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As for the private info thing, anything that a player can input to turn off realistic thrust, they will xD because it's an objective advantage
<wherever appdata is>\Storage\575893643.sbm_RealisticThrusters\info.log
I can see it belongs to "Assertive Combat Systems Dependency" and it's supposed to be an NPC faction... but why it's not in yours I've no idea.
These are all the factions the modAPI thinks are player factions:
[SPRT] Space Pirates
[SPID] Space spiders
[ASSERT] Assert Inc
[NOMAD] [AiE] Nomads
[ELAN] Earthlike Animals
[SCG] SCRG
Then the rest of 50 factions are NPC.
Which kinda bad as the first 2 are vanilla ones right? xD
I really have no idea what else I can do in this case really :/
The way this mod detects NPCs is by looking at the faction if everyone in it is an NPC (this is because faction.IsEveryoneNpc() is all we can access from the API); meaning if there's even one player in that faction then all NPCs in that will not be seen as NPCs and they get realistic thrust which they can't fly with xD
I'm using Assertive Combat along with a few others for NPCs but have only come across the assert faction so far. I hasve noticed they use their own "NPC Atmo Thrusters" on the ships so i'm wondering if this is related? Their flying returns to normal as soon as this mod is disabled. Moving the mod in the load order didn't appear to have any affects. Can provide a test world if needed
Would love to get this working flawlessly in my load order
building a hover craft with that mod and if you want to have a look, just DM me
Then where exactly does it say disabled? Or can you share a screenshot of it :}
No, giving that option defeats the entire point of the mod :P
gyros are delegated purely to stabilisation, and you instead need thrusters that you can fire to turn (basically how RCS thrusters function on real spacecraft). would definitely be a pretty interesting thing to play around with.
it's clearly possible with this as is, but a version of this mod that does that would be amazing
Thanks!
@CTG2004 - 2 mods? if you mean alternatives to this, I don't think anyone linked them here.
And the person with the PB script made for this mod has only showed videos.
So you'll have to search steam workshop for those, maybe use google as it could be better than steam's search xD
Most likely another mod that provides similar behavior :P
fuckin ruin the mod
Sorry, I'm not gonna allow players to opt out, that would defeat the entire purpose of this mod because most people will simply opt out.
Besides me not being great with math (also lazyness) to make my own inertia dampeners for this, there's also mods that provide that already (one linked in comments below), and also at least one PB script to aid with this mod (also mentioned in the comments here), so there are options :P
I like that thrusters produce torque when offset from the CoM. However I really dislike that the inertia dampening does not work with this anymore. I read in the description that there is nothing you can do about that :-/
A bad, but maybe better than nothing workaround could be to only use the realistic thruster logic, if the player has turned off inertia dampening. I think that would create a nice mix of the standard "force only" control and the manual control of the realistic thruster mode. As long as you have the dampener turned on, everything behaves as you are accustomed to from the normal game. But if the dampener is turned off, a balanced design matters and you need to control manually. Howver, if you screw up, you can turn on the dampener again to help stabilize.
Would that be possible to implement? And would you be interested in looking into this?
Cheers
Request: could you add arguments to disable the angular-velocity dampening in this mod? (like /thrustoffset angulardampening false)
Spinning grids with controller and Gyro (even if the Gyro is disabled) will stop spinning after a few seconds. this is obviously unrealistic (If I don't do anything to reduce my velocity, I will obviously continue on the path that I am, be that path linear or angular).
There already is an Standalone mod that does this => https://steamcommunity.com/sharedfiles/filedetails/?id=2137480020 .
But since this significantly influences the behavior of this mod, I think it is a good addition to this mod.
Thanks again, I do not think I would have 700 hours in this Game without your mods.
I am trying to build an RCS-Thruster Script, and when using frame-accurate data for Pitching, the result is offset in the Roll direction. (It is quite possible that the mistake is on my side, since yaw is fine)