Is there a way to increase the zoom out range for planets and stars?
Any help appreciated.
-Teal
Any help appreciated.
-Teal
I only know there is a parameter in each star and planet entity:
minZoomDistanceMult
the default value for planets is 1.250000
and for stars 2.000000
maybe this it the value you are looking for.
Ahhh... ty TohKlidan, i will give it a try. Take care
-Teal
I have never tried to change the values so i cant say what is happening.
But if you found it out i would be nice to share your expirence. ![]()
no problem,
i'm up to my elbows in this and trying the entity files as well as the maps, had some success with the re-sizing of the maps last night, the faricon came back as well as the jump behavior getting back to normal.
Still have the star image breakup, and will check the bounding radius in the mesh file as you mentioned, however, i was under the impression that the resize program changes those values when it re-calculates the new size?
Anyway, i will share of course, will let you know.
Have you tried the testmod and what do you think?
Let me know if you have the time,
Thanks and take care,
-Teal
yes the resize programm adjust this values, too. But you have to be shure that your radius changes in the entity files are bigger than the boundingradius.
not so far but iam home again now and after my son is in bed I hope i have some time.
what about the gameplay.constants where
zoomDistanceLevel0ScalarForPlanets 1.5
zoomDistanceLevel0ScalarForNonPlanets 5.0
zoomDistanceLevel0 1000
zoomDistanceLevel1 65000
zoomDistanceLevel2 4000000
nearFarThreshold 180000
Good idea Mooster, that looks interesting, i will have to give it a try and let you know, thank you for the help very much!
-Teal
Ahhhh... will look at the boundingradius as you mentioned, im not sure what it does, but i guess understanding can come later, haha, just getting it to work will do for now. ![]()
Thank you TohKlidan,
-Teal
I think i may have figured out what went wrong. Since the grav well for the star was set at "aesthetically" the same ratio as that for planets, i set it in the trillions. This was the movement and jump distances. So it was fine, until i hit the star well with a ship, which of course, probably means the game is calculating trillions of possibilites and therefor slows to a crawl.
If i reduce the movement and jump distances for the star well to millions, or even to hundreds of thousands, the calculations for the game to consider may of course decrease enormously. I have also considered having the movement and jump distances as the same, since there may be no phyisical reason, other than appearance to make them different.
This smaller radius of the star grav well may be enough to make a difference, perhaps even a huge difference in speed. Bringing the performance of the game back up close to normal.
From the standard game, the star well, is no where near the same "look" as a planet, instead of a large expanded well, it is more of a thin belt about the center of the star, although large by planetary measurements, it is still much less "visually" in appearance, and certainly within the boundaries of what the game can calculate in a reasonable time.
I am at school now, and so will re-adjust the star grav wells when i get home and test it, but i am hoping of course that this is it. That this will be a fix and the speed performance once hitting the star grav well with a ship will not reduce the fps or the game performance.
We will see.
Thanks to all who have looked at this and for their input and suggestions and ideas. Am still moving forward on this, am not yet ready to concede defeat and give up.
Certainly if i were a Dev, i would understand the parameters more and could hopefully adjust accordingly.
But as a file tweaking mesh moving modder,
My learning curve is a bit steeper and longer.
Here is to hoping it works, i will keep everyone posted.
Take care,
-Teal
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