wtg62 wrote:Could you fix that, so we can use e-notation?
Also, 'Snap pos to grid' doesn't work for dust.
And... could you perhaps make it so we can delete dust particles with the cursor tool (shift+drag)?
Pressing the CoM button doesn't change dust particles position to match the new viewpoint.
tan(r) orbits make dust... magically disappear.
I'll see what I can do about the mass notations, right now it's really simple to just allow digit-input... but I'll try to expand it.
I'll add in snapping for dust, sure! And deleting with shift+drag sounds good. I'll likely leave out 'selecting individual pieces', for performance reasons. But the drag+click+delete is no performance hog, so why not.
CoM bug noted and fixed for the next update.
What's this about tan(r)? Hm. I tried it out and it didn't do that, at least for how I'd placed stars and such. What you notice may be connected to the fact that dust is heavily optimized... calculations are done much less frequently than for other objects (about 1/40th as much), which means dust would be more likely to glitch out and zoom to infinity near a huge force... and for that reason I also added in a shutoff, so over a force of 10, or so, the dust disappears. That seems to prevent most of the 'zooming away' problems. Even in 1/r^2 you'll notice this if you slow time down and zoom in close on a star. The dust disappears at a certain radius from the star. (Note, I need to add in a time-step based dependance, too. Since slower time should raise the force cutoff -- you're making more calculations per 'second')
Ah, and I'll fix the binary 'stars', thanks! Funny, I didn't even think of that, but it's neat there's now a real difference between the stars and planets
wtg62 wrote:...a suggestion suggested a long time ago... planet rotation)
Why the hell not, right? If the people want it, the people get it! The direction won't be based on the heading, though, since conservation of angular momentum wouldn't like that much (the earth spins like a top, ever in the same direction and speed... -ish) It'll be something you set at the beginning (pressing some key as you launch an object, say), and down the road we can think about how it influences collisions and tidal forces.