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Re: The Ring 2 Tue, 06 June 2017 00:19 Go to previous messageGo to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
gongji.def
Gongji huán
2 1 3 xxxxxxxxxxxxxxxx
0 0 1 1 0 0 0
9
C:\xiao\1.R1
C:\xiao\2.R1
C:\xiao\3.R1
C:\xiao\4.R1
C:\xiao\5.R1
C:\xiao\6.R1
C:\xiao\7.R1
C:\xiao\8.R1
C:\xiao\9.R1
0
0
0
0
0
0
0
0
Gongji.xy

C:\xiao\starsjrc4.exe -a gongji.def
chicken scratch
90 stars in core/2.5=36
36*10000=360000
sqrt(360000/pi)=338.5 radi inner core

340 radi inner core+240 width of gap=580
580*580*pi=1056831.8
1056831.8/10000=105.7
105.68*2.5=264.2 hypothetical stars

288-90=198
198+264=462
462/2.5=184.8
184.8*10000=1848000
sqrt(1848000/pi)=766.97 radi outer ring

1600ly^2 to 400pixel^2
340/4=85
580/4=145
768/4=192

ms paint doesn't follow directions very well
199-192=8
192*2=385

199-146=54
146*2=293

199-85=115
85*2=171

C:\xiao\stretch.exe gongji.xy 2 3

So one issue with how ms paint parses coordinates. I will detail this a little bit more with the following.
UnivCrt has 2 issues: close to borders get wonky & vertical/horizontal skew.
Templates utilizing the edges will likely see problems. To get past this in our case we will just stretch to the next size.
C:\xiao\stretch.exe gongji.xy 3 4
more maths

2000ly^2 to 400pixel^2
338.5/5=68
(338.5+238.5)/5=115
766.97/5=153


Since we are using a 400x400 mask, subtract the above values from 200 to get start points for drawing circles, then double the values and add 1 to make them square. If you are paying attention and notice the weirdness between the maths and the status box, thank the designers and drink to Stars!.

A 2nd issue with UC_1.3 is that it tends to skew x short and y long. If it does this we just need to tweek/twiddle the respective values drawn on the mask. To test it if this is needed we check the quartiles in our new map file. Load your mappy map into excel and since we are working with 288 planets we can cheat by first looking at the vals for 2,73,74,145,146,217,218,289 with sorts of low to high for x and y.


[Updated on: Tue, 06 June 2017 04:44]

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