Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vertigo 7 on August 14, 2008, 01:14:09 am
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ive got a few ships i've downloaded that are throwing up that error in debug mode. what can i do to fix0r it?
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I usually open the pofs in PCS2, then have it calculate a new one. It's not perfect, but it's better than nothing.
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what exactly does it do?
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It controls how fast it can accelerate on turns, I think.
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http://en.wikipedia.org/wiki/Moment_of_inertia
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oh hellz no. i'm just clicking a button to calculate it. i'm not gonna do it by hand =p i like this game but not that much lol
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Instead of calculating it by hand, you can copy & paste it from a similar model.
But beware that you don't inadvertently cause the inverted bounding box error. (Make sure to clear the cache before editing, and again before saving.)
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mois are kinda wierd. the current dev version of nukemod has some missing moi information in some experimental models, but attempts to input the data manually or calculating it automatically always tend to fail. there's probably something wrong in the pof header. of course this is mainly for experimental models i hacked apart with a chainsaw to test things like scripted animation and rtt with. so its not all that important to fix. but still every program i tried that supposidly has a moi editor has failed to save it.
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I'm guessing if the MOI is null then the object would be treated like a brick in space?
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yeah basically, physics won't effect it's rotational velocities.