Oh yeah, this one's one immense structure to begin with. Due to multiple rotations on different axis I had to position some bits a bit unconventionally, and it looks like some NPCs may have some difficulty in docking because of that.
A few times it even looked like the NPC ships were still closing in on the station having an approach vector inside the approach cone (seemingly centered on main entity center), when they crashed just wide of the dock, not having switched to final approach along dock-buoy line.
And, umm, seems that the full credits for all those code snippets I borrowed/adjusted for this OXP has disappeared into cyberspace... I think that credit should go to where it belongs, so here's the list (I don't want to claim anyone's inventions my own):
Code: Select all
Commander McLane & Thargoid
- station orientation code base I took from Fuel Station OXP by Thargoid, and Thargoid took it from McLane's Anarchies
Thargoid
- station placement code and check to prevent duplicates derived from Superhub OXP
Ark (possibly also another_commander and/or Eric Walch)
- station buoy placement adapted from Your Ad here OXP
Griff & pagroove
- shader code and working mechanics of the docking bay flashers adjusted from PAGroove Stations OXP
EDIT
Forgot to mention that JS scripts have comments that state where I have borrowed code, and the shader files also mention where they come from.
And last, but not least,
Scrambled pseudorandom number code by Jens Ayton is also in use (as mentioned on comment line of the JS script that uses it).