Space Engineers

Space Engineers

RC.3d >> Elite Dangerous: FSD Supercruise ENGAGE
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Update: 31 jan om 10:17

Fixed a crash on dewarp at Offline or Server games (dedicated or torch was not affected)
Fixed warp counter if you leave enemy detect range. (You need to stop charging to get a reduced counter to prevent desync)

Update: 30 jan om 15:03

Added filtering for bots in multiplayer to get better network send performance

Update: 30 jan om 14:05

Hotfix for sending messages

Update: 30 jan om 13:48

another NoFSD Zone fix...

Update: 30 jan om 13:31

Fixed a crash if NoFSD Zones are set and grid is charging for warp

Update: 30 jan om 13:07

Switched from everyone does MatrixD calculation to only
helmsman does calculation method. This prevents wrong end positions
and allows better multiplayer integration.

I have done a lot of tests at a torch mp server
- Quit server while in FSD
- Join / leave game while in FSD
- FSD grid approach another player
- FSD grid leaves another player
- FSD grid passes another player but does not quit FSD

Fixes:
Collisions while in warp
Better warp start syncronization

Added features:
- There are now two ranges for enemy detection, one for warp interdiction another for delayed warp start
- Added inverse detection for steering

Update: 16 jan om 16:20

Fixed a bug that allowed higher speeds in gravity

Update: 16 jan om 15:06

Fixed false error message

Update: 16 jan om 14:05

SubTypeID renamed to fit test server

Update: 16 jan om 11:38

Just some code refactoring