ORBITING SUNS?
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Since orbiting planets seem to be allmost impossible (if you wanna land on them and assign Deathzones and atmospheres).
HOW ABOUT ORBITING SUNS?
i bet it would give a orbit like feel to the systems if the was a giant sun orbiting it and should give some illusion of the planets themselves orbiting.
ANYONE KNOW HOW TO MAKE ORBITING SUNS?
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Orbiting Planets
Written by Roo Avery
Originally posted by RimshotThis is about making orbiting planets, here we go:
(note: since this is an advanced project i could not be bothered to write an easy step by step tutorial, experienced modders should be able to follow me)The main approach (only one i could ever think of) is to have a center object (invisible) with hardpoints far out of it`s origin and to connect “planets” to it (via loadout), then make it spin.
I said “planets” cause you might know usual freelancer planets aren
t 3db/cmp but sph files (not capable of having hardpoints assigned to them) -so you
d actually have to make planets 3db/cmp for this to work. (use space_arch_shield.sur and flmodeltool by anton to add proper collision detection)In order to connect them to the center object, planets need a hardpoint ex.SpConnect01 at their origin.
That`s it, planets done …
Next, use any 3db/cmp for the center object, doesn`t need mat, neither sur file -but in order to connect planets to it, add some hardpoints: ex.HpMount01 - HpMount09 (remember they need to be far out, i used 50k - 200k distance from center)
Now there is a problem, orbiting planets would just disappear if it
s center object gets out of sight (cause "they are one" -lodranges don
t work on some things things, trust me …)Here`s the solution:
open up the center object with utf-editor, expand multilevel-level0 vmeshpart->vmeshref
Select interpret data as float array, click on vmeshref and edit:
scroll down to the very last number and change it a very high value (I used 1 mio)This defines the objects radius and is important for visibility.
That`s it -job done,now off to the required ini files …data/equipment/select_equip.ini: typical entry for orbiting planets
[CargoPod]
nickname = custom_planet_01
DA_archetype = xxx\xxx\your_custom_planet.cmp
material_library = xxx\xxx\your_custom_planet.mat
LODranges = 0, 999999
HP_child = SpConnect01
hit_pts = 4000
mass = 2000
explosion_arch = explosion_large_debrisdata/solar/solararch.ini: typical entry for the center object
[Solar]
nickname = orb_planets_center
ids_name = 1
ids_info = 1
type = NON_TARGETABLE
DA_archetype = xxx\xxx\your_center_object.cmp
LODranges = 0, 999999
solar_radius = 100000
shape_name = NNM_SM_ROCK_ASTEROID
hit_pts = 999999961690316250000000000000000000.000000
mass = 10000000000000000000
loadout = orb_planets_loadout_01data/solar/loadouts.ini: typical entry for a center objects loadout
[Loadout]
nickname = orb_planets_loadout_01
equip = custom_planet_01, HpMount01data/universe/systems/xxx/xxx.ini: typical system entry
[Object]
nickname = xxx_orbit_01
pos = 0, 0, 0
archetype = orb_planets_center
loadout = orb_planets_loadout_01
spin = 0.000000, 0.100000, 0.000000
rotate = x, y, zOk that
s it folks, go ahead with questions if you have any. but don
t ask about docking, it just wouldn`t work because of the auto pilot. This was supposed to add to the scenery / atmosphere !!A known issue: too low value for spin might result in them orbiting planets stopping after some time … you have to fiddle with it. Also take care there`s nothing in their orbit they could collide with.
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and a thread on it:
Tut by rimshot
Re: [General Tutorials] Orbiting PlanetsYou can get “it” dockable
by using it as a kind of docking ring
to dock a (hidden) base.Problem: the docking_sphere has 2 be as big or a bit bigger than the orbit
And setting that will give strange effects
on targetting that orbiting base.Besides i had the problem,
that a ship ramming the orbiting stuff can
make it change directions and speed up.For those who are curious:
(The script evolved from a destructable clan base)
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