Space Engineers

Space Engineers

Long Range Jump Drive (DX11) (obsolete)
Souper07  [utvikler] 13. juli 2015 kl. 15.50
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Commander_Jack 14. juli 2015 kl. 2.49 
It's a really nice mod, especially the model! But, maybe you should decrease the range of the jump drive? I'm suggesting this because imagine the lag it would create on a server, if some player suddenly teleported 75.000.000 km away? I'm almost certain a server would crash due to all the chunks it would have to load through. Personally, I think 200% of the jump drive range of the vanilla jump drive, would be more than enough :)
Sist redigert av Commander_Jack; 14. juli 2015 kl. 2.51
Souper07  [utvikler] 15. juli 2015 kl. 0.41 
Opprinnelig skrevet av PredatorFish:
I'm almost certain a server would crash due to all the chunks it would have to load through

I don't know how the code works for the jump drives but I'm pretty sure it doesn't care about the path to take in order to reach a destination, only the area around the destination. But, feel free to test it out, I haven't seen anyone complaining about lag yet. Even if there is an issue, I bet it will go away when they release the multiplayer re-code.
Sist redigert av Souper07; 15. juli 2015 kl. 0.45
Razordor 18. juli 2015 kl. 17.44 
the recharge time compared to the normal jump drive is shorter. I think if you want to expand the jump distance by that much the power must be enormous and the recharge time equivalent to at least a day or more even. other wise I advise you cut down the jump distance. this is more of a warp drive than a jump drive at this point. I also suggest needing a greater computer, detector, and construction component cost. I hope this helps with refining it.
Souper07  [utvikler] 18. juli 2015 kl. 20.33 
@Razordor As much as I hate doing math, I totaly agree with you that this thing is OP. I'm going to go back and crunch a bunch of numbers and see if I can't make this a bit more sensible.
JJWolf 21. nov. 2015 kl. 21.11 
Since the latest patch this mod is disabling ion thrusters from working. No mod clashes as I've tested it with just this mod enabled.
Souper07  [utvikler] 22. nov. 2015 kl. 1.26 
Thanks for the heads up, I'll look into it.
Souper07  [utvikler] 22. nov. 2015 kl. 8.18 
@JJWolf Does anything unusual show up in your SE log?
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