Search found 4018 matches

by cim
Sun May 20, 2018 10:37 am
Forum: Fiction
Topic: Extracts from the Tre Clan Addresses on Interplanetary Life
Replies: 14
Views: 12362

Re: Extracts from the Tre Clan Addresses on Interplanetary Life

PDF link fixed - sorry, forgot to update that one when moving hosting.
by cim
Tue May 08, 2018 7:07 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 597
Views: 173027

Re: Split: Re-scaling experiment

Planets already have LOD on the model - switch to wireframe display mode and view them close up and far away - but there would be serious limitations on continuing that approach any further than it already has been.
by cim
Mon May 07, 2018 11:42 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 597
Views: 173027

Re: Split: Re-scaling experiment

I didn't study the code enough to answer this question myself... so I guess what I'm wondering is, if Oolite's core could be modified to have real-world sizes? Or is that thought just stardust? Yes and no. The engine does support larger planets and stars - I put together an OXP a while ago which us...
by cim
Mon Nov 20, 2017 3:42 pm
Forum: Discussion
Topic: Distance between two solar systems - Z value?
Replies: 5
Views: 2055

Re: Distance between two solar systems - Z value?

pleiadian wrote:
Mon Nov 20, 2017 3:16 pm
How does Oolite calculate the distance between two systems?
The bit you're missing is the int dist on the sqrt function (Line 173)

So you do the sqrt and you get ~9.8975

This then gets cast to an integer, which rounds it down to 9. And then, 0.4 * 9 = 3.6 LY
by cim
Sat Nov 18, 2017 6:18 pm
Forum: Suggestion Box
Topic: NPC view of "player-unknown" role
Replies: 6
Views: 3259

Re: NPC view of "player-unknown" role

The underlying problem is that the police ship sees a Hognose attacking the player, but doesn't know if that's because the player attacked the Hognose first when the police were out of scanner range - so they intervene on the side of the one they like more. In this particular case, theoretically, it...
by cim
Mon Oct 23, 2017 4:54 pm
Forum: Outworld
Topic: This bulletin board does not use https
Replies: 13
Views: 3229

Re: This bulletin board does not use https

UK_Eliter wrote:
Mon Oct 23, 2017 4:21 pm
Also, what about Let's Encrypt? Can that organisation provide us with free SSL? I don't know how these things work.
Let's Encrypt is an excellent provider - I use them for my sites - but it depends whether the hosting provider supports it.
by cim
Sat Sep 16, 2017 10:19 am
Forum: Expansion Pack
Topic: [Release] System Features: Rings
Replies: 173
Views: 44114

Re: [Release] System Features: Rings

Ah, okay - not the cross product - must have looked at the wrong line. It sets the planet orientiation to quaternion_rotation_betweenHP(sun_dir,make_HPvector(1.0,0.0,0.0)) which in JS is either sun_vector.rotationTo([1,0,0]) or [1,0,0].rotationTo(sun_vector) That gives you a quaternion but you can c...
by cim
Thu Sep 14, 2017 6:46 pm
Forum: Expansion Pack
Topic: [Release] System Features: Rings
Replies: 173
Views: 44114

Re: Screenshots

:shock: So the shadow is done with the shader and not the game's lightning engine. In that case, tilting is not the way to go. The lighting engine doesn't really support shadows at all. There's a basic check that allows: - the side of an object opposite the sun to be darker (which is in the shaders...
by cim
Thu Sep 14, 2017 6:40 pm
Forum: Expansion Pack
Topic: [Release] System Features: Rings
Replies: 173
Views: 44114

Re: [Release] System Features: Rings

The planet orientation changes because they rotate (slowly) so their axis doesn't move but they spin around it. So... here's how things are worked out at system creation time - the planet is placed at its location - the sun is placed in the sun_vector direction - the planet is rotated so that its ax...
by cim
Wed Sep 13, 2017 4:48 pm
Forum: Expansion Pack
Topic: [Release] System Features: Rings
Replies: 173
Views: 44114

Re: Screenshots

I probably don't know a thing here, but isn't the station already there, when you add the ring? If so, it's just maths to rotate the ring for a few degrees. And all pretty simple until you get to the shaders for the shadow cast by the planet on the ring. It'd be a lot easier to move the station by ...
by cim
Mon Aug 07, 2017 1:50 pm
Forum: Expansion Pack
Topic: SOTL Exploration v0.4 [WIP, 1.83 required]
Replies: 41
Views: 17686

Re: SOTL Exploration v0.4 [WIP, 1.83 required]

I moved them to the new storage fine ... just didn't update the links. Done now.
by cim
Sat Jul 08, 2017 7:34 am
Forum: Discussion
Topic: Adding "1.85" to the options on the "Manage Expansion Packs" page
Replies: 6
Views: 2644

Re: Adding "1.85" to the options on the "Manage Expansion Packs" page

Okay, updated the repo now. Will need someone with site access to deploy it.
by cim
Fri Jul 07, 2017 9:26 pm
Forum: Discussion
Topic: Adding "1.85" to the options on the "Manage Expansion Packs" page
Replies: 6
Views: 2644

Re: Adding "1.85" to the options on the "Manage Expansion Packs" page

It's in https://github.com/OoliteProject/oolite ... config.php - I'll try to update it tomorrow ready for deployment to the site.
by cim
Sat May 20, 2017 4:42 pm
Forum: Discussion
Topic: Progress
Replies: 2017
Views: 453623

Re: Progress

Yes, as a_c says, making the changes between 1.80 and 1.82 while keeping backward compatibility with existing OXPs and making sure that OXP changes disappeared if you uninstalled the OXP was a little tricky. The key point is http://wiki.alioth.net/index.php/Planetinfo.plist#Layers Core game entries ...
by cim
Sat May 20, 2017 8:39 am
Forum: Suggestion Box
Topic: Some thoughts on Missiles & ECM
Replies: 32
Views: 12650

Re: Some thoughts on Missiles & ECM

I've reused some existing feature that exists to solve something else I don't understand, so the missiles also tend to "dive" on launch. I think this is the bit that stops the missile from being 'run over' by the ship that launches it - a fast ship (or one using injectors) can be faster than a miss...