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This is a really awesome script, thank you for contributing it.
So it's figuring out which direction is the 'right' and using that to put the bearing in the proper quadrant when 'right' points into the north hemisphere...
It looks like the cross product of the forward and gravity vectors (in that order) gives a reliable 'right' too, with a little less testing. And I just stumbled across Atan2, which makes longitude easier...
Math.Asin(GravNormal.GetDim(1));
where GravNormal is:
var GravNormal = Vector3D.Normalize(Remote.GetNaturalGravity());
I'm having a little trouble following the bearing calculations -- I'm not really sure what it's doing with the left/right/down vectors. I'll probably have to play around with debug output. Do you happen to know of any resources you could point me at that would describe how that's calculated, or did you just figure it all out on your own?
полюс -Y - это север
Y - юг
а дальше, по солнцу восток-запад.
Ti smog bi dat sovet etomy avtory?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=562732034&tscn=1449036129
On toze hochet dobavit sistemy storon sveta, zapad, yug, sever. Ti smog bi skazat shto brat za tochky otsheta, shtobi vashi skripti vmeste rabotali?
Thanks.
Сам, к сожалению, проверить не могу, т.к на у меня планетах 5 фпс это уже много