#Cruiser Improved
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the same applies for opening the cupboard iirc
i believe it is because your hands are full
:P
makes sense to me
actually i could be wrong i cant remember i might just be thinking of the prompt when you try placing a 2 hander inside of it
but theres a lot of actions you cant do while holding a 2 handed item
well
it does make sense
i think it's fair that zeekerss made it work as such
it is a bit silly gameplay wise yeah
but what i think is "silly" is that it adds an extra step that's not really challenging or meaningful in the long run
all you do is drop whatever you're holding, open the back, and pick it back up
i think thats the point
would be a cool toggle though
i think you are right that you can't open the cupboard with your hands full
idrk
but you also can't place two-handed stuff in the cupboard
2 big
meanwhile half of the use case of the cruiser is loading 2-handed scrap into the back
yeah it'd be fine as a toggle
oddly you can close the ship door with a 2 handed despite it telling you your hands are full when you hover the button
so its not consistent lol
oh zeekerss ❤️
yeah there are a fair bit of interactables that you are allowed to use even with your hands full
i think maybe the logic there is even with your hands full
you can depress a button
just by putting weight on it
it's not the same as wedging your hand into a handle and exerting force
but i dunno
i can open my door with my hands full if i try hard enough
in which case it shouldnt day your hands are full and should just give the interact prompt lol
hands are pretty crazy
anyways
this isn't a requirement for me by any means
and it probably makes sense as a toggle since maybe not everyone will dig it
but i think it's a nice QoL change that doesn't conflict too much with the cruiser's purpose
like i was saying, it's more of a limitation for "realism" than a significant gameplay challenge
i have had it affect gameplay when trying to be quick loading the cruiser with entities around
but yeah 99% its just an extra step
i mean
for full transparency
it does make loading the cruiser near dogs dangerous when they will hear you drop whatever you are holding
but it is such a specific circumstance i don't think it is that relevant in the long run
though, with this being the case, i also don't mind so much if you just decide you don't want to implement this
like, it serves a purpose, at the end of the day
i just feel like it's so minor i wouldn't mind just smoothing out the interaction
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
I noticed this mod is supposed to make enemies pathfind around the cruiser when unoccupied
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?
you put scrap under the cruiser buy looking most but not all of the way up than droppin it
enemies can still walk into the cruiser if the back is open, i bet baboon hawks would get stuck trying to grab scrap under it like they do trying to get scrap on the roof
don't baboon hawks get stuck in the cruiser if they grab items from the back
i had one like, "attach" to my car the other day
they don't usually get stuck unless you close the door on them
it wasn't in the back exactly but it was floating right outside the door and wouldn't go anywhere else
the door was open the entire time as well
idk how to explain that happening because i feel like they should be governed by the navmesh and the cruiser is a mobile object
but it really did feel like it was stuck on the car
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
i'm not too sure how they could get stuck there
i placed the navmesh obstacle below the cargo space so it only really covers the wheels and enemies can still walk in
oh wtf
i didn't think unity would have good support for dynamic navmesh like that
it doesn't lol
well, "good support" meaning i figure it just wouldn't support it at all
but if they can get stuck in the car and move with it that would suggest it is at least partially functional
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
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
oh that's pretty funny
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.
leaning out of a vehicle while driving is NOT OSHA APPROVED, we are good employees!
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
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
Would it be possible to add a scan node to the cruiser?
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.
you mean like to find it better, like the nodes on main entrance and the ship?
would be a nice feature to have for sure
Yes
does this mod make it so the cruiser is easier to control in terms of turning
it doesn't directly change the way the cruiser handles but it does fix the sideways sliding on slopes and fix the steering wheel desync, so the wheel will accurately reflect the direction you're driving
oh thank god
It was so annoying reversing and then it starts backing up in the wrong direction when Im clearly not sterring in that direction
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
even with CruiserImproved i still cant get the hang of it lol
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
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
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
yeah that's true, cruiser's only really worth using on artifice, dine, and maybe rend
would be good if some maps got adjustments to make it more usable
there's a certain route that makes it somewhat viable on adamance only problem is that it takes a quite a bit of time to actually go down that route so sometimes its not even worth it
you forgot embrion
i feel like the car is good on vow, offense, march, and embrion
i'd argue it's better on all 4 of those than it is on rend
Vow?
it's just a question of how helpful it actually is on those maps
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
yeah
if you do wanna go to embrion it'd definitely help there tho
we've been visiting the free moons a lot more just to have some more fun with the car
so i think it's at least worth pointing out
but yeah, i think the only two moons that really complement the cruiser are dine and artifice
they're the only maps with decent driving ability that also provide enough loot that you'd want to utilize the car
as opposed to just using the car for fun
you can make it actually worth it with LQ
this is definitely the biggest issue for me
the way that enemies interact with the cruiser makes me feel liek it's probably close to useless in true vanilla
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
or where you aren't so close to a pit you can just drive off by accident
artifice has a nice spot at the fire exit with no ai node coverage, at least
i think with knowledge of ai node placements it's doable in vanilla but you really gotta know the spots to park it
and you can't leave it anywhere else whatsoever
i have like, all of the features in this mod disabled except for silent collisions and enemies pathing around the cruiser
(and the bugfixes you can't disable)
and that's all i think the car needs to be "just fine"
although i do fancy the leaning and the booster seat
and wouldn't oppose those becoming basegame too
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
drive back around 3PM and the risk of outdoor enemies screwing you over is minimal. You might not realise it but most teams have already found and brought to main 80% of the scrap they are going to get back to the ship this anyway. This goes double for terrible teams that end up spending 80% of their time gawking at indoor and outdoor enemies for 80% of the remaining day after 3pm
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
This is my personal list but with enough skill and practice the cruiser is completely viable on most moons 100% vanilla
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
things like bad visibility, sliding/steering oddities, and even entities bumping into your bumped car can be overcome with enough experience and planning
I think its funny that you put vow over march when march is literally almost a straight line to the entrance lol
has to be one of the easiest moons (at least in my experience) for the CC by far
though i do know vow has some pretty cool CC strats
offense and March should be S, I use it there the most, I agree with embrion though
march enjoyers rise up..
Also, do take this with a grain of salt because I have not played Drive at all, but I think its even more hilarious that the moon intended for the vehicle is bad for the vehicle
😭
it cant seriously be D tier right??
does it have like collision issues or something
march's loot is so split up, and there is so little of it, i don't bother using the CC at all
i do enjoy me some March CC driving
can you explain the issue with Drive im a bit curious
offense would be higher if i could drive to main faster but i have skillissue. fire is ok though
the map experience is fun but the "driving" is awful. its a straight line on a flat surface, boring and ugly
pestilence is intended for the vehicle and i like it
because its a 3 dimensional mapj
ahh i see
again i know nothing about this moon
i just saw the thumbnail and was like oh neat a driving moon
i will check out pestilence
isn't drive intentionally designed to be a desert bus replica? i think being awful was the intent haha
ironically completely flat planes make for awful driving experiences with the cruiser
theres also Highway
which is a 6 hour drive in a straight line to main
so you can play Experimentation for 3 hours
and then drive 6 hours back
i dont remember but i think it's actually just right next to main
the good news is you dont need two cars to capitalize on it
it has some trees to the side of the road, and some lamps that are. surprisingly easy to crash into. can confirm from experience
yeah, that's why its an awful map
why is offense along with every other decent map below assurance?
something something meta, maybe?
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
assurance being higher than offense for cruiser is pretty questionable though
you don't even come close to needing the cruiser on assurance even if you fully loot the place
and trying to get it to main is horrible
how is assurance above march, at least you can get to all 4 exits on that map
assurance is cramped, has dogs, and you can only realistically drive to fire which is super close to ship anyways
also you can use cruiser to hoover up beehives on that map
i love using the cruiser as a beehive deposit
its like, perfect for that
ever since zeek updated the thing to save loot
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
so you can just grab bees for free on your morning drive
yeah you can't get to ass main without boosts, it's worse than offense. Ill probably put ass down and off up
is this vanilla behaviour or Cruiser Improved behaviour
both, it's similar to putting beehives on the ship antenna to break bees
if they can't path to the hive but they can see it they go passive without actually returning to the hive
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
do you have a clip of it so i have an easier time learning the strat
i'll make a clip now
can you do it without taking damage
yeah
huge, honey delivery driver
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
can i keep the beehive on the cruiser
yeah i just did that to demonstrate they won't aggro at all
do do the bees mind if i drive past them
what when i drive back with the beehive ontop
they might reaggro briefly when you drive past but they'll go passive again if you put the beehive at the back
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
at the back? why
i'm pretty sure they need to have line of sight to the hive to be able to go back into the passive state
have you tested this as/with clients, do you think there could be different behaviour=
i haven't tested with clients but the behaviour shouldn't be different since bee ai is hostside anyway
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?
pretty sure you do yes, i found it inconsistent if i didn't do that step
i think the bees need to reacquire the hive and go into ball form before they'll stay passive
it's probably a different behaviour state but i haven't really looked at the code
looks like a useful skillexpression, something to do at the start of the day
also make sure to have the back closed when you do it or they'll path into the cruiser instead
same thing happens with hawks
but they don'T stay there forever
I hope when you open the hatch out of LoS from bees they won't do something unexpected
like start roaming
or fly directly to the cruiser
didn't beta artifice have more beespawns, sadge
once they're passive you can open the back or do whatver with the hive
yeah i just tested that
as long as the bees don't see you close to the hive you're good
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
or pure luck and convenient locations
i just drove past the hive with the back open and they kept chasing
if the back is closed they shouldn't do that
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
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
bees didnt used to be so rare on art :( what's the % for 1 2 or 3 bees no?
oh that sounds bad
this is infact correct, however, if you drive far enough away they will become passive again
which should be pretty possible unless skillissue, you could also just avoid driving near them
yeah they get angry but they just chill until you drive away again since they can't path to you or the hive
then they go passive again
you just need to not park the car close to the bees pretty much
epic
trenches was just kinda mid for it
i thought it would be good for it but it really wasnt
wasnt rlly fun to drive on either
artifice below assurance? and vow?
its kindof too op, unless you're crawling the explosions will never knock the car around
but using the cruiser is always fun
the side-side thing doesnt rlly matter to me
vow and assurance are also rlly good for it anyway
eh, you just insta-die if you enter the lights, like there isnt an explosion or anything you just get health set to 0 so
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.
not totally sure what you are referring to by
side-side thing
for me it didnt shoot at all, i just died immediately
like i walked in and i just fell over
like a gmod death animation
https://medal.tv/games/lethal-company/clips/indDyLB5kruRbn9TQ/d1337sxOMQLU?invite=cr-MSxDZzcsMzgwOTIwNTks
have you tried the new art jump? its super reliable
eh my friends usually top after artifice anyways
stop*
but uh yeah for me on trenches it didnt shoot
i just fell over and died instantly
i was using jetpack once and i just died midair, no sound effects, soon as i entered the light i just collapsed midair
and i wasnt just holding the jetpack
so
i know it wasnt just the jetpack explosion
ooh that's weird, is it spamming that every frame?
did it break stuff or was it just in the log?
alright, wonder if that might happen every time a cruiser gets deleted, think i know why
game waits a frame before deleting the car after despawning it but my code assumes it's always spawned, should be easy fix
Already reported this issue earlier he's gonna fix it
Alrighty, good to know
I'm just doing lots of bug reports today since my modpack is kinda broken
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
should be able to make it so you can take the key out, prolly not able to put it in without getting in the seat though
yeah that's fine
pretty sure you can already interact with everything else on the dash when not seated
i wasn't sure about that so just thought to say it anyway
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
yeah lol i've had that same thing happen
TBF i'd just like to be able to remove the key without sitting down
cuz sometimes i forget until i magnet the car and hear the engine running
and it's kind of inconvenient to get back in the seat
so if that's the only thing you could pull off that would still be nice qol
yeah that should be easy, i'll add it
hmm could you send me your bepinex log file in the bepinex folder so i can see the whole error log?
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
for what it is worth
we didnt replicate this yesterday
and we got fired with the cruiser attached
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
full changelog on thunderstore
Cruiser exhaust is tinted blue when it has stored turbo charges.
wacky
but kinda neat
Fixed Cruiser bouncing off unkillable enemies that it'd usually push in vanilla, like bees.
big change, very nice
i thought it'd make for a nice subtle indicator of stored turbos without needing to pop the hood, just a slight blue tint
looks like this, can be disabled in config
oh sweet that's exactly what i hoped it'd look like
it looks like a blue flame but as it dissipates to smoke it gets a lot more neutral
looks pretty
haha ty that's basically what i was going for
items still teleport here occasionally whenever I place stuff in the back of the truck on the shelves
The only mods I have that effect the truck is this mod and better cruiser controls installed
and this mod
are you client or host of the lobby?
Host
There is no red logs pertaining to the truck either
The only red logs I had are these and I think they aren't related
yeah that's just entity pathing stuff
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
and i haven't had any issues using the shelves myself
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
if it does happen without my mod installed then it's probably caused by another mod
It still occurs even with your mod off
;w;
019125e1-500d-c726-0343-d9e6e2aa8b65
Heres the code I'm using
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
it's so weird
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
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
I didn't notice it happening until I installed https://discord.com/channels/1168655651455639582/1267285410095173744
But even after it's removal it's still happening
I did a clean reinstall of the game too
Guess I'll have to slowly disable stuff

that's unfortunate, good luck figuring it out
testing the LCVR compatibility was fun
i tried doing a magnetjump from up there before i realized you can just do it from the bottom
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
so i try avoinding that
imagine this happening in Vr
add auto flip feature
for the cruiser
i think an auto flip would be a bit too far beyond zeekers' vision for the cruiser for my mod
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
At that point i might suggest making a new vehicle instead
like, maybe a hovercraft that doesn't provide any protection and has limited space but it self-orients
well
when the car is turned over it actually has a tendency to flip itself back over already
it won't turn 180 instantly or anything but it does help you get it upright if you just push it around a bit
sounds like the coderebirth hoverboard
Cruiser Improved is already waaay out of Zeekerss vision
zeekerss's vision for the car is apparently a barely functional shitbox that you can use on 2 moons, so
my main goal with this mod is to fix the bullshit aspects and provide minor improvements of the cruiser to make it less frustrating while still honoring the original design (or at least the way i see it) as a difficult to use but potentially effective tool
basically i dont want to turn it into a fortnite car
id like to say that if my mod were imported straight into vanilla as-is it wouldn't feel too out of place

idk i disagree personally, better vehicle controls i agree with but all the minor changes digg has made still keep the jank of the thing but fix a lot of bugs and add some minor improvements
it does. that's the point. it's supposed to be really bad
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
The Company does not care if you live, as long as they save a buck the can tell the investors they made a buck
The truck remains epic though
Just being able to switch gears with scroll wheel doubles the cruiser's effectiveness. That's the only change it needs imo
it was bad back in beta, its blatantly, gamebreakingly overpowered now
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)
I want a moon that's actually made for the cruiser that lets me drive fast and furious
(Within safe parameters)
Coconut Mall moon
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.
What if there was a moon that had high loot but 0 indoor power, but insane outdoor power to compensate?
Or close to 0 indoor power. I'm getting off topic, but I gotta go cook somewhere else
try some of Widerstein's moons
i'm in the middle and no it still sucks
the cruiser can be good if you have a good driver; operative word there being can
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
Fair, vanilla has like what, all of 2-3 moons where it's actually viable? March is the easiest but it's also the worst moon imo
Well, viable normally. I'm starting to discover turbo jumping can be really good tech
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
there's strats to make the cruiser work on several of the moons but they're all kind of balls
like turbo jumping is insanely strong
and can just bypass a lot of shit
but it's soooooo unwieldy
I think the cruiser is mostly just so awful to drive that most people are going to just not use it
so I appreciate this and improvedvehiclecontrols
with both mods the car is insanely fun on a lot of moons
even ones not built for it
I really had to convince my friends to buy the cruiser the one time I got to use it in a lobby
They were convinced it would end in disaster and they weren't totally wrong
it takes like 4 or 5 times using car before the controls for it make any sense, yeah
I'm glad zeekers thought to do the warranty system
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.
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.
https://thunderstore.io/c/lethal-company/p/33mamaster/LifetimeCruiserWarranty/ you might be interested in this. allows for destroying the cruiser to be penalized as well so it's not just free for life
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
you can enable penalty in the config
Cruz is only nonviable Titan for a skilled employee. And believe it or not i saw a video of someone showing a setup to jump up to main and down in 5 and 2 jumps respectively. Of course in HQ youll go to art on day4 and stay there
For that message I really meant "viable" for like medium-level drivers. With skill and turbo boost nothing is impossible
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
adamance should be pretty doable with turbos no? the gap at fire isn't that large
oh without turbos nvm
misread
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
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
Since I found the magnetjump from rend main im sticking to that
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
is there a way to improve the cruiser to handle that
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
make cruiser a drone fr fr fr fr
🔥
(it's a joke)
i am surprised i haven't seen any alternative vehicle mods like that yet tho lol
yep
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
✅
zeekers is making modding for the game hard every update
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
nvm it doesn't make sense
fr
modders after every future update becoming clientside handled (networking needed) : 😭
never too late to cruise
The truck became an aircraft for like 2-3 seconds.
aircraft mod real
just replaces model and makes it have infinite boosts and more controlability midair
like severely more
lol
that ship organization is on point goddamn
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
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
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
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
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
on that note, i fixed this + the tire skidding audio when the car is attached to the magnet in enemysoundfixes
if you still want to look into the horn thing that might be more your wheelhouse
since it might require altering inputs(?)
does your fix include for the tire skidding when airborne ie while turbo jumping? might still fix it on my end if i'm looking into sounds anyway
no, i only accounted for the magnet, to keep it simple
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
you mean having tire sound while airborn? thats intended behaviour i think. skiddind sound is the sound of the "max gear"
there are 2 other sounds for low and medium gear. they dont change when in the air
if i'm not wrong, the skidding sound plays when the motor torque of both front wheels exceeds 900
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
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
i'm pretty sure there is a check to see if that all the wheels are contacting the ground
ok, i updated it so now the tire audio (rolling/skidding) is muted if all 4 tires are airborne
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
um, is there still any indication that you're in the highest gear? because a soundcue you absolutely need to know how the car will react once you land
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
there are no gears like that
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
is there a pitch? when I play all the sounds mash together
what i'm trying to say is you often rely on the skidding sound to help you judge how fast the wheels are turning when you're stuck in a way where they dont contact the ground (or you're flying) and if that is missing and there is just silence after this change, it removes functionality so i hope it's not the case
the wheel speed matters almost none for a jump since they store very low kinetic energy, i find it hard to believe the wheel speed is significantly impacting your landings
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
the wheel doesn't matter while in the air true.
it does on landing you do spin off into the sunset, especially when you jump out in vanilla without cruiser improved as host. And my second point of not knowing the wheel speed when stuck on the ground without wheels touching is more important anyway
in vanilla this happens due to the gas pedal being stuck down, not the wheels being spun up
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
@agile smelt this error gets thrown now after V60
The rest of the mod appears to work though
the only thing that should affect is my fix for items falling through the cruiser, will look at fixing it
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
Noice
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
disregard all of this. this persists in vanilla
hmm strange, i haven't run into this issue
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
Its a vanilla thing changed in V60. Items and equipment are now only collected after magnetizing. If they are moved or dropped on cruiSer afterwards they will dussapear in orbit
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
main is a clean drive most of the time and when it isn’t u can just launch yourself up to fire
I've had more experience since then and I realized you can just drive under the yellow bridge if you keep some speed and don't hit a wall midway
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)
@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
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
glad to hear it
For now AsyncLoggers is my savior lol so I don't have to see that error in the logs XD
@agile smelt Looks like the V64 beta causes your mod to explode
ooh yeah i see, looking into it now
There's already a v64 beta...
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
@agile smelt I'm wondering if an update could be made that's also backwards compatible with V62, I miss sitting up higher lol
yeah the breaking change was something very small i can easily make compatible for both versions
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
You were gonna be updating it to fix the errors spamming on V62 anyways, V64 just wanted to lend a helping hand lol
That makes sense
Already been reported the dev is gonna push a fix soon that will be compatible with both versions
v64 is out of beta at this point
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
Yah, mod is completely broken currently
nooooo my cruiser 😔
We will wait
ALREADY?!
It's a pretty small update so yeah
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
it also broke my whole modpack
like there was no time for modders to update their mods dang
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
I'm curious how this broke with the new update because I didn't notice anything
I forgot to remove this when updating my modpack to v64 oops
it fails to patch playercontrollerb and causes a ton of unpredictable behavior as a result
Oh nevermind I didn't add this one to my modpack this time around I'm big dumb lol
i've got everything fixed now, just doing some final testing before releasing the update
hmm
👍
My favourite part of the cruiser is the invisible sidecar
pictured (or, not pictured): the invisible boatmobile
Wonder woman!
"Quick, to the invisible cruiser!"
Zeekers changed a private method to a public one
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
i've improved it so small changes like that shouldn't break things in future
You've... cruiser improved it?
https://github.com/digger1213/CruiserImproved/issues/13 curious if anyone has experienced this? i'm not sure what the issue is
ooh wait i think i figured it out, zeek must've changed which way the cruiser defaults when loading the save at some point
well too many suits broke, some moons arent appearing in my terminal and friends can't join me
just released v1.4.1 for compatibility with v64 and a couple small fixes
YIPPIE
Yaaay Cruiser improved is back
☠️
hmm strange, did anything break? does this happen every time?
First time I've seen the error lol
I think it was cus I was testing doing a save reload
but dunno
Nah it was before that
log though
and yeah I know KidnapperFoxSettings is erroring there I readded it to config it lol
New update should appear soon
looks like an incompatibility with cruiser additions
Yeah not too surprising, I've disabled most of it's settings but it still seems to cause some performance loss and have some compat issues
I was trying to see if disabling the overlapping features would help
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
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
you could avoid the error by turning off the 'Save Cruiser Values' config for CruiserImproved
Ooh
which means your car won't save ignition status, turbos and position but you can use both mods
Yeah the other mod errors a lot regarding it's magnet saving patch
So I would prefer to let yours fix that
🤭
haha fair enough
Yeah cruiser additions seems to error a lot atm
Could you see if you can fix entering the passenger seat sending the cruiser flying?
You still have collision when going into the passenger seat
stand inbetween the passenger door while getting in, happened to me plenty of times before lmao
funny as hell
really easy mistake to make, i don't remember if it also happens when there's someone in the drivers seat though
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
the forbidden door
It happens with the rear door too
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
I think it's because it's only called when the player becomes the driver and when the player leaves the seat
yeah that's probably it, looks like zeek forgot to set it when the passenger gets in, only when they get out lol
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
i don't patch PlayerPhysicsRegion, and PlayerPhysicsRegion doesn't even have an OnDestroy method so i have no idea what's erroring there or if it's even caused by me
i'm guessing that error happens when quitting out of a lobby?
Maybe
PlayerPhysicsRegion does have an OnDestroy method
i think it was added in v64 unless im mistaken
this is probably an error from vanilla though
ah yeah i was looking at an older dll oops
looks like he just renamed the existing ondisable to ondestroy
[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?
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
i'm surprised i didn't run into this while testing the setting, but it does seem that BepInEx doesn't like it when you turn off all the flags of a setting
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
i don't think CruiserImproved would cause this, looks like something modifying the PlayerController is trying to spawn an explosion? nothing in CruiserImproved should do that
so if i leave just HealthEstimate there it should disable it?
yep that should work
worm. thanks!
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
unfortunately EmployeeClasses isn't open source so i can't easily check what it's doing, though i don't modify any behaviour related to scanning so i do doubt it's a conflict
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
it has a github afaik https://github.com/GNeon1/EmployeeClasses
just isnt on the ts page
oh cool, i'll have a look over
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.
does the cruiser have any items in it when this happens?
nope
fresh ordered cruiser does it
i do know this mod (cruiserImproved) took some cfg tweaking to behave with the playerDogModel mod
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
managed to repro it w/o this mod, so its on EC. mb for the false alarm and ty for the quick response lol
Thanks for the reply, yeah it's probably LethalHands
Is this mod currently working?
I use it all the time and have had 0 issues, so prolly
Ye still using it too
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.
bepinex will treat an empty config setting as uninitialized and reset it to default
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
tysm!
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
Would it be a good idea to make BetterVehicleControls a dependency? I had an idea where the cruiser starts with all its turbo charges.
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.
it changes your camera height when you sit on the cruiser
you can disable it on the config
not sure why it would affect the terminal tho
not sure either
it's specifically a code we use relating to MainCamera.localPosition that gets either blocked or overriden by that config
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
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
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
I should too, I think mine uses a set instead of add/sub so I'll need to adjust it
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
we use seat boost 0 and have no issues with the terminal
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
testing on my end with emotesapi and I don't get the issue you are having
@agile smelt CruiserImproved seems to explode when trying to close out a lobby after V69
that's an interesting first error, does this have any lasting effects on the game?
I couldn't back out of the lobby
had to force close the game
hmm alright, i'll see if i can get an update out within a day or two
weird, i could close out of a lobby with cruiser improved
Yeah I don't have that issue myself either.
havent had this issue either
The issue might have been with LCGoldScrapMod
Cus I ended up putting on the Crown at one point
@kindred dawn lol
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
I'm not sure what else would have complained about network syncing that was on the ship lol
I also did die with it on before I ever closed it out so idk if that might break anything
true
so just to make sure: what happened? you just quit the lobby while wearing a crown?
I had tried to yeah, after I'd died with a Crown on so I wonder if it was still trying to register me as wearing it lol
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
@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
Does CruiserImproved still have issues in v69? Or not when you have those settings disabled
Pretty sure the issues were all from LCGoldScrapMod
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
Save Cruiser Values should work fine, I turned them off to have one less thing writing to the save file
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
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
and you are certain it's not a conflict?
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
v69 made no changes to how items are saved
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
I mean how often are you closing out lobbies with other people in them though?
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
well my friends and i pretty much always purchase the cruiser when we play
and pretty much always have weed killer in the back
Yeah I'm not sure
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
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
only thing that comes to mind is that something about how cruiserimproved patches RPCs might stop working if new RPCs get added?
roundmanager had a new server/client RPC added for snowmen in v69
but none of the existing RPCs changed
Yeah that could very much be responsible in some way
so im still not certain that would be an issue
but im also no expert on RPC patching
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
@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
@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?
that looks like it's erroring out while trying to setup the scan node for the cruiser
Yeah this isn't the first case of it either. First time we had it happen I was holding the Dancing Jar of Pickles from the ColorfulJarOfPickles mod, client couldn't see it then fell through the floor
guessing same error spam just scan node for pickles failed
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
I wonder why when holding the item when the client is joining it causes such a bad chain reaction
why is placegrabbableobject being called on a player right as they join?
That's what I wanna know
that doesnt seem like something that would be happening immediately
under normal circumstances
It's someone who late joined
So guessing the function is running weirdly on late joins
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
Ah interesting
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
they should be
@teal lichen
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
is it still planned to change the camera logic for the height in the cruiser?
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
I did notice when CruiserImproved is disabled the performance is smoother lol that would explain some things, this also might explain the issue Wesley kept noticing that he described as the fov and camera constantly being reset
this was the msg
constantly zeroing the MainCamera position seems a bit excessive for the scope of what it's doing in my opinion
@junior wharf I'd guess this would be our culprit lol
so it could probably be changed to a harmony patch on the call for exiting cruiser instead, so it only runs once
this also explains why on rare occasion when going into orbit my camera fov would be all weird
i don't think it would affect your fov
it doesn't touch any actual camera settings
just its position relative to player object
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
It was only noticeable on certain moons iirc
so is this mod bad to use do to the camera thing?
But it's constantly running some kind of code even when not inside it?
And if so, that would just be unnecessary performance loss?
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
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
in its general settings, disabling leaning and setting seat boost scale to 0 will disable that code
oh okay!
sry to call you out again, but both those together is what causes that code or is it just one? If it's both I'll disable both just want to make for sure before I do
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
@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
sure, you can dm me! i'd be willing to update the mod with a pull request, i would have looked into it myself but i haven't played LC in quite a long time so it hasn't really been on my radar
gotcha
@agile smelt I made a pull request to your repo. Hopefully it addresses the issue https://github.com/digger1213/CruiserImproved/pull/20
thanks! i'll give it a test on my pc tonight and look into pushing an update
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
Sorry, never responded to this. NatlanSuitsVol1 has a few suits with height changing code. You'd know if the patch is working if the terminal screen is adjusted correctly. If it doesn't work, using the terminal will put you either higher or lower than expected
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
is that due to the camera thing or just straight up an incompatibly between the two which result in spammed errors?
Don't know. The NaN errors I was given last night mentioned about the PlaceGrabbableObject patch, so I just have to go on the assumption that latejoins aren't syncing the rigidbody components that are added to scrap when in the cruiser
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
All good! I was thinking of getting LobbyControl but I have Cruiser improved so idk
If you'd like to test it and confirm it's between those two I'd appreciate it
For sure. I'll try to do it when I play with a friend later tn. he's at work
Make sure when you're testing that you see how latejoins perform
Since that seems to be where the problem arises
Ofc. So like just get someone to join latejoin with Cruiser mod installed and send logs?
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
i'm testing this now, were you able to get it to build? i've had to make changes to get this to build
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
did you follow the compile instructions in the repo's readme? following those should get everything set up
Ah, I didn't check that
let me know if you have any issues following those, but the dotnet tool restore command listed there should set up all dependencies
Gotcha, I'll try it in a few hours
it doesn't like the use of 'private' within the method, i've gotten it to build by moving the variable to be a private static in the class, gonna test now
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
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
yes this is definitely what is happening
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
i've implemented this using !__instance.isLocalPlayer which i think should have the same effect
im actually unfamiliar with that variable
had no idea it existed
Lol
i'll double check but you're probs right
i'm not too familiar with the codebase these days so i hope that variable does what i think it does haha
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
yea isLocalPlayer is a lie and seems to be false all the time, i'm using the localPlayerController now lol
i've made a commit to the PR with the variable moved so you can try it out too, seems to work fine in my testing, gonna try with some other mods now myself
did you look into this? i might add this in now that i'm looking at the mod again lol, it does seem simple enough to do
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
that's pretty much exactly what i was thinking haha
but this works
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
ok, i'm home and i finally got it to compile on my machine. i'll do a test with current commit rn
@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
it does seem like NatlanSuits causes some issue with the driving pose which raises the model up, doesnt seem right, but it does that on it's own without CruiserImproved
with seat boost from CruiserImproved it puts the camera way high
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
i've merged the pr, there's a couple other things i'd like to try and fix before i release but it shouldn't be more than a day or two
thanks for contributing 😄
the 3 open issues on github from last year that i never got around to haha
oh gotcha
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
i could see if i can make something along these lines
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
Yes please 🙏
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
ive implemented it so starting the car still turns the light on and stopping the car turns the light off, but the light can be interacted any time to toggle it
does it still come back on by re-starting the car?
i implemented a cabin-light switch on mine as well, it can be turned on/off and won't come back on unless you toggle the switch and the key is in the ignition
i've basically got it so it can be toggled on/off anytime via switch, plus the vanilla behavior of ignition turns it on if it's off, and removing key turns it off if it's on
seemed the easiest way to keep it synchronized between players without ripping up too much of the vanilla code
makes sense haha
mine still calls the cabin light function on the ignition but i added a check for the toggle, didn't have to edit really anything regarding the ignitions behaviour
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
i noticed this too, i fixed it by adding a check to setIgnition so it does nothing if the ignition state already matches
oh neat!
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
just released v1.5.0 with the mod compatibility improvements, toggleable cabin light and scanning while seated
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
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
im a huge sucker for immersion so immersion breakers like this really get under my skin
even if it is ultimately harmless
that being said... crazy wrong
shotgun is a little less bad
ooh yeah, i've definitely seen that before
anyways... yeah...
isn't there a transform the held items are placed at? could be that it needs to be zeroed out while in the cruiser
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
something like that
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
Next is Buttery adding an animation for the key slot turning with the key when we are starting the CC
i'm glad i could help at all even if my contribution was minimal
appreciate it 👍 your PR basically motivated me to do an update lol
"mods that adds new vehicles"??? there is mods like that?
yes, i received a request on github from someone using LLL to experiment with custom vehicles
ooooo i see, i really want this to be a reality then
so we can finally play Mario Kart
i noticed this and attempted to fix it by creating a new gameobject and parenting it to the players hand and having the carkey object use its position/rotation, it's because when holding an object the local/server item holder position shifts which is what the key usually uses for its position/rotation
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
did this on mine :) would require actually editing the cc's model though since it's not a seperated object
;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)
mhm :)
vanilla v mine, before holding jetpack and after
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
"This should improve compatibility with mods that add new vehicles."
What does this mean? There are other vehicle mods? :0
Lethal Level Loader supports additional vehicles, i was the one that initially raised the concern on GitHub since i was playing around with additional vehicles and CI's code was messing with them
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
this being the seat-boost and leaning mechanic, and the precise saving of turbo-boosts, magnet rotation, position and ignition state
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
a few minutes before #1258980772996448309 message lol
what mod is that?
i really hope you manage to apply your custom animations soon
i absolutly love the design
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
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 🥺
my current method right is inheriting the cruisers code