#Cruiser Improved
1 messages Ā· Page 4 of 1
i want to sync motortorque, do a bit of tweaking and then i can push the update
well, a bit of cleanup on my pc before that, because it's a mess after this lol
this was more annoying than it should of been
ffs
you know
i had this issue before
and it's because 1.4.0 references "Mimics" in the .csproj
1.4.1 does not reference this, but that only works for v73
so i could push this update with LCVR, but it'll only be compatible with v73
...maybe
maybe it will work with v72 infact
i was referencing v1.4.1 of lcvr during testing
there is a bug with the steering wheel going to its actual position when you hop out but going to its vr position when you hop in, but i'm not entirely sure how to go about fixing this without altering vanilla behaviour and working with other mods that patch the steering the same way
it's a minor visual thing ig
:/
so if you aren't in vr it throws this and the vehicle doesn't spawn
great
i'm in a bit of a limbo right now
ahh that's rough
i'm trying to see if this is something i can fix
i don't even know why it's throwing this
fucking stop bro š
Get typeloadfix mod
But also its due to the way you're handling soft dependencies I believe :p
yeah i did and it just threw a big ol error
this is how CI handles compat for VR
the compat is just "if player in vr don't run x y z"
@somber stump?
Oh that should work in terms of a soft dependency not throwing any errors I believe
and as far as i can tell it's going wrong here
Oh, shouldn't it be doing
if (LCVRCompatibility.modEnabled && blahBlah
``` first?
I get that it does that in the getter, but no idea how well that works
i'm trying to check if not in vr
infact, i could rewrite my code to only have an invr check
nope, still does it
okay, turns out it's not the invrsession bool check
it's something else, guess i'll have to take a closer look lol
oh, i didn't even notice this before
yeah no, doesn't look like there's any getting round this while keeping it compatible with v72 + lcvr for the meantime
i would reference 1.4.0 of lcvr but it references a mimics package that can't be found
if it weren't for this, it would probably be okay
yeah no, it'll be in limbo for now, once everythings updated for 73 i can probably push it out the door without problem
that sounds good
lcvr updated today for v73 funnily enough
Just do what everyone else is doing and push the update then mention to not update if on v72
lol
i wanted to get lcvr compat out the door
Ahhhhhh
but right now i can't keep it compat with v72 and have lcvr compat at the same time
i could push some of the other tweaks i made out the door
like motor torque/brake torque sync, removed extra wheels and slightly stiffer springs for better driveability
but i'm disappointed this is how it is rn
fair
i could also:
push the tweaks/changes for 72
and then make an update for 73 + lcvr, but put in the description to downgrade if you want to use 72, but state lcvr won't work with ci
that sounds extremely suboptimal though and a little messy
so i'd rather just wait on it first
lol ye I saw
sorry if my messages are short my phone is ass
if it weren't for the missing mimics reference, i could push it out for 72
no worries
lcvr appears to have removed the mimics reference for 1.4.1
i guess it was problematic for them too
This looks like you aren't running the latest version of the game? Because that's thrown because it didn't find a method by string, which, how the fuck could that fail? Can you send full logs?
yeah no this is for v72
i was trying to see if i could keep lcvr compat with ci for v72 until everything on 73 is ironed out
Ah, makes sense š
it seems like i won't be able to do that, which is fine, i'll just wait on pushing an update
lcvr updated for 73 anyways
Oh nice
and i figured out why lcvr + ci broke, and it isn't a difficult fix
How is progress on a V73 update?
this mod works fine in v73 from my testing, the only thing that needs updating/fixing is VR support, but that has needed fixing for a while
silly goob
i've literally been using CI in pub lobbies recently lol
even on lunx streams i've seen CI is working properly
all the networking is fine
Saaaame
i do not pop in there LOL
that's good that it works tho ty
I am sometimes poppin' in and I never noticed lol
I think now that more people are going back to 73, I'll probably release an update for v73 vr support with ci
yaaay
yay
That would be nice. Since the LLL fork update, the v73 floodgates have been opened
i've finally added a patch for the passenger seat collision bug
after so much procrastination
i might also throw in a quick patch for a nullref that was introduced in v70 by zeekerss
(when hitting enemies)
i have my VR with me now, i'm going to test that everything works and if it is working, then i'll push the update out the door
also, i synced the wheel torque, not that it matters too much, but i did it
i justtt need the cover for my other controller
just to double check
did you or digg ever fix the KillEnemy check being replaced with HitEnemy in the v70 update
sorry i phrased that badly
anyways the cruiser uses HitEnemy when it should use HitEnemyOnLocalClient and used to use KillEnemy instead of KillEnemyOnOwnerClient
did you make sure CI patches both HitEnemys properly
got it!
i'll be honest i sort of forgot about this
lol i see
well, if you're doing a compatibility update, consider it? š
i havent noticed any issues arising with enemy HP desync (if there was, it probably would be pretty minor) but it always makes my day to know minor errors are getting corrected
yeah i can take a look
because i am a normal child
alotta "minor errors" on the cruiser.. haha
unfortunately i can't go overboard, i have to keep this mod vanilla compatible :)
as much as i would like to
oh that's cool, my VR compat for the cabin light is completely bricking the CC
i probably should of told you that DiggC isn't really active and i am the maintainer for CruiserImproved right now, i would of seen this anyways and said the same thing lol
lmao
it's fine in my thread, idm, its for anything all vehicles lol
would of been more fitting to ask here but, it's okay
anyways yeah, i'm just not interested in restoring this behaviour at all, as it would make the cruiser way more overpowered than it already is (in vanilla)
maybe buttery could restore it as a balancing change in her mod
but for CI i'm just not interested in doing so
it just makes the cruiser one tap the bird for example, which really rubs me the wrong way
That's okay, I could care less about the game balance implications if it puts a smile on my friend's face
but I undystand
Cruiser would need some sort of trade-off to have instant-kill rams again
Btw Buttery is a girl
it practically has none right now
it's insanely durable, if it goes crit it regens nearly all its health, it can fly over maps and eliminate all outdoor gameplay
I think if the regen was nerfed, giant jumps were addressed, and its price was increased, it would be balanced
It was genuinely awful in the betas though, it was more slippery and less durable than on release
I think v60 behavior with higher cost and no insta-kill ram would be good
cruiser had no real change between 56 and 60
it had more traction
the durability was identical to 56-69
it was just more lethal to players in the event of collisions, couldn't jump or be healed with weedkiller (had to be taken into orbit to fully heal) and it had a bug where enemies could see through vehicle layer
i love my v55-hybrid cruiser mod :)
if you got into a collision that was enough to break the windshield and you were sat in the cab it would instakill
in 56 it was changed to damage you dependant on your H
HP*
i've gone over the v55 car in my download of the v55 beta many times many times over, and alot of the stats are identical
i think the "less lethality to players" in the event of a collision created a placeabo effect that the cruiser was more durable
when in fact it really wasn't
it had so much more that the wheels were actually quite unstable, but it was still super grippy
people are too used to the modern day cruiser, and the v55 cruiser wasn't around for that long before being tweaked and changed. alot of people just end up remembering terrible experiences with it, so automatically assume the v55 car was the worst thing to exist
Well it had the worst durability and like you said, it was less stable than v56
I think the v55-56 changes were a good thing
no, the durability was identical to v56 all the way to 69
and people misassume that v56 increased its durability
when that's not true
in v70 the durability was buffed massively
but throughout the entire of v55-v69 the cruiser received no durability changes
The durability might have been the same, but I swear it had some sort of reliability improvement during the betas
Improved collision logic or smth
in v56 the cruiser received:
less traction
less lethality to players in the event of a collision
removed ability to kill anything with a size less than 1f (mimics, and i think even baboon hawks)
ability to lurch the car and boost the car
ability to use weedkiller on the car
fixed bug with enemies seeing through car
partial protection if in the truck with the back door shut
items save when left in the car
there were some other bug fixes but they aren't as relevant so i've not listed them
Ah well, I donāt mean to stir an argument
no no don't worry about it lol
you aren't stirring an argument
i know stuff like "the v55 car was less durable than 56" was spread around like wildfire
despite it being blatantly not true
I mean it definitely felt that way
i think it's a placebo effect
I was there for the first beta and it felt like it blew up if you looked at it the wrong way
all the other improvements made it "feel better" as a whole
i think there's a reason for this
the car was new
no one had used it before
no one knew how to drive it properly
everyone has had time to get used 56+ cruiser though
and they just misremember what the 55 car was actually like
because they didn't know how to drive it, so it blew up constantly
and they automatically assume its the cars fault
ya'feel?
Perhaps
some of the other bugs were a little bullshit and made it feel horrible to use as well
like enemies seeing through cars
that was especially bad
and the fact the v55 car had no enemy protection in the slightest
i still think it was the most fun the cruiser ever was
if you made the 400 bucks spent worth it, it was so, so rewarding
oh yeah in 56 the cruiser also dropped to 370 but
irrelevant rn
I found where I first heard the misinformation
yeah no that's completely wrong
i've gone over the stats multiple times in my download of the v55 beta and compared it to the modern day one
cuz i needed to know if it was less durable, cuz if it was, then i wanted to apply those stats to my v55-hybrid cruiser
We love LC Wiki š«
I see
unless there's something i missed, but i'm fairly confident i didn't
i was using unityexplorer to look through it
I trust your word over the site that has hosted multiple hoaxes
well in fairness
i fell prey to the misinformation too because this is a quote from zeekerss
and not just random shit they put on the wiki
until scandal told me "car HP was the same in v55" i had no idea
maybe zeekerss meant something else with "increased durability" but who knows
if there's something else underlying he changed, then i can't really check that without having a patched project of v55
as for the stats and everything else, they're the exact same
yeah idk and hoenstly i dont super care to look
i feel like the player lethality changes are a lot more clearly defined
and reverting those is probably a lot more interesting for cruiser gameplay anyway
i dont want the car to be made out of tissue paper
but it definitely shouldn't farm dogs by just sitting in park somewhere
and i think it's probably a little too forgiving of players crashing it into stuff and walking away with minor injuries
i'd like to get into a horrible car crash
shatter the windshield
light the engine on fire
the v55 car kills you in the event of a collision, but only if its enough to break the windshield
and start limping away from the crash spilling blood all over the floor
if only damages people in the back/stood on top etc
lol i think that's probably too severe
i feel like you should be able to shatter the windshield without immediately succumbing to death
but i think right now it only does like 40 damage or so which is pretty minor in the grand scheme
also, the velocity wasn't synced in collisions in v55
which meant the driver could die and the passenger wouldn't
which is extremely funny to me
your passenger watches in horror as your lifeless body lumps over the steering wheel with bananas playing... it's too funny
it varies on magnitude
i think this is one of the best possible interactions with the cruiser actually
there is nothing funnier than being passenger princess and then your driver dies without switching gears
and the car just goes all over the place in drive mode
bonus points if you are mauled horribly in the process
i remember there was a video i once watched
We played with the Company Cruiser in a recent live stream of Lethal Company, so here's my highlights! Loved this car update, along the new monsters.
Shattered Saline's Channel: @ShatteredSaline
#lethalcompany #lethalcompanygame
this one
LOL
this is good
oh and this was the version where it was bugged and alerted jeff every single frame....
oh goodness
yup LOL
mine doesn't do that dw
the silence as he stared at the body in the drivers seat
š
i'm actually not sure why this didn't break the windshield
regardless this is funny
anyways that is unfortunate
mostly for selfish reasons
you could restore it as part of butterybalance maybe
i want "v69 cruiser durability and damage" combined with "doesn't instakill the sapsucker" BUT im also lazy and dont want to write the code to do it myself
as im assuming you are in the same position
i guess it would be an "improvement" to have instakill but, for reasons i'm not interested in that, esp for a mod that works client side
anyways if you're confident you won't touch it, it at least gives me clarity on "implementing it myself shouldn't cause issues"
so i will put it on my to-do list without fear of conflict
^
it should be pretty simple to restore
changing out the 12 damage hitenemy call or whatever to just killenemyonownerclient
yeah i guess it's fair that someone could probably just cheat and load it up clientside
TBH if i was implementing this, i'd probably just change the cruiser's damage ID to something unique
and make the giants take bonus damage from that damage type
that could probably work
because it really only matters for instakilling giants (and I guess maybe I could also apply it to maneaters, but this is such a rare interaction i dont really care)
im totally fine with the cruiser's weird jank for killing sapsuckers but losing the giant insta feels terrible especially on dine
and i never asked for the cruiser durability buffs that he gave it "as a consolation prize" (if you want to justify it that way)
so i'd really be happier just flipping the switch back
but keeping the sapsucker behavior as is because it's fine
My ideal Cruiser:
-
v56 durability
-
v73 damage properties
-
boost jump chaining is harder (no free Art jump)
-
700 credits
-
Damage from collisions I am not sure about, ig breaking windshield could put you on crit
-
I think it not instantly killing Giants is a good thing, they felt kinda trivialized
someone will bring up some modded enemy where it actually matters and then i will have reason to do it the proper way
i may add giant protection on my v55 cruiser
i mean
dog
.
let me reword
i may add dog anti hit protection to my v55 car
like what CI does
I mean you have set the precedent that you do not account for other mods much
my v55 car also uses the v70 enemy damage system but i did play around with some of the numbers
i also restored the 1f enemy size shit
maybe i'll restore the insta-kill, but i'unno right now
it's not meant to be a perfect 1:1 v55 car
I think 15 damage per ram instead of 12 could be good, 2 hits for Giant/Sapsucker instead of 3
Make it not free but also not too tedious
they felt kinda trivialized
personally I dont feel like this is the case, but I wouldnt say this is an unreasonable perspective... for me it boils down to:
- instakills only happen at the "highest velocity threshold" for damage, and AFAIK that puts you at significant risk of death if you crash into anything that's not a monster
- giants on wooded maps like vow would be protected by trees which make it awkward to gain momentum + damage your car
- rend is extremely awkward to drive on and has awful visibility, so i dont think giants ever feel like a "free kill" there
- on dine and artifice i do agree it's "more free", but dine also spawns giants like a motherfucker, and old birds can melt them down anyway
obviously #2 is speaking from the perspective that giant instakill would come with reverting the overtuned damage resistance from v70
trees don't actually damage your car :)
side tangent but i think it's nicer this way
which one? the instakill?
i dont think any version of vanilla has had a perfect car and i think it's much cooler to take the best parts of each iteration to make a hybrid car
I guess I should say I mostly play modded so that skews my perspective a bit
ahh
Vanilla moons are more crowded so lining up a clean ram is harder
yeah that's completely true
yeah obviously im talking from a vanilla perspective so i *lack some of your insight as well
as usual there is the "modded vs vanilla" divide
the v55 car has been a mix of, well, v55 car (zeekerss original vision), my own tweaks/improvements/changes based on what i felt was "right" for it, and taking some pages out of CI
and obviously i added.. the gimmick.. the funny one
also yes this decision was stupid i think
i would have been "more fine" with cruiser getting an HP buff, or smaller adjustments
but like
if you change the last false to a true you can make trees damage cars
collisions that used to instantly deduct 20% of the cruiser's HP (6 damage) now only deal 2
there is code to allow it to take damage from Object
and several collisions that did less damage just no longer deal damage at all or only deal 1
the fact that the cruiser can just bulldoze trees without taking damage makes vow kind of a joke
i thought it was fun having to figure out a path where you minimize impact with trees on the way over and on the way back, because if you played recklessly, it was super easy to run out of durability and explode before you got back home
that entire microgame is just gone now because you know no matter how many trees you hit the cruiser will resist
I still will say though, Artifice and Dine are the two Cruiser moons and they also are the easiest for raming. Embrion would also be easy for rams if Giants were a consideration there. Mostly by coincidence, the worst moons for Cruiser are ones you would not bother with it anyway (Vow, Experimentation). March is interesting but I never play it vanilla so I cannot ay much there
Ah well maybe I have skill issue
i may make trees deal damage to my v55 car
The hills make it fall over a lot
i'll probably just prefix the TerrainObstacleTrigger and check the tag of the object to make sure it's not a snowman (for my v55 car)
otherwise, having snowmen deal damage would be stupid
To think the snowmen were not even destroyable with Cruiser
They donāt spawn anymore though
Ye
infact i'm going to make the tree change now
I am a CustomOutsideObjects enjoyer myself
Anyway though I wanna hammer home the price. 370 or even 400 is way too low. I think the Jetpackās old price of 700 is perfect
Maybe outside this modās scope but I wanna say it
but yeah 370 is wayy too cheap rn
I think the ideal car we were talking about should still cost 600-700, keep in mind you get a second one for free
i love driving on march
we play v9 march (more items, smaller interior)
and it feels like you get justifiable profits for the visit, get good mileage out of the car, have a fun drive
bonus points if you enable rain and use the wipers for atmosphere
the wipers on mine make a little wiping noise :)
in vanilla march is still a great place to use cruiser but most of the game is spent being inside finding nothing
and the cruiser winds up feeling a little unnecessary for the amount of loot you find
so it sorta suffers the experimentation problem
i also think cruiser is fine on vow, you get enough items that cruiser doesnt feel like a waste of time (although not so many that you need it, either)
agree with the rest of your post
personally i dont mind the price but i also wouldnt mind if the warranty vanished
i was fine with the cruiser at 400, and -30 felt like it was just a small boon to justify its purchase to the many skeptics of v55
..the warranty may very much be needed with my v55 car
i would probably prefer cruiser costed 370/400 but just had to be reordered every time
"we are so confident in the quality of this product" --> good luck
but at the same time the warranty is a good gag so maybe that is not ideal
i think the warranty is sort of imperfect from a gameplay perspective because the cruiser is pretty much the only thing that makes interactint with the death penalty meaningful
you can only buy one car at a time, once per day
so if you need to replace it and have no warranty you gotta hold your cash and try to minimize losses
i really want to figure out a way to address this
maybe i could implement a system where, if your cruiser is destroyed and you buy another one, the destroyed one just becomes a static prop with no vehiclecontroller script attached or anything
meanwhile you can buy an infinite number of items to use all your money and store it on the ship to completely nullify death penalty
i have mixed feelings
on one hand i think not being able to order a new cruiser if you destroyed your old one is dumb
on the other hand it contributes to solving the death penalty problem i mentioned
so i dont think it is a pointless feature either
hmm
if you could just wreck your car, order a brand new one and get a warranty too, then leave for orbit... now you have 2 cars for the rest of quota and death penalty is avoided yet again
well, my idea was like above, if you order one after one was destroyed, the destroyed one becomes a static prop with no vehiclecontroller attached or anything
sorry i mean like
if your friends wreck the car and die
and you know youre gonna get penaliz3d
you can spend your money buying a new car pre penalty, which you could use for all of tomorrow
and the warranty would cover the third day
ironically the warranty is actually a detriment here because it blocks you from spending your money
though i guess you could just destroy it too, then buy the new car
i think i get what you're saying?
i don't know why you'd intentionally destroy the car
there's only one reason i can think of and it would never happen in vanilla
and it's the fact the warranty system applies to all vehicles
you could destroy a cheap cruiser and get something better for free, if you play with modded vehicles
yeah im talking purely in the context of how it interacts with death penalty, and how to avoid wasting money from casualty fines
ohh wait, you mean how the car prevents you buying it full price to prevent losing so much money when people die..?
say you have $400 and someone died and the car is gone. youd rather spend that money getting another car right? but vanilla stops you until you go into orbit and lose too much money.
if you could infinitely buy cars, and you have a warranty, you would want to spend your warranty, wreck the car, spend your money, and then you get an instant car + the new warranty for day 3
it is a silly scenario but something to think about i think
ahhhhhhhhhhhhhhh
i see
logicallly speaking
being locked out of a car until you go to space and despawn your old one is Stupid and Sucks!
right yeah, i see what you mean now
but gameplay wise it does encourage interaction with an otherwise completely cheesable system
so i wonder if there is a compromise somewhere
I feel this scenario is not a factor because the players who would do that probably just savescum
do you have a "ideal solution" in mind?
LOL you do have a point
not really
and im probably splitting hairs
i think vanilla just needs to implement the death penalty better
or do away with it completely if it is just gonna be an afterthought like it currently is
icic
Only easy thing I can think of is that penalty is immediately applied when someone dies
speaking of the warranty
ik zeekerss didn't intend on additional vehicles but
i wish it was per vehicle
instead of every vehicle
i'll admit i've cheesed it once or twice but still
but there is still way too much that just assumes single car because he hasnt yet had to design around the possibilkty of other vehicles
modders would have to implement so much to properly handle those expected interactions anyway
yeah
Not sure why we would
just you wait and see
the sapsucker is the worst case of this imo
v60 liquidation and it is coming with the jetty vehicke
submarine cruiser
Well if it functions differently than the Cruiser then sure
But the mods rn are just more cars
zeekerss still creates problems for these
Which I doubt Zeek would do
it's true, but if you have a $400 car that gives a warranty that can apply to a $1200 car due to zeekerss' systems
thats a problem you are moving out of the bounds of vanilla to fix
so youre not really getting the benefit of "the dev made multiple vehicles possible" because so little actually supports that possibility out of the box
yeah sorry just hypotheticals
used 2002 toyota camry for 1200 dollars
right now terminal just has a singular warranty ticket flag
and if you have the warranty ticket, all vehicles are freee
It does surprise me how difficult these seemingly simple fixes are
back in the v55 days all items were free :)
this is true!
i will not be restoring that haha
$400 Jetpack (+ car ig) š¤
this bug is silly but i think it is my favorite bug in the game's history perhaps
According to LC Wiki, Experimentation had 14 indoor power during a v55 beta
zeekerss confirmed this was unintentional
idk how you mess that up
at all
why he was messing with exp, we'll never know
exp having 14 indoor power level should be a thing for butterybalance as part of april fools
"the unbalancing update"
Also Giants could see through trees because he messed up their properties while making them destroyable
Giant buff š„ š„
That one is hard to beat though
as part of cruiserimproveds april fools update i will be deleting the cruiser from existence "the v50 update" /j
What is funny is there are more than a few people who think v50 was the peak of the game. I am not saying that in terms of v50 being the best update (it was), I mean they think v56+ actively worsened the game
I do think v55-69 was a mixed bag, but I would never go this far
v56 did kinda ruin the fun imo, and it's because of the "cruiser meta"
I am surprised Art jump was never addressed
I guess Zeek just did not care after the Jetpack fiasco
I donāt blame him
Then he buffs Cruiser in v72, like bro š
i haven't used the boost feature in so long
v70 but yeah
I think every single moon has a jump
yes it does
Even if some are kinda dumb
some guy on youtube called oldwampa made an entire series called "how to use the cruiser on (moon here)" and they all feature jumping
some of them are so stupid
like the titan one
and the one on adamance where he just says to casually drive off a cliff lol
Gotta play optimally my guy šŖ
driving ftw šŖ
oh no wait sorry i'm "playing the game wrong"
please don't get the pitch forks out :(
Oh yeah also, if we make Cruiser more expensive than TZP has more of a reason to exist
Well like why would you buy TZP for 80 when Cruiser is 370, not a big jump for good players
34 seconds of speed boost vs infinite free tickets between main and ship
In my modpack I made Cruiser 600 (now 700) and made TZP 50, and my group was actually making TZP strats for the early/mid game moons. It was pretty novel
@thin hearth trees damaging my v55 cruiser :)
@quasi sonnet i patched my v55 project and well, yeah, the stats are the same
Well now I can easy easy
Guys, does the mod support v73 of the game?
it isnt updated for v73 but apparently works aside from lcvr integration
Alrighty, ty
This option doesn't work, or is it a mod incompatibility? The tools aren't separated from scraps.
I got a report about this a while ago on the GitHub, but it just keeps slipping my mind to look into it
I'm having this error. V73. When I interact with the lever to go to a moon, the orange circle (loading, which appears when interacting) does not appear. The ship does not descend to the moon.
After removing some mods, the problem was solved. I'm not sure what was causing the conflict, but if I find out, I'll post it here.
If I must ask, did you have HQOL?
Someone reported to me that apparently CI is incompatible with HQOL, so just a curiosity question
HQOL? Sorry, but is that a specific mod?
I'll take that as a no
Oh, no 
Hello~ I dunno if this mod is currently maintained but I'll report something
first I dont know what effects might it cause on a game but when I tried some test launch of my pack, seems CI breaking something on 3 mods in my pack.
Pocket Rooms by melanie, ShipInventoryUpdated, and SelfSortingStorage
this is a testing pack with the said mods :
019bf97b-f7e8-7b13-e503-bf82b29f5226
logs if needed
@oak oracle pinged you just incase. sorry for the ping tho š
according to sss cruiserimproved isn't compatible, but it doesn't explain what breaks and I haven't had any time to investigate, I've barely been on my computer much at all for various reasons
if I had to guess, you could try disable sort equipment on load and see if that "fixes" whatever issues your having
considering it's item related
its already toggled off in my main pack tho š
i don't exactly know what issues it's even causing, im just taking a complete guess at the moment as that had to do with items and it "seems like" it could cause issues, but I haven't been able to investigate yet
I'm aware of VR not working with CI
I know the issue for that, but just haven't been able to push a fix for it
Im not 100% sure but it looks like dawnlib save system has some kind of "sort equipment on load"
Sort equipment on load? Wdym?
I save their positions and rotations, making sure they don't fall off of stuff like furniture, cupboards etc
Idk why half the items was inside ship since i turn off CI option
tried and tested on a test pack I send. its already fixed. the issue is from pocket room lib. sorry for wrong report š
lol no worries
i saw melanie mentioning something about their transpiler causing issues with ci
didn't read too much into it
[Host] Fix items left floating where the Cruiser was when reloading a save. All items will now be moved into the ship instead of just some. Looks like dawnlib save system reverts that fix by this mod.
Transpiler specifically from Pocket rooms (which I don't have) or also from the other stuff like 2 story? Only recently added Cruiser Improved and coincidentally getting a flat error on lobby joins now :|
I don't know if issues there could cause that.
hello, this is why #1346074618854899732 message
What could cause all items from the cruiser to disappear (only happened twice)?
midgame
first time was on artifice and second time was on adamance
can't say i've heard of this issue before
i may have a cheap fix for LCVR (disabling the cab light interaction for now, lol)
it also seems that i might've successfully transpiled the second HitEnemy call to use HitEnemyOnLocalClient instead, which was the thing bothering me for a while
i've also obviously got a fix for the passenger seat lined up as well
i also have a mild fix for the wacky suspension, it should keep the ride height as close to vanilla as possible but should fix some issues with it violently shaking
Could you fix that problem with CruiserImproved teleporting items that aren't in the cruiser into the ship? So it only teleporters items from the cruiser
nope my transpiler did not work, demotivating
i haven't heard of this issue
I'm using dawnlib save system which overrides cruiserimproved and this didn't happen anymore. But dawnlib doesn't bring all cruiser items into the ship (its like vanilla)
what
Dawnlib overrides this one [Host] Fix items left floating where the Cruiser was when reloading a save. All items will now be moved into the ship instead of just some.
are you asking me to override dawnlibs system?
i don't even know exactly what dawnlib does in regards to this
Nope, I'm saying that if I use Dawnlib's save system, items that aren't in the cruiser aren't teleported into the ship. Though Dawnlib only teleports a few items from the cruiser, like vanilla does.
so wouldn't this be more of an issue with dawnlib?
is cruiserimproved doing that fix via a transpiler?
Yes, but the cruiser improved issue is that bring items that aren't even in the cruiser
yeah
no wonder it gets overriden lol, i replace vanilla's saving loading and spawning of items to a more stable version, but it does also mean just vanilla behaviour on most interactions
ic
also are you saying theres an issue with cruiser improved's implementation to begin with?
yes
sometimes when i reload the lobby items that i sold in the company or lost are there again.
is that still happening with dawnlib's save stuff turned on?
im looking at cruiser improved's patch it doesnt seem like it'd cause anything like that
i dont think so, i would imagine another mod is doing that
that i'd also be overriding because im overriding vanilla
ill look at what cruiserimproved is specifically doing and try to apply the whole items moving to ship if they're not there and push that
do you have an easy way for me to repro this?
it sounds like the item is close enough to the ship it thinks its inside but far enough its still outside
nevermind i'm wrong it did work
š„“
noice
Play the first day (i usually put items in the cupboard)
second day: you die
third day reload the save
also going to add a quick fix for some ignition parameters not being set properly in TryIgnition for clients
namely, the cabin light not being set on properly and keyIsInIgnition not being set properly
https://thunderstore.io/c/lethal-company/p/DiggC/CruiserImproved/ i've just pushed an update (1.5.3) for CruiserImproved, this should fix:
- passengers not having their collisions disabled properly
- ignition parameters not being set properly
- wheel motor and brake torque not being synced
- fast impacts potentially causing health desync
and, as a (cheap) fix, i've disabled the cabin light interaction in VR, this should mean that you can use LCVR and CruiserImproved again now
now you can stop bothering me with your cruiser flying away because you got in at a weird angle!! lmao
any issues caused by this update, let me know!!
also not sure when it'll come through on thunderstore
ah, it came through, mint
i also left like half of those changes out of the changelog š„“
woopsie
oh, right, i forgot to stiffen the suspension a tad more
the cruiser might feel a little funky, lmao
will address this as a hotfix as soon as i can š„“
does the passenger collision thing fix getting struck by lightning in the passenger seat?
that's not a bug
the passenger seat fix, fixes a bug where passengers dont get collision disabled, and it can result in the cruiser flying away when getting in
this one specifically
getting struck by lightning is not a bug however, you can also be struck as the driver
too lazy to write all of this again but you can have a gander at this (this was in response to someone saying lightning striking you in the cruiser is a bug)
tl;dr there's no special code to prevent lightning striking you while seated in a vehicle, the cruiser has no roof overhead, tools too close to the front can cause lightning to "hit you", rng lightning is just you getting unlucky, having the car tilted up can cause lightning to gank you (as lightning strikes downwards)
It was a peak bug though, I have no idea how we kept forgetting about it. We kinda grew a habit of Jumping into the passenger seat and sitting down and I donāt think Alex knew about it so she went to get in the normal way there and bye bye went the Cruiser lolol
its an easy one to forget about
it doesn't happen 100% of the time
and most people get in through the top
Yeah XD
anyways this bug should be fixed now
interesting i never got struck as the driver but had seen multiple passengers getting randomly killed by lightning
they probably held metal tools
no
rng lightning unlucky then
or tools too close to the front cab
again you need to remember there's literally nothing above your head lol
anyways ive been struck as a driver sometimes
yeah i think it is that
or when taking sharp turns
that too
might a config problem, but anyone sitting as passager is stuck facing forwad and jumping on the sit, while also taking damage the the cruiser is driving
client also have the same bug when driving the cruiser
also, anyone get insta killed from running over something
like
I don't feel like this is a cruiserimproved problem, i never had this issue during testing, this is most likely some issue with a mod that messes with animations
i ran over some entities during testing and i didn't have issues insta dying
oh, okay, the passenger side is actually bugged
i'll fix this š
pushing out 1.5.4 that should prevent the passenger seat from breaking
ty for alerting me!
surprised no one did it sooner
https://thunderstore.io/c/lethal-company/p/DiggC/CruiserImproved/ 1.5.4 pushed with a fix for the funky passenger seat bug
Haven't been playing lately or we likely woulda found it lol
i think i need to fix this haha
(this was caused by me)
enjoy your lifted cruiser for the meantime i guess
Yeah we've been on a break from Lethal for about 2 or 3 weeks now? It was needed
fair enough
welp we personally just noticed your mod and decided to try it out
not my mod, i'm just the maintainer :)
thank you for telling me about this, anyways
oh myd bad x)
having the passenger seat broken off the bat isn't a good look š
that came about when i was fixing passenger seat collisions
its pretty nice to have if you're using the vanilla cruiser
a bunch of qol+bugfixes that make it less of a mess to use
yesh
you said this should be fixed now, and the driver seat being bugged should be from smth else?
though admittedly i only really use cruiserimproved in public lobbies haha
the drivers seat is most likely bugged from something else yes
wonder what since it seem to work fine normally
if it starts working after 1.5.4 then i guess it was related to the passenger eat
seat*
okay we'll check once the update is live on thunderstore/r2modman
i mean, we don't really have any other cruiser mod so i don't see what would conflict tbf :/
probably a mod that messes with animations
i could always send you the modpack code
that works too!
maybe there's something we don't know about
when the cruiser first came out a bunch of animation mods did that exact same thing and they needed updating haha
019c85c0-c886-2ad1-1502-88b4172fe598
we do have emotes mods ig
maybe that could be it
i'll take a look in a bit :)
replace antislimecamp with lethalfixes
i don't know if doorfix is needed nowadays
might be worth replacing stuff like scannerfix with gooditemscan and detailedscan with terminalformatter
remove scanfix
replace facilitymeltdown with the one by teamxu
i'll try 1.5.4 of cruiserimproved on this pack
noted
doorfix don't let enemies open doors is very broken
ic
testing 1.5.4 on your pack
also tried the passenger side, just fine
disabling "scan while seated" doesn't work, i'm still able to scan while in the car
i fixed this bug in butteryfixes while digg wasn't actively maintaining cruiser improved
then later he added it to cruiser improved as a config setting
but buttery fixes still fixes this interaction unconditionally
oh its a bug? dang
if this is a problem, i could disable my patch when cruiser improved is installed but i'd have to push a hotfix out for that
im like 99.9999% sure it's a bug but i guess it could have "become a feature" if zeekerss liked it
you are prevented from scanning in the middle of "special animations" and sitting in the cruiser sets the special animation flag until you exit the seat
it's the same bug that lets you survive instakill pits as long as you are sitting in a cruiser seat
the cruiser also sets an "in vehicle animation" flag which does not get checked before blocking scan/kill triggers
the latter case is like, unquestionably a bug, but the former is at least a little more debatable
it would be nice to have a way to disable scanning in the car for consistency with vanilla players, also i had a little headcannon that it wasn't possible in vanilla because of your hands being on the wheel & maybe the scanner is like a button you press on the side of your helmet to activate
well ok
when i push the next version i will just avoid patching the scan if cruiser improved is installed
so you can control it with CI's option
epic 
is this fully client sided
like if I used it as the host when no one else has it, there would be no issues, correct?
yes you can use it in vanilla lobbies just fine
although unless you're playing pubs
lit
it is best for everybody to have the mod installed
because some config settings are networked and that way everybody will have a consistent experience with the cruiser
but at worst, if you're the only one using the mod, then other players just wont get the fixes/tweaks that you have enabled when they're the ones who "own" the cruiser
iirc the network owner is just whoever was last in the driver's seat
it's owned by the host as soon as someone leaves the seat
when someone enters the seat, that person is given ownership
when they leave, it's back to the host
@oak oracle lunxara is probably giving you a rundown, but I recorded it anyway.
My guess is you adjusted the values of the cruiser's suspension, that seems to be what is causing this top heaviness
First clip is regular cruiser, second clip is with cruiser improved
Default values
yeah they just informed me haha, i was in the process of fixing the suspension since it's really broken in vanilla, but i never actually finished fine tuning it so its really boaty right now
in vanilla the springs aren't strong enough to hold the body up so the body slams down onto the wheels at all times and the suspension doesn't really work properly, this also causes the truck to jitter and vibrate
I guess you could compensate by lowering the center of mass
it kinda went over my head as i started doing it a while before i pushed the update
nah i'll adjust the suspension
i forgot to mess around with the dampening and stuff
the cruisers CoM is already pretty low and plus that would affect other stuff like how easy it is to push it
i can get the suspension to feel close enough to vanilla while not jittering and vibrating
just like in my v55mod
I also think there might be fragility issues with it. Feels far more fragile than before
Maybe its a side effect of the suspension then. Cruisers impact calculation was never good, somehow
its pretty basic and rudimentary
the vanilla cruiser can flip over, but due to the body slamming down on the wheels it can't really "tip" as easily
since there's no more travel
this is pretty stiff, has about the same CoM as the vanilla cruiser, but the ride height is not that different and the car won't jitter
this also doesn't have the uhhhh
self righting system
so it doesn't benefit from that
anyways, i'll look into the spring stuff now :)
š
oh, yeah, i can also increase the force app distance, that will make it more stable
Ye, trying to get it to the stability of the Vanilla Cruiser is certainly ideal ^^
vanilla cruiser? stable? lol
the only thing i'm getting close is just "how stiff" it is, the side effect of it being unstable is the fact it can't tip over easily
which i can easily recreate without having broken springs and shocks
Okay the Vanilla Cruiser definitely isn't perfect lmao but you got what I meant š the stability of it not tilting and flipping so easily
yeah haha
just going to test my fix before i push it onto thunder
performing crazy ass donuts and its not flipping over
so i'm going to call this fixed
Neat
also removing the tire skid sync since for the vanilla cc, syncing the motor torque is enough for the skidding effects to work
since the vanilla cc doesn't use actual "slip" to play the skidding effects
Nice ^^
1.5.5
- fixed suspension parameters that were introduced in 1.5.3
(not sure how long it'll take to come through)
any issues lmk ^^
something i just only clocked, despite me changing it, is the targetPosition of each wheel being 0.5
which is why the suspension shot up before with stiffer springs
i altered it to 0.88 to bring it down to a ride height that matches vanilla more
Idk if you'll know the answer to this but
Do you think wheel colliders can use OnTriggerEnter
Or atleast have that get called by another collider going over em
They don't have a checkmark box for IsTrigger so I wasn't sure
wheel colliders are just a raycast, so i'm not sure
it's not something i've tried
wheel colliders don't actually have a "collider" of sorts
They're a raycast?
yes
unities implementation is a raycast, like most other wheel colliders
you can also tell this because if you drive up against a kerb the wheel clips into the kerb
rather than stepping up it
until it reaches the middle of the wheel
Hmm, is there a way of getting the raycasts info?
I still gotta get my bear traps to fuck up the cruiser wheels
icic
I coulda sworn I had it working at like one singular point which is why I never questioned if OnTriggerEnter never gets called
But I could just patch into the company cruiser colliders into it for the wheels
yeah i was going to say that
Same gameobject just exclude all layers for interaction
private WheelHit[] wheelHits = new WheelHit[4]; //(the Cruiser has 4 tyres)
public List<WheelCollider> wheels = null!;
// you will need to assign the wheels list yourself, or you could probably use an array
public void FixedUpdate()
{
for (int i = 0; i < wheels.Count; i++)
{
if (wheels[i].GetGroundHit(out var hit))
{
wheelHits[i] = hit;
}
else
{
wheelHits[i] = default;
}
}
}
// then you can read the wheel hit data from the list like this:
forwardsSlip = (wheelHits[2].forwardSlip + wheelHits[3].forwardSlip) * 0.5f;
this is how i grab it for my "tyre slipping" in my v55 cruiser, if this is of any help
ooooh i see
i wonder if getgroundhit is inducing a raycast
or grabbing latest
i imagine grabbing latest
the getgroundhit is the result from the raycast
i think
wait, no, that's wrong
ignore what i just said just very then
it just includes some data from the raycast
anyways, the collider one might be what you're after
you could probably just loop through each wheel
am i ignoring a message you deleted or the fact that getgroundhit is the result from the raycast lol
but yeah this seems like what i would do
i didn't delete anything
ah okay
this might not work for a hazard that uses no physical colliders though so i have a section option of the adding colliders if i need to ig
makes sense
just thought i'd also throw out that you can do something along the lines of
if (wheelCollider.GetGroundHit(out hit))
{
float fSlip = hit.forwardSlip;
}
iirc
whats forward slip
longitudinal slip of the tyre
in simple terms, a higher amount of forwardSlip means the wheel will just spin a shit ton but won't put be able to put any tyre down (loss of grip)
icic
sidewaysSlip is lateral slip
useful for if you're doing tyre skid effects
was just using it as an example of reading the wheel hit data
makes sense
another note, you must do it in FixedUpdate
i'm not sure how you plan on doing this, are you going to add a collider to the beartrap for the wheels?
and then read the collider from the wheelhit data
that would theoretically work
im unsure what layers groundhit would get, if it's only physical layers, then it wont work unless i add more colliders to the bear trap
the layers depends on whatevers set on the wheelcollider
iirc
i don't remember the vanilla ccs from memory
i don't think they exclude anything, but i know they're on the vehicle layer
yeah but would they grab IsTrigger colliders? thats the part im unsure
š¤
unsure
ive not really played around with anything else on the wheelhit data
actually no thats a lie ive used it to detect the ground surface on my scanvan
to make the tyres slippy if the ground has the Snow tag
oo, can i get the code for SetWheelStiffness?
yes lol
i think my code might have worked but honestly none of it is based on any knowledge i have of cars
thanks
yeah
i do know my slip code does work
since i had the stiffness even lower at some point and it was genuinely a nightmare to use on snowy maps
loool
it was fun but i got complaints about it from testers lmao
makes sense lmao
im already expecting for people to absolutely hate beartraps ruining the cruiser
me too
do you plan on making the tyres repairable?
if you wanted to piss people off more you could save the popped tyre state
so reloading can't fix it
i dont know, i thought about making it so that it repairs on going to orbit, but the cruiser is weirdly really cheap base game so im fine with wasting someone's technically 150 bucks
idk if the warranty applies everytime you buy a cruiser tbh
buy full price --> warranty --> buy full price --> warranty --> buy full price
additionally if you want to give more of an illusion of a popped tyre, you could decrease the radius slightly (as the tyre loses its air, it deflates, decreasing the radius gives that illusion)
i'm not sure how something like this would play on modded vehicles + my v55 cruiser, but idm adding custom compat for each of my vehicles i guess
just don't make the radius smaller than the rim
as the rim is metal and doesn't deflate
ill try to write it in a way that custom vehicles could potentially hook onto it per wheel collider
ic
awesome
the Hauler might need more work on my end as it uses a custom wheel collider
but that's okay
does it inherit wheel collider?
No
hmm okie
ill see if i can come up with something workin then
awesome ^^
for the most part, just the base wheelcollider will suffice for most people
i doubt most people who make vehicles are going to go as far to using custom wheelcolliders
...as they're a pain up the ass
fair enough
is there a consistent script that appears on the root of every vehicle's prefab?
hmm yeah
other than that there's no other script
is there any consistency in stuff like a layer or tag?
okay
that'll make it slightly nicer when going through every networked prefab
i dont think the WheelCollider's GetGroundHit would work too well for the scenarios of using a custom wheel collider, and i dont think i really need any info from it anyway, ill likely feed it a collider that's excluded from everything except the beartrap's layer
a collider and a component*
fair enough
you'd just basically have to add a collider and a specific component at runtime on your wheels i imagine
custom wheels are a bit of a niche edge case
yeah but i think seamless support like that is nice
i can add a collider no problem, but how are you going to say, make a custom wheel collider "slippy"
unless you want to pass that onto the vehicle creators responsibility
which idm personally
i might have to, but i dont know if both normal and custom implementations share something in common i could fw
yeah not really, plus there could be a million different custom implementations lol
you can for sure do it for any Unity WheelCollider, though
you could probably make an inherited version of the component i give with an impl on one of its methods, i trigger that with the vehicle script parameter maybe the wheel's gameobject and you could go from there
i don't entirely want you to make a component from another mod as a soft dependency though, that will break your entire project
unity editor specifically, not runtime
hrmmmmmmmmmmmmm
i'd rather not inherit wheelcollider for starts
the whole point of making a custom wheel collider is to get away from unities implementation lul
well it wouldnt be inheriting wheelcollider, it's be my own custom script
time for a new dependancy!!! /j
which is why i say it'd break your entire unity editor unless you had like coderebirth in the project's dependencies maybe? not too sure
runtime wise it's actually fine lol
oh, yeah, another thing
i don't know if anyone will do it
but in the real world there are a thing called runflat tyres
they're meant to resist punctures n' shit
haha
one
just something to note
it's not an issue right now and idk if it ever will be
but its just something to beware of
additionally if someone makes a vehicle that has say, tracks, but uses wheelcolliders simply to do the actual driving
i'm not sure how most people setup tracked vehicles though tbh
they can still be punctured tbh but
they can support the cars weight when there's a loss of air pressure
which can allow you to continue going
they're stronger than regular tyres
i seeeeeeeee
oh, another one i just remembered
solid tyres
they can't be punctured at all
they're more on heavy machinery iirc
no air in this one lol
although idk whos gonna be making like a bulldozer in lethal company
too many vehicles in real life honestly, people should just settle for like one thing
seems a little far fetched
different tyres for different applications lel
if somebody adds these vehicles in lethal company 300 years into the future, im sure ill be there to add custom compat š
well true lmfaoo
the day someone adds one of these
solid tyres
again yeah, i doubt it will be a problem anytime soon, but i just thought i'd mention it "just incase", so it can be at the back of your mind
because if someone released a vehicle and the idea is that they have, say solid tyres, ideally you don't want them to be punctured by something like beartraps
since that makes no sense
this probably works
if you're making this a script for people to use, stuff like the radius will need to be configurable
since you can get tyres and rims in all sorts of shapes and sizes
so the amount to decrease it by to give the flat tyre illusion differs
the wheel collider's radius wouldn't be accurate to the size of the wheel?
the radius of the wheel collider is the size of the entire wheel
hmm
but i'm talking about how much to decrease it by before you hit the rim
the rim is the solid metal part
the tyre is the rubbery part that'll deflate
take a low profile tyre for example
there isn't much radius to decrease to give that illusion
before you hit the rim
then take this high profile tyre
there's alot more sidewall, so more radius to decrease
but it also depends on how much you want it to "visually deflate"
okay there
hmm okie
so if that tyre deflated, i'd probably want the radius to go to about here
unfortunately zeekers colored most of the wheel black so its hard to tell which part of the barrel is the rim
but i think i can make it out just from the design of the wheel
i seee
370* but yeah
and 400 with my v55 mod :3
idk if this is kinda stupid, but you could give your wheels this component, make your own functions and just feed em to PunctureWheelAction and SetupWheelAction
fair enough lol
i was honestly thinking something like that
I also don't remember if im supposed to be using Actions or Funcs here but im sure its fine
the most sensible method is one where you could inherit the class yourself, but that's not possible because unity can't handle basic scripting like that
yeah because basic scripting is way beyond unity
sure feels like that sometimes
everything must be needlessly complicated
worst part is, it doesnt even tell you this is a problem when you do it
it was a month long problem i had when i finally noticed
basically half my scripts stopped being useable
simply stopped showing up in the add component menu
it got to the soft dependency monobehaviour i made and stopped processing in registering more scripts lol
lmao
the way to compat this nowadays is using a separate dll with said scripts
but im too lazy for all taht setup
understandable
so to emulate a flattened tire, i reduce the radius, increase stiffness, and maybe decrease friction?
i dont even remember where i got this from but this was my old code for it
you can decrease friction if you want but even just stiffness alone would be good enough
and radius for the visual aspect
mm okay
i just decrease stiffness for my slippy snow wheels as i ain't messin with all the friction values lol
fair
it works "good enough" for my use case
i would make it stick with saves but i dont think there's a way to consistently grab a gameobject across lobby loads
wym?
cruiserimproved saves values of the cruiser and can apply them upon reload, if that helps
well, imagine this, you have 4 wheels in a vehicle, but each one has the same gameobject name
they don't have the same name
twas an example, but i guess that's kind of a bad assumption
FrontLeftWheel, FrontRightWheel, BackLeftWheel, BackRightWheel
i guess only a madman would name all their wheels the same gameobject name
i think if someone names all their wheels the same thing then that's their fault
sorry not fault
problem
okay i think everything's setup
lol, neato
saving the state is a cherry on top imo
"i'll just reload then i guess"
reloads
"oh."
it quite literally forces them to either "deal with it" or dump the car for a new one
which i find really funny
it's not as devastating as blowing up the car but its still pretty damaging
_ _
honestly, reminds me of when i was playing around with a battery drain system for my scanvan
and if you killed the battery it was like game over
couldn't start the car
or use any of the electrics
lmao, that is devestating
i was going to implement a dodgy jumpstarter you could buy but
i scrapped the whole battery system
i think i did it
lol, that's a bit too much!
a little too low
but yeah it appears so
yeah
i only multiplied the radius by 0.8 though so i wonder how much i'll have to do lol
holy shit the wheels are spinning so fast
the cruisers wheels will visually spin way faster than the colliders
because of how zeeks programmed matching the wheel colliders rotation to the wheels
for some reason he uses engineRPM * 0.5f ???
but yeah i can imagine
lol
although now that i think about it
if you want a more "realistic popped tyre feel"
i would decrease the forward friction somewhat and make it have even less sideways friction
okie
so it would basically be unable to steer properly