nope.. that doesnt help
Ill post the code here, its a bit messy now though, been changing it this way and that for ages now
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maybe Im just missing something small...
-- heres movement along the line using the bearings, works 100%
spaceship[loop].pos.x += (double)sin(spaceship[loop].headingy*piover180) * sin(spaceship[loop].headingx*piover180) * .005 * spaceship[loop].speed;
spaceship[loop].pos.z += (double)sin(spaceship[loop].headingy*piover180) * cos(spaceship[loop].headingx*piover180) * .005 * spaceship[loop].speed;
spaceship[loop].pos.y += (double)cos(spaceship[loop].headingy*piover180) * .005 * spaceship[loop].speed;
-- heres what Im trying to use to rotate the headings to face the new point
xDiff=spaceship[loop].fpos.x-spaceship[loop].pos.x;
yDiff=spaceship[loop].fpos.y-spaceship[loop].pos.y;
zDiff=spaceship[loop].fpos.z-spaceship[loop].pos.z;
spaceship[loop].headingx = atan2(xDiff, zDiff);
spaceship[loop].headingy = atan2(yDiff, sqrt(xDiff * xDiff + zDiff * zDiff));
// I also tryed the * by piOver180 thing... def no good, made the numbers tiny (0.0000432 and that)
// to convert radians to degrees...
spaceship[loop].headingx*= 180;
spaceship[loop].headingy*= 180;
spaceship[loop].headingx/= (4 * atan(1));
spaceship[loop].headingx/= (4 * atan(1));