cflrich at cfl.rr.com wrote: > I've also toyed around with trying to get the ships to spin. I slowed down the transwarp (by doing dx/20 instead of dx/4, etc), and noticed that the ships definitely do some quirky flipping around, right up until they start getting close (~1 tactical) of their final destinations, when it stops. Simliarly, when they're picked, they do -no- spinning, since they are already so close to their destination. It's unclear why distance to destination would have an effect. I'm going to keep playing around with it. > Firstly, yes, I'm quoting myself <g>. I've implemented spinning. I believe somewhere either in udships() or udplayers(), the p_desdir is coming into play. By setting p_desdir to p_dir after I assign it, I skip some change direction code, and overwrite anything else that may be in there. In any event, it works. And I think its neat-o. > I'd like to finish with I think we'll be ready to playtest this thing for real pretty darn soon, if not now. I mean, hell, the worse that can happen is we crash the server, and Karthik managed to do that 2 or 3 times the other night anyhow :-) > One problem is we're allowing, if one captain passes, 9 roms and 7 feds. When the game started after drafting in this way, it busted one of the slots (mine), although I'm not 100% sure this was related. In any event, we probably need to prevent this. Rich > Rich > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > >