Space Engineers

Space Engineers

RC.3d >> Elite Dangerous: FSD Supercruise ENGAGE
Viser 21–30 av 82 bidrag
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Oppdatering: 31. jan. @ 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)

Oppdatering: 30. jan. @ 15.03

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

Oppdatering: 30. jan. @ 14.05

Hotfix for sending messages

Oppdatering: 30. jan. @ 13.48

another NoFSD Zone fix...

Oppdatering: 30. jan. @ 13.31

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

Oppdatering: 30. jan. @ 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

Oppdatering: 16. jan. @ 16.20

Fixed a bug that allowed higher speeds in gravity

Oppdatering: 16. jan. @ 15.06

Fixed false error message

Oppdatering: 16. jan. @ 14.05

SubTypeID renamed to fit test server

Oppdatering: 16. jan. @ 11.38

Just some code refactoring