MultiCruise Beta
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Does this work from the server side only, the client side only or both at the same time?
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It’s both at the same time. As you probably know, cruise speed is determined entirely on the client. Currently this simply reads from the ini for both client and server. What would be best would be to have the server send out the correct cruise speed to the client and have the client only use that to eliminate any simple cruise speed cheats.
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Thx Motah …
it will be very usefull …ChampsZeWonder aka CZW
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Flying in formation in cruise with ships that have different cruise speeds doesn’t work too well.
Unfortunately this has always been a problem in FL, multiple engine speeds break multi-ship encounters, Argh’s xml toolkit is a prime example. His modifications to engine specifics & mass broke every encounter, you know something’s wrong when you watch a transport & it’s 2 escorts take 10 minutes to go from Trenton to Newark, they keep jumping into & out of cruise.
Alcander’s hack did exactly the same (when it wasn’t locking up your PC).The only way around this is to have the NPC’s travelling at the same speed, this means two sets of engines, one set with variable speeds for the players, and the second set left as vanilla (or slightly quicker).
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Why not put a special engine with a fixed cruise speed for all the npc’s, but to keep the game balanced boost them in some other things, such as lowering the thruster consumption, etc.
EDIT: After installing the mod, how to define the cruise speed of an engine? I experimented with this a long time before so I don’t really remember.
Is it the max_cruise_speed = (value) in engine_equip.ini? -
You also have to watch the values in the constant.ini.
CRUISING_SPEED = xxxx
ANOM_LIMITS_MAX_VELOCITY = xxxx -
After installing the mod, how to define the cruise speed of an engine? I experimented with this a long time before so I don’t really remember.
Is it the max_cruise_speed = (value) in engine_equip.ini?@Readme.txt:
Configuration: Edit MultiCruise.ini.
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I see. How could I miss that file. :-[
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I don’t think I will publicly release the source code at this time, but I am somewhat undecided on this. Thoughts?
You should definitely release the source. Enough revere engineering and someone (if not you) could figure out how to do the same with Tradelanes (idea). If nothing else, someone could figure out how to fix some of the bugs, and maybe (far shot) figure out a way to have the game balance the cruise speeds when they’re multiples. IDK, just speaking my mind…
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can’t you do that with mass?
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@Alfa:
I don’t think I will publicly release the source code at this time, but I am somewhat undecided on this. Thoughts?
You should definitely release the source. Enough revere engineering and someone (if not you) could figure out how to do the same with Tradelanes (idea). If nothing else, someone could figure out how to fix some of the bugs, and maybe (far shot) figure out a way to have the game balance the cruise speeds when they’re multiples. IDK, just speaking my mind…
Well, the reason I don’t want to release the source is because it could potentially be used for cheating.
That said, if anyone wants to take a shot at improving this just let me know and I’ll probably add you to the project at the forge. Once you’re a project member you’ll be able to get the source.@Alfa:
can’t you do that with mass?
Nope, mass doesn’t affect either the acceleration or top speed of a ship in cruise.
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so what’s the point to mass at all then?
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Control handling outside of cruise.
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I’ve put a new version up on the Forge, it fixes a number of bugs and is generally much less of a beta release than v0.1.0.
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Hi M0tah, first I must say that, this is a great work !
About the “The cruise_speed entry must be defined after nickname” mean is like bottom of entries:
[Engine]
nickname = escape_pod_engine
cruise_speed = 500 <<<< add here
ids_name = 263670
ids_info = 459728
volume = 0.000000
mass = 10right?
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…. alway happy to see those outstanding new toys pop up.