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We have a (early) firetruck that automates it for an area though this still needs a rewrite for lower CPU load.
To use the firetruck spawn any grid and rename it to 'FBFireTruck'. Then type: #firetruck on
It will then extinguish fires in 25m range of the truck every 5 seconds. Note it does not repair so flame anims from damage blocks may still appear but wont spread. Thats odd so working on a solution.
So far ..mucho fun.. we using it in ww2 combat and its hellishly funny trying to defend with your ass on fire hehe.
Sounds great!, having to run around my ship putting out fires with a hand held extinguisher !
fb#start
or
fb#batch 5
It will be a long way till completion and all feedback is appreciated.
Future todo list contains amongst others:
- return block to original color after extinguishing the fire
- using a fire extinguisher tool to extinguish multiple blocks on fire
- synchronising skin changes for fire animations
- igniting fires using the welder
- realism mode
- weather effects
Requests for features can be dropped in the comments.
Skin synchronisation is turned off by default and is beeing reviewed as on DS it fails.
Current settings are:
fb#update 0.5
fb#batch 1
fb#throttle 500
fb#events 200
Still not satisfied about the performance tweaking is continuing.
Inform me what values work best for you on DS.
This version also includes various corrections in damage detection.
The error has been corrected. The SE event system can go wild when large grids collide or are fired upon. A strict semophore bases queueing is now in use.
This version also includes a performance check and upon results showing delays slows the FB script allowing the event system to process alot more that tick.
Let me know how this runs. Thanks in advance.
Once this new version is stable i will continue testing for the stutter problem.
I was able to nearly get rid of the stutter with batch size of 50 and a 4sec update interval, with fires at 250. Any higher on any of those settings and the stutter will just barely begin. Testing turning on and off the mod shows like a 5~% cpu thread load difference.
Maybe separate the jobs onto separate ticks? Every other is a batch check and every other is a fire tick? (i have no idea how programming works)
This includes math for;
- flame as well as heat damage
- flame temperature per material
- flash and ignition points per material
- combustion points for certain blocktypes (eg. H2 tanks)
- conductivity of material or air that heat tranfered across
- material pyro and char phase damagefactors
Though it is fairly efficient i should probably allow switching between this heavier routine and a simplistic lighter routine. Prolly by using a 'realism on/off' setting
I also added new commands to enable/disable features like not allowing combustion by damage at all or not spreading across grids.
With fb#update 1 it runs every second.
An empty world with a 600 block ship would be read in one go as the maximum blocks read is set to 50000 by default. But just 600 blocks not burning is not that much so should not stutter.
As fire spread is going to be more realistic (eg. slower) i reckon that batch processing it over ticks won't harm realism. Try to set fb#batch 50 to check only 50 new blocks per tick. See if that removes the stutter effect. I will test with the settings as well.
A grid of less then a a few hundred blocks is checked fast to so 10 or 20 small ships should not cause lag but a big mothership with small ships can. Still working on why this is.
That it does not stutter every four tick may be related to the batch size. Interesting hint, thanks.
I have not done much testing in space and on non oxygen planets so let me know if anything goes really wrong when you do.
Note that oxygen is now a requirement so a moon base outer surface won't burn.
I am still working on getting pressurized and vacuum rooms to react properly.
First i will be testing if i can track temperature for each block in the world and apply some realistic math to the system without turning it into a basic heater hehe
I have a world with near 250.000 blocks where the queued processing of 250 fires works fine.
I could run it upto about 1000 blocks on fire before stuttering gets visible.
On DS it may cause additional lag due to extra communication about block status to other players. This is still beeing tested.
You can fiddle with the below two settings to resolve stutters;
fb#max 100 - maximum number of blocks on fire at the same time (lower is less cpu load)
fb#batch 1000 - maximum number of new blocks to check per run (lower is less cpu load)
The defaults are max=250, batch=50000
An option for now is to set the ignite level higher allowing for more damage before blocks combust. Change the ignite value using the command "fb#ignite 0.5" to set it to ignite at 50% damage. I seen many designs that use grinded down blocks as decoration. Some of these cause fast combustion when spawned in. Changing the ignite seting should help against this.
Note that i see flames on most types around 5% damage hence why it is set as default so it matches the animated state.
I have turned the mod off by default so it will be easier to test as it starts to flame up grids right away. When it is balanced properly i will set it to be enabled by default again making restarts more pleasant.
For now you can slow down the fires using "fb#update 10" to slow it down by 10 times.
This new version also requires Administrator level to access the commands.
As for models if you have one that burns better then that floating christmass tree i had then let me know and i will add it as promo for this mod.
I also have a Waterwars server that is in need of fitting ww2 models but thats a whole other story (see the Waterwars mod).