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Does anybody know how to prevent planets from rotating?


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#1 turbotails23

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Posted 25 December 2008 - 07:20 PM

Does anyone know if there is a way to prevent planets from rotating, WITHOUT the use of a multiplier?

I Found this
<Loop_Idle_Anim_00>no</Loop_Idle_Anim_00>
and changed it to
<Loop_Idle_Anim_00>no</Loop_Idle_Anim_00>
but the planet continues to rotate.



In addition, does anyone know of any scripts that would allow for a player to see a timer countdown when a AI fleet enters hyperspace?



I have theorized that rotating planets may use up a fair bit of CPU. (Supposing that you have 137 planets, and the CPU processes an item which dictates speed, and it refreshed/moved (or planet rotated) 10 times a second, that would be 1370 calculations every second.

In addition, I have reason to believe that lag created by the AI when making hyperspace jumps is either because of (A) the ai is unable to track the fleet while in hyperspace--thus it comes to a dead end, or (B) it runs time estimates while in hyperspace, and due to the computers love for hyperspace, has to deal with several time estimates--That could have been placed in to leave a tag for AI efficiency--For finding the most suitable planet to group together a fleet, and hyper there, or © because the hyperspace speed is constantly recalculated and set against a multiplier.

Edited by turbotails23, 25 December 2008 - 07:21 PM.


#2 Phoenix Rising

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Posted 26 December 2008 - 07:20 PM

For every planet model, there's an animation to rotate it, such as w_planet_anaxes_low_idle_00.ala. Problematically, most of these are from vanilla, so you can't just delete them to break the animation; you'll have to override them with a junk animation. Just find one that's not from a planet and rename it and it should break the rotation. Just note that the "low" models are for galactic and the "high" models are for tactical.

You should also be able to speed up hyperspace by changing Hyperspace_Speed_Factor for every faction.

Edited by Phoenix Rising, 26 December 2008 - 07:23 PM.




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