harpy eagle wrote:Between max_fuel, motion_function, motion_speed, I'm having a bit of trouble figuring it out. Is there a simple relationship between "motion points" and euclidean distance, say, when a ship travels in a straight line?
Is there similarly a simple relationship between "motion points" and the angle of a turn?
Code: Select all
dist+turn_mult*delta_r
sven wrote:Code: Select all
dist+turn_mult*delta_r
sven wrote:Thus, they involve a lot more C++ than they probably need to.
Turn_mult does vary for each ship, but not in an overly complex way.
ship.s>4 --> turn_mult=(25/4),
ship.s==4 --> turn_mult=0.7*(25/4), and
ship.s<4--> turn_mult = (25/4)/3.
siyoa wrote:so if this gets exposed to lua eventually, we can code in technology like inertial nullifier from MoO ?
sven wrote:I'll add "inertial nullifier" to my TODO list
harpy eagle wrote:Another ship movement related question for you sven. In a mod I'm working on under certain conditions I want a ship to keep its current position but rotate to face it's target.
harpy eagle wrote:Cool, I'll look at that. Although I do need to move towards tracking objects as well (they're two separate things).
If rotate_to_face(ship,target) just gets the minimum cost rotation, does that mean I need to check that the ship has enough fuel left?
harpy eagle wrote:Although I do need to move towards tracking objects as well (they're two separate things).
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