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ForumsCog Forum → Rotational Velocity
Rotational Velocity
2002-10-15, 8:23 PM #1
Hello,
I read in the data master that a rotational velocity value of 400 is about the turn of 360 degrees in 1 second. I need to found how this is truly calculated because I need the precise ratio. I see no correlation though with anything that would make 400 a significant number to use for 1 second. I need the rotational velocity to make a circle revolve exactly every 5 seconds. It seems though that 75 is much closer than 80 is.
2002-10-16, 6:50 AM #2
You may have also read, that timing in JK is an imperfect science. Its more like an art, infact. The reason its 400 and not 360, is becuase the JK engine handles timing strangely . . .

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-10-16, 4:03 PM #3
Well I can keep compiling over and over until I zero in on that magic number...which would be weak. Doesnt somebody know more about this?
2002-10-16, 6:04 PM #4
SM would problably know the most, seeing as how he did all of the research into it . . . but sadly, he is gone. [http://forums.massassi.net/html/frown.gif]

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-10-17, 1:04 PM #5
Try this:

Make a COG, that when triggered, records the player's PYR. Start a pluse that pulses every .01 or .001 seconds, or however precise you need to be. Once it has started, start adding up the same value as the pulse to a varibale. Start rotating the player, and when the POV matches the original POV, stop the player, and spit out the time it took on the specified velocity.

Just make sure not to move your mouse while it does that...
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-10-17, 3:20 PM #6
Emon, that might work, but the pulse would have to be EXTREMELY fast to be able to catch the player at a specific lookvector.

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-10-17, 5:50 PM #7
I thought I could create a huge 3do circle and set it to revolve in its templatate with a rotaional velocity. The bigger the circle the more accurate look at a full revolution I will get. The suggestion here you offer, I just know not how to emulate.

SaberMaster, I have appreciated your help, as also I appreciate your help to the Jedi Knight editors at large. And I wish the best.
2002-10-18, 1:37 PM #8
Now i see 400 is not 1 sleep second for a full 360 degree revolution. Is a 1 value for sleep not equal to 1 real second? For Sleep(1.0);
Rotational Velocity would be close to 357.75
2002-10-18, 2:15 PM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by GBK:
Emon, that might work, but the pulse would have to be EXTREMELY fast to be able to catch the player at a specific lookvector.</font>


Yes, that's true, it might not catch it on the right moment. In that case, give it a margin of error or whatever, e.g. it'll still work if X units off.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-10-19, 3:20 PM #10
I tried with this cog to do what you say but the player doesnt spin...

symbols

thing player
vector walkwaypos local
vector rotayshun local
vector look local
flex y=0.05 local
flex time=0.05 local
message startup
message pulse


end
# ============================================================

code



startup:
sleep(3);
print("activated!");

look=GetThingLVec(player);
SetPulse=(time);
Return;

pulse:
y=y+1;
printint(y);
look=GetThingLVec(dummy);
walkwaypos=vectorset(0.0, -71.540000, 0.0);
if (look==walkwaypos)
{
time=0.0;
SetPulse=(time);
printflex(y);
StopThing(player);
Return;
}
Return;

end
#============================================================
Oops, this was the one...

symbols

thing player
vector walkwaypos=(71.54,0.00000,0.00000) local
vector rotayshun=(71.54,0.00000,0.00000) local
vector look local
flex y=0.001 local
message startup
message pulse


end
# ============================================================

code



startup:
sleep(3);
print("activated!");

look=GetThingLVec(player);
setThingRotVel(player,rotayshun);
SetPulse(.001);
Return;

Pulse:
y=y+1;
printint(y);
look=GetThingLVec(player);
if (look==walkwaypos)
{
SetPulse=0;
printflex(y);
StopThing(player);
Return;
}
Return;

end
#=============================================================

[This message has been edited by Gelatinous_Drool (edited October 20, 2002).]

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