18:50:30Z</updated>

		<summary type="html">&lt;p&gt;Norby: v2.4.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Executive SpaceWays is a passenger transport company based on Lavebe in Galaxy Four.  Founded by notable minerals magnate Gide van Heysel, Executive has built a strong reputation both for its flight services and its spacecraft designs, and counts many politicians, celebrities and business leaders amongst its clients.&lt;br /&gt;
&lt;br /&gt;
== Beginnings ==&lt;br /&gt;
&lt;br /&gt;
Executive SpaceWays has its origins in the early days of Gide van Heysel's professional career.  As an apprentice engineer, van Heysel was often required to travel to far-flung mining outposts for which passenger services were extremely limited, frequently operating obsolescent craft with questionable safety records.  While tourists and celebrities enjoyed the comforts of the latest high-speed starliners, the millions of workers employed by the mining industry were forced to endure month-long journeys in slow and uncomfortable transport vessels.  &lt;br /&gt;
&lt;br /&gt;
Years later, having made billions with his metallurgical research company, GvH Engineering, van Heysel finally took the opportunity to redress the balance and commissioned a local design bureau, OKB Korshkov, to construct a high speed passenger transport for use by his employees and clients.  After a lenghty evaluation period involving numerous different prototypes, the design known as H-4 was selected for production.  Upon its official launch, at GvH's headquarters on Lavebe, the craft was officially named by van Heysel as the [[Trident_Executive_Shuttle|''Trident Executive Shuttle'']].&lt;br /&gt;
&lt;br /&gt;
== Passenger Services==&lt;br /&gt;
&lt;br /&gt;
By the time of the [[Trident_Executive_Shuttle|''Trident's'']] launch, the project had gathered considerable public interest and van Heysel had begun to recognise the potential in offering reliable transport services to the wider business community.  A subsidiary company, Executive SpaceWays, was created to manage flight operations and soon the [[Trident_Executive_Shuttle|''Trident'']] was seeing service in many of the Galaxy's more stable systems.&lt;br /&gt;
&lt;br /&gt;
The [[Trident_Executive_Shuttle|''Trident'']] services proved to be a massive success, and with prospects riding high the company re-invested a large proportion of its profits into another development, a proposed long-range cruise liner.  However, Executive was dealt a terrible blow when a [[Trident_Executive_Shuttle|''Trident'']] was destroyed in a suspected pirate attack near the People’s Republic of Raceedat.  To quell public concern over passenger security, van Heysel immediately instructed his engineering department (which had since taken over from Korskhov as the ship’s primary manufacturer) to develop an escort fighter which could protect future flights from similar attacks.&lt;br /&gt;
&lt;br /&gt;
== The Gemini Programme ==&lt;br /&gt;
&lt;br /&gt;
Under great pressure, Executive’s engineers re-used elements of the [[Trident_Executive_Shuttle|''Trident'']] design to construct a small two-man fighter which could be pushed into production as quickly as possible.  Lacking any detailed knowledge of weapon design, the company could only equip the fighter with a commercially-available beam laser, although space was found for four missile pylons.  To make up for the shortfalls in the spaceframe design, the set of navigational avionics found on the [[Trident_Executive_Shuttle|''Trident'']] was replaced by a set of more combat-orientated systems, while Gide van Heysel launched a recruitment drive to attract former Navy pilots with combat experience.  Against the odds, the [[Gemini_Escort|Gemini]] Programme (so-called because of its two-man crew) was a success, and once Executive had recovered its own financial position, the [[Gemini_Escort|''E-3 Gemini Escort'']] was marketed to other spacelines as an effective escort ship in its own right.&lt;br /&gt;
&lt;br /&gt;
== Delta and Strelka ==&lt;br /&gt;
&lt;br /&gt;
Executive’s engineers were never totally happy with the [[Gemini_Escort|Gemini]], particularly its short range as it prevented it from escorting long-haul flights.  An improvement programme was duly undertaken, resulting in the release of the [[Delta_Long-Range_Escort|''E-5 Delta Long-Range Escort'']].  Along with the [[Gemini_Escort|Gemini]], the [[Delta_Long-Range_Escort|Delta]] soon became an escort of choice for many spacelines and traders.&lt;br /&gt;
&lt;br /&gt;
With the [[Delta_Long-Range_Escort|Delta]] in service, the opportunity arose for Executive to return to its postponed cruise liner programme.  Despite the luxury enjoyed by Trident passengers, on longer routes the need for multiple stopovers was found to incur frequent delays and increasingly-exorbitant docking charges.  The only alternative for long-haul flights, given the 7 light-year witchjump barrier, was to refuel at each system en route by sunskimming, only making port at the flight’s final destination.  Although a popular technique for pilots of smaller ships, sunskimming was rarely used as a refuelling method by larger transports due to the control instability experienced within a star’s corona.  The challenge for Executive’s engineers was to build a ship that could harness the resources of the stars without affecting the level of comfort experienced by passengers.&lt;br /&gt;
&lt;br /&gt;
In partnership with OKB Korshkov, Executive developed an integrated fuel scoop and engine assembly to allow sunskimming to be carried out at the utmost efficiency: on many ships, the installation of scoops involves additional pipework that can be as little as 40% efficient.  Heat shielding was applied to the underside of the ship, and in addition a plasma field generator, developed from shield booster technology, was installed to prevent the magnetic field in the corona from interfering with the ship’s systems.  In a further drive for efficiency, the flow of charged particles through the scoop was used to generate on-board electrical power through magnetohydrodynamic induction.  The efficiency of the engine and fuel scoop delivered by these methods meant that sunskimming could be achieved in the higher levels of the coronal astmosphere, reducing the risk of damage to the ship and further cutting down on flight times.  It also meant that in terms of fuel and energy, the ship was virtually self-sufficient and could travel non-stop to the most distant locations in the galaxy.&lt;br /&gt;
&lt;br /&gt;
The ship, officially named as the H-7 Strelka CruiseLiner, now acts as the flagship of the Executive SpaceWays line, and can be encountered in high-tech stable systems accompanied by a group of [[Delta_Long-Range_Escort|Delta Escorts]].&lt;br /&gt;
&lt;br /&gt;
== StarSeeker ==&lt;br /&gt;
&lt;br /&gt;
In the wake of the success of the Strelka, Executive's latest model, the P-3 StarSeeker, was developed specifically to tap into the growing private transport market.  While passenger cabin conversion kits had long been available from most major shipyards, the level of comfort offered by such producs varied wildly and compatibility issues often arose when attemping to fit the cabins in non-standard spacecraft.  Using experience gained from work on the [[Gemini_Escort|Gemini]] and the Trident, Executive SpaceWays sought to develop a small craft optimised for passenger transport, with all the necessary life support and intercom systems fitted as standard.  Although more expensive than a typical transport, the StarSeeker comes with guaranteed engineering standards and is a popular choice for VIPs and small courier firms.&lt;br /&gt;
&lt;br /&gt;
== Ship List ==&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:delta_sm.png |link= Delta_Long-Range_Escort |100px|]]&amp;lt;br&amp;gt;[[Delta_Long-Range_Escort|Delta Long-Range Escort]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:gemini_sm.png |link= Gemini_Escort |100px|]]&amp;lt;br&amp;gt;[[Gemini_Escort|Gemini Escort]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:starseeker_sm.png |link= Starseeker_Personal_Shuttle |100px|]]&amp;lt;br&amp;gt;[[Starseeker_Personal_Shuttle|Starseeker Personal Shuttle]] &lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:strelka_sm.png |link= Strelka_CruiseLiner |100px|]]&amp;lt;br&amp;gt;[[Strelka Cruise Liner]] &lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;| [[Image:trident_sm.png |link= Trident_Executive_Shuttle |100px|]]&amp;lt;br&amp;gt;[[Trident_Executive_Shuttle|Trident Executive Shuttle]] &lt;br /&gt;
|}&lt;br /&gt;
A full-colour brochure is available from the company's offices on New Tsiolkovsky, or can be downloaded as an electronic [http://www.arcadia-digital.net/steve/Oolite/Ships/Brochure%20v2.1.pdf PDF].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
Download v2.4.4 in OXZ format [[Media:Executive_Spaceways_2.4.4.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Executive_Spaceways_2.4.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v2.4.3 in OXZ format [[Media:Executive_Spaceways_2.4.3.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Executive_Spaceways_2.4.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v2.4.2 in OXZ format [[Media:Executive_Spaceways_2.4.2.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Executive_Spaceways_2.4.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Previous v.2.4 is [[Media:Executive_Spaceways_2.4.oxz|here]] (downloaded {{#downloads:Executive_Spaceways_2.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Saleza_Aeronautics_2.3.4.oxz&amp;diff=57120</id>
		<title>File:Saleza Aeronautics 2.3.4.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Saleza_Aeronautics_2.3.4.oxz&amp;diff=57120"/>
		<updated>2018-03-21T18:48:17Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Saleza_Aeronautics&amp;diff=57119</id>
		<title>Saleza Aeronautics</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Saleza_Aeronautics&amp;diff=57119"/>
		<updated>2018-03-21T18:47:55Z</updated>

		<summary type="html">&lt;p&gt;Norby: v2.3.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Saleza Aeronautics is a small independent design bureau specialising in military assault craft.  It is currently best known for its ''Orion'' series of ships, which are seeing service with a number of governments and private security organisations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Saleza Aeronautics first made its name during the Corporate Wars.  Supplying the belligerent states with cheap but serviceable combat vessels, Saleza gained invaluable experience in materials and engine technology, using each battle as a proving ground for its latest designs.  With the onset of peace, the company invested its considerable profits into weapons development, and over time the company grew into a fully-integrated design and manufacturing concern specialising in assault and defence vessels.  &lt;br /&gt;
&lt;br /&gt;
This unique history has made the company a particular favourite amongst private security organisations, who tend to avoid the larger manufacturers because of their close affiliations with GalCop.  &lt;br /&gt;
&lt;br /&gt;
== The ''Orion'' Series==&lt;br /&gt;
&lt;br /&gt;
Through its experience of interplanetary conflict, Saleza had identified a clear need for a series of dedicated planetary assault craft.  Despite being equipped with all the latest space-capable combat vessels, the warring factions frequently found themselves in a stalemate because of a lack of atmosphere-capable combat ships. Hastily-modified shuttles and transports, sent without escort the surface as landing craft, fell prey to modern planetary defence networks, resulting in the loss of hundreds of troops and thousands of tons of equipment. In a bid to break the impasse the corporations attempted to modify some of their existing ships for full atmospheric, in-gravity flight, but all attempts were unsuccessful.  Saleza Aeronatics, having been squeezed out of the conventional market by larger competitors, spotted the window and offered its solution.&lt;br /&gt;
&lt;br /&gt;
== [[Rigel_Bomber|Rigel Tactical Bomber]] ==&lt;br /&gt;
&lt;br /&gt;
The Rigel is an assault vessel designed to operate against space stations, large cruisers and planetary defences.  Its wide, flattened body is designed to present a small cross-section to incoming fire while providing adequate capacity for missiles and shield boosters.  The Rigel was originally intended to be fitted with a pair of uprated heavy mining lasers optimised for penetration against armour and embedded surface targets.  However, this approach did not deliver the desired rate of fire, even with the use of the latest heat sink technology, and so the production version is equipped with a standard military laser armament.&lt;br /&gt;
&lt;br /&gt;
Although possessing good speed and manoeuvrability for a ship of its size, during combat operations the Rigel is usually deployed with an escort of Saiph Interceptors.  This allows the Rigel to focus on its close-support role and avoid being distracted by enemy fighters.  &lt;br /&gt;
&lt;br /&gt;
== [[Saiph_Interceptor|Saiph Interceptor]] ==&lt;br /&gt;
&lt;br /&gt;
The Saiph is a super-agile fighter-interceptor developed in parallel with the Rigel.  Built around a large fuel-injecting engine unit, the Saiph relies on speed and manoeuvrability for defence, its small size preventing the installation of the kind of energy units and shield enhancements usually found in military ships.  The Saiph’s unusual control surfaces serve to provide stability during atmospheric flight, while in space they are used to deflect thrust from retro-rockets to further increase the ship’s agility.&lt;br /&gt;
&lt;br /&gt;
Despite being developed as a fleet combat craft, ex-service models are occasionally seen in private hands, where they have become an attractive option for wealthy bounty hunters. Saleza frowns upon the use of any of their ships for acts of piracy or murder, and rumours abound that the company will pay handsome rewards for any information about the misuse of their intellectual property in this way. &lt;br /&gt;
&lt;br /&gt;
== [[Bellatrix_Cruiser|Bellatrix Cruiser]] ==&lt;br /&gt;
&lt;br /&gt;
The Bellatrix is a heavy cruiser designed to act as a command and control vessel, spearheading battle fleets in large-scale assault operations.  Its flying wing design offers maximises the ship's internal stores capacity while at the same time minimises its fronal cross-section, making the Bellatrix a difficult target for enemy defences.  The main armament is a slow-repeating heavy disruptor laser capable of destroying planetary targets from positions within the upper atmosphere; in space the weapon is used against stations and enemy cruisers.  The upper-rear fuselage is fitted with a turret mounted plasma cannon, which can by used to break up enermy formations and act as a last line of defence against incoming missiles.&lt;br /&gt;
&lt;br /&gt;
A typical Bellatrix battle group consists of the cruiser itself, two Rigel bombers and an advanced fighter sweep of four Saiph interceptors.  Such groups are currently in service with a number of high-tech Corporate States, where they are used by the security forces to patrol the outer reaches of GalCop-controlled space.&lt;br /&gt;
&lt;br /&gt;
== Other Projects ==&lt;br /&gt;
&lt;br /&gt;
Rumours persist that a fourth ship in the ''Orion'' class, the Betelgeuse, is in development; however this has consistently been denied by Saleza’s press officers, and the role that such an additional ship would have is unclear.  However, the company has confirmed that it is currently working on a set of next-generation munitions, with a test programme involving large laydown bombs and stand-off missiles already under way.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Download v2.3.4 in OXZ format [[Media:Saleza_Aeronautics_2.3.4.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v2.3.3 in OXZ format [[Media:Saleza_Aeronautics_2.3.3.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v2.3.2 in OXZ format [[Media:Saleza_Aeronautics_2.3.2.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Previous v2.3 is [[Media:Saleza_Aeronautics_2.3.oxz|here]] (downloaded {{#downloads:Saleza_Aeronautics_2.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=LogEvents&amp;diff=56764</id>
		<title>LogEvents</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=LogEvents&amp;diff=56764"/>
		<updated>2018-01-29T15:22:01Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
&lt;br /&gt;
This script catch all available handlers and write into the Logs/Latest.log to help developing&lt;br /&gt;
and to review a battle, or find out why the police attacking you suddenly.&lt;br /&gt;
                          &lt;br /&gt;
Originally maded to log all laser hits earned in the built-in mini game in the [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=14536 HUDRequests OXP],&lt;br /&gt;
but separated due to it is useful to everybody, while usually realize it after something happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example output:&lt;br /&gt;
&lt;br /&gt;
23:52:45.171 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player attacked by Thargoid Warship 31748 95+41 shield and 241 energy left&lt;br /&gt;
&lt;br /&gt;
23:52:45.171 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player taking shield damage from Thargoid Warship 31748 82+41 shield and 241 energy left&lt;br /&gt;
&lt;br /&gt;
23:52:45.603 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player attacked Thargoid Warship 31748 who has 6 energy&lt;br /&gt;
&lt;br /&gt;
23:52:46.108 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player lost lock on Thargoid Warship 31748&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player target Thargoid Warship 31748 is destroyed&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player got message from Thargoid Warship 31748 : Eat yak, food blenders!&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player killed Thargoid Warship 31748 with energy damage&lt;br /&gt;
&lt;br /&gt;
23:52:46.235 [LogEvents] GlobalLog (OOJSGlobal.m:256): Wreckage 9948 spawned at 1 km&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Unzip the file, and then move the folder named &amp;quot;.oxp&amp;quot; into the AddOns directory of your Oolite installation.&lt;br /&gt;
Hold down the Shift key when you start the game first time until the splash screen appear.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.01.29. v1.3 - Added new events of Oolite 1.86. Minor fixes by cag.&lt;br /&gt;
 2017.06.24. v1.2 - Better log of targets without name like moons, thanks to cag.&lt;br /&gt;
 2017.03.13. v1.1 - Updated with new events which are added into the game meantime.&lt;br /&gt;
 2013.06.04. v1.0 - First release.&lt;br /&gt;
&lt;br /&gt;
Download v1.3 [[Media:LogEvents_1.3.oxz|here]] (downloaded {{#downloads:LogEvents_1.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.2 [[Media:LogEvents_1.2.oxz|here]] (downloaded {{#downloads:LogEvents_1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.1 [[Media:LogEvents_1.1.oxz|here]] (downloaded {{#downloads:LogEvents_1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.0 [[Media:LogEvents_1.0.oxz|here]] (downloaded {{#downloads:LogEvents_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = LogEvents&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2018-01-29&lt;br /&gt;
|features = write all events into Latest.log&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=14536 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=LogEvents&amp;diff=56763</id>
		<title>LogEvents</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=LogEvents&amp;diff=56763"/>
		<updated>2018-01-29T15:21:31Z</updated>

		<summary type="html">&lt;p&gt;Norby: v1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
&lt;br /&gt;
This script catch all available handlers and write into the Logs/Latest.log to help developing&lt;br /&gt;
and to review a battle, or find out why the police attacking you suddenly.&lt;br /&gt;
                          &lt;br /&gt;
Originally maded to log all laser hits earned in the built-in mini game in the [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=14536 HUDRequests OXP],&lt;br /&gt;
but separated due to it is useful to everybody, while usually realize it after something happened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example output:&lt;br /&gt;
&lt;br /&gt;
23:52:45.171 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player attacked by Thargoid Warship 31748 95+41 shield and 241 energy left&lt;br /&gt;
&lt;br /&gt;
23:52:45.171 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player taking shield damage from Thargoid Warship 31748 82+41 shield and 241 energy left&lt;br /&gt;
&lt;br /&gt;
23:52:45.603 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player attacked Thargoid Warship 31748 who has 6 energy&lt;br /&gt;
&lt;br /&gt;
23:52:46.108 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player lost lock on Thargoid Warship 31748&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player target Thargoid Warship 31748 is destroyed&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player got message from Thargoid Warship 31748 : Eat yak, food blenders!&lt;br /&gt;
&lt;br /&gt;
23:52:46.109 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player killed Thargoid Warship 31748 with energy damage&lt;br /&gt;
&lt;br /&gt;
23:52:46.235 [LogEvents] GlobalLog (OOJSGlobal.m:256): Wreckage 9948 spawned at 1 km&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.77 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Unzip the file, and then move the folder named &amp;quot;.oxp&amp;quot; into the AddOns directory of your Oolite installation.&lt;br /&gt;
Hold down the Shift key when you start the game first time until the splash screen appear.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
 2018.01.29. v1.3 - Added new events of Oolite 1.86. Minor fixes by cag.&lt;br /&gt;
 2017.06.24. v1.2 - Better log of targets without name like moons, thanks to cag.&lt;br /&gt;
 2017.03.13. v1.1 - Updated with new events which are added into the game meantime.&lt;br /&gt;
 2013.06.04. v1.0 - First release.&lt;br /&gt;
&lt;br /&gt;
Download v1.3 [[Media:LogEvents_1.3.oxz|here]] (downloaded {{#downloads:LogEvents_1.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.2 [[Media:LogEvents_1.2.oxz|here]] (downloaded {{#downloads:LogEvents_1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.1 [[Media:LogEvents_1.1.oxz|here]] (downloaded {{#downloads:LogEvents_1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download old v1.0 [[Media:LogEvents_1.0.oxz|here]] (downloaded {{#downloads:LogEvents_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = LogEvents&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2018-01-29&lt;br /&gt;
|features = write all events into Latest.log&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=14536 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.3.oxz&amp;diff=56762</id>
		<title>File:LogEvents 1.3.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.3.oxz&amp;diff=56762"/>
		<updated>2018-01-29T15:20:56Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of &amp;amp;quot;File:LogEvents 1.3.oxz&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.3.oxz&amp;diff=56761</id>
		<title>File:LogEvents 1.3.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:LogEvents_1.3.oxz&amp;diff=56761"/>
		<updated>2018-01-29T15:19:31Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Taxi_Galactica&amp;diff=56697</id>
		<title>Taxi Galactica</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Taxi_Galactica&amp;diff=56697"/>
		<updated>2018-01-19T19:26:45Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Infobox StationStats Oolite| title =Taxi Station&lt;br /&gt;
|image = [[Image:New_Taxi_Station.jpg|250px]]&lt;br /&gt;
|dimensions = Unknown&lt;br /&gt;
|isrotating = Yes&lt;br /&gt;
|maneuverability = Roll: 8.0&amp;lt;br&amp;gt;Pitch: 8.0&amp;lt;br&amp;gt;Speed: 0.0001 LM&lt;br /&gt;
|energyrecharge = 8&lt;br /&gt;
|armaments = None&lt;br /&gt;
|defenders = 2 x GalCop&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|beacon = T&lt;br /&gt;
}}{{Infobox ShipStats Oolite| title=Taxi Cab (Adder)&lt;br /&gt;
|image = [[Image:New_Taxi_Adder.jpg|250px]]&lt;br /&gt;
|dimensions = 30 x 8 x 45&lt;br /&gt;
|capacity = 5 TC&lt;br /&gt;
|capacityext = N/A&lt;br /&gt;
|maxspeed = 0.24 LM&lt;br /&gt;
|maneuverability = Roll: 2.8&amp;lt;br/&amp;gt;Pitch: 2.0&lt;br /&gt;
|energybanks = N/A&lt;br /&gt;
|energyrecharge = Poor (2.0)&lt;br /&gt;
|gunmounts = Fore&lt;br /&gt;
|missileslots = 1&lt;br /&gt;
|shieldboost = N/A&lt;br /&gt;
|milshields = N/A&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;
==History==&lt;br /&gt;
The Taxi Galactica Corporation was founded in the late 2800s by Rufus Skywelder, a reputable businessman from Isinor. He envisioned a network of ships ferrying people around the Galactic Co-Operative of Planets, and making a tidy profit from every single passenger. By 2943 the Skywelder family had expanded their business to cover five of the eight galaxies, and by the end of the century they had a Taxi Station in every system that was ruled as a Corporation (this was due to licensing agreements and safety issues).&lt;br /&gt;
&lt;br /&gt;
==Recruiting==&lt;br /&gt;
Occasionally, the Taxi Galactica Corporation will ask pilots to work part-time for them. Those pilots with a good enough reputation should visit their local [[Taxi Station]] and apply today!&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
* v2.1 from phkb&lt;br /&gt;
** Included YellOo cabs from Amah's &amp;quot;Z-Groovy's No-Shader Variety Packs&amp;quot; (if installed).&lt;br /&gt;
** Taxi Cabs will now get a random ship name (if randomshipnames OXP is installed).&lt;br /&gt;
&lt;br /&gt;
* v2.0 from phkb&lt;br /&gt;
** Small tweaks to station AI to avoid mass taxi launches.&lt;br /&gt;
** Updated subentity definitions in shipdata.plist to use new style.&lt;br /&gt;
** Updated population methods to use new system populator, to allow saving the game at Taxi Stations.&lt;br /&gt;
** BGS docking tunnel texture added.&lt;br /&gt;
** Passenger berths can now be purchased at all Taxi Stations (it makes in-game sense that a taxi station could supply them).&lt;br /&gt;
** Added an F4 interface screen option to allow for players to re-enter the Taxi Galactica bulletin board without needing to launch and re-dock.&lt;br /&gt;
** Jumping to a new galaxy while carrying a taxi contract will terminate the contract at the first docking opportunity, rather than immediately after arriving in system (as it makes more sense for a wronged passenger to jump ship at that point).&lt;br /&gt;
** The colour of the Adder model shown on mission screen will now be the same on all mission screens shown at the Taxi station. A new colour will be picked the next time the system is populated.&lt;br /&gt;
** Added &amp;quot;screenID&amp;quot; properties to all mission screens.&lt;br /&gt;
&lt;br /&gt;
* v1.0 - Changed models for Taxi Adder and Taxi Station to ones Griff designed with textures by dertian. Also moved Taxi Station to planet and added billboard buoy. Also when leaving galaxy script will check to see if on a contract and if so will now cancel contract and remove passenger. Removed Frigate from this release due to formatting issues. Also rewritten script to conform to stock script layout and merged scripts into one file for ease of editing/viewing, also commented lines of script to give detail on what does what.&lt;br /&gt;
* v0.6 - Fixed bug where fuel was not awarded at end of mission and also fixed bug where redocking with Taxi Station would display &amp;quot;Welcome blah blah... supposed to be delivering Enitno Thmaat to the 2 system&amp;quot;. Now displays correct system name not just a number. Also added first special mission which is available after five normal missions have been completed.&lt;br /&gt;
* v0.5 - Complete overhaul of OXP, Taxi Station available in corporate systems in all galaxies. Changed the scripting to JavaScript to make OXP compatible with newer version of Oolite. Changed mission requirements back to delivering passengers from the Taxi Station to the Main Station, but will now select any system within 40 light years. Rankings have been removed for now, may add them back in at later stage. Each mission has a difficulty setting which relates to how many pirates will be waiting for you.&lt;br /&gt;
* v0.4 - Changed mission requirements: you now take passengers to the Taxi Station in the required system. It made more sense this way, as you have to start at the Taxi Station anyway. Also added Taxi Cabs to the traffic in Galaxy 1. Rankings have been added, as well as a Pilot Stats board viewable a the Taxi Station. The more contracts you complete, you eventually go up a level. Each level determines how many pirates may be waiting for you. Also added the excellent logo designed and created by Disembodied to the Taxi Station.&lt;br /&gt;
* v0.301 - Fix added for multiple destinations appearing all over the place. The mission intro text, the objective text and the system locator all match, as does the passenger name in both the intro and objective texts. Also added a fix for multiple Taxi Stations being created every time the player launches from a station in a corporate system in Galaxy 1.&lt;br /&gt;
* v0.3 - Complete restart, Taxi Station now only in corporate systems in Galaxy 1. Rebel Frigate and Rebel Viper removed from OXP, including mission. Taxi missions are now offered at the station, to take passengers to the Main Station in other corporate systems in Galaxy 1. 2000 credits per journey, provided you make it there in less than 50 jumps.&lt;br /&gt;
* v0.201 - Fix for Rebel AI causing mass jamming of the comms. Also improved on minor script errors/mishaps.&lt;br /&gt;
* v0.2 - Mission added to take a war criminal of the Galactic Navy to naval captivity, without getting blasted by the Rebel Frigates and Rebel Vipers.&lt;br /&gt;
* v0.1 - Taxi Station and Taxi Cab in game. Taxi Station in every Corporate, Democratic and Confederate systems. &lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
* Download in OXZ format [[Media:Taxi Galactica_2.1.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Taxi Galactica_2.1.oxz}} times).&lt;br /&gt;
* Old v1.0 [[Media:Taxi Galactica_1.0.oxz|here]] (downloaded {{#downloads:Taxi Galactica_1.0.oxz}} times).&lt;br /&gt;
* [https://www.box.com/s/025432faaeb8de9b9a80 Taxi Galactica v1.0]&lt;br /&gt;
&lt;br /&gt;
{{Ship-OXP}}&lt;br /&gt;
{{Station-OXP}}&lt;br /&gt;
{{Mission-OXP}}&lt;br /&gt;
{{Ambience-OXP}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional organisations]]&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Taxi_Galactica&amp;diff=56696</id>
		<title>Taxi Galactica</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Taxi_Galactica&amp;diff=56696"/>
		<updated>2018-01-19T19:23:28Z</updated>

		<summary type="html">&lt;p&gt;Norby: v2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Infobox StationStats Oolite| title =Taxi Station&lt;br /&gt;
|image = [[Image:New_Taxi_Station.jpg|250px]]&lt;br /&gt;
|dimensions = Unknown&lt;br /&gt;
|isrotating = Yes&lt;br /&gt;
|maneuverability = Roll: 8.0&amp;lt;br&amp;gt;Pitch: 8.0&amp;lt;br&amp;gt;Speed: 0.0001 LM&lt;br /&gt;
|energyrecharge = 8&lt;br /&gt;
|armaments = None&lt;br /&gt;
|defenders = 2 x GalCop&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|beacon = T&lt;br /&gt;
}}{{Infobox ShipStats Oolite| title=Taxi Cab (Adder)&lt;br /&gt;
|image = [[Image:New_Taxi_Adder.jpg|250px]]&lt;br /&gt;
|dimensions = 30 x 8 x 45&lt;br /&gt;
|capacity = 5 TC&lt;br /&gt;
|capacityext = N/A&lt;br /&gt;
|maxspeed = 0.24 LM&lt;br /&gt;
|maneuverability = Roll: 2.8&amp;lt;br/&amp;gt;Pitch: 2.0&lt;br /&gt;
|energybanks = N/A&lt;br /&gt;
|energyrecharge = Poor (2.0)&lt;br /&gt;
|gunmounts = Fore&lt;br /&gt;
|missileslots = 1&lt;br /&gt;
|shieldboost = N/A&lt;br /&gt;
|milshields = N/A&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;
==History==&lt;br /&gt;
The Taxi Galactica Corporation was founded in the late 2800s by Rufus Skywelder, a reputable businessman from Isinor. He envisioned a network of ships ferrying people around the Galactic Co-Operative of Planets, and making a tidy profit from every single passenger. By 2943 the Skywelder family had expanded their business to cover five of the eight galaxies, and by the end of the century they had a Taxi Station in every system that was ruled as a Corporation (this was due to licensing agreements and safety issues).&lt;br /&gt;
&lt;br /&gt;
==Recruiting==&lt;br /&gt;
Occasionally, the Taxi Galactica Corporation will ask pilots to work part-time for them. Those pilots with a good enough reputation should visit their local [[Taxi Station]] and apply today!&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
* v2.1 from phkb&lt;br /&gt;
** Included YellOo cabs from Amah's &amp;quot;Z-Groovy's No-Shader Variety Packs&amp;quot; (if installed).&lt;br /&gt;
** Taxi Cabs will now get a random ship name (if randomshipnames OXP is installed).&lt;br /&gt;
&lt;br /&gt;
* v2.0 from phkb&lt;br /&gt;
** Small tweaks to station AI to avoid mass taxi launches.&lt;br /&gt;
** Updated subentity definitions in shipdata.plist to use new style.&lt;br /&gt;
** Updated population methods to use new system populator, to allow saving the game at Taxi Stations.&lt;br /&gt;
** BGS docking tunnel texture added.&lt;br /&gt;
** Passenger berths can now be purchased at all Taxi Stations (it makes in-game sense that a taxi station could supply them).&lt;br /&gt;
** Added an F4 interface screen option to allow for players to re-enter the Taxi Galactica bulletin board without needing to launch and re-dock.&lt;br /&gt;
** Jumping to a new galaxy while carrying a taxi contract will terminate the contract at the first docking opportunity, rather than immediately after arriving in system (as it makes more sense for a wronged passenger to jump ship at that point).&lt;br /&gt;
** The colour of the Adder model shown on mission screen will now be the same on all mission screens shown at the Taxi station. A new colour will be picked the next time the system is populated.&lt;br /&gt;
** Added &amp;quot;screenID&amp;quot; properties to all mission screens.&lt;br /&gt;
&lt;br /&gt;
* v1.0 - Changed models for Taxi Adder and Taxi Station to ones Griff designed with textures by dertian. Also moved Taxi Station to planet and added billboard buoy. Also when leaving galaxy script will check to see if on a contract and if so will now cancel contract and remove passenger. Removed Frigate from this release due to formatting issues. Also rewritten script to conform to stock script layout and merged scripts into one file for ease of editing/viewing, also commented lines of script to give detail on what does what.&lt;br /&gt;
* v0.6 - Fixed bug where fuel was not awarded at end of mission and also fixed bug where redocking with Taxi Station would display &amp;quot;Welcome blah blah... supposed to be delivering Enitno Thmaat to the 2 system&amp;quot;. Now displays correct system name not just a number. Also added first special mission which is available after five normal missions have been completed.&lt;br /&gt;
* v0.5 - Complete overhaul of OXP, Taxi Station available in corporate systems in all galaxies. Changed the scripting to JavaScript to make OXP compatible with newer version of Oolite. Changed mission requirements back to delivering passengers from the Taxi Station to the Main Station, but will now select any system within 40 light years. Rankings have been removed for now, may add them back in at later stage. Each mission has a difficulty setting which relates to how many pirates will be waiting for you.&lt;br /&gt;
* v0.4 - Changed mission requirements: you now take passengers to the Taxi Station in the required system. It made more sense this way, as you have to start at the Taxi Station anyway. Also added Taxi Cabs to the traffic in Galaxy 1. Rankings have been added, as well as a Pilot Stats board viewable a the Taxi Station. The more contracts you complete, you eventually go up a level. Each level determines how many pirates may be waiting for you. Also added the excellent logo designed and created by Disembodied to the Taxi Station.&lt;br /&gt;
* v0.301 - Fix added for multiple destinations appearing all over the place. The mission intro text, the objective text and the system locator all match, as does the passenger name in both the intro and objective texts. Also added a fix for multiple Taxi Stations being created every time the player launches from a station in a corporate system in Galaxy 1.&lt;br /&gt;
* v0.3 - Complete restart, Taxi Station now only in corporate systems in Galaxy 1. Rebel Frigate and Rebel Viper removed from OXP, including mission. Taxi missions are now offered at the station, to take passengers to the Main Station in other corporate systems in Galaxy 1. 2000 credits per journey, provided you make it there in less than 50 jumps.&lt;br /&gt;
* v0.201 - Fix for Rebel AI causing mass jamming of the comms. Also improved on minor script errors/mishaps.&lt;br /&gt;
* v0.2 - Mission added to take a war criminal of the Galactic Navy to naval captivity, without getting blasted by the Rebel Frigates and Rebel Vipers.&lt;br /&gt;
* v0.1 - Taxi Station and Taxi Cab in game. Taxi Station in every Corporate, Democratic and Confederate systems. &lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
* [https://www.box.com/s/025432faaeb8de9b9a80 Taxi Galactica v1.0]&lt;br /&gt;
* Download in OXZ format [[Media:Taxi Galactica_2.1.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Taxi Galactica_2.1.oxz}} times).&lt;br /&gt;
* Old v1.0 [[Media:Taxi Galactica_1.0.oxz|here]] (downloaded {{#downloads:Taxi Galactica_1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
{{Ship-OXP}}&lt;br /&gt;
{{Station-OXP}}&lt;br /&gt;
{{Mission-OXP}}&lt;br /&gt;
{{Ambience-OXP}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fictional organisations]]&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Taxi_Galactica_2.1.oxz&amp;diff=56695</id>
		<title>File:Taxi Galactica 2.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Taxi_Galactica_2.1.oxz&amp;diff=56695"/>
		<updated>2018-01-19T19:22:39Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Ship_Storage_Helper_0.29.oxz&amp;diff=56561</id>
		<title>File:Ship Storage Helper 0.29.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Ship_Storage_Helper_0.29.oxz&amp;diff=56561"/>
		<updated>2017-12-31T10:38:43Z</updated>

		<summary type="html">&lt;p&gt;Norby: Norby uploaded a new version of &amp;amp;quot;File:Ship Storage Helper 0.29.oxz&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Ship_Storage_Helper_0.29.oxz&amp;diff=56560</id>
		<title>File:Ship Storage Helper 0.29.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Ship_Storage_Helper_0.29.oxz&amp;diff=56560"/>
		<updated>2017-12-31T10:00:38Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ship_Storage_Helper&amp;diff=56559</id>
		<title>Ship Storage Helper</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ship_Storage_Helper&amp;diff=56559"/>
		<updated>2017-12-31T10:00:17Z</updated>

		<summary type="html">&lt;p&gt;Norby: v0.29&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capt Murphy 2012&lt;br /&gt;
Licence: CC BY-NC-SA 3.0 - see http://creativecommons.org/licenses/by-nc-sa/3.0/ for more info.&lt;br /&gt;
Requires: Oolite 1.77 - Trunk builds after revision 5025 (nightly build 23/06/12).&lt;br /&gt;
&lt;br /&gt;
==Overviev==&lt;br /&gt;
&lt;br /&gt;
Ship_Storage_Helper contains helper functions for OXP writers that wish to use the new Trunk JS method player.replaceShip(dataKey[,entityPerosnality]). It facilitates storing information about the current player ship in a variable or missionVariable, and reinstating a stored player ship as the players current ship, taking into account known OXP variables that also need to be stored/reinstated.&lt;br /&gt;
&lt;br /&gt;
As development and testing is ongoing it is anticipated that additional OXP compatibility code will need to included. I would be grateful if testers and OXP authors could alert me to any bugs using the current release. In the long term I hope this OXP to become a community maintained OXP as it will require regular updating in light of new OXP releases.&lt;br /&gt;
&lt;br /&gt;
== Current OXP Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Ship_Storage_Helper contains code to explicitly overcome compatibility issues for the following OXPs:&lt;br /&gt;
&lt;br /&gt;
New Cargoes, HyperCargo, Vortex, APRIL, Iron Hide, Missiles and Bombs, Railgun, Target Autolock Plus, Target Reticle Sensitive, Armoury, Aquatics, Battle Damage, 'Breakables', TCAT, Respray for Griffs.&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].storeCurrentShip()&lt;br /&gt;
&lt;br /&gt;
This function can be called from other worldScripts immediately before changing the player's ship with player.replaceShip(dataKey), and returns a string including the stored ships essential attributes.&lt;br /&gt;
&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].restoreStoredShip(storedShipString)&lt;br /&gt;
&lt;br /&gt;
This function takes the output of storeCurrentShip as an argument and uses it to reinstate the player ship from the stored information. Returns true if successful or one of the following error strings if it fails.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Error-Invalid Parameter, expected String&amp;quot; - indicates that storedShipString is in wrong format&lt;br /&gt;
&amp;quot;Error-Invalid Parameter, array incorrect length&amp;quot; - indicates that storedShipString was created by a newer version of Ship_Storage_Helper.&lt;br /&gt;
&amp;quot;Error-Invalid dataKey&amp;quot; - indicates that the OXP that defined that dataKey has been removed since storedShipString was created.&lt;br /&gt;
&lt;br /&gt;
The output of storeCurrentShip is a JSON stringified array of ship attributes, containing the following indices as of v0.16.&lt;br /&gt;
&lt;br /&gt;
 0: Place and time of storage - Array&lt;br /&gt;
    [galaxyNumber,system.ID,clock.seconds,ship.displayName,system.name,stationAttributes,ship.price&lt;br /&gt;
 	ship.shipClassName, ship.shipUniqueName, ship.AIScriptWakeTime, ship.beaconLabel,&lt;br /&gt;
 	ship.destinationSystem, ship.exhaustEmissiveColor, ship.homeSystem,&lt;br /&gt;
 	ship.maxYaw, ship.maxPitch, ship.maxRoll, ship.maxThrust, ship.thrust,&lt;br /&gt;
 	ship.maxSpeed, ship.maxEnergy, ship.energyRechargeRate, ship.cargoSpaceCapacity,&lt;br /&gt;
 	ship.injectorBurnRate, ship.injectorSpeedFactor, ship.scanDescription, ship.hyperspaceSpinTime, &lt;br /&gt;
 	ship.scannerHostileDisplayColor1, ship.scannerHostileDisplayColor2,&lt;br /&gt;
 	ship.forwardShield, ship.maxForwardShield, ship.forwardShieldRechargeRate,&lt;br /&gt;
 	ship.aftShield, ship.maxAftShield, ship.aftShieldRechargeRate,&lt;br /&gt;
 	ship.passengerCapacity]&lt;br /&gt;
    (stationAttributes are [player.ship.dockedStation.primaryRole, &lt;br /&gt;
     player.ship.dockedStation.dataKey, player.ship.dockedStation.position])&lt;br /&gt;
 1: dataKey (e.g. &amp;quot;cobra3-player&amp;quot;)&lt;br /&gt;
 2: aftWeapon equipmentKey&lt;br /&gt;
 3: forwardWeapon equipmentKey&lt;br /&gt;
 4: portWeapon equipmentKey&lt;br /&gt;
 5: starboardWeapon equipmentKey&lt;br /&gt;
 6: Array of pylon equipmentKeys&lt;br /&gt;
 7: Array of normal equipment equipmentKeys &amp;amp; equipmentStatus&lt;br /&gt;
 8: Array of manifest contents.&lt;br /&gt;
 9: fuel&lt;br /&gt;
 10: passenger contracts&lt;br /&gt;
 11: array of subEnts (only if frangible subEnts are missing on storage) with subEntityRotation.&lt;br /&gt;
 12: serviceLevel&lt;br /&gt;
 13: entityPersonality&lt;br /&gt;
 14: Array of ship sizes, mass and usability for Norby's EscortDeck&lt;br /&gt;
 15: Cim's New Cargoes suspended cargo variable&lt;br /&gt;
 16: Array of Thargoid's HyperCargo missionVariables&lt;br /&gt;
 17: Array of Thargoid's Vortex/Maelstrom missionVariables&lt;br /&gt;
 18: Array of Thargoid's APRIL missionVariables&lt;br /&gt;
 19: Array of Thargoid's IronHide missionVariables&lt;br /&gt;
 20: Ramirez's Missile &amp;amp; Bombs missionVariable&lt;br /&gt;
 21: Array of McClane's Railgun missionVariables.&lt;br /&gt;
 22: Thargoid's TargetAutoLock Plus missionVariable.&lt;br /&gt;
 23: Eric's TargetReticle Sensitive missionVariable.&lt;br /&gt;
 24: Thargoid's Armoury missionVariable.&lt;br /&gt;
 25: Thargoid's Aquatics missionVariable.&lt;br /&gt;
 26: Smivs Battle Damage missionVariable.&lt;br /&gt;
 27: Respray for Griff's missionVariables.&lt;br /&gt;
 28: Shield Cycler object.&lt;br /&gt;
&lt;br /&gt;
Individual elements can be accessed from your own script. For example-&lt;br /&gt;
&lt;br /&gt;
var myStoredShip = worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].storeCurrentShip()&lt;br /&gt;
var dataKey = JSON.parse(myStoredShip[1])&lt;br /&gt;
&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].disableVortexPBNSFunc(context)&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].disableMaelstromPBNSFunc(context)&lt;br /&gt;
&lt;br /&gt;
Context must be a string – valid values are “delete” &amp;amp; “retainName”.&lt;br /&gt;
&lt;br /&gt;
Used to temporarily modify the behaviour of the playerBoughtNewShip function in Thargoid's Vortex.oxp, to either prevent it running, or to prevent it renaming a Vortex or Maelstrom that has previously been stored.&lt;br /&gt;
&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].enableVortexPBNSFunc()&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].enableMaelstromPBNSFunc()&lt;br /&gt;
&lt;br /&gt;
Reverses the changes made by the above functions.&lt;br /&gt;
&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].disableTCATPBNSFunc()&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].enableTCATPBNSFunc()&lt;br /&gt;
&lt;br /&gt;
Used to temporarily disable the playerBoughtNewShip function in Thargoid's TCAT.oxp. Buying a new ship is a trigger for mission failure in this OXP, but this may not always be appropriate behaviour using the new methods.&lt;br /&gt;
&lt;br /&gt;
All of these functions are called from Extended_Shipyards.OXP if you need examples of how they can be used.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
worldScripts[&amp;quot;Ship_Storage_Helper.js&amp;quot;].dataKeyArray&lt;br /&gt;
&lt;br /&gt;
This is an array of valid player ship dataKeys from the users currently installed OXPs. It is built at startUp. It is not necessarily comprehensive, and is less likely to be comprehensive the more unique player-flyable ships are installed. It can generally capture up to 60 to 70 unique dataKeys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.29.oxz|Ship_Storage_Helper_0.29.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.29.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.28.oxz|Ship_Storage_Helper_0.28.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.28.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.27.oxz|Ship_Storage_Helper_0.27.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.27.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.26.oxz|Ship_Storage_Helper_0.26.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.26.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.25.oxz|Ship_Storage_Helper_0.25.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.25.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.24.oxz|Ship_Storage_Helper_0.24.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.24.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.23.oxz|Ship_Storage_Helper_0.23.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.23.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.22.oxz|Ship_Storage_Helper_0.22.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.22.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Ship_Storage_Helper_0.21.oxz|Ship_Storage_Helper_0.21.oxz]] (downloaded {{#downloads:Ship_Storage_Helper_0.21.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[https://app.box.com/s/da89bweycsiogy52mmwj Ship_Storage_Helper_0.21_2013.12.16.oxp.zip] for Oolite 1.77.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ChangeLog ==&lt;br /&gt;
v0.29 31/12/17 – Fixed the restore of UBER lasers in new lasers, thanks to fraterchaos and phkb.&lt;br /&gt;
&lt;br /&gt;
v0.28‭ ‬12/10/15‭ – ‬Removed beaconLabel restore due to read-only for player.&lt;br /&gt;
&lt;br /&gt;
v0.27‭ 13‬/08/15‭ – Fixed a bug in ‬cargoSpaceCapacity handling‭.&lt;br /&gt;
&lt;br /&gt;
v0.26‭ ‬06/08/15‭ – Added support for LMSS OXP. Fixed ‬liquor_wines, gem_stones, alien_items and ‭multiple passenger berths.&lt;br /&gt;
&lt;br /&gt;
v0.25 01/08/15 - Save the new writable ship properties in Oolite 1.82. Use the new store function of [[Shield Cycler]].&lt;br /&gt;
&lt;br /&gt;
v0.24 13/04/15 - Fixed equipment restore if a required equipment comes later in the list. Fixed Shield Cycler cashback at ship restore.&lt;br /&gt;
&lt;br /&gt;
v0.23‭ 10‬/01/15‭ ‬– Fixed equipment restore if the container OXP of an equipment is not exists anymore.&lt;br /&gt;
&lt;br /&gt;
v0.22‭ 29‬/12/14‭ ‬– Use storedShipArray[14] for [[Carriers]] OXP and [[EscortDeck]] OXP by Norby and possible to handle NPC ships by calling storeCurrentShip‭(‬ship) and restoreStoredShip(storedShipString, ship‭).&lt;br /&gt;
&lt;br /&gt;
v0.21 16/12/13 - Use [http://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_Ship#keysForRole keysForRole] in Oolite 1.79 and a slightly improved buildDataKeyArray function in 1.77 (from [[Gallery]] OXP) to avoid memory problems if many OXP ships installed in machines with 4GB or less RAM.&lt;br /&gt;
&lt;br /&gt;
Note: Use at least the [http://wiki.alioth.net/index.php?title=Ship_Storage_Helper#Download 0.21 version] to avoid memory problems if many OXP ships are installed.&lt;br /&gt;
&lt;br /&gt;
v0.20 24/06/12 – Updated compatibility for v0.4 of Respray for Griff’s.oxp so that adjusted decals are correctly restored. Ensure that player shield strength is set to maximum on restore (thanks cim for the report).&lt;br /&gt;
&lt;br /&gt;
v0.19 16/06/12 – Updated compatibility for v0.3 of Respray for Griff's.oxp&lt;br /&gt;
&lt;br /&gt;
v0.18 09/06/12 – Added compatibility for v0.2 of Respray for Griff's.oxp&lt;br /&gt;
&lt;br /&gt;
v0.17 05/06/12 - v.017 05/6/12 – Fixed a bug in handling of subEntities when the ship doesn’t have any.&lt;br /&gt;
&lt;br /&gt;
v0.16 31/5/12 – Added additional information to header including system.name as a string, information about the station the ship is stored at, and the full price of the stored ship. Added entityPersonality as a ship attribute that is saved and can be restored (maintains paint colours on Griff's ships under full shaders). Thanks to cim for making this option available from trunk revision 4968. Fixed a bug were version 0.15 was unintentionally dependent on the Breakables OXPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Forum ==&lt;br /&gt;
&lt;br /&gt;
See [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=11892 this topic].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Laser_Cooler&amp;diff=56531</id>
		<title>Laser Cooler</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Laser_Cooler&amp;diff=56531"/>
		<updated>2017-12-22T12:21:19Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Turn off and on your weapons (press twice the underscore key) when the actual laser over 60% heat to attach the Cooler, then &amp;quot;fire&amp;quot; until all heat is dissipated. &lt;br /&gt;
&lt;br /&gt;
Do not press the weapons key second time too fast after the first press, else the Cooler can not attach. Must spend about 1/4 sec without weapons to get the &amp;quot;Laser Cooler attached&amp;quot; message, then turn on your weapons again.&lt;br /&gt;
&lt;br /&gt;
The cooler will automatically detach when finished or when 1.0 ly fuel remain only and your laser open fire instantly. Stop cooling when a friendly target is in your crosshairs to avoid accidental hits.&lt;br /&gt;
&lt;br /&gt;
This equipment use very much energy and fuel for cooling and need a ship over 130t mass like a Cobra Mark III. Your cabin temperature will be higher due to the ship take over the heat from the laser.&lt;br /&gt;
&lt;br /&gt;
Your cooler can be attached to one laser at the same time.&lt;br /&gt;
&lt;br /&gt;
You can detach the cooler from your laser anytime by turning off and on your weapons.&lt;br /&gt;
&lt;br /&gt;
The cooler can not start his work until the weapon is in overheat. Usually this is not a noticeable problem, except if you use [[Laser Cannons]] with high heat where you probably need to wait a bit or should start cooling one shot before overheat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''License'''&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail dot com.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Download'''&lt;br /&gt;
&lt;br /&gt;
[[Media:Laser_Cooler_1.1.oxz|Laser_Cooler_1.1.oxz]] (downloaded {{#downloads:Laser_Cooler_1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
 2015.08.01. v1.1  Fuel usage and cabin temp raising added, thanks to avder and Disembodied.&lt;br /&gt;
 2015.08.01. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quick Facts'''&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Laser Cooler&lt;br /&gt;
|version = 1.1&lt;br /&gt;
|release = 2015-08-01&lt;br /&gt;
|features = Laser Cooler&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=17638 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Executive_Spaceways_2.4.3.oxz&amp;diff=55308</id>
		<title>File:Executive Spaceways 2.4.3.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Executive_Spaceways_2.4.3.oxz&amp;diff=55308"/>
		<updated>2017-11-17T20:34:58Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Saleza_Aeronautics_2.3.3.oxz&amp;diff=55307</id>
		<title>File:Saleza Aeronautics 2.3.3.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Saleza_Aeronautics_2.3.3.oxz&amp;diff=55307"/>
		<updated>2017-11-17T20:34:07Z</updated>

		<summary type="html">&lt;p&gt;Norby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Saleza_Aeronautics&amp;diff=55306</id>
		<title>Saleza Aeronautics</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Saleza_Aeronautics&amp;diff=55306"/>
		<updated>2017-11-17T20:32:25Z</updated>

		<summary type="html">&lt;p&gt;Norby: v2.3.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Saleza Aeronautics is a small independent design bureau specialising in military assault craft.  It is currently best known for its ''Orion'' series of ships, which are seeing service with a number of governments and private security organisations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Saleza Aeronautics first made its name during the Corporate Wars.  Supplying the belligerent states with cheap but serviceable combat vessels, Saleza gained invaluable experience in materials and engine technology, using each battle as a proving ground for its latest designs.  With the onset of peace, the company invested its considerable profits into weapons development, and over time the company grew into a fully-integrated design and manufacturing concern specialising in assault and defence vessels.  &lt;br /&gt;
&lt;br /&gt;
This unique history has made the company a particular favourite amongst private security organisations, who tend to avoid the larger manufacturers because of their close affiliations with GalCop.  &lt;br /&gt;
&lt;br /&gt;
== The ''Orion'' Series==&lt;br /&gt;
&lt;br /&gt;
Through its experience of interplanetary conflict, Saleza had identified a clear need for a series of dedicated planetary assault craft.  Despite being equipped with all the latest space-capable combat vessels, the warring factions frequently found themselves in a stalemate because of a lack of atmosphere-capable combat ships. Hastily-modified shuttles and transports, sent without escort the surface as landing craft, fell prey to modern planetary defence networks, resulting in the loss of hundreds of troops and thousands of tons of equipment. In a bid to break the impasse the corporations attempted to modify some of their existing ships for full atmospheric, in-gravity flight, but all attempts were unsuccessful.  Saleza Aeronatics, having been squeezed out of the conventional market by larger competitors, spotted the window and offered its solution.&lt;br /&gt;
&lt;br /&gt;
== [[Rigel_Bomber|Rigel Tactical Bomber]] ==&lt;br /&gt;
&lt;br /&gt;
The Rigel is an assault vessel designed to operate against space stations, large cruisers and planetary defences.  Its wide, flattened body is designed to present a small cross-section to incoming fire while providing adequate capacity for missiles and shield boosters.  The Rigel was originally intended to be fitted with a pair of uprated heavy mining lasers optimised for penetration against armour and embedded surface targets.  However, this approach did not deliver the desired rate of fire, even with the use of the latest heat sink technology, and so the production version is equipped with a standard military laser armament.&lt;br /&gt;
&lt;br /&gt;
Although possessing good speed and manoeuvrability for a ship of its size, during combat operations the Rigel is usually deployed with an escort of Saiph Interceptors.  This allows the Rigel to focus on its close-support role and avoid being distracted by enemy fighters.  &lt;br /&gt;
&lt;br /&gt;
== [[Saiph_Interceptor|Saiph Interceptor]] ==&lt;br /&gt;
&lt;br /&gt;
The Saiph is a super-agile fighter-interceptor developed in parallel with the Rigel.  Built around a large fuel-injecting engine unit, the Saiph relies on speed and manoeuvrability for defence, its small size preventing the installation of the kind of energy units and shield enhancements usually found in military ships.  The Saiph’s unusual control surfaces serve to provide stability during atmospheric flight, while in space they are used to deflect thrust from retro-rockets to further increase the ship’s agility.&lt;br /&gt;
&lt;br /&gt;
Despite being developed as a fleet combat craft, ex-service models are occasionally seen in private hands, where they have become an attractive option for wealthy bounty hunters. Saleza frowns upon the use of any of their ships for acts of piracy or murder, and rumours abound that the company will pay handsome rewards for any information about the misuse of their intellectual property in this way. &lt;br /&gt;
&lt;br /&gt;
== [[Bellatrix_Cruiser|Bellatrix Cruiser]] ==&lt;br /&gt;
&lt;br /&gt;
The Bellatrix is a heavy cruiser designed to act as a command and control vessel, spearheading battle fleets in large-scale assault operations.  Its flying wing design offers maximises the ship's internal stores capacity while at the same time minimises its fronal cross-section, making the Bellatrix a difficult target for enemy defences.  The main armament is a slow-repeating heavy disruptor laser capable of destroying planetary targets from positions within the upper atmosphere; in space the weapon is used against stations and enemy cruisers.  The upper-rear fuselage is fitted with a turret mounted plasma cannon, which can by used to break up enermy formations and act as a last line of defence against incoming missiles.&lt;br /&gt;
&lt;br /&gt;
A typical Bellatrix battle group consists of the cruiser itself, two Rigel bombers and an advanced fighter sweep of four Saiph interceptors.  Such groups are currently in service with a number of high-tech Corporate States, where they are used by the security forces to patrol the outer reaches of GalCop-controlled space.&lt;br /&gt;
&lt;br /&gt;
== Other Projects ==&lt;br /&gt;
&lt;br /&gt;
Rumours persist that a fourth ship in the ''Orion'' class, the Betelgeuse, is in development; however this has consistently been denied by Saleza’s press officers, and the role that such an additional ship would have is unclear.  However, the company has confirmed that it is currently working on a set of next-generation munitions, with a test programme involving large laydown bombs and stand-off missiles already under way.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Download v2.3.3 in OXZ format [[Media:Saleza_Aeronautics_2.3.3.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v2.3.2 in OXZ format [[Media:Saleza_Aeronautics_2.3.2.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Previous v2.3 is [[Media:Saleza_Aeronautics_2.3.oxz|here]] (downloaded {{#downloads:Saleza_Aeronautics_2.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Norby</name></author>
		
	</entry>
</feed>