Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1) will this affect transporter mod?
2) could this be why i cannot teleport between transporters that are 50km apart?
both grids have antennas but might not be loaded
Locked myself out of my own base. lol
The mod is working perfectly as of June 11th 2024 on my personal world.
I have a question as to change the distance and reducing power/Km, can it still be tweaked in the %appdata% XML?
If so, I'm having a hard time trying to find said file, computer says path %appdata%/SpaceEngineers doesn't exist. I do see an XML for a single large pad, but not one of a small single.
Thank you!
There are two primary settings that control what is loaded and visible in the game, not sure which one you will need. As Jack mentioned, one is ViewDistance, this controls how far you can "see" in the game. The other is SyncDistance this tells the game the distance from the player to start loading objects.
For play-ability, it is often best to set the SyncDistance slightly further than the ViewDistance. On our server the view distance is 15km but the SyncDistance is 16km. At normal-ish speeds this ensures that voxels and objects are loaded before you can see them and don't pop in.
If you raise all these numbers to the distance you are describing (especially SyncDistance), then the game will try to sync every object you have in the game world to all clients. This will make performance optimizations stop working and is probably not the best approach to this.
<ViewDistance>15000</ViewDistance>
Default is 15000 (15km). All planets in the Start System are within 5500km of each other so if this theory is correct that it's render distance doing this, I haven't tested it (yet) myself, if you set that to:
<ViewDistance>6000000</ViewDistance>
making your world's render distance 6000 km all of your transporters should see each other. Note that the range distance for both transporters must be set to that distance (or greater) as well. 6000 km is an insanely ridiculous amount to have render set to.
Because of performance stuff we may have to set it lower to conserve performance and use multiple transporters to go further than render distance with them if this can't be fixed in the mod somehow.
Or do I have to change it in the local config?
I don't recall the details as it's been a while, but there was another mod that required the render distance to be raised for it to fully function.
It worked, but raising the render distance made it work as intended.
I know that this is at least possible, in some way, because a GPS marker is attached to your spawn pod when you begin a game, and no matter where you move your pod, that GPS marker follows it.
Now, if only we could find a way to take advantage of this mechanic...
I copied my TransporterSingleLarge.xml from local config (works there for all ranges) to the server, still not recognising far transporters. Removing and set them new didn´t help.
I know, I can use it with GPS-coordinates, but on moving ships, that won´t work.
Has anybody an idea?
I assume a game update broke it.