' Wrote:Otherwise, just come up with a little thing to help figure out the difference. If you're color blind, what color do you see that -is- the right direction?
We could do Red/Blue, or just put lights on the ring you can go through. I think it'd be good, especially considering that there are probably some colour-blind among us.
If what this guy has said works on all lanes every time, I could spare the time to 'inverse'
all the rotation numbers for you guys...
but then It will be up to you to make ships not fly through them sideways...
' Wrote: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.
not entirely true
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.
I still think spiraled lanes...make the second ring some 10 degrees off the axis of the first, the 3rd ring 20, and so on and so forth...would add a level of excitement to traveling along them...
' Wrote:I still think spiraled lanes...make the second ring some 10 degrees off the axis of the first, the 3rd ring 20, and so on and so forth...would add a level of excitement to traveling along them...
Thats like saying "I think making text fly around the screen before settling down to be readable in a powerpoint can be allowed in an important or professional presentation"
Question is, would it work? To have different lane rings within the same lane at different alignments?
More on-topic, it would also be good if lanes ejected you at the correct altitude to enter the next lane...there are a fair few places where you exit the top of one lane but have to enter the bottom of another.
when you select a tradelane the name has 2 parts: source -> destination.
you can go on different sides of the tradelane to see the source and destination swap places!
' Wrote:I still think spiraled lanes...make the second ring some 10 degrees off the axis of the first, the 3rd ring 20, and so on and so forth...would add a level of excitement to traveling along them...
This is impossible. A tradelane propells you forward in the direction the tradelane is facing, it does not link up to another tradelane. If you have two tradelanes facing in different directions your ship will fly off endlessly into space, because it will not link up with another tradelane to slow it down. Of course, hitting esc will stop you.
The first tradelane I ever made the first lane in the line was facing backwards, and when I docked with it my ship flew backwards and into a planet. Another lane I made the rotation value was slightly off and my ship flew off course and into the sun, although interestingly enough tradelanes allow you to fly directly through a sun without taking damage. Don't remember if it works with planets.
' Wrote: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.
not entirely true
The difficulty comes from knowing which tradelane to rotate which way. That tradelane you quoted, do you know which lane in the system that tradelane comes from? Can you point it out on the map? Do you know which way it needs to be rotated to be flipped on its' side? The only way to find that out is through trial and error, which is a long process when you have to make the change, load the server, log on and repeat 0-4 times until your lane is rotated correctly, then move onto the next lane. Some systems have something of 10+ tradelane paths.
For something completely trivial... I just. don't think its' worth the effort unless someone can come up with a simple solution
On a more positive note, it may be possible to do this in a more simple way by rotating the actual model of the tradelane rather than in the ini files. But you would also need to correctly align the position that the ships "dock" with the lane. I think this is the only true solution to this.
Stop speed-docking the lanes. Click + F3, or memorize your lanes. I have, to a degree.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
Kurosora, if you have ever tried to rush somewhere or escape Player Character pirates attacking a lane, you'd understand speed docking, (assuming you live long enough to see the lane go up, you wanna have your ship partially sticking into the lane leading away so that hopefully the pirates will have a *SLIGHT* lapse in reflex, and you'll get into the lane and they'll have shot it the split second after you got in, and strand themselves there.