Space Engineers

Space Engineers

RC.3d >> Elite Dangerous: FSD Supercruise ENGAGE
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Actualización: 31 ENE a las 10:17 a. m.

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)

Actualización: 30 ENE a las 3:03 p. m.

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

Actualización: 30 ENE a las 2:05 p. m.

Hotfix for sending messages

Actualización: 30 ENE a las 1:48 p. m.

another NoFSD Zone fix...

Actualización: 30 ENE a las 1:31 p. m.

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

Actualización: 30 ENE a las 1:07 p. m.

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

Actualización: 16 ENE a las 4:20 p. m.

Fixed a bug that allowed higher speeds in gravity

Actualización: 16 ENE a las 3:06 p. m.

Fixed false error message

Actualización: 16 ENE a las 2:05 p. m.

SubTypeID renamed to fit test server

Actualización: 16 ENE a las 11:38 a. m.

Just some code refactoring