Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu May 28, 2015 3:04 pm
Hello mohawk and welcome aboard,
There's a reason for additional planets to be like they are, but if you want to tweak and test different options here are a couple of tips that might work. Or not. No guarantees. These are 100% untested suggestions PMd to another enthusiastic tinkerer some time ago.
Make planets sun centric:
var planetPosition = directionV.multiply(distance).fromCoordinateSystem("psm");
->
var planetPosition = directionV.multiply(distance).fromCoordinateSystem("spm");
Spread the planets all around the spheres instead of the current umbrella like positioning:
var polar = Math.acos(1.4 * system.scrambledPseudoRandomNumber(galaxyNumber + 5 * (i + 1)) - 1);
->
var polar = Math.acos(2.0 * system.scrambledPseudoRandomNumber(galaxyNumber + 5 * (i + 1)) - 1);
Make sure the main planet is the closest to the sun
var baseOrbit = 5 * baseUnit;
->
var baseOrbit = system.mainPlanet.position.magnitude().fromCoordinateSystem("psm") + 5 * baseUnit;
Have fun .
There's a reason for additional planets to be like they are, but if you want to tweak and test different options here are a couple of tips that might work. Or not. No guarantees. These are 100% untested suggestions PMd to another enthusiastic tinkerer some time ago.
Make planets sun centric:
var planetPosition = directionV.multiply(distance).fromCoordinateSystem("psm");
->
var planetPosition = directionV.multiply(distance).fromCoordinateSystem("spm");
Spread the planets all around the spheres instead of the current umbrella like positioning:
var polar = Math.acos(1.4 * system.scrambledPseudoRandomNumber(galaxyNumber + 5 * (i + 1)) - 1);
->
var polar = Math.acos(2.0 * system.scrambledPseudoRandomNumber(galaxyNumber + 5 * (i + 1)) - 1);
Make sure the main planet is the closest to the sun
var baseOrbit = 5 * baseUnit;
->
var baseOrbit = system.mainPlanet.position.magnitude().fromCoordinateSystem("psm") + 5 * baseUnit;
Have fun .