Eh, or we could just give angular speed as a slider/input box. Wouldn't be that importantrobly18 wrote:Well, considering the scale of this game, I'd say it would be relatively significant. It sounds slightly hard to implement without killing one's computer, but then again, that's what I thought of the tracking thing. Guess I just suck at coding.testtubegames wrote:Tidal locking is a fairly small effect. Food for thought, though.
Anyway, larger objects get more affected by tidal locking. As such, it sounds like it wouldn't require all that much. I mean, the moon got tidally locked in... What, 4 billion years? Maybe less? But the scales involved are huge. According to [url = wolfram alpha,]http://www.wolframalpha.com/input/?i=ra ... +and+earth[/url] the radius of the moon to distance between moon and earth ratio is about 0.0043. The ratio between an asteroid and the distance between it and a planet in this game is usually around, say 0.1. And the distances are much shorter,so that leaves even more room for tidal lock to join in.
My point is, it's not high priority, but give it a shot someday. I think it's more effective than you think.
(Though tidal locking could be interesting for later.)