...the tilt1 & tilt2 options for moons? In my games, the pathways differ from what gets animated in the map editor UI
--Please give more INFO on what you mean or are after here??
These Tilts can create a sort of "Slingshot" trajectory effect to the edited moon;
so i simply edited the test *Moon Rider* planet with those
(SatelliteSize)10.0000(/SatelliteSize)
----(Orbit)200.0000(/Orbit)
----(OrbitSpeed)0.5000(/OrbitSpeed)
----(Tilt1)-10.472(/Tilt1)
----(Tilt2)26.18(/Tilt2)
Orbit seems to cap out at the 50 maximum & so, gameplay didn't use the 200 above.
Normal tilt values were decimals (#1 was -0.010472 in fact when the default sliders were being used as they should)) instead of an integer. So i wanted to test if the actual loooooong elliptic path (AS it was animated in the map editor) could be reproduced exactly as i needed during games.
The cool thing being that this Moon was entering the Star Corona, looping back out towards its planet swinging
underneath the blue_selector and on its returning path, hovered
above the same blue_selector -- thus, heading at the Sun Corona for one more skimming burnt hell... Knot completed & starts all over again!! BUT, in the editor
only.
Multiplying the values by 100% - had no effect and the usual
boring circular path was still showing up in game.
What does it really take to force a Moon to simply react as designed?
Sadly, if this is only a show-off by coders to amuse us they might as well scrap the Tilt-S option since the game itself can't pick edited stuff (improper values or bugged process, btw) -- unless, i am missing some important information.