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by Ebi
Fri Jul 11, 2008 7:19 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736169

Cool, thanks! I've uploaded the OXP :D
by Ebi
Thu Jul 10, 2008 8:05 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736169

I've finished my OXP "Orbits". Can I just upload it to the wiki?
by Ebi
Mon Jul 07, 2008 8:20 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736169

I use the system name to create magic numbers: sum p^i * (a -'A'), p is a prime > 26. Like System Redux I can use the lower bits to decide how many planets the system should have, at most 7 are defined in the planetinfo (at least 32 should be possible). I put those planets on circles in the plane su...
by Ebi
Mon Jul 07, 2008 5:41 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736169

Hi, I've programmed a script which places planets on different orbits around the sun. It iterates over the system.planets list. Is there a way to see what planets were added by me? Actually the script could position planets of other scripts in own orbits as well, but it should skip moons. Don't you ...
by Ebi
Sat Jul 05, 2008 9:58 am
Forum: Expansion Pack
Topic: plannets.oxp - is it still working?
Replies: 349
Views: 97290

The System Redux as it is now is a great OXP. In the "pwm "coordinate system it's not really obvious that the orbits are in one plane, and it's pretty difficult to figure out without knowing a point in that plane. IMO the spu makes it easier. I did not change the orbits of the moons. I've...
by Ebi
Fri Jul 04, 2008 4:57 pm
Forum: Expansion Pack
Topic: plannets.oxp - is it still working?
Replies: 349
Views: 97290

I come here and want to tell you how things are done - without even acknowlegding what you have already achieved. Hmm, this is my fifth post - I think it's about time now. Sorry! The System Redux as it is now is a great OXP. In the "pwm "coordinate system it's not really obvious that the o...
by Ebi
Thu Jul 03, 2008 5:38 pm
Forum: Expansion Pack
Topic: plannets.oxp - is it still working?
Replies: 349
Views: 97290

Currently I use the following vectors: position = "spu 0 0 7"; position = "spu 3 0 0"; position = "spu 0 0 -9"; position = "spu -5 0 0"; And as multiplier in farsun I use 10. You see, this shifts planet3 into a parallel ooniverse:) These vectors are just for t...
by Ebi
Mon Jun 30, 2008 5:18 pm
Forum: Expansion Pack
Topic: plannets.oxp - is it still working?
Replies: 349
Views: 97290

Hi CaptKev, using different coordinate systems is really clever! I've read in wikipedia that normally due to the formation of a planet system the orbits of the planets are almost coplanar. You can see it in the solar system and it's simulated by some games (for instance "Frontier"). This c...
by Ebi
Sat Jun 28, 2008 3:28 pm
Forum: Expansion Pack
Topic: plannets.oxp - is it still working?
Replies: 349
Views: 97290

Welcome Ebi That will teach me for stealing other peoples code. :D If your running version 1.71 you shouldn't need this code anymore, it was just a crap way of texturing the planet until Kaks added the setTexture function. Thank you for the welcome! Ohoh, sorry for being such a smartass, CaptKev, S...
by Ebi
Fri Jun 27, 2008 10:07 pm
Forum: Expansion Pack
Topic: plannets.oxp - is it still working?
Replies: 349
Views: 97290

Hi. Replace the code in script.js (except the array at the top) with the code below ... this.movePlanet = function() { let p = system.mainPlanet; if(p) p.setPosition(p.position.add(p.position.subtract(system.sun.position)).multiply(this.multiple)); this.systemDone=true; } okay, this post is quite ol...