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  #21  
Old September 28th, 2003, 05:42 AM

milo milo is offline
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Default Re: Planets... or billiard balls?

Quote:
Originally posted by Phoenix-D:
And coding in gravity would be such a nightmare it makes my head hurt just thinking about it)
Well, having gravity would make no sense since the planets and moons aren't in orbit around anything. I don't see any reason to model gravitational effects. It might be nice to have a "Warning: Gravity Field Detected" message when you get close to a planet, just to give you a feel for when you are getting too close for comfort. But it's such a minor tweak I wouldn't want Aaron to lose any sleep over it.

Quote:
hint: count the number of planets Freeport has
Why would the number of planets make any difference in the code?
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  #22  
Old September 28th, 2003, 06:03 AM

Phoenix-D Phoenix-D is offline
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Default Re: Planets... or billiard balls?

Because if you model gravity accurately, every single one of those planets has an effect. In a different direction, and changing as you go.
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  #23  
Old September 28th, 2003, 10:26 AM

DeadZone DeadZone is offline
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Default Re: Planets... or billiard balls?

It would be cool if the planets were orbiting the sun and moons with them, but then wit the size of the systems I really think it would be no point
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  #24  
Old September 28th, 2003, 06:48 PM

bgyklr bgyklr is offline
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Default Re: Planets... or billiard balls?

i arent a programmer in any way, but i does got an idea for the tiny planets problem:

make the ships smaller!
iz that not poss, cos it sounds easy 2 me
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  #25  
Old September 28th, 2003, 07:09 PM

DeadZone DeadZone is offline
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Default Re: Planets... or billiard balls?

I would believe that detail would suffer with that one, but could be worth trying I pose
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