Lestradae wrote:Perhaps for spawning ships in the interstellar medium, using the "abs" quasi-absolute coordinate system might make sense?
Or use "pwm", because that's the one displayed on your screen with SHIFT-F.
@ pmw57: Forget the complicated method of tinkering with the script and misjump time and again. Use the JS-console instead. Much easier.
(1) Misjump.
(2) Type:
system.allShips.forEach(function(ship){ship.remove()}). This will give you a "clean canvas".
(3) If there is still something left (like debris): repeat once.
(4) Spawn ships by typing
system.legacy_addShipsAtPrecisely("asteroid", 1, "abc", [x, y, z]). "abc" being the coordinate system you want to test, and "x", "y", and "z" being the coordinates according to the system. I wouldn't be surprised if all "z"s would interpreted as meters, regardless of what the "c" is.
EDIT: Or just don't do it, because I've just done it myself with
system.legacy_addShipsAtPrecisely("asteroid", 1, "pwu", [1, 1, 1]). And, what shall I tell you, the asteroid was added at precisely
"abs", [1 ,1, 1]. Which proves to my satisfaction that the coordinate system entry is completely ignored in interstellar space, and the coordinates are treated as if they were in meters.
Note that this means that ships spawned per "swu" like in your example will appear
completely elsewhere from where the script would intend them to be within a system. For instance, one unit of "u" measures hundreds of thousands of meters, so e.g.
"swu", [5, 5, 5] will be
extremely far away from the origin (the place where the player is). In interstellar space, however, using the same coordinates, the ship will appear right on top of the player, mere meters away from the origin.