let's talk more about the secondary thruster glow, mkey...
just updated it, the thing were they point in a direction concurent with the direction they are going is in, I'm useing there rotational velocity as the basis for this, there are two reasons
1) the rotvel that I'd get from the deeper level pre physics stuff isn't going to be prety, you'd see the flares jerking around constantly, and that wouldn't look as good as the smooth transitions it has now
2) I don't know were the pre physics (the ships rotational thrust pre se) rotvel is
the big problem with doing it this way is that when a ship gets wacked and is forced to turn in a way it's AI has no desire to go the secondary thrusters will still point that way as if to say, "I meant to do that!"
I'm thinking a per ship table based factoring for the relitive position and scale factor of the secondary thruster glows would be the best way to go and while I'm at it I could alow table based loading of thruster graphics as well (both these and the origonal)
on a totaly random note; I beleve system of a down's Innervission is by far the coolest song to have playing in the background of the last mission, particularly if you have it timed so that the super nova hits you just as the realy quite part at the end hits the realy loud part. I did that earlier today as my sister was waching me and our faces were a combanation of
and
and I'm not putting this into CVS untill after the next relese, it is just too riscky to put something in such an alpha state as this into one of our most stable builds (not withstanding the whole sexp rand parseing error, wich should be sorted out soon)