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мы получили дискорд в штормворксе до гта 6
it's gonna take time to fix the addon.
if you need to download the repeater here: https://steamcommunity.com/sharedfiles/filedetails/?id=3294510057
If you prefer, you can use your own secret frequency for your private communication, making it nearly impossible for an uninitiated person to brute-force the frequencies.
Once again. the problem with encryption is mainly related to the width of the data channel. it would be much easier if the system had a centralized server storing all messages, but the difficulty here is in limiting the amount of data that scripts are able to receive every tick. And of course nobody canceled the limitation of 4096 characters in each script. I know everything about the theory of asynchronous encryption.
Regarding video. to see errors you need to point the camera at the controller itself. then it will show errors even in those scripts that are not connected to the screen. Better even send me a link to the jammer itself and I will see how it breaks the controller.
Lemme know your thoughts! <:
I spent an hour writing this I think, butt- I see potential in this system!
I HAD TO USE MULTIPLE COMMENTS, STEAM HAS A 1000 CHARACTER LIMIT ;C
To reduce the number of antennas needed to fulfill this, the "system" and "encrypted" frequency should be used simultaneously. Meaning that every five seconds, it will quickly switch to the other frequency, receive data it needs, switch back to the encrypted frequency to receive messages, and switch back to system to start sending data. Before switching back to encrypted
Fallback and anti-jam are more simple, if comms are jammed, switch to anti-jam. This is triggered when the system/encrypted antenna still receives corrupted data at a stupidly fast rate.
If both connections are truly jammed, than the offline status is used. The receiving machine is treated as offline.
If the local system detects that the entire repeater network is getting screwed by a jammer, than oof.
Anti-jammer communications will use plain messaging, because supporting multiple anti-jammed communications at once is not possible, probably.
If the repeater networks is being jammed ONLY on encrypted or system frequencies, it should disable the fallback option, instead using the fallback signal to send a "halt" packet to every machine it can reach. This is to prevent new joining players from forcing every player in the lobby to make new keys, so they can collect the keys.
Alternatively, if both players are in range of eachother, and do not require to use a repeater, the system should instead switch to a "anti-jammer" frequency and communicate directly. If the "anti-jammer" frequency is jammed. Than RIP
If both players are not in range, than anti jamming will fail. The anti jammer idea is solely for close range situations, where the jammer is uninvolved.
If "yes" - It's deleted on both ends
If no response or "what the hell are you even telling me", the chat is kept. User is alerted something went wrong, they can manually delete it if necessary.
If player is confused, they will manually reset anyways
WOWIEE I TYPED A LOT
I know this encryption idea will probably be hell to implement, but I think that theoretically this system could work. It's not meant to be perfect, it is possible to intercept keys. And it is still possible to jam it. But the system should sustain itself after a jamming and "re-connect"
The option to delete a contact could also exist, to reset the encryption entirely. When a user deletes a contact, it sends a system packet to indicate the chat has been terminated. Which will than delete it on the recipients end. If an encrypted chat is deleted, this packet is than encrypted and sent over the encrypted frequency.
If an encrypted chat is deleted, but the receiving machine is unable to verify the validity of the request, it will instead send out a "hey, did you do this?" packet over encrypted, the machine will either say "yes" or "no" in encrypted computer beeping.
Most players wont even bother to make a whole system dedicated to receiving every message and collecting each private key. This is solely to make it more difficult to intercept chat's.
The encryption should be seamless and almost-unnoticeable for the user. However when the encryption fails, and the receiving machine confirms it received unreadable data via a system packet, the user should also have the option to: re-generate a new key, and resend that key to the receiving machine. The receiving machine should have the option to decline this, in the event a player tries to manipulate it.
For encryption, it could be possible to leave some data unencrypted, Machines and repeaters should support two frequencies
Encrypted, Fallback and System. The system frequency will tell the receiving machine to prepare to receive a private key, necessary to decrypt contents of messages it receives, once the receiver pings back with confirmation, it will send a randomized private key over the encrypted frequency. This key is used on both ends to decrypt message content.
I've attached a video to demonstrate the issue: https://e.pcloud.link/publink/show?code=XZcAbgZFsgjp7YqMPX7Q4a4hCDIWVHmNiX0
I would really like the developers to add the ability to rewrite property texts with a script. This would create the possibility for unlimited communication between scripts within a single controller. Currently, sending a composed message to the sending script takes up to 2 seconds, which is quite long...
As for the interference, I checked and there were no problems. I am not sure what it is related to; I would like to know what specific error message appears when you hover over the controller.
A "hard reset" button could be added to repeaters and chat microcontroller to reset any data within it manually, that ways the vehicle doesn't lose the ability to talk if it gets jammed temporarily, or if some other wonky error occurs <:
It would be pretty neat if this got picked up as a standardized text communications messager, that can be deployed on multiplayer servers for private chatting.
I know encryption is rather... boring, but.. if it's possible, could you add a VERY BASIC form of encryption to make it harder to interpret messages, and upload a seperate microcontroller only version for the repeaters and chat system, so that other builds can be encouraged to use it?
Personally, I think an idea like this has potential to be adopted into some kind of standard within stormworks