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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Logibro
C C P C C P Alliance
1056

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Posted - 2015.07.13 14:43:41 -
[1] - Quote
If you or your corporation is a fan of bookmarks, then you'll be happy to know you can now access the details of all of your bookmarks with the XML API. For more details, see here.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro
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CCP Tellus
C C P C C P Alliance
9

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Posted - 2015.07.20 22:24:10 -
[2] - Quote
Sephira Galamore wrote:Can we somehow get the inclination of orbits within a solar system? Let P and S be celestial bodies where P orbits S (planet/sun, moon/planet, etc.). Let V be a normalized directional vector from S to P. Let C be a circle (y = 0.0) whose radius is the Euclidean distance between P and S. Let Q be a quaternion whose x, y, and z components are the cross product of (-1.0, 0.0, 0.0) and V, and w component is the arc-cosine of the dot product of (-1.0, 0.0, 0.0) and V.
P's orbit around S is C rotated by the quaternion Q and translated to S' origin.
Hope that helps. |
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CCP Tellus
C C P C C P Alliance
9

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Posted - 2015.07.22 17:33:55 -
[3] - Quote
Sephira Galamore wrote:Thank you for the reply! Unless I'm mistaken, it still doesn't help with my issue tho. I will get a possible orbit, but in many cases not the one displayed ingame. E.g. for Rens & planet 2 I would get an orbit where the planet is at its highest y value. But this screenshot shows that it actually isn't that way ingame. Maybe I can phrase it differently: Orbits in Eve (on the ingame map) are circles on a 2d plane in 3d space. So to define a plane in 3d space we need 3 vectors: a location vector LV and two lineary independent direction vectors DV1 and DV2. In our case, LV would be a null vector, since the sun is at (0,0,0) within its system. Now we can use the vector from S to P as DV1.. but we still lack a DV2 to span the plane on which be draw our orbit. This is how the client computes the orbits for the map. In your example, we begin with a flat circle (plane) centered at the sun (0, 0, 0) and y = 0.0. We then rotate that circle using the quaternion I described above, and that's the orbit shown in-game.
Certainly there are ways to compute other plausible orbits from the given data, but that's the method being used. |
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CCP Tellus
C C P C C P Alliance
11

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Posted - 2015.07.30 13:06:48 -
[4] - Quote
Justin Cody wrote:and circular orbits vs elipticals because...gravity too much of a degree of freedom? All orbits are circular. |
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CCP Tellus
C C P C C P Alliance
11

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Posted - 2015.08.07 13:06:48 -
[5] - Quote
Varyah wrote:What if V || (-1, 0, 0)? Are those the shattered planets? We fallback to doing no rotation to C.
Varyah wrote:Btw. which directions are x, y, z? z up, x right or front, y back or right? I made a map of Jita with the x, y, and z axis rendered as red, green, and blue respectively, beginning at zero and moving along the positive.
Hope that helps. |
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CCP FoxFour
C C P C C P Alliance
4110

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Posted - 2015.09.26 08:40:50 -
[6] - Quote
Captain Thunk wrote::grrrCCP:
Yes, yes we can. That is an easy one. I am at EVEsterdam right now. Ping me sometime after Tuesday and I will try and dig it up. I will also send an email now to some people but yea, wont be able to follow it up until later.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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CCP Tellus
C C P C C P Alliance
20

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Posted - 2015.10.07 19:04:47 -
[7] - Quote
Captain Thunk wrote:Related to this, can you give us CCPs calculation for the warp to 0 point on a celestial body (eg planet/moon/sun)? Hope this helps! https://eveonline-third-party-documentation.readthedocs.org/en/latest/formulas/warpinpoints/ |
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CCP FoxFour
C C P C C P Alliance
4143

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Posted - 2015.10.14 08:07:02 -
[8] - Quote
Captain Thunk wrote:It doesn't help me at all, I'll spend months trying to work out what the hell that says. But you've given me exactly what I asked for and you are wonderful wonderful people for doing that. I appreciate it a lot. CCP #1
If you figure it out, because **** if I understand it either, feel free to update the documentation with something a bit easier to understand.
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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CCP FoxFour
C C P C C P Alliance
4146

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Posted - 2015.10.14 09:50:27 -
[9] - Quote
Captain Thunk wrote:CCP FoxFour wrote:Captain Thunk wrote:It doesn't help me at all, I'll spend months trying to work out what the hell that says. But you've given me exactly what I asked for and you are wonderful wonderful people for doing that. I appreciate it a lot. CCP #1 If you figure it out, because **** if I understand it either, feel free to update the documentation with something a bit easier to understand. Sure, I'm pretty sure that python random seeding is not going to produce the same numbers as in PHP, so I'll whizz through all the affected IDs and produce a table with what Pythons going to return for non-python apps. It'll be a couple of weeks yet before I look at this as I'm still laughing at PL having won ATXIII and I'm nowhere near done yet.
>.<
@CCP_FoxFour // Technical Designer // Team Size Matters
Third-party developer? Check out the official developers site for dev blogs, resources, and more.
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CCP Tellus
C C P C C P Alliance
22

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Posted - 2015.10.14 12:55:26 -
[10] - Quote
Megarom wrote:It should be relatively simple to come up with a function snippet that generates the first pseudorandom value from given seed, but there is some nasty looking comments about hardware specifics affecting the result. I don't think there's anything hardware specific in the method used to generate the random numbers. From what I can tell, the default Mersenne Twister algorithm is used, which for CPython is implemented in C.
$ for i in {1..10}; do python -c 'import random; print(random.Random('$i').random())'; done 0.13436424411240122 0.9560342718892494 0.23796462709189137 0.23604808973743452 0.6229016948897019 0.793340083761663 0.32383276483316237 0.2267058593810488 0.46300735781502145 0.5714025946899135
Here's a sample implementation of computing a planet's warp-in in Python:
import math import random
def warpin(id, x, y, z, r): j = (random.Random(id).random() - 1.0) / 3.0 t = j - math.asin(x/abs(x) * (z/math.sqrt(x**2 + z**2))) s = 20.0 * (1.0/40.0 * (10 * math.log10(r/10**6) - 39))**20.0 + 1.0/2.0 s = max(0.5, min(s, 10.5)) d = r*(s + 1) + 1000000
return (d * math.sin(t), 1.0/2.0 * r * math.sin(j), d * math.cos(t)) |
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CCP Tellus
C C P C C P Alliance
29

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Posted - 2015.10.16 13:15:44 -
[11] - Quote
Captain Thunk wrote:This is not working as expected. Oh my, you're right! Here's the corrected implementation:
import math import random
def warpin(id, x, y, z, r): j = (random.Random(id).random() - 1.0) / 3.0 t = math.asin(x/abs(x) * (z/math.sqrt(x**2 + z**2))) + j s = 20.0 * (1.0/40.0 * (10 * math.log10(r/10**6) - 39))**20.0 + 1.0/2.0 s = max(0.5, min(s, 10.5)) d = r*(s + 1) + 1000000
return (x + d * math.sin(t), y + 1.0/2.0 * r * math.sin(j), z - d * math.cos(t))
Note that x, y, z, and r need to be floats and not integers when passed into that function. |
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