Planets rotating/clouds moving too fast
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- drew
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Planets rotating/clouds moving too fast
Appreciate this is an artistic thing, but as an astronomy geek it bugs me whenever I'm looking at the planets.
These things are rotating in minutes and the clouds are moving equally fast. Speed at the surface would have to be hundreds of thousands of miles per hour.
My first rationalisation was that you were in orbit around the planet and so the planet looks like its rotating, but this doesn't explain the clouds.
Even this doesn't work, as you can see the planets rotating from long distance.
I don't mind them moving, it looks nice, but I'd prefer they were slowed down a lot, so that at a glance they looked static, but with another glance you could see they were moving ...slowly...
What do folks think?
Cheers,
Drew.
These things are rotating in minutes and the clouds are moving equally fast. Speed at the surface would have to be hundreds of thousands of miles per hour.
My first rationalisation was that you were in orbit around the planet and so the planet looks like its rotating, but this doesn't explain the clouds.
Even this doesn't work, as you can see the planets rotating from long distance.
I don't mind them moving, it looks nice, but I'd prefer they were slowed down a lot, so that at a glance they looked static, but with another glance you could see they were moving ...slowly...
What do folks think?
Cheers,
Drew.
- JensAyton
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I’d like to see them slowed down significantly, although still faster than RL.
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- aegidian
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Changes in r723
Planet rotation speed has been halved from v1.65 to a value between 0.0 and 0.005 radians/sec.
From v1.66+, in planetinfo.plist you will be able to use <key>rotation_speed</key><real>r</real> to set the rotation speed to r, and use <key>rotation_speed_factor</key><real>f</real> to multiply the given speed (either the random value or r above) by a factor of f.
From v1.66+, in planetinfo.plist you will be able to use <key>rotation_speed</key><real>r</real> to set the rotation speed to r, and use <key>rotation_speed_factor</key><real>f</real> to multiply the given speed (either the random value or r above) by a factor of f.
- Star Gazer
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- Cmdr. Luke
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I remember reading somewhere that the stations also spin too fast, it would not require such a fast speed to create artificial gravity. Though I understand this prevents manual docking from being to easy, I think it is a bit too hard for new players at the speed it rotates now.
(On my first time playing the game, I was killed the first two times I tried to dock. I would assume that pirates or Thargoids would kill more new pilots that the docking bay.) (Thanks Wolfwood for the correction )
(On my first time playing the game, I was killed the first two times I tried to dock. I would assume that pirates or Thargoids would kill more new pilots that the docking bay.) (Thanks Wolfwood for the correction )
Last edited by Cmdr. Luke on Sat Aug 12, 2006 5:32 pm, edited 1 time in total.
Mac > Windows
They require no spin at all to keep on orbit. Spin has nothing to do with that.Cmdr. Luke wrote:I remember reading somewhere that the stations also spin too fast, it would not require such a fast speed to keep it in orbit.
What the spin is for is for the artificial gravity inside the ship (against the outer walls - the way water stays in a bucket if you spin it fast enough). With the speed that stations (some of them - esp. some OXP ones) spin in Oolite, the artificial gravity would prolly crush normal humans...
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.