@ -267,11 +267,12 @@ loadRandomOrbits(GameState* gs,
double semi_major_axis = fmod ( fabs ( ( double ) rand ( ) ) , semi_major_axis_range ) + min_semi_major_axis ;
double semi_major_axis = fmod ( fabs ( ( double ) rand ( ) ) , semi_major_axis_range ) + min_semi_major_axis ;
double eccentricity = max_eccentricity * rand ( ) / RAND_MAX ;
double eccentricity = max_eccentricity * rand ( ) / RAND_MAX ;
double nu = max_nu * rand ( ) / RAND_MAX ;
double nu = max_nu * rand ( ) / RAND_MAX ;
//double omega = 2 * M_PI * rand() / RAND_MAX;
double omega = 2 * M_PI * rand ( ) / RAND_MAX ;
double omega = 0 ;
double iota = 2 * M_PI * rand ( ) / RAND_MAX ;
double ohm = 2 * M_PI * rand ( ) / RAND_MAX ;
GameOrbit * gorb = loadOrbit ( gs , rs , body ,
GameOrbit * gorb = loadOrbit ( gs , rs , body ,
orbitInit ( semi_major_axis , eccentricity , 0 , 0 , omega , nu ) ,
orbitInit ( semi_major_axis , eccentricity , iota , ohm , omega , nu ) ,
rg , " ??? " ) ;
rg , " ??? " ) ;
addManeuver ( gs , gorb , ImpulseType : : CIRCULARIZE_LOWERING ) ;
addManeuver ( gs , gorb , ImpulseType : : CIRCULARIZE_LOWERING ) ;