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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Trade Lanes

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Trade Lanes
Offline Linkus
04-06-2009, 03:23 AM,
#41
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Hit dock.
Use free flight after your ship moves towards whichever ring.

Also.

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Offline Sprolf
04-06-2009, 06:25 AM,
#42
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Joined: Mar 2009

With my dabbling in Freelancer INIs, rotating the tradelanes doesn't seem like it would be too difficult:
You have the X, Y, and Z rotations, and as long as they're object relative and not world relative, it should be a breeze simply to add 90 to say, the Z value. (I'm fairly sure that could be the one, but Freelancer's geometric system is very peculiar. Descartes is rolling in his grave.)

Of course, there may be some oversight I've made do to my inexperience, but I think that simply rotating them wouldn't be much more than a mind-numbingly repetitive chore.

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Offline tazuras
04-06-2009, 06:52 AM, (This post was last modified: 04-06-2009, 06:53 AM by tazuras.)
#43
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Except that by rotating them you would be moving them closer to things on the X axis, which could cause conflicts that would require the whole lane would have to be moved and would cause a million more potential bugs. Oh and what about places where there are asteroids or debris by the lane, or the lane runs through a field of asteroids or debris, I dont even want to think about the potential problems there....

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Offline Robert.Fitzgerald
04-06-2009, 06:57 AM,
#44
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I think they should be left the same. It's visually distinctive, and leaving them doesn't cause any extra hassle on the development team.

If people have trouble docking, then stop speed docking and press f3 and let the autopilot do the task for you. Or, if you're at a distance cruising towards a trade lane, tap f3 and note the way your ship turns (up or down). Then go back to free flight and fly to the appropriate ring to dock.

Edit: the changes I'd support would be making the lights brighter and perhaps remove the red light (so you just aim for the lane with the light)

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Offline tazuras
04-06-2009, 07:07 AM, (This post was last modified: 04-06-2009, 07:07 AM by tazuras.)
#45
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' Wrote:Edit: the changes I'd support would be making the lights brighter and perhaps remove the red light (so you just aim for the lane with the light)

I really like having both lights personally. Another solution for the colorblind issue is to just change the color of one of the lights. For those that dont know colorblind people can see color, they just cant distinguish between certain colors. One of the more common varieties of colorblindness is one that causes people to not be able to distinguish red from green. So if the red light was say, yellow, it should be fine. Also the lanes in Gallia are fine being red and blue (I believe at least...).

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Offline Kambei
04-06-2009, 12:56 PM,
#46
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my question is why is whole FL space flat like 2D? All station at the same level (position) (except one in Hudson). Lets go build in next versions stations in different positions than vanila flat one and use whole potencial of FL 3D space.

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Offline Silent_M
04-06-2009, 03:14 PM,
#47
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that's because the nav map sets a limitation because itself is only 2D. you would have to construct a 3D map with a 3D system

i would love to see that happen but it's probably not feasable at all.

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Offline tansytansey
04-07-2009, 06:40 AM,
#48
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Joined: Aug 2008

' Wrote:With my dabbling in Freelancer INIs, rotating the tradelanes doesn't seem like it would be too difficult:
You have the X, Y, and Z rotations, and as long as they're object relative and not world relative, it should be a breeze simply to add 90 to say, the Z value. (I'm fairly sure that could be the one, but Freelancer's geometric system is very peculiar. Descartes is rolling in his grave.)

Of course, there may be some oversight I've made do to my inexperience, but I think that simply rotating them wouldn't be much more than a mind-numbingly repetitive chore.

Yes. The actual rotating part is simple, as I have stated before. However each tradelane requires a different rotation value, and it is impossible to differentiate between tradelanes in the ini file. Making it a very tedious trial and error task.

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Offline Malcolm_Reynalds
04-07-2009, 08:16 AM,
#49
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Posts: 143
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I started this thread with a simple question about tradelanes and their rotation. the question of can it be done has been answered YES, but with a literal "side effect"

I've done my own testing, and in the 4 systems I've tried it with (New york, New London, Bering, and Connecticut) all work (with the 90 degree roll right side effect). I don't find it hard to do, it took me less than 15 min. per system to make the correct changes.
so I'm not going to argue anymore about if it can be done, because I know it can.

The question remains unanswered is "should we?"
that may be dependent on the side effect and if it can be remedied.


So I'm going to make a poll on this subject in the next day or two, and this discussion can be continued there if it still has merit.


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Offline Kambei
04-07-2009, 11:42 PM,
#50
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' Wrote:that's because the nav map sets a limitation because itself is only 2D. you would have to construct a 3D map with a 3D system

i would love to see that happen but it's probably not feasable at all.

thats not problem, you can place objects higher or lower in 3D space but in same time place them without conflict with map... (like nomie gate leading to shrine...). Only you cant do is place one object under another one.

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