#Cruiser Improved

1 messages · Page 2 of 1

thin hearth
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@agile smelt it's not an extremely major issue but it would be nice QoL if you were allowed to opem/close the back of the truck while holding a two-handed item

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just seems kinda silly that you cant

formal orbit
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i believe it is because your hands are full

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:P

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makes sense to me

formal orbit
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but theres a lot of actions you cant do while holding a 2 handed item

thin hearth
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it does make sense

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i think it's fair that zeekerss made it work as such

formal orbit
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it is a bit silly gameplay wise yeah

thin hearth
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but what i think is "silly" is that it adds an extra step that's not really challenging or meaningful in the long run

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all you do is drop whatever you're holding, open the back, and pick it back up

formal orbit
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i think thats the point
would be a cool toggle though

thin hearth
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i think you are right that you can't open the cupboard with your hands full

formal orbit
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idrk

thin hearth
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but you also can't place two-handed stuff in the cupboard

formal orbit
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2 big

thin hearth
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meanwhile half of the use case of the cruiser is loading 2-handed scrap into the back

thin hearth
agile smelt
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oddly you can close the ship door with a 2 handed despite it telling you your hands are full when you hover the button

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so its not consistent lol

formal orbit
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oh zeekerss ❤️

thin hearth
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yeah there are a fair bit of interactables that you are allowed to use even with your hands full

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i think maybe the logic there is even with your hands full

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you can depress a button

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just by putting weight on it

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it's not the same as wedging your hand into a handle and exerting force

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but i dunno

formal orbit
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i can open my door with my hands full if i try hard enough

agile smelt
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in which case it shouldnt day your hands are full and should just give the interact prompt lol

thin hearth
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yeeah

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pretty much

formal orbit
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hands are pretty crazy

thin hearth
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anyways

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this isn't a requirement for me by any means

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and it probably makes sense as a toggle since maybe not everyone will dig it

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but i think it's a nice QoL change that doesn't conflict too much with the cruiser's purpose

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like i was saying, it's more of a limitation for "realism" than a significant gameplay challenge

agile smelt
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i have had it affect gameplay when trying to be quick loading the cruiser with entities around

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but yeah 99% its just an extra step

thin hearth
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i mean

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for full transparency

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it does make loading the cruiser near dogs dangerous when they will hear you drop whatever you are holding

thin hearth
thin hearth
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like, it serves a purpose, at the end of the day

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i just feel like it's so minor i wouldn't mind just smoothing out the interaction

agile smelt
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might add it as a config since while i do think it both makes sense and can affect gameplay as is, i also see the qol benefit of smoothing it out

novel delta
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I noticed this mod is supposed to make enemies pathfind around the cruiser when unoccupied

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Does this interfere with baboonhawks stealing scrap from a cruisers inside/roof when the hatch is open? what about scrap thats under or behind the cruiser?

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you put scrap under the cruiser buy looking most but not all of the way up than droppin it

agile smelt
thin hearth
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don't baboon hawks get stuck in the cruiser if they grab items from the back

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i had one like, "attach" to my car the other day

agile smelt
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they don't usually get stuck unless you close the door on them

thin hearth
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it wasn't in the back exactly but it was floating right outside the door and wouldn't go anywhere else

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the door was open the entire time as well

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idk how to explain that happening because i feel like they should be governed by the navmesh and the cruiser is a mobile object

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but it really did feel like it was stuck on the car

agile smelt
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there's a navmesh inside the back of the car so entities can walk in, and closing the door disables the link between that navmesh and the ground

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i'm not too sure how they could get stuck there

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i placed the navmesh obstacle below the cargo space so it only really covers the wheels and enemies can still walk in

thin hearth
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i didn't think unity would have good support for dynamic navmesh like that

agile smelt
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it doesn't lol

thin hearth
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well, "good support" meaning i figure it just wouldn't support it at all

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but if they can get stuck in the car and move with it that would suggest it is at least partially functional

agile smelt
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entities in there basically slide around when the car moves since they don't get moved with the vehicle, but since they get constrained to the navmesh they do end up staying inside

thin hearth
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and that is a bit of a shock

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yeah

agile smelt
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if you flip the car they can't get out since the navmesh link only goes to the ground, so you'll have entities standing upside down in the flipped cruiser lol

thin hearth
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oh that's pretty funny

sleek grotto
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I like the leaning feature, seems like something the basegame should have. 4 grown employees should be able to realize you can lean out the side to check behind you.

novel delta
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leaning out of a vehicle while driving is NOT OSHA APPROVED, we are good employees!

sleek grotto
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I mean, we really aren't. You're telling me you haven't jumped over a pit via a narrow ledge? that can't be OSHA approved. Nor can fighting monsters for literal scraps

empty bobcat
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The mod is nice but it's still pretty tough to climb hills and it flips pretty easily. They should have made this thing a monster truck lol

fluid vine
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Would it be possible to add a scan node to the cruiser?

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Not sure how well it would pair with MultiCruiser, but I think it would be a nice addition for the config to be able to enable/disable a scan node for the vehicle.

agile smelt
surreal quartz
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would be a nice feature to have for sure

digital niche
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does this mod make it so the cruiser is easier to control in terms of turning

agile smelt
digital niche
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It was so annoying reversing and then it starts backing up in the wrong direction when Im clearly not sterring in that direction

agile smelt
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combined with visibility improvements from the seat height boost it's quite usable imo, you can also get BetterVehicleControls which simplifies the control scheme and adds an auto-center to the steering wheel

digital niche
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👍

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thanks

surreal quartz
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even with CruiserImproved i still cant get the hang of it lol

agile smelt
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i feel with the changes i've implemented in this mod the cruiser's in a state similar to the jetpack where it's hard to learn but has great capability if you can get the hang of controlling it

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in vanilla there's a lot of bugs and gameplay 'features' that can cause you to lose your cruiser and your run to something completely out of your control

surreal quartz
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no yeah i agree, im just very very bad at it. also a big part of it is that basically every moon outside of a few modded ones were not at all made with the car in mind because it didn't exist at the time, so it can be very finicky even with an experienced driver

agile smelt
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yeah that's true, cruiser's only really worth using on artifice, dine, and maybe rend

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would be good if some maps got adjustments to make it more usable

digital niche
thin hearth
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i feel like the car is good on vow, offense, march, and embrion

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i'd argue it's better on all 4 of those than it is on rend

digital niche
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Vow?

thin hearth
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it's just a question of how helpful it actually is on those maps

agile smelt
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i didn't count the free moons because usually i'd rather spend the money to go somewhere else lol, it's easy enough to clear a free moon without it

thin hearth
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yeah

agile smelt
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if you do wanna go to embrion it'd definitely help there tho

thin hearth
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we've been visiting the free moons a lot more just to have some more fun with the car

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so i think it's at least worth pointing out

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but yeah, i think the only two moons that really complement the cruiser are dine and artifice

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they're the only maps with decent driving ability that also provide enough loot that you'd want to utilize the car

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as opposed to just using the car for fun

deft perch
thin hearth
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the way that enemies interact with the cruiser makes me feel liek it's probably close to useless in true vanilla

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there's probably very few places (if any) you can park the car on dine where enemies won't just walk into it and destroy it completely out of your control

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or where you aren't so close to a pit you can just drive off by accident

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artifice has a nice spot at the fire exit with no ai node coverage, at least

agile smelt
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i think with knowledge of ai node placements it's doable in vanilla but you really gotta know the spots to park it

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and you can't leave it anywhere else whatsoever

thin hearth
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i have like, all of the features in this mod disabled except for silent collisions and enemies pathing around the cruiser

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(and the bugfixes you can't disable)

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and that's all i think the car needs to be "just fine"

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although i do fancy the leaning and the booster seat

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and wouldn't oppose those becoming basegame too

agile smelt
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yeah once you know the map layouts and got some experience you don't need the extra visibility as much, def handy for learning though

novel delta
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and for the scrap you don't get back early you can do it like normal with 4 entire people having even more time because most of the stuff is already at the ship

novel delta
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This is my personal list but with enough skill and practice the cruiser is completely viable on most moons 100% vanilla

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I don't even use boost jumping at all but if i was good at them I would bump Offense and Adamance up a bit

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things like bad visibility, sliding/steering oddities, and even entities bumping into your bumped car can be overcome with enough experience and planning

formal orbit
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I think its funny that you put vow over march when march is literally almost a straight line to the entrance lol

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has to be one of the easiest moons (at least in my experience) for the CC by far

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though i do know vow has some pretty cool CC strats

white valve
formal orbit
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march enjoyers rise up..

formal orbit
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😭

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it cant seriously be D tier right??

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does it have like collision issues or something

novel delta
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march's loot is so split up, and there is so little of it, i don't bother using the CC at all

lyric zenith
formal orbit
novel delta
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offense would be higher if i could drive to main faster but i have skillissue. fire is ok though

novel delta
novel delta
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because its a 3 dimensional mapj

formal orbit
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again i know nothing about this moon

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i just saw the thumbnail and was like oh neat a driving moon

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i will check out pestilence

agile smelt
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isn't drive intentionally designed to be a desert bus replica? i think being awful was the intent haha

formal orbit
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hoyl fuck desert bus moon 💀

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thats hard as shit

novel delta
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ironically completely flat planes make for awful driving experiences with the cruiser

formal orbit
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is it seriously just a fat plate with no terrain variation whatsoever

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lol

thin hearth
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theres also Highway

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which is a 6 hour drive in a straight line to main

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so you can play Experimentation for 3 hours

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and then drive 6 hours back

formal orbit
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LMFAO

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im so glad that exists

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is fire exit a 6 hour drive in the other direction

thin hearth
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i dont remember but i think it's actually just right next to main

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the good news is you dont need two cars to capitalize on it

storm monolith
novel delta
formal orbit
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lol

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it really is the desert bus of moons

wicked spoke
heavy frigate
novel delta
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because driving main is a bother, and it's also offense. and last time a dog blew up the turned off car because of cramped AI nodes where i ejected myself on the pipe

heavy frigate
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oh this is a CRUISER moons list ok

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I was like

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why is everything below ass LMAO

thin hearth
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assurance being higher than offense for cruiser is pretty questionable though

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you don't even come close to needing the cruiser on assurance even if you fully loot the place

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and trying to get it to main is horrible

agile smelt
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how is assurance above march, at least you can get to all 4 exits on that map

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assurance is cramped, has dogs, and you can only realistically drive to fire which is super close to ship anyways

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also you can use cruiser to hoover up beehives on that map

formal orbit
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i love using the cruiser as a beehive deposit

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its like, perfect for that

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ever since zeek updated the thing to save loot

agile smelt
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if you put beehives on the edge of the roof where the bees can see it they get stuck in place trying to path to it, if you then drive away the bees get stuck permanently

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so you can just grab bees for free on your morning drive

novel delta
novel delta
agile smelt
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if they can't path to the hive but they can see it they go passive without actually returning to the hive

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bees only go aggro when they see players close to the hive, so if you then remove the hive without being spotted by the bees (ie by driving away with the cruiser to block vision) you can leave the passive bees behind

novel delta
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do you have a clip of it so i have an easier time learning the strat

agile smelt
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i'll make a clip now

novel delta
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can you do it without taking damage

agile smelt
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yeah

novel delta
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huge, honey delivery driver

agile smelt
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step 1: place bees on edge of roof
step 2: lure bees to spot they won't see you drive (if needed)
step 3: get in seat without being spotted near the hive by the bees, drive away

novel delta
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can i keep the beehive on the cruiser

agile smelt
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yeah i just did that to demonstrate they won't aggro at all

novel delta
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do do the bees mind if i drive past them

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what when i drive back with the beehive ontop

agile smelt
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they might reaggro briefly when you drive past but they'll go passive again if you put the beehive at the back

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they can't actually path to you in the driver seat so you don't need to worry about them attacking you even if they do aggro

novel delta
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at the back? why

agile smelt
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i'm pretty sure they need to have line of sight to the hive to be able to go back into the passive state

novel delta
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have you tested this as/with clients, do you think there could be different behaviour=

agile smelt
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i haven't tested with clients but the behaviour shouldn't be different since bee ai is hostside anyway

novel delta
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do i need to run out of aggro range for the bees to become passive before i jump into the drivers seat to drive off?

agile smelt
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pretty sure you do yes, i found it inconsistent if i didn't do that step

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i think the bees need to reacquire the hive and go into ball form before they'll stay passive

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it's probably a different behaviour state but i haven't really looked at the code

novel delta
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looks like a useful skillexpression, something to do at the start of the day

agile smelt
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also make sure to have the back closed when you do it or they'll path into the cruiser instead

novel delta
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same thing happens with hawks

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but they don'T stay there forever

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I hope when you open the hatch out of LoS from bees they won't do something unexpected

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like start roaming

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or fly directly to the cruiser

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didn't beta artifice have more beespawns, sadge

agile smelt
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once they're passive you can open the back or do whatver with the hive

novel delta
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yeah i just tested that

agile smelt
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as long as the bees don't see you close to the hive you're good

novel delta
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well, its kindof hard to spot bees while driving, and later in the day you probably don't want to risk it.
So i guess it's not going to be very useful unless you
A: scan for bees
and B: are able to locate them quickly, maybe with the help of a jetpack

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or pure luck and convenient locations

novel delta
agile smelt
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if the back is closed they shouldn't do that

novel delta
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so i guess you need to have the hive either secured inside with the door closed, or glitched into the roof by standing inside and looking all the way up so they wont see it when you drive past. i'll go test

agile smelt
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they don't see the hive, they see you and check your distance to the hive regardless of whether you or they can see the hive or not

novel delta
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bees didnt used to be so rare on art :( what's the % for 1 2 or 3 bees no?

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oh that sounds bad

novel delta
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which should be pretty possible unless skillissue, you could also just avoid driving near them

agile smelt
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yeah they get angry but they just chill until you drive away again since they can't path to you or the hive

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then they go passive again

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you just need to not park the car close to the bees pretty much

white valve
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trenches was just kinda mid for it

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i thought it would be good for it but it really wasnt

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wasnt rlly fun to drive on either

thin hearth
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artifice below assurance? and vow?

novel delta
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but using the cruiser is always fun

white valve
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vow and assurance are also rlly good for it anyway

white valve
novel delta
# white valve eh, you just insta-die if you enter the lights, like there isnt an explosion or ...

erm, no, you must have been playing a different map or your game runs at 5fps. Here is a clip to prove you wrong https://medal.tv/games/lethal-company/clips/ilDM5uIIGMYrwnDsI/d1337zbc2v3n?invite=cr-MSxkeUwsMzgwOTIwNTks

Watch Driving the trenches and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.

▶ Play video
thin hearth
white valve
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like i walked in and i just fell over

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like a gmod death animation

white valve
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eh my friends usually top after artifice anyways

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stop*

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but uh yeah for me on trenches it didnt shoot

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i just fell over and died instantly

novel delta
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weird

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it does hit like a truck if you're not in the car

white valve
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i was using jetpack once and i just died midair, no sound effects, soon as i entered the light i just collapsed midair

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and i wasnt just holding the jetpack

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so

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i know it wasnt just the jetpack explosion

magic zephyr
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@agile smelt Looks like CruiserImproved doesn't like when you get fired

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XD

agile smelt
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ooh that's weird, is it spamming that every frame?

agile smelt
magic zephyr
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Nah it just logged that after being fired

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Wasn't being spammed ^^

agile smelt
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alright, wonder if that might happen every time a cruiser gets deleted, think i know why

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game waits a frame before deleting the car after despawning it but my code assumes it's always spawned, should be easy fix

delicate girder
magic zephyr
delicate girder
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Alrighty, good to know

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I'm just doing lots of bug reports today since my modpack is kinda broken

surreal quartz
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feature request: ability to take the keys out of the ignition/interact with anything on the cruiser's dashboard while you're standing outside the cruiser

agile smelt
surreal quartz
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yeah that's fine

agile smelt
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pretty sure you can already interact with everything else on the dash when not seated

surreal quartz
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i wasn't sure about that so just thought to say it anyway

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it's just annoying when i get out and forget to take the key out and can't just reach in and take it out without sitting down

agile smelt
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yeah lol i've had that same thing happen

thin hearth
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TBF i'd just like to be able to remove the key without sitting down

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cuz sometimes i forget until i magnet the car and hear the engine running

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and it's kind of inconvenient to get back in the seat

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so if that's the only thing you could pull off that would still be nice qol

agile smelt
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yeah that should be easy, i'll add it

surreal pivot
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Points at you

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Mod softlocks me on the fired screen

agile smelt
agile smelt
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i'm going to need the log file to fix this since i can't reproduce in my game and i think the real cause of the issue is offscreen in your image

thin hearth
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for what it is worth

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we didnt replicate this yesterday

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and we got fired with the cruiser attached

agile smelt
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just released v1.4.0 with a customizable scan node to find your cruiser that can be configured to display some information like health and turbos, some qol features, various bug fixes like to prevent items falling through the cruiser when dropped inside, and a couple other things too

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full changelog on thunderstore

thin hearth
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Cruiser exhaust is tinted blue when it has stored turbo charges.

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wacky

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but kinda neat

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Fixed Cruiser bouncing off unkillable enemies that it'd usually push in vanilla, like bees.
big change, very nice

agile smelt
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looks like this, can be disabled in config

thin hearth
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oh sweet that's exactly what i hoped it'd look like

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it looks like a blue flame but as it dissipates to smoke it gets a lot more neutral

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looks pretty

agile smelt
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haha ty that's basically what i was going for

delicate girder
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items still teleport here occasionally whenever I place stuff in the back of the truck on the shelves

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The only mods I have that effect the truck is this mod and better cruiser controls installed

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and this mod

agile smelt
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are you client or host of the lobby?

delicate girder
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Host

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There is no red logs pertaining to the truck either

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The only red logs I had are these and I think they aren't related

agile smelt
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yeah that's just entity pathing stuff

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do you think you could see if this still happens when CruiserImproved is not installed? i don't really mess with the actual placing of items into the cruiser so i don't think this could be caused by it

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and i haven't had any issues using the shelves myself

delicate girder
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I'll test it right now

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If it doesn't fix it, then what do I do?

agile smelt
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if it doesn't happen after you remove CruiserImproved then it's probably some incompatibility that i need to look at, in which case sending me your LogOutput.log from your BepInEx folder after you trigger the bug would be handy

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if it does happen without my mod installed then it's probably caused by another mod

delicate girder
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;w;

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019125e1-500d-c726-0343-d9e6e2aa8b65

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Heres the code I'm using

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Seems that sometimes when placing items on the cruiser racks it teleports the items to the side of the ship and sometimes it doesn't

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it's so weird

agile smelt
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yeah in that case there's probably not a whole lot i can do about it unfortunately, i am aware of a vanilla issue where items disappear sometimes for clients but that wouldn't be it since that's a client-only thing

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if you want to try and track down which mod does it you could disable mods you think could be causing it and test for the issue until you figure it out, might take a while though

delicate girder
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But even after it's removal it's still happening

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I did a clean reinstall of the game too

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Guess I'll have to slowly disable stuff

agile smelt
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that's unfortunate, good luck figuring it out

agile smelt
novel delta
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i tried doing a magnetjump from up there before i realized you can just do it from the bottom

novel delta
# agile smelt testing the LCVR compatibility was fun

the cruiser sometimes does wonky stuff like this when you push it then walk against it. usually you can walk it around by doing that but occasionally when you push it into some map geometry this way it launches itself across the map

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so i try avoinding that

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imagine this happening in Vr

deft perch
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for the cruiser

agile smelt
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i think an auto flip would be a bit too far beyond zeekers' vision for the cruiser for my mod

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dealing with the car's physics and needing to push it to get it back upright if you flip it is an intended part of the driving experience that i don't want to modify

dawn roost
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At that point i might suggest making a new vehicle instead

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like, maybe a hovercraft that doesn't provide any protection and has limited space but it self-orients

thin hearth
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well

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when the car is turned over it actually has a tendency to flip itself back over already

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it won't turn 180 instantly or anything but it does help you get it upright if you just push it around a bit

heavy frigate
novel delta
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Cruiser Improved is already waaay out of Zeekerss vision

dawn roost
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zeekerss's vision for the car is apparently a barely functional shitbox that you can use on 2 moons, so

agile smelt
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basically i dont want to turn it into a fortnite car

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id like to say that if my mod were imported straight into vanilla as-is it wouldn't feel too out of place

novel delta
formal orbit
surreal quartz
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it does. that's the point. it's supposed to be really bad

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the observant may notice that a common theme in lethal company is the equipment being unwieldy, useless or otherwise subpar and that extends to the cruiser as well

sleek grotto
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The Company does not care if you live, as long as they save a buck the can tell the investors they made a buck

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The truck remains epic though

novel delta
stable heart
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Just being able to switch gears with scroll wheel doubles the cruiser's effectiveness. That's the only change it needs imo

novel delta
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it was bad back in beta, its blatantly, gamebreakingly overpowered now

sleek grotto
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It's literally the bell curve meme:

This truck sucks (derogatory, doesn't know how to drive it)

The truck is good actually (knows how to drive it)

This truck sucks (affectionate, master driver)

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I want a moon that's actually made for the cruiser that lets me drive fast and furious

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(Within safe parameters)

fiery fiber
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Coconut Mall moon

sleek grotto
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Ah. I was more referring to like, a big highway moon but not like, desert bus. Someplace where the main entrance is very far to walk but the loot is good.

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What if there was a moon that had high loot but 0 indoor power, but insane outdoor power to compensate?

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Or close to 0 indoor power. I'm getting off topic, but I gotta go cook somewhere else

surreal quartz
novel delta
surreal quartz
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the cruiser can be good if you have a good driver; operative word there being can

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but even a good driver recognizes that the learning curve is very high due to how unwieldy it is, and how situational it can be

sleek grotto
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Well, viable normally. I'm starting to discover turbo jumping can be really good tech

surreal quartz
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and despite saying all this, i still love the cruiser. it's genuinely a great addition to the game. even if it does kinda suck it's still tons of fun to drive

dawn roost
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there's strats to make the cruiser work on several of the moons but they're all kind of balls

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like turbo jumping is insanely strong

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and can just bypass a lot of shit

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but it's soooooo unwieldy

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I think the cruiser is mostly just so awful to drive that most people are going to just not use it

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so I appreciate this and improvedvehiclecontrols

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with both mods the car is insanely fun on a lot of moons

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even ones not built for it

sleek grotto
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I really had to convince my friends to buy the cruiser the one time I got to use it in a lobby

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They were convinced it would end in disaster and they weren't totally wrong

dawn roost
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it takes like 4 or 5 times using car before the controls for it make any sense, yeah

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I'm glad zeekers thought to do the warranty system

sleek grotto
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I play this game to have fun and it seems like my friends are more interested in quota records, so anything new and exciting that's not 100% profit is a hard sell. But the cruiser IS fun.

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I feel like the warranty could be improved too, so that newer drivers get more opportunity to learn instead of being banned from driving because it's too expensive. But idk.

surreal quartz
sleek grotto
#

The infinite warranty mod is a bit much because it's always free, maybe if there was a limit per quota

#

Yea i have that

surreal quartz
#

you can enable penalty in the config

sleek grotto
#

My solo file demands it

#

I might

novel delta
sleek grotto
#

For that message I really meant "viable" for like medium-level drivers. With skill and turbo boost nothing is impossible

novel delta
#

Without turbo anything but adamance is viable if you drive back early, which you should even when skilled

#

You do have to figure out the optimal path on each map on your own unless I make a guide or you watch a good drivers gameplay

#

Vow ass off rend come to mind as maps that you may fail because youre taking the wrong path

agile smelt
#

adamance should be pretty doable with turbos no? the gap at fire isn't that large

#

oh without turbos nvm

#

misread

novel delta
#

The right path would be "behind ship+fire, fire, fire, darkpath main respectively

#

Maybe i should try driving rend fire with the fog off just to see if its possible but I doubt its doable with vanilla visibility

agile smelt
#

i had a go at driving to rend fire but you make one mistake and it's pretty much unrecoverable in the ravine

#

and the terrain around there is pretty narrow and sloped toward the ravine in most places

novel delta
#

Since I found the magnetjump from rend main im sticking to that

agile smelt
#

my main problem with rend driving is the fact that 50% of the time there's some massive rock in the way of the main path

#

if theres no rocks its not too bad

novel delta
#

Theres the dark and light path, pick the other

#

Left or right of house

deft perch
agile smelt
#

i think it's just the map not being well designed for the cruiser, and there's nothing i could really do to the cruiser to change that

deft perch
#

🔥

#

(it's a joke)

agile smelt
#

i am surprised i haven't seen any alternative vehicle mods like that yet tho lol

agile smelt
#

i think zeekerss coded the vehiclecontroller class with the intent of allowing more vehicles to be added using it but he's really just coded it into being too specific for the cruiser at this point

#

it'd be pretty tough to make anything using it that's not basically just a cruiser reskin

deft perch
#

zeekers is making modding for the game hard every update

agile smelt
#

not just modding but he's locking himself into choices that he won't be able to easily change later on with the way he designs his classes

deft perch
#

nvm it doesn't make sense

deft perch
#

modders after every future update becoming clientside handled (networking needed) : 😭

agile smelt
sleek grotto
#

The truck became an aircraft for like 2-3 seconds.

white valve
#

aircraft mod real

#

just replaces model and makes it have infinite boosts and more controlability midair

#

like severely more

#

lol

heavy frigate
thin hearth
#

could we get a fix for the "rolling audio" still playing while the truck is attached to the magnet

#

it's kinda noisy + sounds like the wheels are rolling across gravel, which obviously isnt the case when it's floating above the ground lol

#

actually i could maybe fit that into enemysoundfixes with the rest of the cruiser audio

novel delta
#

there many cruiser sound bugs. jumping out while pressing W while in park plays the "you'll explode in 3 seconds" sound forever. same thing happens wiht the horn

#

there's some other stuff i can't remember right now

thin hearth
#

yeah my friends managed to find a way to get the horn completely stuck

#

something like if you hold E on it, move your mouse away, release E, then mouse back over, press E again, and then mouse away

#

it just honks forever

#

i dont actually remember the specifics and probably need to confirm that

agile smelt
#

yeah there's a lot of sound bugs i just haven't bothered to fix lol, should definitely at least patch the more annoying ones like the rolling audio in space

dawn roost
#

yeah that honk bug happened in my session last week

#

it suddenly fixed itself at some point

#

but car was completely insufferable for like 5 minutes

thin hearth
#

if you still want to look into the horn thing that might be more your wheelhouse

#

since it might require altering inputs(?)

agile smelt
thin hearth
#

i just prefixed SetVehicleAudioProperties to make audioActive false for the skidding/rolling if attached to the magnet

#

so it would probably be compatible with whatever you wanted to do

novel delta
#

there are 2 other sounds for low and medium gear. they dont change when in the air

oak oracle
novel delta
#

yeah, the engine feels like it has 3 destinctly sounding stages representing how fast the wheels are spinning. doesn't seem to matter if they're contacting any ground or not

#

holding S will reduce that wheelspeed even if you're in the air flying through the air

#

holding W increases it

thin hearth
#

well, from a logical standpoint, it doesnt make sense that the wheels are skidding when they have nothing to be skidding against

#

i don't have a huge horse in this race though

#

i can fall either way on muting/keeping the skid sounds in mdiair

oak oracle
#

i'm pretty sure there is a check to see if that all the wheels are contacting the ground

thin hearth
#

still probably fine for you to implement your own patch for this, if you want a package deal

#

since there isn't really much overlap between "enemy sound fixes" and cruiser improved

novel delta
#

i understand that it makes little sense logically but you might be removing functionality

#

this isn't just a thing that happens when you're "in the air" it's also very common when the cruiser is stuck on rocks trees and uneven ground and for a long time the tires don't contact the ground and the car every so slowly slides until a tire contacts the ground again

#

new players will be really confused when the motor sound stops and suddenly they make contact again and the speed off screeching from 0

agile smelt
#

the skidding wheel and engine sound is based purely off the rpm of the front wheels

#

patching the skidding sfx and particle shouldn't change the pitch of the engine

novel delta
agile smelt
#

the wheels actually spin up indefinitely while not grounded but your cruiser won't spin off into the sunset after a wheel makes contact with the ground

novel delta
agile smelt
#

you can spin wheels up to 20,000rpm+ by suspending them in the air and they will not impart much force to the car when they do touch down

magic zephyr
#

The rest of the mod appears to work though

agile smelt
agile smelt
#

i'm actually pretty sure he fixed this himself when working on the elevator so the transpiler might not be necessary anymore

#

in which case that error is just a log with no actual effect

magic zephyr
#

Noice

humble cairn
#

this mod seems to cause issues with items on the cruiser entirely disappearing when touching back down to a moon.

#

switching boolean config option "sort equipment on load" did not rectify this behavior

#

seems inconsistent in extended testing- items will disappear after one or two days

#

items included are all items: scrap and tools

humble cairn
#

disregard all of this. this persists in vanilla

agile smelt
#

hmm strange, i haven't run into this issue

rotund bough
#

hey lovely mod, could there be a way to make it so you can hang/store bodies i nthe back without them glitching the whole cruiser? rn you cant drive properly with bodies and hell you cant even do the boost tech on some maps like artifice cuz the car just does a barrel roll

novel delta
thin hearth
#

oh that would make sense

#

in v60 he removed the code that checks if an object is parented to the truck when despawning items at the end of the round

#

he had that condition in the wrong spot and it was letting you keep all your items in an attached car even if you teamwipe or get fired

#

but any items inside the cruiser get marked as being inside the ship when it gets attached

#

picking it up and dropping it would break that connection though

wicked spoke
novel delta
#

Main also has the safest and most convenient parking spot, keep driving at full speed up the hill until you're right under the ladder of main, if you're nestled close enough into the corner dogs don't walk close enough to touch the cruiser (if you turn off the loud engine)

#

when driving back under the yellow bridge thingy you can't get stuck even if you're slow, but if it's later than 3PM you probably want some to scout ahead and lure dogs away, maybe to fire. (airhorn would be genuinely useful for that lol)

magic zephyr
#

@agile smelt any chance for an update soon that resolves this issue? For now I'm just gonna use AsyncLoggers to disable error logging for the mod since it's the only error it throws

#

And it logs quite often, so I'd rather not have useless errors to sift through

agile smelt
#

been quite busy lately but should be able to push out an update over the next couple days, there's a couple other things i want to do for a proper v62 release too

magic zephyr
#

For now AsyncLoggers is my savior lol so I don't have to see that error in the logs XD

magic zephyr
#

@agile smelt Looks like the V64 beta causes your mod to explode

agile smelt
#

ooh yeah i see, looking into it now

deft perch
#

spamming this on v64

sleek grotto
#

There's already a v64 beta...

novel delta
#

hey so im not sure but either cruiser improved or cruiser additions, or some conflict with it

#

makes a bug that

#

Basically drives the car around uncontrollably when you stand on the roof

#

i wont do any testing to find out what actually makes the bug because I probably won't play any modpacks with it in the future just letting you know

magic zephyr
#

@agile smelt I'm wondering if an update could be made that's also backwards compatible with V62, I miss sitting up higher lol

agile smelt
magic zephyr
#

From what I can tell I think it's exploding cus VehicleController got changed

#

ye

agile smelt
#

its exploding cause he changed a private method to a public one, and i was using a bad way to find methods that relied on that info

magic zephyr
delicate girder
#

Log spam on v64

magic zephyr
# delicate girder

Already been reported the dev is gonna push a fix soon that will be compatible with both versions

delicate girder
#

Just noticed

#

I'll disable for now

thin hearth
#

v64 is out of beta at this point

magic zephyr
#

@agile smelt V64 hit stable branch

#

Please update ^^

fleet locust
#

So I assume this mod hit fps?

#

Had to remove it

magic zephyr
#

It's broken right now and causes other mods to not load, it's only hitting fps because it error spams

#

Disable til it's updated don't uninstall it

dawn roost
#

Yah, mod is completely broken currently

pastel cradle
#

nooooo my cruiser 😔

still grotto
#

We will waitperceive

sleek grotto
dawn roost
#

It's a pretty small update so yeah

sleek grotto
#

Yea but like. Zeekerss calm down. This is way faster than I've been used to. v50 came out after a long wait, than v55 showed up while I wasn't paying attention, combined with v60 and now v64 all added content in the span of maybe a few months

#

Good for the game but like. The modding community is trembling surely

pastel cradle
#

it also broke my whole modpack

#

like there was no time for modders to update their mods dang

dawn roost
#

I imagine that's why he did a beta at all

#

Expecting it to break mods

#

Bc he said after v55 he wasn't going to do any more

hasty zealot
#

I'm curious how this broke with the new update because I didn't notice anything

wanton rampart
#

I forgot to remove this when updating my modpack to v64 oops

thin hearth
hasty zealot
#

Oh nevermind I didn't add this one to my modpack this time around I'm big dumb lol

agile smelt
#

i've got everything fixed now, just doing some final testing before releasing the update

dawn roost
#

👍

wanton rampart
#

My favourite part of the cruiser is the invisible sidecar

thin hearth
#

pictured (or, not pictured): the invisible boatmobile

sleek grotto
#

Wonder woman!

"Quick, to the invisible cruiser!"

oak oracle
thin hearth
#

yeah he put this in to fix items despawning in orbit if you dropped items in the cruiser after magnetizing it

#

it re-collects items in the truck before it does the end-of-round despawning

agile smelt
#

i've improved it so small changes like that shouldn't break things in future

sleek grotto
#

You've... cruiser improved it?

agile smelt
#

ooh wait i think i figured it out, zeek must've changed which way the cruiser defaults when loading the save at some point

pastel cradle
agile smelt
#

just released v1.4.1 for compatibility with v64 and a couple small fixes

distant mantle
#

YIPPIE

delicate girder
#

Yaaay Cruiser improved is back

magic zephyr
agile smelt
magic zephyr
#

I think it was cus I was testing doing a save reload

#

but dunno

#

Nah it was before that

#

and yeah I know KidnapperFoxSettings is erroring there I readded it to config it lol

#

New update should appear soon

agile smelt
#

looks like an incompatibility with cruiser additions

magic zephyr
#

I was trying to see if disabling the overlapping features would help

agile smelt
#

looks like cruiser additions modifies the SetIgnition method, which i call when loading the saved cruiser values to turn the engine on if the engine was on last save

#

something they do in that method isn't set up that early in the game so it errors

magic zephyr
#

Yeah

#

I'll just remove it I suppose, your mod already covers fixing the magnet stuff the main thing I really liked it for was automatically moving scrap into the ship lol

agile smelt
#

you could avoid the error by turning off the 'Save Cruiser Values' config for CruiserImproved

magic zephyr
#

Ooh

agile smelt
#

which means your car won't save ignition status, turbos and position but you can use both mods

magic zephyr
#

Yeah the other mod errors a lot regarding it's magnet saving patch

#

So I would prefer to let yours fix that

#

🤭

agile smelt
#

haha fair enough

dawn roost
#

Yeah cruiser additions seems to error a lot atm

stable heart
#

Could you see if you can fix entering the passenger seat sending the cruiser flying?

heavy frigate
#

the fuck, that's never happened to me 😭

#

how the fuck does that even OCCUR

warm goblet
#

You still have collision when going into the passenger seat

oak oracle
heavy frigate
#

funny as hell

oak oracle
heavy frigate
#

oh weird, I guess I never got it cuz i'm almost never passenger

#

and when I am I just hop over the hood and sit down

oak oracle
#

the forbidden door

stable heart
#

It happens with the rear door too

agile smelt
#

i haven't found a good solution for these physics interactions yet, ideally i'd just make it so the player's collisions specifically don't push the cruiser but it's not that simple

#

i should at least be able to figure out what specifically is wrong with the passenger side that doesn't happen to the driver's side to fix that but the rear door is gonna need something else

still grotto
agile smelt
magic zephyr
#

@agile smelt

thin hearth
#

there is a playerphysicsregion attached to the cruiser

#

it's how people and items are able to move with the car if they are standing inside it while it's driving

agile smelt
#

i'm guessing that error happens when quitting out of a lobby?

thin hearth
#

i think it was added in v64 unless im mistaken

#

this is probably an error from vanilla though

agile smelt
#

ah yeah i was looking at an older dll oops

#

looks like he just renamed the existing ondisable to ondestroy

ripe harness
#

[22:23:24.4386960] [Error : Unity Log] MissingMethodException: Method not found: void .Landmine.SpawnExplosion(UnityEngine.Vector3,bool,single,single,int,single,UnityEngine.GameObject)
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)

#

thats being spammed in my logs]

#

is this the mod thats doing it?

delicate girder
#

Do you have Fair Ai?

#

This log is mentioning landmines

chrome bronze
#

any way to disable the scan node this adds? game redlogs when you use it with another mod (employee classes) and afaict this mod doesnt seem to allow no option under ScanNodeOptions, keeps turning default back on

agile smelt
#

you can either set the setting to 0 to use no flags, or just keep one of the information related flags set, they won't do anything without the Enabled flag

agile smelt
chrome bronze
agile smelt
chrome bronze
#

worm. thanks!

chrome bronze
#

does remove it but doesnt seem to assuage the redlogging, so its likely more on employeeClasses' side.
[12:49:03.3151615] [Error :DBJ.UncaughtExceptionCatcher] System.NullReferenceException: Object reference not set to an instance of an object at EmployeeClasses.Patches.PlayerControllerBPAtch.MeetsScanNodeRequirements (ScanNodeProperties& __0) [0x00001] in <e898cf0ba7d64348a772e0f0e3141518>:IL_0001 at HUDManager.MeetsScanNodeRequirements (ScanNodeProperties node, GameNetcodeStuff.PlayerControllerB playerScript) [0x0000a] in <d2996142fa1d46369fdcffced906545b>:IL_000A

agile smelt
#

i would bet it's a bug with EmployeeClasses or a conflict with another mod unless this error only happens when it's installed with CruiserImproved

chrome bronze
#

just isnt on the ts page

agile smelt
#

oh cool, i'll have a look over

chrome bronze
#

and its only when this is installed, i dont have anything else that touches cruiser. just having the cruiser on your screen causes that redlogging

#

just a shot in the dark, might just be that mod breaking idk.

agile smelt
#

does the cruiser have any items in it when this happens?

chrome bronze
#

nope

#

fresh ordered cruiser does it

#

i do know this mod (cruiserImproved) took some cfg tweaking to behave with the playerDogModel mod

agile smelt
#

yeah, i'm aware of an issue with the camera that breaks compatibility with a couple mods like that one, just haven't gotten around to fixing it yet lol

chrome bronze
#

managed to repro it w/o this mod, so its on EC. mb for the false alarm and ty for the quick response lol

ripe harness
fervent bear
#

Is this mod currently working?

heavy frigate
#

I use it all the time and have had 0 issues, so prolly

lyric zenith
#

Ye still using it too

wanton rampart
#

I was wondering if it’d be possible to add the ability to disable the cruiser scan node? Looking at the config, it seems the most you can do is setting it to ‘Enabled’ to stop it from giving any extra info.

thin hearth
#

the solution is to turn off enabled, but turn on any other setting

#

it will be ignored since it's not enabled

#

and the node won't appear

prisma fjord
#

I was wondering if you could add a feature where items on the cruiser are teleported into the ship upon it getting attached to the ship via magnet. It would allow for the cruiser to more frequently go to and from the ship

prisma fjord
#

Would it be a good idea to make BetterVehicleControls a dependency? I had an idea where the cruiser starts with all its turbo charges.

cobalt prairie
#

Does this mod change anything relating to the player's camera position? Myself and a few other modelswap suit makers use a script to adjust the height of the player's camera to correspond to a taller/shorter model, and have additional code to reset the height of the camera while using the terminal. most of our camera code works fine, but while this mod is enabled, the camera doesn't reset to the right height when accessing the terminal. i'm not sure which part of this mod causes it, but i'd guess it involves the higher seat in the cruiser. is it possible to change the code to prevent this from happening? i can provide the scripts we use for the camera heights if you need a reference for what isn't working.

ancient totem
#

you can disable it on the config

#

not sure why it would affect the terminal tho

cobalt prairie
#

not sure either

#

it's specifically a code we use relating to MainCamera.localPosition that gets either blocked or overriden by that config

agile smelt
#

this is a result of me zeroing the camera position when the player is not in the cruiser since i use it for the seat boost and lean mechanics, i've been aware of it but haven't worked on CruiserImproved for a while so it just hasn't been fixed

#

you can avoid this issue by setting the seat boost to 0 and disabling the leaning in the config

cobalt prairie
#

Figured it was along those lines, thanks

#

Do you think it could be rectified by using something like a boolean? Where it applies a boolean while in the cruiser, and only runs the zeroing code once on exiting the cruiser if the boolean is true?

#

I used something along that logic to ensure my camera changes didn't conflict with anything else when they became active

agile smelt
#

something like that should work, but i think there'd still be risk of conflicting writes to the variable when driving the cruiser, or my mod zeroing out another mod's changes when getting out

#

was going to look into an additive way of moving the camera instead of setting directly

cobalt prairie
#

I should too, I think mine uses a set instead of add/sub so I'll need to adjust it

silent meadow
#

Setting seat boost to 0 seems to cause issues with the terminal, I keep losing camera height every time I interact with it, setting it back to 1 fixes it, using the normal player model and leaning is off in both cases

thin hearth
#

we use seat boost 0 and have no issues with the terminal

silent meadow
#

Wonder what's interacting with it then, cause the setting is changing it for me, maybe Custom Emotes API? Only thing i can see logging other than unity during the interaction

hazy ginkgo
magic zephyr
#

@agile smelt CruiserImproved seems to explode when trying to close out a lobby after V69

agile smelt
# magic zephyr

that's an interesting first error, does this have any lasting effects on the game?

magic zephyr
#

had to force close the game

agile smelt
#

hmm alright, i'll see if i can get an update out within a day or two

cobalt prairie
final iron
#

Yeah I don't have that issue myself either.

thin hearth
#

havent had this issue either

magic zephyr
#

The issue might have been with LCGoldScrapMod

#

Cus I ended up putting on the Crown at one point

#

@kindred dawn lol

kindred dawn
#

I won't rule it out, but I tested the crown a lot just a few hours ago including quitting the game so I'm not sure

#

I'll look at the log

#

this brings back nostalgia lmao

magic zephyr
#

I'm not sure what else would have complained about network syncing that was on the ship lol

magic zephyr
kindred dawn
#

true

#

so just to make sure: what happened? you just quit the lobby while wearing a crown?

magic zephyr
kindred dawn
#

hmmm yeah that could be possible

#

thanks for the heads-up at least, I don't have time for it this weekend anymore but I'll keep an eye on it

magic zephyr
#

@agile smelt I will say if it was your mod I just disabled these 2 settings and haven't ran into problems since

#

But I also pulled LC Gold Scrap Mod for now as well while Simon irons it out

tranquil condor
formal orbit
#

i have had zero issues with this mod

#

sounds like a conflict tbh

magic zephyr
magic zephyr
#

Nope @formal orbit It still happens, it happens whenever you have tools on the Cruiser and try to close out a lobby

#

the option for seperating piles is broken

#

So Sort Equipment on load doesn't work

magic zephyr
#

Sort Equipment on Load is what's broken

#

@agile smelt Figured I would let you know btw, whenever it tries to send the data to clients upon trying to close out a lobby it just breaks ever since V69, I'm guessing something got changed that breaks Sort Equipment On Load

#

Cus I reprod it just by having a shovel, flashlight, and walkie in the Cruiser

thin hearth
#

havent had that issue in v69

#

least, not to my knowledge

#

i've had it enabled ever since it became available as a setting* and never noticed any problems

magic zephyr
#

I literally reprod it yesterday

#

lol

#

and it only started after v69

thin hearth
#

and you are certain it's not a conflict?

magic zephyr
#

There's no way it could be, the only thing I figured it would have been at the time was LCGoldScrapMod and I removed that

thin hearth
#

v69 made no changes to how items are saved

magic zephyr
#

I'm not sure

#

We usually don't put tools in the Cruiser so it could just be we never ran into it before

#

But I never had that error before

#

and it only causes issues when Sort equipment on load is on

magic zephyr
#

it's related to the rpc trying to send to the client

#

The errors I grabbed before further confirm that

#

A conflict wouldn't make sense anyways since it's only happening if tools are in the Cruiser

#

Vanilla Tools at that

thin hearth
#

and pretty much always have weed killer in the back

magic zephyr
#

Yeah I'm not sure

thin hearth
#

and usually the lobbies close by me closing my game when everyone is still connected

#

i feel like if it were just cruiserimproved it'd likely have popped up much earlier

#

but i guess i can't confidently say i looked in my log last time we closed the game

magic zephyr
#

I mean there were a few small things from some mods that just broke with V69

#

Idk why

#

So it could just be it needs recompiled

#

CruiserImproved hasn't been updated in 3 months

#

lol

thin hearth
#

only thing that comes to mind is that something about how cruiserimproved patches RPCs might stop working if new RPCs get added?

magic zephyr
#

That's always a possibility

#

Meaning the issue is rng

thin hearth
#

roundmanager had a new server/client RPC added for snowmen in v69

#

but none of the existing RPCs changed

magic zephyr
#

Yeah that could very much be responsible in some way

thin hearth
#

so im still not certain that would be an issue

#

but im also no expert on RPC patching

magic zephyr
#

Yeah

#

I just know it mentioned rpc's when it errors out

agile smelt
#

i don't think it could be a broken rpc handler patch, if an rpc handler patch were broken due to a method change from an update it'd be consistently broken for everyone and there'd be an error on startup about a missing method

#

no other rpc patches should break unless methods are renamed by zeek

#

i'm quite busy the next couple days but i'll see if i can reproduce it when i'm free, there could be some new logic somewhere that breaks something i'm doing

thin hearth
#

@agile smelt do you know how easily you'd be able to implement using the scanner while sitting in the car?

#

it would be nice QoL for driving through blizzards

#

being able to scan for the main entrance

#

or scan for the scrap pile

#

i think it's just because HUDManager.CanPlayerScan returns false while GameNetworkManager.Instance.localPlayerController.inSpecialInteractAnimation is true

#

which is true the entire time you're sitting in the seat

#

i could probably make a patch for this myself if you don't wanna, but i think it fits here

magic zephyr
#

@agile smelt So been running into an issue where sometimes when a client joins a lobby they can't see a scrap then fall into the void

#

It seems to stem from your mod

#

Got a bunch of these errors, what is it hooking into on the client's end when they join to cause this for them?

oak oracle
# magic zephyr

that looks like it's erroring out while trying to setup the scan node for the cruiser

magic zephyr
#

guessing same error spam just scan node for pickles failed

thin hearth
#

this isn't setting up a scan node for the cruiser, it's attaching rigidbodies to scan nodes on items to fix them being unscannable when parented by the cruiser

oak oracle
#

ohh, mb

#

i was just looking at the source and misinterpreted it

magic zephyr
thin hearth
#

why is placegrabbableobject being called on a player right as they join?

magic zephyr
#

That's what I wanna know

oak oracle
thin hearth
#

that doesnt seem like something that would be happening immediately

#

under normal circumstances

magic zephyr
#

It's someone who late joined

#

So guessing the function is running weirdly on late joins

thin hearth
#

what is actually throwing an error for you

#

MelMelWorkshop0(Clone)/GroanTube(Clone)/ScanNode

#

is the scan node for groan tubes

#

cruiser improved is just trying to add a rigidbody to the scan node and there is no reason that should be failing

#

i looked up the error and it looks like it apparently can happen to transforms with 0,0,0 scale

magic zephyr
#

Ah interesting

thin hearth
#

im not sure if the groan tube author is in this server and reachable, but it might be something they need to fix on their end

thin hearth
#

i guess technically cruiser improved could be adjusted to not alter scan node rigidbodies, but i'd personally peg this as "likely an issue with the scrap item itself"

#

since it works fine for all vanilla scrap and most modded scrap as well

#

well, items, not just scrap

cobalt prairie
#

is it still planned to change the camera logic for the height in the cruiser?

cobalt prairie
# magic zephyr Why would this be needed?

when working with mods that change the position of MainCamera (like modelswaps with taller height) cruiserimproved overrides it because it is constantly setting the position of MainCamera even when out of the cruiser. with the modelswaps it was prevalent because there is code to adjust the camera for terminal use, that doesn't work when cruiserimproved is installed. DiggC already confirmed it to me, and i suspect it runs in update, so having it only apply when actually in the cruiser might save a very small big of performance as well

magic zephyr
cobalt prairie
#

this was the msg

#

constantly zeroing the MainCamera position seems a bit excessive for the scope of what it's doing in my opinion

magic zephyr
#

@junior wharf I'd guess this would be our culprit lol

cobalt prairie
#

so it could probably be changed to a harmony patch on the call for exiting cruiser instead, so it only runs once

magic zephyr
cobalt prairie
#

i don't think it would affect your fov

#

it doesn't touch any actual camera settings

#

just its position relative to player object

magic zephyr
#

Well he mentioned that view distance felt like it kept resetting

#

and if the mod is always zeroing the camera

#

I think that would explain it

cobalt prairie
#

i would just confirm if it is

#

cus i've never noticed it in my time using it

magic zephyr
#

It was only noticeable on certain moons iirc

flat widget
#

so is this mod bad to use do to the camera thing?

cobalt prairie
#

not super bad

#

could be better but it runs fine as it is

flat widget
#

But it's constantly running some kind of code even when not inside it?

#

And if so, that would just be unnecessary performance loss?

cobalt prairie
#

it is

#

but it's not very noticable (imo) in normal gameplay

#

if i'm able to download the project from git i might make a pull request when i figure out how to fix it

flat widget
#

Is there a config to disable the camera thing? If there is I could just do that. Rn I'm just doing bugfixes mods and this one is next.

#

Oh okok

cobalt prairie
flat widget
#

oh okay!

flat widget
cobalt prairie
#

both of them make changes to the camera controller in PlayerControllerB

#

if you don't want it touching the camera controller both have to be off

cobalt prairie
#

@agile smelt can I dm you? i modified a bit of your PlayerController.cs patch and (even though i don't know if it works) i'd like to see if you think it would help

agile smelt
cobalt prairie
#

gotcha

cobalt prairie
agile smelt
#

if anyone knows any mods such as character models that previously had compatibility issues due to these camera changes, if they could be linked so i can try testing with them installed too that'd be great

cobalt prairie
#

Also, wanted to mention I might work on another pr, someone told me about NaN errors being spammed as a potential result of lobbycontrol latejoins in conjunction with cruiserimproved. I asked them to confirm it is CI's fault but if it is, I have an idea on how to fix it

flat widget
#

is that due to the camera thing or just straight up an incompatibly between the two which result in spammed errors?

cobalt prairie
#

But at the same time it was happening when they didn't even own a cruiser

#

So I'm guessing something along the lines of "it's trying to patch when it shouldnt"

#

I'll have to look at the code again, if anything I'll wrap it in an if statement if there isn't one already

flat widget
#

All good! I was thinking of getting LobbyControl but I have Cruiser improved so idk

cobalt prairie
#

If you'd like to test it and confirm it's between those two I'd appreciate it

flat widget
#

For sure. I'll try to do it when I play with a friend later tn. he's at work

cobalt prairie
#

Make sure when you're testing that you see how latejoins perform

#

Since that seems to be where the problem arises

flat widget
#

Ofc. So like just get someone to join latejoin with Cruiser mod installed and send logs?

cobalt prairie
#

Yeah, I think some of the specific things they pointed out was that scraps were invisible for client? And that it was happening without owning the cruiser

agile smelt
cobalt prairie
#

I can't build it on my end

#

Something to do with a thunderstore minver that wasn't present on my device I think

#

I also did see that it failed to build, and I don't know why. The logic changes seemed simple enough

agile smelt
#

did you follow the compile instructions in the repo's readme? following those should get everything set up

cobalt prairie
#

Ah, I didn't check that

agile smelt
#

let me know if you have any issues following those, but the dotnet tool restore command listed there should set up all dependencies

cobalt prairie
#

Gotcha, I'll try it in a few hours

agile smelt
cobalt prairie
#

Ah, gotcha. Did you try just removing private instead of moving it? I had it inside the method to (hopefully) prevent it from being used by any other instances, which has happened to me in other projects I worked on

agile smelt
#

if it's not static it won't store any state between frames, meaning it'll be false again every time the method runs

#

so it'd build but it won't have the intended behaviour

#

you're probably right about it having problems due to other player instances overwriting the variable, but this method should probably have a check to make sure only the local player runs it anyway

cobalt prairie
#

I see

#

Hopefully it works for you. I'll do testing on my end when I get home

thin hearth
#

it does need to be a static variable outside of the method

#

it looks like none of this method needs to run on anything other than the local player as well, like digg was saying

#

so you could probably just put an if (__instance != GameNetworkManager.Instance.localPlayerController) return; at the top

#

as long as no other logic gets added that needs to run for all clients

agile smelt
thin hearth
#

im actually unfamiliar with that variable

#

had no idea it existed

#

Lol

#

i'll double check but you're probs right

agile smelt
#

i'm not too familiar with the codebase these days so i hope that variable does what i think it does haha

thin hearth
#

oh that's a unity netcode thing

#

i guess you'll just have to test

#

i have no idea if that does what it says it does

#

normally you can just drop an __instance.IsOwner but i think until additional players join, all the "unused" players are owned by the host

#

so that probably wont work except in multiplayer

agile smelt
#

yea isLocalPlayer is a lie and seems to be false all the time, i'm using the localPlayerController now lol

agile smelt
agile smelt
thin hearth
#

oh yes

#

i already implemented a fix for it in butteryfixes

#

but it is a very simple feature to add and it probably doesn't hurt for us to both patch it

#
[HarmonyPatch(typeof(HUDManager), nameof(HUDManager.CanPlayerScan))]
[HarmonyPostfix]
static void HUDManager_Post_CanPlayerScan(ref bool __result)
{
    if (!__result && GameNetworkManager.Instance.localPlayerController.inVehicleAnimation && !GameNetworkManager.Instance.localPlayerController.isPlayerDead)
        __result = true;
}
#

the dead check might not actually be necessary

#

i never checked what happens to that variable when a player dies

agile smelt
#

that's pretty much exactly what i was thinking haha

thin hearth
#

but this works

agile smelt
#

i'll probably just implement it the same way and credit you if that's fine with you, shouldn't cause any conflict

#

though i'll probably build it to have a config option

thin hearth
#

sure

#

all good from me

cobalt prairie
#

ok, i'm home and i finally got it to compile on my machine. i'll do a test with current commit rn

cobalt prairie
#

@agile smelt was able to confirm just now, cruiser now does not conflict with height change code from some suit mods

#

since it targets a different camera it seems to stack effects now actually

#

(which is good)

#

also doesn't cause the terminal height issue

#

but i didn't test in lan, so idk if it'll cause an issue there

#

actually thats not hard to setup, i'll just do that rn

agile smelt
#

with seat boost from CruiserImproved it puts the camera way high

cobalt prairie
#

natlan uses an older code that has a lot of issues

#

i tested it on one of my suits with newer code and seemed fine, but i'll do lan testing to make sure

#

in lan mode, it does preserve the height changes between characters in the cruiser, even when 1 of them is weight height change suit

#

probably because of that GameNetworkManager.Instance.localPlayerController catch

#

i'd say it's good for a release but your choice

agile smelt
#

thanks for contributing 😄

cobalt prairie
#

np

#

what are you trying to fix ? i could possibly look at them

agile smelt
#

the 3 open issues on github from last year that i never got around to haha

cobalt prairie
#

oh gotcha

quasi sonnet
#

Hello, this is an epic mod that has a lot of stuff that should be in vanilla. I just have one request since this drives me nuts in vanilla…

Could there be a change to the CC where turning off the headlights also turns off the cab light (the one on the back of the windshield)? On moons with a Titan-like hues in the air the refraction of that blasted cab light blinds the driver

#

I am fine with any way to turn it off, tying it to the headlights just seems like an obvious implementation

cobalt prairie
#

i could see if i can make something along these lines

agile smelt
#

i've just been experimenting now, i could definitely see merit in having it on a separate button from the headlights, maybe on a trigger placed on the light itself

#

you can get some decent visibility on rend w headlights on and cabin light off, which is typically how you'd drive at night irl too lol

#

might see if i can stick an interact trigger on the light somehow and sync it's state to other CruiserImproved users

quasi sonnet
#

Yes please 🙏

oak oracle
#

i feel like it should still be tied to the ignition but have a sort of kill-switch so you can toggle whether it's able to even turn on at all

agile smelt
oak oracle
oak oracle
agile smelt
#

seemed the easiest way to keep it synchronized between players without ripping up too much of the vanilla code

oak oracle
#

only things i did to my ignitions behaviour was prevent it exiting so early so non-drivers can actually set the cabin light on when the key is first inserted, also means keyIsInIgnition actually gets set to true

#

also fixed the cabin light being turned off if the key was in the ignition, but the car wasn't running and the driver hops out

agile smelt
oak oracle
#

i just changed the front cabin light call to keyisinignition rather than the started state, but i think i could just remove the call all together since it's not really needed

#

especially since i fixed the cabin light not turning on for non-drivers in the tryignition method

agile smelt
#

just released v1.5.0 with the mod compatibility improvements, toggleable cabin light and scanning while seated

quasi sonnet
thin hearth
#

i guess i should have mentioned it before the update

#

and this might be something i look into fixing myself

#

something that irks me is how out-of-alignment the car key is when you are holding something in your hand before you enter the driver seat

#

it's like, crazy wrong if you are holding a jetpack

#

other items are a bit more subtle

#

i would hope there's a decent solution that doesn't involve toggling on/off bools on the player animator because that sounds like a bit of a headache

#

but that might be wishful thinking

agile smelt
#

lol, i dont think i've ever noticed or paid attention enough to see that

#

sounds like something that could be a real pain to fix, those animator bools scare me

thin hearth
#

im a huge sucker for immersion so immersion breakers like this really get under my skin

#

even if it is ultimately harmless

thin hearth
#

shotgun is a little less bad

agile smelt
#

ooh yeah, i've definitely seen that before

agile smelt
#

isn't there a transform the held items are placed at? could be that it needs to be zeroed out while in the cruiser

thin hearth
#

i am so worried about breaking the game or breaking external mods

#

and it's probably not worth it to solve this visual bug (especially because once the car is started, the key gets locked in the right place)

#

but that doesn't make it any less bothersome

agile smelt
#

if it's just a misplaced held transform or something it might be easy enough to fix without breaking any mods

#

if it's animator related i'm probably not gonna touch it loll

quasi sonnet
#

Next is Buttery adding an animation for the key slot turning with the key when we are starting the CC

agile smelt
barren crane
agile smelt
barren crane
#

ooooo i see, i really want this to be a reality then

#

so we can finally play Mario Kart

oak oracle
#

there's still one thing driving me insane though and it's that the animation for inserting the key is inconsistent and sometimes the hand will shift over to the right, and for the life of me i can not figure out a fix

oak oracle
#

;the key object is also rotated 180 degrees the wrong way when it's in the drivers hand

#

and shows the flat grey side

#

some other animation-related issues are the player model shifting backwards if you crouch while getting into the cc (most noticeable as a non-driver) and there is a bug where the player can get significantly rotated to one side (i don't know the cause of this one)

oak oracle
barren crane
#

please

oak oracle
#

the thing i'm stuck on is how to apply custom player animations for custom vehicles

#

probably going to have to mess around with an override

barren crane
#

hmm i see

#

well gl

flat widget
#

"This should improve compatibility with mods that add new vehicles."

#

What does this mean? There are other vehicle mods? :0

oak oracle
#

prior it had no checks to make sure the vehicle was a vanilla Company Cruiser

#

always best to have that sort of compatibility in place, y'know

oak oracle
#

the precise-saving was the most problematic since it would just break completely with my custom vehicle

#

since it was trying to set stuff like the ignition and boosts

barren crane
flat widget
oak oracle
#

it's a 1986 Saab 900-Turbo 2 door

barren crane
#

i really hope you manage to apply your custom animations soon

#

i absolutly love the design

oak oracle
#

i made a very basic player steering animation so far, so my plan is to try get that into game lol

#

i think i need to remodel the cars interior it's very low-poly inside lmao

barren crane
#

idk the cruiser code fully, so idk if some parts are overridable... if yes, then you'll need to implement a custom code and override everything you want in the cruiser
if no... then... gl 🥺

oak oracle