(03-31-2026, 01:16 PM)IahimD Wrote: Can you also preview the Tau-23 corridors? Less impact full from a gameplay perspective, but totally messed up.
Also, a clarification: Kepler corridors are visible; they just lack plane coords. Omega-97 corridors are... less clear
Apperently the source of issue in some objects having X,Z rotations at zero and fully controlled by Y, we set them right as having angle `-Y` in 2D map
And some objects having `rotate = -180, 27.1180854357753, 180` flipped inverted positions due to X,Z rotations set to like 180 degrees opposite rotation, so we get `Y` the opposite solution
The hackish solution above should solve it for now
If someone is math smart enough (or i will figure out some day), we could be having ideal written solution that extrapolates 2D rotation angle from full X,Y,Z rotation angles always correctly. Requires finding formula for that
We can try finding it, with `/pos` command in game we can find out how ship rotates
Code:
ok. so 0,0,0 rotation it is on plane directly looking to north
0, -90, 0 , looking to right of map, slightly below map
going with head to below from looking initially at north at plane, i get -90, 0,0
rotating myself to left entire ship from looking intially to north at plane, i get 0,0,90
looking to up, from initial looking at plane to north, i get 90,0,0
But i did not figure out yet math, may be someone else will?
It is not technically obligatory for correct map working, simple encoded guard can work too (original navmap worked on similar more simple guard checks fine)
Just could be nice to do in order to have mathematically always correct solution
If someone will figure out, the math should be solved by this function for example and at least those tests satisfy (more can be written to fully check it)
(03-31-2026, 01:16 PM)IahimD Wrote: Can you also preview the Tau-23 corridors? Less impact full from a gameplay perspective, but totally messed up.
Also, a clarification: Kepler corridors are visible; they just lack plane coords. Omega-97 corridors are... less clear
I figured out Kung-Fu of it with a lot of cheating.
Code:
// Freelancer: vector forward = [0, 0, -1] (NEG_Z_AXIS)
// Projection on a navmap (X/Z plane, Y-up)
func ProjectToNavMap(rx, ry, rz float64) (angleDeg float64, projLen float64) {
v := [3]float64{0, 0, -1} // NEG_Z_AXIS — "forward"
v = rotX(v, toRad(rx)) // pitch
v = rotY(v, toRad(ry)) // yaw
v = rotZ(v, toRad(rz)) // roll
Now i know perfect Angle for every object how to reflect onto 2D map view through Universal Math formula that does it always right
With also decrease of object length due to rotation possible look down or up at some level of degree of angle X (reflects perfect any length decrease between 0% to 100%)
If the object is vertical, i render it with width and length both equal to its width then.
So now i can render whatever object complex rotations
(03-31-2026, 01:09 PM)IahimD Wrote: On the old NavMap, you can click on the Kelpler corridors (for instance) to get their Y coords (above/below plane). I don't know other indicators in-game or otherwise to know where the corridors are. Also, I tried looking for the Omega-97 corridors... I am a little bit dichromate, but I simply couldn't see them...
Okay, i made exclusion zones clickable to get its coords, in 10-20 minutes once auto deploy works, you shall see it