安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
while its great to be able to adjust the realism factor the rotation force applied by a thruster thats offset, what i really need is an offset tolerance setting for how many blocks off the thruster can be before it counts as not being perfectly centered. please add that.
Try to set the relaism from 0.5 to 0.3
Frankly the moment you implement something like this, I'm deleting this mod since it's your idea anyway :)
Even having just a bit of thrust where the AI expects it helps immensely when it comes to AI ships steering.
You're loading the config on every thrust block, that's quite expensive, use the one from the session comp (with a static pointer to the session comp as it's the only way to get that, but null it at UnloadData)
Also there is no MP synchronization of the value, clients will have their own value separate from server, which will cause rubberbanding because server corrects clients' different forces.
You should visit the #programming-modding channel on keen's discord channel and ask people there about how to improve this. I'll probably be there too. Would also help to link a github page or something for people to look at instead of opening mods up :P
Don't forget to try to make a spinning thing by building an axle with two thruster at the ends, pushing in opposite directions (and a battery in the middle I guess).