Ship Movement
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Tables taken from Infolist v3.1 created by Eden Tan.
Normal Movement Formula
Normal_x = rnd(warp^2/(way_x^2 + way_y^2) * way_x) - .5 Normal_y = rnd(warp^2/(way_x^2 + way_y^2) * way_y) - .5 NOTE: These formulas are correct for approximately 90% of movements
Hyperjump Formula
final_x = ERND(x+350*dx/ERND(sqrt(dx^2+dy^2))) final_y = ERND(y+350*dy/ERND(sqrt(dx^2+dy^2))) NOTE: ERND() is a rounding function which rounds normally to the nearest integer, except when the the number to be rounded ends in exactly 0.5. Then, it rounds to the nearest even number, e.g. 8.5 rounds to 8 and 9.5 rounds to 10. The innermost ERND() can be just a simple RND() (round to nearest integer) since the square root of an integer will never end in 0.5. Formula courtesy of Andrew Sterian.