Anyone know how to find the position of planets and suns?
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Anyone know how to find the position of planets and suns?
Hey guys,
Trying to find out how to retrieve the position of celestialobsjects like suns and planets but can't quite figure it....
Any ideas?
Thanks )
Trying to find out how to retrieve the position of celestialobsjects like suns and planets but can't quite figure it....
Any ideas?
Thanks )
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- Posts: 158
- Joined: Sun, 20. Jun 04, 03:24
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- Posts: 158
- Joined: Sun, 20. Jun 04, 03:24
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- Posts: 158
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what do you want to achieve with that? (same for your other questions in the Forum)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sun, 20. Jun 04, 03:24
long story short... I'm adding subsystems to the Skunk:
1. to increase the depth of the 'sim' aspect of flying the ship
2. to add a need for some of the inventory items (buffs/debuffs)
3. to increase general immersion
4. to reduce some common exploits

I'm working on external hull temperature at the moment (radiation). The skunk has a low heat tolerance (it can't re-enter atmosphere so that sets an upper limit of around 3000 deg F)
Currently, I have it working so m-xl ship engines will produce heat from their engines ( a function of speed, size, no. of engines within a cone volume behind the engine).
This reduces shields, then hull (remember you blow up on re-entry, so I figure the same should be true with any radiation source).
It all happens pretty quick, so taking out engines is a lot more difficult now (blind spots or not).
Sooooo....
If I'm dealing with radiation effects on the hull, it'd be nice to be inclusive of proximity to suns. Devries for example -- it's gotta be toasty there
Maybe nebulas also effect the temperature -- it's all part of the same problem
So getting the position of these celestial objects has become part of my mission...
As are the consequences
Like killing the skunk/player if if you boil yer brains.
The mouse x/y position is a different matter ... that's just a headpan thing. I can move the player viewpoint easily enough, but without keypress/mouseXY I have no way to control it.
ok... that was still a long story
1. to increase the depth of the 'sim' aspect of flying the ship
2. to add a need for some of the inventory items (buffs/debuffs)
3. to increase general immersion
4. to reduce some common exploits

I'm working on external hull temperature at the moment (radiation). The skunk has a low heat tolerance (it can't re-enter atmosphere so that sets an upper limit of around 3000 deg F)
Currently, I have it working so m-xl ship engines will produce heat from their engines ( a function of speed, size, no. of engines within a cone volume behind the engine).
This reduces shields, then hull (remember you blow up on re-entry, so I figure the same should be true with any radiation source).
It all happens pretty quick, so taking out engines is a lot more difficult now (blind spots or not).
Sooooo....
If I'm dealing with radiation effects on the hull, it'd be nice to be inclusive of proximity to suns. Devries for example -- it's gotta be toasty there

Maybe nebulas also effect the temperature -- it's all part of the same problem

So getting the position of these celestial objects has become part of my mission...
As are the consequences

The mouse x/y position is a different matter ... that's just a headpan thing. I can move the player viewpoint easily enough, but without keypress/mouseXY I have no way to control it.
ok... that was still a long story

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for your scenario i think "Hard-Coded" values for the effect of the Sun is enough - there is only one System where it has any relevance (DV) and there you can only notice differences between Sectors, Zones are too close to each other to make a difference imo...
for Nebula Effects you should look up Regions, because Nebulae and Asteroid Fields are defined as that
(i think i saw some commmands related to them)
for Nebula Effects you should look up Regions, because Nebulae and Asteroid Fields are defined as that

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Posts: 158
- Joined: Sun, 20. Jun 04, 03:24
That's what I figured... would be nice to do it programitically for compatibility with other mods... guess I'll just set up an external file with these positions in for easy editing.
Do you happen to know if the co-ordinate system is global? Or is it by sector/zone?
In otherwords if I reference the DV sun position from ANY sector/zone would I get the same x,y,z ?
Do you happen to know if the co-ordinate system is global? Or is it by sector/zone?
In otherwords if I reference the DV sun position from ANY sector/zone would I get the same x,y,z ?
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Hey Frumph ... have you checked out
http://forum.egosoft.com/viewtopic.php? ... 59#4339959
It increase the size of the sun but places it further away ... it also changes a lot of other things. May not be what you're looking for, but I thought I'd point it out in case you missed it.
http://forum.egosoft.com/viewtopic.php? ... 59#4339959
It increase the size of the sun but places it further away ... it also changes a lot of other things. May not be what you're looking for, but I thought I'd point it out in case you missed it.
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