Apparently transcendence will get itself all confused when you have over 40 facings D:
How hard would it be to rewrite the algorithms so that they may function with over 40? Or is it that Transendence simply doesn't like dealing with fractions of a degree (40 is 9 degrees per facing, 80 is 4.5, 160 is 2.25 and etc.)?
Watching a ship with 160 facings rotate around is so great, seeing it's graphics move smoothly around... Unfortunatly they don't line up and from the graphics range of 0-90 degrees it's correct, but from 90-360 range it's misaligned...
80 and 160 facing support? (not graphics, just support)
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I think you're right that it has to do with fractions.
Try some even multiple of 360, like, 60 facings or 120 facings.
Try some even multiple of 360, like, 60 facings or 120 facings.
- Arisaya
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ok I'll go test that outgeorge moromisato wrote:I think you're right that it has to do with fractions.
Try some even multiple of 360, like, 60 facings or 120 facings.
Yeah- it is the fractions
So 360 is the max, though it's not like very many ships could ever need that many
Acceptable facings:
1
2
3
4
5
6
8
9
10
12
15
18
20
24
30
36
40
45
60
72
90
120
180
360
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- Arisaya
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just boring to make- not so much as hard or large (100% quality jpg images work GREAT for both masks and bitmaps in transcendence- from 30MB bmp to 2.24 KB jpg w/out lossPsycholis wrote:i imagine a very slow turning capital ship would benefit the most from having a lot of facings, but as mentioned before, the image file would be so large that it would be hard to work on and implement.
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