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Can you create an issue on Github detailing the issue?
Please upload the log file as well
This mod shouldn't affect any grid speed caps. I have a mod for 1000 m/s and haven't had any issues. This mod does temporarily limit grid speeds shortly after jumps but it only lasts a second or two.
What speed mod is it and what grids are affected (gate, ship, ship being jumped, etc...)?
@Reblitech
I think that's a good implementation idea and will work on adding it.
Thanks for the feedback, will hope to have it added soon.
I have put some thought into it and come to the conclusion that the addition of a block that mixes an Antenna and a Connector (without the inventory connection and parking lock) would fix the problem without the need to change the Gate blocks.
To be more precice the block would look for other blocks of its typ and have a frequenz like the signal relay if possibel as a custom textbox to avoid a problem with a ship and a Gate having the same frequenz.
@IotaSphere if you want to add this "Remote Connector" i would be very thankfull and would recomend using a small model like the compact antenna.
The mod wasn't designed for it but it should be possible.
I'll look into it.
https://www.deviantart.com/unusualsuspex/art/Jumpgate-449147638
Also love that it's not pin point accurate love the randomness of where I appear around the destination :D Your mod is great is all I'm saying ^.^
Nope. If the ships join together with rotors for example, then they can form a gate, but the mod only checks subgrids, not separate grids.
Jump gates have a minimum default jump distance of 5km. Anything closer than this won't show up in the controller terminal.
See the config wiki below to change the minimum distance:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#minimumjumpdistance
Particle Accellerator supplies a huge amount of power it's also a bit big
Free jumping towards the gate works though so not sure if your mod is stopping this or just a result of SE being weird I'm using other mods like WC and MES not sure how those would conflict and cause this though.
Yeah all the drives on that gate start off
I'll have to change that in the future
A jump gate is disabled if the number of working drives is less than two.
Make sure there are at least two drives enabled and powered.
Sure why not
I'd like to see your auto-rotation system
Can you repeat the jump test?
If the issue persists, please submit an issue through Github along with your log and config files
I love this and everything about it
I'll look into it
Turn on debug mode through the jump gate controller
It can be almost any shape as long as the drive's yellow raycast lines intersect
The jump space is circular though so long jump gates may not be effective
If it was a waypoint/gps then there is some randomness applied to the jump that increases with range.
Try changing the config:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#gaterandomoffsetperkilometer
Are you jumping to a waypoint, beacon, or other gate?
How far is the jump?
There should only be randomness when jumping from a gate to a gps or beacon
If you're targeting a jump gate and still getting randomness in your end position, please add an issue to Github.
If you're jumping to a beacon or gps, then try changing the config:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#gaterandomoffsetperkilometer
You can either edit config or add more drives to the gate.
Subgrids aren't actually required for the gate, and there's no reason other than looks to use them.
You could build a square gate with no subgrids at all and it'll work just the same.
The only loss would be the jump space, which would still be circular despite the gate's shape
Because of SE's Server Sim Speed Not being threaded like the rest of the server stuff, you could have a a server that was a next work of small servers with restricted world sizes spawning.
A battle server with Air Tightness off, Voxel destruction off no planets/(1 planet), Encounters, economy off and aggressive trash clean up where factions could fight it out, without worry.
A server for Enounters.
And a server for living and working in. (The big issue is i love Air Tightness, but encounters cause sim speed to dip every time a new encounter spawns and the calculations hit all at once.)
working with slower but bigger CPUs would make build SE server easier.
64 cores, but they are all 3.5 ghz, SE isnt threaded enough to take advantage of the cores.
Ill continue to watch this space. o7
Make sure your gates are actively controlled
- A controller or remote antenna must be attached to the gate to be a valid target.
- Gates must be within the min and max jump distances (5000m to infinite by default)
- Gates cannot be on or attached to the same grid
Required power depends on distance, mass to jump, and gate size (number of drives).
Increasing the number of drives in your gate will give a huge boost to distance.
I may create an entry in the wiki detailing power draw and the equations used.
The mod itself wasn't inspired by one thing in particular, mainly I just liked the idea of jump gates and similar sci-fi tech. The "magic sigil" animation was inspired primarily by the hex gate from Arcane.
Is there a way to reduce the required power or do I need to edit the config