Search found 174 matches
- Sun Mar 16, 2014 6:52 pm
- Forum: Gravity Simulator
- Topic: GSim version 0.26
- Replies: 9
- Views: 14274
Re: GSim version 0.26
Thanks for your reply! Although you might wanna make all of that a little more clear in the game. (i.e. add tooltips for buttons in the 'planet selected' menu) Now all the circularization works much better! (Although yes, I agree, detection of the closest object would be a good choice... unless you ...
- Sun Mar 16, 2014 1:32 pm
- Forum: Gravity Simulator
- Topic: GSim version 0.26
- Replies: 9
- Views: 14274
Re: GSim version 0.26
Whoa... nicely done! This version, not only looks awesome, but performs awesome! My only complaint so far is, Seems when I open the physics menu, the game doesn't dim, causing the planets (especially the white ones) to make the text hard to read. Other than that, this version is the best one yet in ...
- Wed Feb 26, 2014 4:52 pm
- Forum: Gravity Simulator
- Topic: Suggestions! (new)
- Replies: 175
- Views: 259512
Re: Suggestions! (new)
If you decide to save the lines, add a way to delete them at anytime, as I usually toggle orbits on/off for the purpose of removing the lines (other people probably do too).
- Sat Feb 22, 2014 4:53 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 192833
Re: Gravity Art Megathread
Planet w/ mass orbiting a binary star: Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 0,ySet: 0], [x0: -27.5,y0: 45,vx: 0,vy: 0,t0: 0,who: 2,m: 1522,c: 0], [x0: -25,y0: 17.5,vx: 8.83,vy: 3.87,t0: 263,who: 2,m: 861,c: 0], [x0: 5,y0: -142.5,vx: 3.87,vy: 0.07,t0: 1095,who: 2,m: 100...
- Mon Feb 17, 2014 9:05 pm
- Forum: Gravity Simulator
- Topic: Symmetric 8 high -ve mass suns and 4 -ve masses
- Replies: 6
- Views: 9302
Re: Symmetric 8 high -ve mass suns and 4 -ve masses
How silly of me not to welcome him!
Well, you have my welcome for sure! Also, I got to looking at your system, looks awesome!
Well, you have my welcome for sure! Also, I got to looking at your system, looks awesome!
- Sat Feb 15, 2014 7:40 pm
- Forum: Gravity Simulator
- Topic: Symmetric 8 high -ve mass suns and 4 -ve masses
- Replies: 6
- Views: 9302
Re: Symmetric 8 high -ve mass suns and 4 -ve masses
Oh, I didn't know that. Sorry ahmedkq, just disregard what I said!A Random Player wrote:You probably pasted it wrong then; the sim strips all line breaks and doesn't actually require the Gravity Fun part.
- Sat Feb 15, 2014 4:54 pm
- Forum: Gravity Simulator
- Topic: Symmetric 8 high -ve mass suns and 4 -ve masses
- Replies: 6
- Views: 9302
Re: Symmetric 8 high -ve mass suns and 4 -ve masses
Oh my, negative masses! I would've loved to take a look at that kind of stuff... but... When I tried to use your code and it doesn't work. D: This is mostly because there's some unnecessary line breaks and its lacking the "Gravity Fun at TestTubeGames.com:" Also, you really should've used ...
- Thu Feb 13, 2014 5:47 pm
- Forum: Gravity Simulator
- Topic: Suggestions! (new)
- Replies: 175
- Views: 259512
Re: Suggestions! (new)
Some key-binding suggestions: Zooming in/out should be able to be done via scroll-wheel, the +/- keys, and the keypad's +/- keys. Panning should be able to be done via wasd, the arrow keys, and the keypad's arrow keys. Time reversing should be able to be done via backspace. Center of mass view shou...
- Wed Feb 12, 2014 8:45 pm
- Forum: Gravity Simulator
- Topic: Suggestions! (new)
- Replies: 175
- Views: 259512
Re: Suggestions! (new)
Agree with the zoom. Maybe have them go in powers of 10, so as you zoom out, the close together ones fade out. Zoom in means the close together ones fade in. (sorta like KSP.) That'd make a great addition to my suggestion. Maybe when Andy decides to implement several visual options, he should make ...
- Wed Feb 12, 2014 7:24 pm
- Forum: Gravity Simulator
- Topic: GSim version 0.25
- Replies: 21
- Views: 30143
Re: GSim version 0.25
When I first played this, I thought that button stopped velocity of everything. (It sure did, I'll give it that.) What I think it's supposed to do is set the view to the current center of mass. That actually makes me think now... fix that bug, but add a button that kills the velocity of everything! ...