#Cruiser Improved
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you'd need to play around with the friction in editor or something to see what "feels right"
fair enough
it'll differ from wheel to wheel but that's fine since people can change that on their end
when trying to drive forward it should slip quite a bit, and then turning should be orders of magnitude worse
even if you turn the wheels full lock, it should struggle to turn
lol
anyways, the feel is entirely up to you for this one
you can either have complete loss of grip, or some loss of forward grip and serious difficulty turning
the latter of which is probably more realistic
So that's why when I push the cruiser, it fell so easily.
potentially
Something strange happened when I got out of the interior. All items from the cruiser disappeared, but for the host and another client, all items were there.
Some scraps were from the previous day
and after bringing the cruiser to the ship and resetting the lobby, I was able to see all the scraps.
can't say i've heard of this issue before
i am pretty confident that this mod will still work in v80 without me doing anything to it
zeeks literally changed nothing on the cruiser
not even a new radio song
not a single qol
not a single bugfix
yuppo, it does
zeekerss messed with the cruiser in the newest patch
shouldn't affect CI though
since it was a minor change
well
the tl;dr of the change he made is
if the cruiser is parked
with ignition off
no enemy can damage it
ever
Seems like a fine enough change
reversing into enemies also wont damage them
kind of a dum change imo
its just making the car even more invincible
its another buff for an already indestructible car
This is dumb
so i found the real reason the cruisers suspension is borked
the sprung mass on the front tyres is like
8
which is caused by zeeks setting the CoM on start
seems like zeeks fixed masked being unable to be run over
this mod should still work if anyones wondering
no code changes to the cruiser under the hood other than just removing some debug text
Cool beans
[14:44:41.7230833] [Warning:CruiserImproved] Could not patch ItemFallthroughPatch!
@oak oracle
yes I am aware of this
just haven't had a chance to look into it
have a chance then
...when i can get round to it
i don't think this will cause issues at the moment anyways
Did you fix that problem about scrap that you lost or sold being brought back to the ship again after reopening the lobby, no matter if it's in orbit or mid-game? โAll Cruiser items brought into the ship after reopening the lobbyโ was implemented in the dawnlib save system and fixed that issue above.
this is a vanilla issue I swear
unless I'm misunderstanding the issue
Here
im not understanding the problem, sorry
you're going to have to be a little more clear with me
Basically, if you die or lost your scraps/sold them with Cruiserimproved installed (without dawnlib to overrides) and reopen the lobby the scrap will be there again inside the ship.
yeah no I'm pretty sure this is a vanilla issue
have you tried without cruiser improved and without dawn lib
I did hear about this
It being vanilla?
yeah, I'm pretty sure this is a vanilla problem lol
if it is I don't think it's something cruiser improved should fix
yea
i knew i wasn't misremembering
because i recall it happening alot in my modpacks that didn't have cruiserimproved
and in pub lobs
iirc it was something about the save system not running if you had 0 items in the ship
I noticed this. Sometimes the game just doesn't save properly.
not exactly but this is sort of the gist
what was happening before is that when GameNetworkManager.SaveItemsInShip() is called
it searches for all the items on the ship which are saveable
in the case none exist, the function returns early:
if (list.Count <= 0)
{
Debug.Log("Got no ship grabbable items to save.");
return;
}
the problem is that the save file still has all of the items from last save written to it
so what it actually needs to do is "save 0 items to the file", not "skip saving to the file"
otherwise you get the bug where dumping everything off your ship respawns everything from the previous day
this is how people were able to sell everything on their ship, then rehost, and wind up on day 3 of a new quota with everything from the previous quota back on their ship and able to sell again
i say "were" because he fixed this in v81
Fixed issue where if you reloaded a file where the sticky note and manual were thrown out and there were no objects in the ship, the items that were previously there when the game had last saved would return
if (list.Count <= 0)
{
Debug.Log("Got no ship grabbable items to save.");
+ ES3.DeleteKey("shipGrabbableItemIDs", this.currentSaveFileName);
+ ES3.DeleteKey("shipGrabbableItemPos", this.currentSaveFileName);
+ ES3.DeleteKey("shipScrapValues", this.currentSaveFileName);
+ ES3.DeleteKey("shipItemSaveData", this.currentSaveFileName);
return;
}
can there be an option to disable the cruiser scan node?
Gale you can just disable all but idk if its gonna actually disable.
I would assume not since it isn't listed as an option here
set it to anything but enabled
ah, i see
i suppose that makes sense but it's a bit unintuitive without using the mod manager config editor
oh well
i think this is a lethalconfig issue
this is a bitflag
but lethalconfig treats it like a dropdown
im not sure if lethalconfig actually supports bitflags, if it does it might require explicitly specifying lethalconfig compatibility and using the API
anyways yeah to get around the fact you can't just remove all the flags, you can just set any of the flags except "enabled" and it'll be fine
Sort equipment on load still doesn't work
i'm pretty confident SEOL was working when i tested it
019e4020-9aee-b3da-33a3-dc1048c24b00
I tested with only Cruiser Improved and a mod of infinity money too, and the same result.
sigh
i will look into this "at some point"
no ETA since it's not a priority/major thing
I'm quite hung up with other stuff and I just haven't had much motivation to work on cruiser improved
i'm finally trying to look into the sort equipment on load shit ;p
plus some other stuff
i believe i have a fix for seol
i added a bounds check on SetItemPosition
and i also removed the coroutine
do you hav a mod breaking animations
sorry my E key is kinda busted
do you have a modpack code, infact
019e7964-4c30-3c3b-566a-93b27d51f4ee
do you have any steps to reproduce
unrelated but oh god
cruiserimproved doesn't mess with animations, for the record
and have you confirmed this is cruiserimproved causing this
is it a bad one
why
it wouldn't cause this bug i just found it funny you have this
just use it and find out lmfao
it is literally a slapped together cruiser reskin
infact let me find the video of it
https://cdn.discordapp.com/attachments/1168657096758267904/1419140282351358102/Untitled_video_-_Made_with_Clipchamp_3.mp4?ex=6a1c3e21&is=6a1aeca1&hm=1e0cf3cbebb04781bbc3f642b4add5809a40894970f401308178fcb0433b83cf& again this has nothing to do with the bug you're having i just found it funny for the record
but here's that mod in action
hope this answers your "why"
anyways
have you confirmed this is just cruiserimproved causing this bug, because nothing in ci touches animations in any way
do you have any steps to reproduce
1.6.0 is just a minor patch for the scan while seated thing
so it doesn't apply to modded vehicles
i wasnt in a modded vehicle
i released that probably like 2 hours ago and it's only just coming through
wait or was i
i know i was talking about 1.6.0 and the changes it brings
1.6.0 is just a minor patch to prevent the scan while seated applying to anything but the vanilla cruiser
anyways, this
i dont have any specific steps and im unsure if any of my mods affect animations
well i can sure as hell tell you cruiserimproved doesn't touch animations
it seems like something is triggering the SA_StopAnimation trigger on the player
which immediately results in standing up if you enter a vehicle seat
or are actively in one
or any "special animation" for the matter
i do remember trying to get in the cruiser through ship windows tho :p
that probably wouldn't cause it
i'm pretty confident this is some mod on your pack causing bugs
not cruiserimproved
what can i do to help you identify the issue? I'm not sure what would be causing this
it would probably help to confirm if cruiserimproved alone is causing this bug
if it is, i then need reproduction steps
so i can actually look into this
you probably have some mod that is breaking animations one way or another
I played a lot with cruiser this morning and I didn't have problems with animations
there's a chance i could have been riding a modded cruiser, which looks almost identical to the vanilla cruiser heh
not a thing unless you're using my version55 cruiser, but that bricks completely with cruiserimproved and doesn't even spawn correctly
the only modded vehicles right now are:
The CyberTruck (which is a straightup reskinned cruiser with no custom code)
Booms RoadRage which is a 'refurbished company cruiser'
My Version55 Company Cruiser
My Vandal Electronics ScanVan
My and Glojams Company Hauler
ok then yeah it mustve been the vanilla one
yes
it would be a little silly to make a "modded vehicle that's just an identical cruiser with no differences"
my version55 cruiser, while looking identical to vanilla, does have some differences and is a faithful recreation to v55 + some extra stuff of my own
i deleted the modded vehicles i had since i dont care for them, i'll see if that makes a difference
but that doesn't work with improved anyways
i don't have any mods that should mess with animations, at least not that i know of
well CI doesn't touch animations so i'm unsure what to tell you ๐
you only had one and i don't think it would of been causing this bug
from my code do u suspect anything?
i had 2
the cybertruck and booms roadrage
i don't think booms roadrage would cause it
ยฏ_(ใ)_/ยฏ
since it too has no custom animation code
so you have something else messing with animations
my vehicles have custom animations but i put many things in place to prevent issues
and the only incompat with them is BetterEmotes that breaks all custom animations
is there a chance it couldve been the cybertruck?
i just said i don't think it is, no
i only pointed it out because it was funny
don't hone in on that mod too much, i was just poking fun at it
0 chance?
statistically unlikely
i mean you can pull it if you want i don't really care
i was just poking fun at it ;p
i removed it because i dont use it eitherway heh
but then again all the mods in my modpack are well known mods that dont touch animations afaik
they're all mods you're familiar with im pretty sure
something tells me that's not true but like, y'know
lmao
well besides emotes
well emotes touch animations technically
lol
anyways, if you find CruiserImproved to be at fault, you can let me know along with reproduction steps
and i can look into it
im sure you would've had a lot of ppl complaining here bc that mod is used in many modpacks
infact
i might know what it is
you have something using itolib that has a PlayerSeater script
hang on
@signal plinth pacooo you didn't fix the stop animation thing
you're still setting the stop animation trigger instead of resetting
which is causing bugs
i'd assume so
the issue is Itolib has this
it's setting instead of resetting
which immediately cancels "special animations"
such as vehicle ones
scandal there's 1 small issue here
you're speaking to me as if i have technical modding knowledge
apologies ๐
Ye I haven't updated it yet 
blegh
it's okay
i haven't really even put together a proper modpack in v81 because none of my friends have been on to play
don't blame buttery
she's awsome sawesome
i have like, a stable client side modpack with qol/bugfixes
but that's it
yeah that was a joke i decided to blame a random person ahah
@thin hearth is awesome indeed
i would say the one i have atm is quite decent