Search found 4018 matches
- Sun May 20, 2018 10:37 am
- Forum: Fiction
- Topic: Extracts from the Tre Clan Addresses on Interplanetary Life
- Replies: 14
- Views: 20593
Re: Extracts from the Tre Clan Addresses on Interplanetary Life
PDF link fixed - sorry, forgot to update that one when moving hosting.
- Tue May 08, 2018 7:07 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 717
- Views: 235008
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.
- Mon May 07, 2018 11:42 am
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 717
- Views: 235008
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...
- Mon Nov 20, 2017 3:42 pm
- Forum: Discussion
- Topic: Distance between two solar systems - Z value?
- Replies: 5
- Views: 4876
Re: Distance between two solar systems - Z value?
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
- Sat Nov 18, 2017 6:18 pm
- Forum: Suggestion Box
- Topic: NPC view of "player-unknown" role
- Replies: 6
- Views: 5539
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...
- Mon Oct 23, 2017 4:54 pm
- Forum: Outworld
- Topic: This bulletin board does not use https
- Replies: 13
- Views: 6434
Re: This bulletin board does not use https
Let's Encrypt is an excellent provider - I use them for my sites - but it depends whether the hosting provider supports it.UK_Eliter wrote: ↑Mon Oct 23, 2017 4:21 pmAlso, what about Let's Encrypt? Can that organisation provide us with free SSL? I don't know how these things work.
- Sat Sep 16, 2017 10:19 am
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 72249
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...
- Thu Sep 14, 2017 6:46 pm
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 72249
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...
- Thu Sep 14, 2017 6:40 pm
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 72249
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...
- Wed Sep 13, 2017 4:48 pm
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 72249
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 ...
- Mon Aug 07, 2017 1:50 pm
- Forum: Expansion Pack
- Topic: SOTL Exploration v0.4 [WIP, 1.83 required]
- Replies: 41
- Views: 25706
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.
- 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: 5005
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.
- 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: 5005
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.
- Sat May 20, 2017 4:42 pm
- Forum: Discussion
- Topic: Progress
- Replies: 2042
- Views: 564494
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 ...
- Sat May 20, 2017 8:39 am
- Forum: Suggestion Box
- Topic: Some thoughts on Missiles & ECM
- Replies: 32
- Views: 19598
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...