*rolls eyes* someone went so fast in that mod they crashed the server. Its hard to beat that
Tilted tradelanes have been done. However you don't *have* to tilt the tradelanes, you can get away with just putting them in a line without actually rotating them.
But of course, it would be easier simply to make a program that did that. The math probably wouldn't be that complicated.
*goes to experiment*
Meanwhile, my suggestion is to make a tradelane with only a start ring and an end ring. Makes it a bit more interesting. (and deadly
![](smilies/icon_smile_big.gif)
)
EDIT:
The math for this would work as follows:
The tradelane start and end point would be two points on a triangle
.
_____.
To get the third point, we simply trace down from the first and over from the second.
.
.____. <-- calculate angle of that corner
Now its a simple matter of calculating the angle of the corner pointed out above and voila, you have the rotational value for one axis. Simply repeat the process with every other set of axis that it needs to be done on, convert the rotational values to the FL values and ka-poofda, you have perfectly accurate rotational values.
I'm not absolutly positive that this will work, but i'm fairly certain it will.
EDIT2: Program almost done, i'm testing it
Edited by - blackhole on 12/1/2006 9:12:40 PM