Orbiter Mod Circles

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Super Tech
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Orbiter Mod Circles

Post#1 » Thu Oct 25, 2012 11:14 am

I have have found very little information about this mod on the web.
I have made a list of X,Y coordinates for a couple planets for turns 1 to 8.
On turn 2 thee was no rotation, is that normal?
On every other turn these planets rotated by a whole number of degrees. I'm confident I got the delta angle correct.
The X,Y points do not make a very good circle so I have not been able to reverse engineer the formula perfectly.
I can predict the next location within +/-1 ly in X and Y direction, but that is not good enough because there is no post planet move gravity well effect.

Please help.

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Gilgamesh
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Re: Orbiter Mod Circles

Post#2 » Thu Oct 25, 2012 1:31 pm

As far as I can see, it's "best guess". When you're moving in the same direction as the rotation you lead the planet by around 20 degrees or so and hope you can lock onto it the next turn. There has to be an algorythm but it's beyond my little brain to figure it out, and it will be different depending on how far away from the centre you are. All I know is one planet that was two turns away from my cluster is now nice and close for colonization! It's not all bad.
QI'DaS tuQ SoSlI'

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Havok
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Re: Orbiter Mod Circles

Post#3 » Thu Oct 25, 2012 10:55 pm

All I'm going to say is that there are a number of rings from the center of the galaxy out and the inner rings go faster than the outer rings.

The author, Kenneth Strom, has never released the particulars of the add-on. I just checked and it appears that his website that was hosted on Tripod is no longer there. I'll take care of that in the near future and re-publish it over on Donovan's site in the museum area. In the meantime, if you have a question for Ken you can write him at his Yahoo email the_one_relic@yahoo.com.
Regards,
][avok

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Gilgamesh
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Re: Orbiter Mod Circles

Post#4 » Thu Oct 25, 2012 11:03 pm

It would be good to see some info on it - the planet I was heading for left me in the dust this turn! It's a very challenging, but very cool addon. I would do this again.
QI'DaS tuQ SoSlI'

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Cardno
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Re: Orbiter Mod Circles

Post#5 » Fri Oct 26, 2012 5:24 pm

Gilgamesh wrote:It would be good to see some info on it - the planet I was heading for left me in the dust this turn! It's a very challenging, but very cool addon. I would do this again.

what lose the game again? Mate......give yourself some time..

Super Tech
Posts: 69

Re: Orbiter Mod Circles

Post#6 » Sat Oct 27, 2012 11:59 am

Havok wrote:All I'm going to say is that there are a number of rings from the center of the galaxy out and the inner rings go faster than the outer rings.

The author, Kenneth Strom, has never released the particulars of the add-on.
Havok, The outer rings rotate at a smaller angle so that they won't exceed 70ly per turn. However outer planets are by no means slower than than the inner ones.

Here is Kenneth's response. "You should be very close to accurate with normal poly points (360) calculations, but...the +/- 1 is that the checksum for the map has to be specific so it randomly picks planets and moves them slightly till the checksum matches."

I'm glad I know that otherwise I would have gone insane tweaking my formula in vain.

Super Tech

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Cardno
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Re: Orbiter Mod Circles

Post#7 » Wed Oct 31, 2012 5:12 am

Gee I don't know what happened with that last turn, but I thought ships with a lock - and sufficient warp would get to the next planet. Didnt' work, plus I seem to have had some ships pulled off planets??

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BitMask
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Re: Orbiter Mod Circles

Post#8 » Wed Oct 31, 2012 5:32 am

:twisted: It's hurricane season in the Pit :)

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Cardno
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Re: Orbiter Mod Circles

Post#9 » Wed Oct 31, 2012 6:16 am

It almost seems like the map did a 'SUPER TURN' but i could be mistaken... crazy shit indeed! but all good fun!

(you are an evil bastard ][avok!) lol.

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Cardno
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Re: Orbiter Mod Circles

Post#10 » Wed Oct 31, 2012 7:53 am

I had a ship heading from one planet to another - 58ly to travel. It and the two ships already on the destination planet all ended up 67 Ly's away from the destination planet, but on the OTHER side of the planet, meaning the ship doing the travelling, in total travelled 140 or so LY's.... and it had locked on to the planet in question the prior turn.

Hope everyone else is having as much.....FUN!???? LOL

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Gilgamesh
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Re: Orbiter Mod Circles

Post#11 » Wed Oct 31, 2012 11:30 am

Yeah - I lead my target by a fair chunk and it seems like they outpaced me by a lot more than I expected this turn. I'm turning back before I run out of fuel.

Locking on should get you there on a one turn hop. I'm not sure what happened there. Maybe it's karma for being last in with your turn....
QI'DaS tuQ SoSlI'

Super Tech
Posts: 69

Re: Orbiter Mod Circles

Post#12 » Wed Oct 31, 2012 12:19 pm

Gilgamesh wrote: Locking on should get you there on a one turn hop. I'm not sure what happened there. Maybe it's karma for being last in with your turn....
It's true! Part of the orbiter app take one ship and flings across the universe.
The distance flung is proportional to the time to play your turn.

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Cardno
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Re: Orbiter Mod Circles

Post#13 » Wed Oct 31, 2012 3:27 pm

Hahahahhahaha haha ha :|

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Rogue1832
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Re: Orbiter Mod Circles

Post#14 » Wed Oct 31, 2012 4:11 pm

Cardno, how long is it gonna take that ship to get back to the Echo Cluster?
--------------------------------------------

Where's the kaboom? There was supposed to be an earth-shattering kaboom!

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