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Trade Lanes - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Trade Lanes (/showthread.php?tid=18802) |
Trade Lanes - Derkylos - 04-04-2009 What about spiraled lanes so you enter the top ring and exit the bottom one o.o Or lanes where you enter horizontally but exit vertically... Lanes with corners?...o.O Trade Lanes - Trogdor - 04-04-2009 ' Wrote:What about spiraled lanes so you enter the top ring and exit the bottom one o.ololwut This would be a complete redesign of something that works just fine as-is. But as for flipping them all such that you always enter on the right, this 100% absolutely has to be done. This would be a huge help, especially with tradelanes that start inside dense gas clouds, where you can't see the stupid red and green lights unless you're within 200m of the stupid things. Trade Lanes - Horon - 04-04-2009 You can tell which way a lane goes by looking at the gun attached to the part. Trade Lanes - Knuthetal - 04-04-2009 Well... if it's a matter of someone taking a day off to flip the lanes, I say do it - and yeah, let's have Bretonia have the sides swapped. Otherwise it's probably not worth the fuss. Trade Lanes - Cellulanus - 04-04-2009 I just have one question: Is it really worth the trouble? Okay two: Would that make all of our ships fly sideways in them? Trade Lanes - Ogris - 04-04-2009 ' Wrote:Okay two: Yes and no. Yes according to the people next to tradelanes looking at us, no looking from our point of view. Then again, it is space, there is no up/down/left/right/sideways/flipped, so it would just add a bit of effect in the end wouldn't it. Trade Lanes - tansytansey - 04-04-2009 Sorry folks, unless you can come up with a solution for flying sideways, it's a no go. *imagines a RMBS going through a tradelane* Trade Lanes - Carme - 04-04-2009 Nighthawk definitely wins this thread... ... but on a more serious note, if you can get that to work without flying sideways through them, it would be awesome.... Also, to those who suggest Bretonian lanes go in reverse, (drive on left) This is at least 1030-ish years into the future from roughly the present (IRL) based on the intro narration. Space needs to be unified a little bit, otherwise people will cause accidents in Bretonia... And... Spaceships are symmetrical, theres no steering wheel position left and right to tell which lane to be in... And all the lanes are manufactured by Ageira Technologies and Deep Space Engineering They all function the same way... Trade Lanes - tansytansey - 04-04-2009 ' Wrote:Nighthawk definitely wins this thread... Even if we could get the ships to not fly sideways, it is still a lot of work. The angle the tradelanes' face is controlled by a line in the ini file that looks like this rotation = 0, 0, 0 they're the x, y and z axis though I'm not sure which is which in freelancer. But if you imagine this is the tradelane: 8 making the first number will make it look like this '_' as in, facing upwards. second will make it look like this | and third like this 'oo' That's assuming you changed the numbers to 90. But that number is not relative to the tradelane, but rather to the map. The tradelane from Manhatten -> WP can be done simply by changing the last 0 to 90 But the lane from WP->Norfolk is facing in a different direction, and changing the same number to 90 had this result: ![]() Because in the ini files there is no distinction between tradelanes, there is no way of knowing which entries belong to which tradelanes except through trial and error. It would be a long and difficult process. Trade Lanes - Malcolm_Reynalds - 04-04-2009 Quote:Even if we could get the ships to not fly sideways, it is still a lot of work. The angle the tradelanes' face is controlled by a line in the ini file that looks like this actually its not that hard to change the rotation: to "flip" a TL on it's side take the rotation numbers X, Y, Z. and change all the rings to -Y, X, -90 so 0, -45, 0 becomes 45, 0, -90...or 0, 145, 0 becomes -145, 0, -90. Quote:Because in the ini files there is no distinction between tradelanes, there is no way of knowing which entries belong to which tradelanes except through trial and error. It would be a long and difficult process. not entirely true [Object] nickname = Li01_Trade_Lane_Ring_16 ids_name = 260920 pos = 3628, 0, -52369 rotate = 0, 30, 0 Archetype = Trade_Lane_Ring ids_info = 66170 next_ring = Li01_Trade_Lane_Ring_17 behavior = NOTHING tradelane_space_name = 196776 reputation = li_p_grp difficulty_level = 2 loadout = trade_lane_ring_li_01 pilot = pilot_solar_easy If you look closely, all rings in a specific TL have the exact same rotation value. once I did a little trail and error to figure out the rotation. it only took me 15 min to "flip" all the lanes in NY using the exact formula for all rings. since as long as you change every ring to it's own "inverse" rotation value, it doesn't matter what lane any given ring belongs to. but I'm with you Nighthawk, that 90 degree roll right upon entering the lane would need to be fixed. chase view isn't bad, but in cockpit or turret view the whole screen rolls. |