#V.E. Scanvan Thread! (and any other of my vehicles)
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I love you og cruoser
oh right also immersivevisor compat
What does the immobilizer light mean?
for the back compartment
there's an alarm that has a rare chance to trigger if an explosion happens near the truck
i.e. during lightning
Ooo
the immobiliser light is just meant to illuminate for the whole duration of the alarm but i just never implemented the light until now
the ignition is disabled while the alarm blares
it can only blare if the engine isn't running, fyi
Ah
the alarm also attracts dogs, of course
Of course
since it's just a continuous series of loud honks
the alarm can also not trigger on the magnet
since that would be
mean
i'm not trying to make this vehicular overly unfair but i don't want it all 100% pros and no 'cons'/downsides
I was test driving the scanvan on Dreg and had to try and start the van around a dog. I ended up having a horror movie moment where the dog tipped the van and slowly pushed me into the river to die lol
lmfao
pro tip
start it on the magnet
let it idle in neutral
and the dogs should wander away
as of 1.1.9 they're not attracted to an idling engine on the magnet
(as long as its not also knocking)
Oh instead of turning it off when you get out?
i should mention this only applies on the magnet
Oh
if the car is on the ground at idle or the engine is 'knocking' dogs will hear it
but on the magnet at an idle rpm dogs won't hear it
I was on the ground away from ship.
I heard Dreg was good for trucks and wanted to recon what I thought could be a second fire exit (it wasn't)
i heard buying a v55 cruiser on dreg is a death sentence trying to get it over the gap
Yea the delivery ship is not convenient but at least I already had the van. Apparently for the actually good truck spot you need an extension ladder to easily open a gate from the other side. Unless you find the exit inside. Interesting moon though, I wish more had cool moving gates.
I think the scanvan does ultimately beat the cruiser in most ways. It's harder to use in an immersive way and honestly I think it gives you more control
some will agree or disagree with you, i'm a bit biased personally as the creator of it
i like it because it's what i wanted to make and it has a bunch of features that i like and enjoy, if that makes sense
i don't hate the overall theme of the cruiser i just hate the direction zeeks has taken it
i would say the scanvan does have a couple other things over the cruiser as well, aside from just being more fun to drive
overall there's a reason i didn't price it that high
at only 440 credits
Yea I don't really like how v70 made it actively difficult to break, and I never wanted to fly a ground vehicle. That was just ridiculous.
you get pelted with rotten tomatoes for even insinuating that flying a car is ridiculous to most people nowadays
it has become just so normal to fly the cruiser for the most part
and i dislike that
nothing on the modern day cruiser fits into lethal companys design
I think the boost should have been like a standard speed boost forwards if it was going to boost at all. Or maybe if the cruiser can't regen green bar on a moon, the orange bar could be a damage shield.
well the car could always heal on its own
but before v70 it was only up to a small hp if it was crit
and going into orbit has always healed it fully
i really like the raw danger that comes with trying to use something like the v55 cruiser
this reminds me, the scanvan doesn't heal in orbit
and it saves its health
i think its a fair balancing change for the reworked durability
and the ability to heal it with weed
it is literally like russian roulette whether you make it back or not in one piece
Yea. I was just thinking there were many mechanics weedkiller could have been. Maybe if the green bar only healed in orbit the weedkiller could protect the truck
in modern day its like russian roulette but the gun has 0 bullets in it
The weed boost makes me think "this is Lethal Company, not TF2. I am not learning how to rocket jump"
for some reason the ignition wont start?
I have turned the key so many times but nothing
also do cruiser music mods work for this?
hold shift down while starting
you need to use the clutch while starting
this is explained on the last page of the manual
your a hero
yes, but as explained in the README you need to disable the DMCA music config
mb
reading comprehension curse
no worries
you also need to use the clutch to prevent stalling and to change gears
:p
when I used a cruiser music mod and turned the DMCA setting off, all of the default music disappeared and I only had the custom music
is that intentional?
yes
the dmca music is on a seperate radio track array
it's to prevent having copyrighted music with the copyright free music
you can also enable the live radio, if you didn't know that, with the dmca setting off
I did notice that, though I didn't play around with it too much
going to try push 1.2.1 asap to fix a nullref spam
and some other minor things
1.2.1 hotfix
- fix nullref spam
- minor refactoring to the eva code to hopefully prevent unwanted 'infinite loops' and fixed the fuel level alert
there's some other minor problems i need to look into but they aren't as major
Just gave the new reverse keybind a spin, and it's perfect! Thank you again for the implementation. 
np ๐
i personally find it more of a hassle but since it's not too far out of my comfort zone i'm fine with it being in the mod
Hell yeah
adding it back to my pack for my sessions instantly
the 1 and only person in the entire universe to use the v55 car
it will be getting some minor fixes at some point but for now its fully useable and 'stable enough'
nothing major, just trying to completely eradicate the ignition key animation desync
1.2.2 nits
- Slightly refactored ignition-key animation code to hopefully prevent desyncs.
- Fixed shifting into a gear that doesn't exist for clients.
- Fixed ignition hold prompt getting 'stuck'.
answer
slide to answer
v55 car update... tomorrow.. maybe
will just be minor fixes that i also did on the scanvan
v54 car update when
uninstall the mod โ
i release piss scrap mod
And soon I'll release moons!! Nobody can stop me 
@north pine does the "Gameplay" role apply to someone who has made a scrap item mod? Or is that for people who make moons and interiors?
I'll remove this role if it doesn't apply to the mod I created
honestly i think it kinda depends on if you find it correct or not tbh hehehe
youre green now
What
Beanie what do you
mea
Oh
It isnt quite yellow it is a little green
A little greenits
Oh
Is it alright for me to be the green role now 
Thank you
eager to see what more will you add hehe
I don't have any ideas yet but as new ones come to my mind I'll write them down and try and model them
But I do plan to try making moons next.
I actually am going to fix the way LethalMin Registers Vehicles in its next update (since it was having issues with Scan and other custom vehicles) but thank you so much for adding compat for it :D
Yoooo Welcome Back 
lol np ๐ it's just because I reordered my hierarchy and shit so i just had to reassign some stuff
1.2.3 of sblamvan soon (just a hotfix to hopefully fix a radio desync issue)
1.1.5 of the v55 cruiser will be underway afterwards (ignition hotfix stuff)
oh, right, the volume button is desynced
going to fix that pronto
wtf is the telliot trolley ๐ญ
Yeah act like you don't know... Dodge the question...
We all know you're just gatekeeping dude ๐
-# /j
โ ๏ธ
Wait this might be the best idea ever concieved
cheers cruisertunes
1.2.3 hotfix
- fixed radio volume desync
- hopefully fixed radio desync when turning on/off and switching radio mode
known issues:
cruisertunes notification nullref
Does those red messages usually mean something really bad? I sometimes see them but then everything works so I just leave it
it's from cruisertunes
Not specifically with you mod in general
when it tries to display the current song name
Your*
in this case its a nullref so yes but its from cruisertunes
i'm probably going to have to ask the creator of CT if they can do something on their end
Gotcha ok
Red more times than not means a serious error (in terms of general modding)
apparently the v55 cars right hand drive key position is severely fucked
and probably the lhd one too
should be easy to fix, probably
Wait you flipped the driver seat and passenger seat with the V55 cruiser?
no
its a random chance and its a config
its off by default
Oh
if you have the config enabled the car can randomly spawn as right hand drive
but true-v55 must also be off
it's just a fun gimmick i added
it's not authentic but i thought it'd be fun to have as a config
I was lowkey surprised you didn't do it for the ScanVan lol
i have so genuinely thought about doing it but
can't be bothered to redo my custom animations
Fair lol
i just really wanted a fun gimmick that wasn't going to feel "terrible out of place" on the v55 car
and making it right hand drive isn't necessarily 'adding anything extra'
it's just mirroring already existing stuff
all the assets are identical other than they're just on the other side of the car
fuck sake
the seatbelt light gets stuck on
scroingly 55 update again
- fixed ignition key animations
1.2.4 slamvan
- fixed ignition key animations
- fixed seatbelt light getting stuck on

i didn't have to make the front longer but it was more aesthetically pleasing
and everyone knows aesthetics take priority over functionality, right?
...right...?
Hell yeah it does
why does she smile like that it

1 step away from the troll face
SHE'S CRYING SHE'S NOT SMILINGASOIDJOAS
have you never cried so hard you wince and grimace and contort your face from the emotional pain
SHES doing it WRONG
HARDEEEER
SHES DOING IT WRONG
NOT HARD ENOUGH
YES YOU ARE YOU'VE BEEN DOING IT WRONG
literally everyone crying ๐
maybe you're the freako!
it has enough room to breathe that's so beautiful
car breeders are finally turning away from harmful breeds
โค๏ธ
with the help of Zaggy i'll be optimising the headlights in the next update - half the amount of shadow-maps, and a cookie texture for better looking headlamps
no longer will they just point up and brighten up literally everything
will lose some brightness with this update but it's worth it
they're still significantly better than the cruisers
Are you removing the current headlights completely in general?
no, they're just being dimmed slightly and optimised
there used to be an extra pair of low range lights as i was trying to compensate for the 'sun' effect created in front of the car until zaggy just told me about cookie textures
my old method was terrible for perf as they had shadows on too
they will also be a bit more 'realistic' now like in the photo above
since headlights don't just brighten up everything like how i had it before
the light is more concentrated
they're still pretty good
just a bit more down to earth and better for performance
1.2.5
- optimised the headlamps
going to look into why the health alerts aren't playing as intended
nicee
This is immersive visor, right? Iโve never played with it, but does it even still work?
yus
Kewl, I might have to try it out at some point.
yup! hold to exit now indeed
1.2.6 the splinglanlong update
- hotfix to try fix voice alerts not resetting properly, and not playing when they should
also 5k downloads ๐ even if 95% of the people that downloaded this vehicular could not start it and hated it with their heart and soul because it doesn't control like a fortnite car, i appreciate ya'll ^^
does this add the boinging man car
Yes
awesome
it adds the splinglesplangle to the eva
if anyone notices desyncs in mp with the voice alert please please tell me right away
the voice alert system is a bit more technical than just "play an audio" and it may be prone to issues, i'm continually trying to iron it out to the best of my abilities
but i don't always catch everything
i just drove off a cliff thinking i was on rend and discovered that i can still be alive in the pit (i tested with the scanvan mod only too and is the same result)
vanilla issue
you're invincible to death pits in vehicle seats
i tried with the cruiser and it exploded
the scanvan has different durability
its not coded to intentionally explode in a death pit
if your cruiser didn't blow up you wouldn't die either
i dint know that
i think ButteryFixes fixes this
the vanilla one, for clarity
and neither is mine
yeah no worries lol
there are instances of people having the car fall in death pits and the ones in the seats dont die
and not having the car explode
oh yeah, be careful on snow by the way
the tyres are a bit slippy on snowy surfaces
oh yeah scandal, did you ever play my public pack? or who was it that did a long while ago... I only know of like 3 people and I think you were one of em
when I re-release it for v81 I'll probably use v55 cruiser cuz it just seems a little more balanced
: D
my only problem w it is the lack of bounce but I'll see if I can work with it... lol
you can absolutely work around it by pushing most of the time
that's why the push triggers are there in the first place
I'm curious, do any mods that affect the cruiser affect the v55 one? like for example if I install smth like cruiser tunes, would they work together?
i will try my best to not accidentaly explode ๐ซก
cruisertunes should work fine
same with stuff like the better vehicle controls mod (I won't but I am curious about that)
just don't use any improvement mods with it
bettervehiclecontrols wont do anything to it
afaik
it do kinda use its own controller that inherits VC for the most part so most mods that touch anything other than awake won't do anything to the vehicular
any mods that try to setup stuff on Awake might just break it
like CruiserImproved
hrmm rhmmm ok
but as ive always said i think its a bit silly for one to install the v55 car mod then try to install improvement mods
lol
ye lol
like one should know what they're getting themselves into
it's pretty "non negotiable" and i'd like to keep it that way
but I assume there aren't any mods that let you config vehicle stats so it's good to know if they work or not
you can disable true-v55 config and have a slightly more polished "v55 car"
like if I can't have bounce maybe I can have the map screen thing for example (this is an example (an example))
and disabling true-v55 also allows you to enable the "random right hand drive" config
cruisermap won't work but not for reasons you may think
i don't think it will anyways
is it cuz of the model?
i fixed the scale of my car to be 1,1,1 instead of 1.18,1.18,1.18 (as this fixes items being enlargened)
but
it means
any mods setting transforms
might be set to the wrong place
i.e. wedged in the dashboard
because the scale is 'smaller'
so basically yes
these are the only configs in here
right hand drive doesn't work with true-v55 enabled, fyi
baby-face is just my own implementation since butterys mod, due to when i replace the prefab, doesn't work with this
i mean i'd just need to cruiser tunes baby face in there but the convenience is appreciated
well it's in there as a host config
so you don't need to
lol
i also added Radio1 as a default track
saw yeah
right hand drive is a fun config
always found it funny to watch people stare in confusion as they sit on the 'drivers side' but the steering wheel is on the opposite side
so they're actually in the passenger seat
doesn't change how the cruiser drives, it just kinda fucks with your brain and makes you sit on the opposite side
yeah that's one of the reasons why I want it
it mixes up driving gameplay in a very psychological way
without adding any extra interactions or anything
^^^
that was basically my whole goal when i was "wanting to add a gimmick" to the v55 car
right handed scanvan tommorow 10pm
i have so genuinely thought about it but like
i can't be bothered to re-do my custom animations
for like the radio and shit
version 55 releasing tomorrow at 10 pm
introducing the brand new company cruiser
an extremely flawless and incredibly efficient mode of transportation
guaranteed ๐ฏ
can the telliot trolley's gimmick be that it has an ICBM in the trunk
the telliot trolley upon being purchased will immediately crash your game and delete all your game files and save data
thats the gimmick
you're just saying that cuz you wanna gatekeep it for 6 more months...
At least one of the pits there Iโm pretty also just doesnโt have a kill trigger (unless it got fixed last update). They mightโve even been fine with that mod too
great, i broke the "thank you" audio when disengaging the parking brake
and when shutting the doors
expect 1.2.7... soon...
1.2.7 - the thankening
- fixed thank you alerts literally never playing for anything but the 'important' alerts
apologies for the numerous hotfixes, just trying to stay on top of maintenance, i keep finding out one new issue after another
scanvan too hard to drive hotfix it ASAP ๐
nothing bad about fixing bugs, it's appreciated :-)
truth!!
Learn how to move, stop and change gear in a manual car with a clutch and gear stick. This is a quick overview on everything you need to do, check out my other videos for more detailed advice on each thing you have to do.
For hills, check out my hill start video: https://www.youtube.com/watch?v=UTrj-pe20e8&t=2s
Get a competitive quote for your...
LMAO
hmmmm.
hmmm, that looks like its bugged completely
the wheels are stuck in the default position indicating something went wrong on Awake or Start
do you have a log, and a modpack code?
i can't say i've experienced this myself
I do! I also think I can tell you what's wrong lol
i'm all ears
We forgot that this mod wasn't compatible with LCVR yet, but since my friend was already in VR, we wanted to see just how fucked it got. What ended up happening is that when we called it into the company building, it didn't spawn below the pod but instead over here.
On my friends end, the car was actually clipped into a crate at an angle, while on my end it was just phasing through the ground. I couldn't get in the seat, and when my friend Grighter jumped into the van, it ended up causing it to just start going up?
It was very funny lol
Yeahh lolololol
it's something on my bucket list to do, but it's not top prio and it's going to be suchhhhh a pain to do
so i'm holding off on it for now
i don't even know how i'm going to tackle the manual shifter in VR
I imagine, this entire mod seems like it is a big ordeal to make but it's fucking awesome. I could wait for that for months or even years.
it's mainly the manual shifter that is going to probably be a headache to figure out
the steering and other basic interactions are really easy to do
i have a VR so i can test it, but as i said i'm just holding off for now because of the undertaking
LCVR needs some changes on its end as well to stop trying to apply stuff to non-vanilla vehiculars
but that will be easy
^^
infact
i can probably use the ship lever as reference
that's not too far off a manual shifter and you can move it back and forth
so i'd just need to figure out basic side to side movement as well
and then figure out when the gear selector is "in a desired gear"
i also need to figure out how to make the lower bones follow the shifter so it deforms properly
for VR i'm thinking that stalling probably won't be a thing
managing a clutch in VR sounds
just so painful
it'll probably be more like RV there yet except you can just move the gear stick whenever you want
great to see you're so enthusiastic about this project
kinda specific but I think it'd be nice to be able to switch seats while seated
although I'm not sure as to whether the camera function to look behind would allow for that
ive been suggested this before but I'm not sure how much of a pain thisd be
1.1.6 - the update (v55)
minor model tweaks
apparently forest giants can indeed see you through this little hole
i never expected them to be able to but cool i guess
they have to be looking at just the right angle
What little hole??
cabin window
cabin window
Cabin window
Cabin window
oh wait it was already said oop
Has hopping been added to the v55 Cruiser yet 
it's never going to be added
Bruh
because it wasn't a thing in v55
lol
i'm sorry but i'm really stubborn about the v55 cruiser and it being only really 1 experience and 1 experience only
but hopping was not a thing in v55
if it was i would've kept it in
hopping only came later in v56 along with turbo boosting
and i'm sticking to my guns with authenticity for the most part
stuff like the right-hand-drive config (which requires true-v55 off) doesn't necessarily change cruiser gameplay which is why i'm fine with it being in the mod as a config
but it do be off by default
true-v55 only re-fucks the suspension and steering but doesn't really do anything else other than that
and even without true-v55 off the car is still mostly an unwieldy mess
i'm not against hopping but for the sake of this mod, it's probably going to stay the way it is now for the forseeable future
Scanvan is amazing, me and my friend absolutely loved it
it only took us less then ten minutes to figure out how to ignite it (nope, I haven't got my B driver's license yet, working on it)
haha, glad you liked it! the ignition stuff is explained in the last page of the manual
(*except he almost got a heart attack from using it)
friend in question here, i hope both sides of your pillow is warm @humble geyser
we found out that some sounds are not synchronized to clients btw. I'm talking about car voice lines
ah man, which ones?
the voice alert is quite a technical system, i'm constantly trying to iron out issues with it
it's quite a challenge trying to keep it in sync
can you make a button to disable the voice alert or is it an essential feature for your Cyber Terrorism
i could but i'm really stubborn about it
when chrysler first released voice alert there was no ability to turn it off
and pulling the fuse would fuck with the electrical system
and stuff like your fuel gauge wouldn't work

load bearing alert system
you can turn down the volume of it in your user config, btw
you can never mute it though
that will come in handy thx
i consider it integral to the experience, i don't know why i'm so stubborn about it but i am
i just think it's really funny and i guess it being 'a bit annoying' is part of the experience
it was definetly as fun as it was annoying
that's part of the point in my case ๐
anyways yeah if you remember which ones desynced please please let me know
and if you have any specific steps to reproduce it, that would help greatly
yus, radar map icon
"Your Keys are in the Ignition. ๐จ ๐จ ๐จ ๐จ "
i always hated not being able to see the car
I wish I had clipped it LOL
i don't think this one is desynced
i've tested this one multiple times, but these alerts work differently compared to the rest
Yeah
I have no idea what happened that session
how about your keys are in the ignition and then ๐จ ๐ฅ ๐ฅ ๐ฅ
Self Destruct
โ
๐ญ
dude that was after 20mins of trial and error btw
i love the people that just stare at the shifter with absolutely no idea how to use it
when you said shut up @urban haven , were you hearing a voice alert?
or had they already played
as you can see, nope
yes, i said shut up alot of times that session, all for KEYS IN THE IGNITION
yeah that
shouldn't be happening?
it's not meant to be saying that if you're sat in the car
i'll look into this promptly
apologies for that
๐
it was def deynced, sometimes i heard it when the keys werent in the ignition, same for lights beeing on when they werent
the headlamps on and keys in are only meant to play if either conditions are met and the drivers door is open with the engine not running
apologies for not-enough-annoying car accepted, fines paid in full
do you have any exact steps to reproducing the desync? i assume you @serene surge were the host?
the voice alert is completely host driven
I was host, I was outside of the vehicle most of the time
ic
yeah the "not hearing anything" is correct behaviour, as to why it was playing for clients i'm not too sure
i have tested the 'important alerts' multiple times and i could never get it to bug
did you test as client? the alerts were all over for me
yeah
i have
in LAN sessions
multiple times
i'll make some changes and try it again
for now I can report that Imperium's Interact Hold feature is not fully compatible even with my recent fixes
and for the honking there is some audible clicking on audio start/stop, which can be mitigated by 2ms fade in/out. (that's how DaVinci does it anyway. feel free to use 10ms or whatever. not sure how to do it though, Unity does not offer such DSP API, like what Web Audio has with GainNodes)
I think using Interact Hold kinda broke the Ignition completely. Unless I'm missing some kinda of clutch again
if your employee didn't even put the key in or anything then that's the interact hold thing
i'm going to rewrite how certain alerts (like the keys one) is synced
it'll be more 'direct'
cool
your ignitions interactions are definitely more complex that whatever I accounted for Zeekers' cruiser
it's just because i wanted to be able to remove the key without needing to start the engine
while also sat in the seat
in older versions the top half of the ignition was to try it and the bottom half was to untwist or remove
i figured as much, but now i'll have to figure out how to adjust imperium to integrate with it nicely
very unintuitive lol
the ignition is just one prompt entirely
but holding LMB changes it for different actions
including... the fact that starting the ignition will instantly switch to the Remove Key skippable animation
yeahh i'm going to look into this
i'm thinking i'll just add a short cooldown or try to cancel the player holding E on the ignition when it first starts
it's on my todo :)
1.2.9 the scroingling update
- significantly reduced bundle size (21mb --> 13mb) (huge huge kudos to @willow charm ^^)
- refactored some of the voice alert code to hopefully prevent desyncs
and yes, i did test the refactor
i couldn't get it to desync, tried multiple things like having a client in the car, opening the door as the host, turning ignition on/off, etc etc
seemed fine to me
so it's a matter of time to see "if it works"
1.3.0 is just a hotfix as i realised i also was never resetting variables upon force stopping 'important' alerts without it saying thank you
true..
tomorrow, i will look into making the ignition trigger not be still held down upon successfully starting the vehicle, provided the voice alert system doesn't need my attention again
right now it's not that major so i'm not scrambling to look into it (plus i'm tired)
@humble geyser just now I decided to give scanvan a try, cuz I remembered it existed
and holy crap it is absolutely amazing
truly an outstanding job
i had a few nice laughs reading the manual, it felt like v55 beta day 1 again
how exactly are entity interactions with the scanvan different from those of the cruiser?
for the most part it's the protection that works differently
like for example the front cab and rear compartment are split into two "zones"
having various doors open can make you vulnerable to certain enemies and losing the windshield makes you vulnerable to "large entities" in the front seats
the back is always safe as long as both the side and rear door are shut
if this is what you were asking anyways
enemy and vehicle interaction in this game is pretty basic otherwise
mmmmmmmmmmmmmm speaking of v55....
anyways, I'm very glad you liked it ^^^^
makes me happy to see that not everyone hates my creation
I've been playing around with it in a moon called "scallg", and it's pretty neat to drive
its super safe too
now i do gotta try it on the zeeker moons and see how that goes hee hee
it's not unusable, but it does like to get stuck a bit more often on moons with harsh terrain
it's part of the reason I reworked durability to not just be "fast = big damage"
that rear loading step was deadly lol
however im not willing to give up form for functionality because that's laaaaaameeee as everyone knows
I noticed that on vow yes
I just drived from ship to fire in the morning and from fire to ship at 10 pm
it is a bit easy for it to get stuck, but a baboon hawk touched the van at one point and simply got destroyed in a second
its not that hard to drive, and the extra difficulty is a good tradeoff for how safe it is
the slightly extra difficulty to use on vanilla moons is why im okay with it being a bit tanky
lmfao
vow has a pretty nice route to drive along
the vanilla car though... ughhh.. no excuse zeekerss
https://thunderstore.io/c/lethal-company/p/Scandal/Version55_Company_Cruiser/ you can always experience the misery of v55 again from the comfort of your own home
-# this week has been a bit rough in dark place travelers on the topic of cruiser jumping...
I've seen :(
Scanvan makes me happy tho :]
it makes me forget the awful balancing state the company cruiser is in rn
the cruiser is just a shadow of its former self
it do be kinda why I made this
Oh, I do have a question tho @humble geyser there's a button next to the headlight switch
what does it do?
I didnt quite understand that one
it's a toggle for the turbo boost
if you have stored boosts and you enable it you can use the boost
if it's disabled it's just always hopping
my gosh that friggin thing cant get any better
I have nerfed the boost if you're curious
And the car only stores four boosts
The cabin light button used to be in that area but it's on the roof mow
Now
I see...not that I'm much of a jumper, but it's good to know anyway
that makes sense
I don't jump either haha
I added that button ages ago and it has just been there since
I can get around just fine by driving and an occasional bit of hopping if needed
Mainly the boost force is reduced
Idk how much of a difference it'll make but yeah
so for whatever reason sometimes this happens
terminal conflict fix might have to be a dependency mayb
I haven't bought one in the store yet
If it's listed as "Scanvan" and not "Van" if you just type scan, hoping to scan the moon for scrap, it might think you want to buy the van
yeah thats the problem
https://github.com/giosuel/imperium/pull/166
this might be a helpful reference on how it works, and also it's how I fixed Hold Interact in vanilla
See extensive code comment in the commit, and the investigation steps in #89
Fixes #89
Hi Scandal, YPlayBoombox developer here, I can't seem to reproduce this issue on my end with your van, in fact I don't think YPB touches any vehicle interact hooks ๐ค, are you able to tell me how to reproduce it? Thanks.
Have two players in a session, try to sit in one seat
Hell, even opening the door doesn't sync
oh hmmm that never occurred to me
thank you for bringing this up
What is supposed to happen? Nothing seems to have broken
huh, when i was testing, on my screen a client would be sat in the wrong seat, etc
so maybe it's spray paint? i'll test again, apologies in advance if it's not YPlay
No problem, YPB doesn't really mess around with the vehicle too much so I'd be surprised if it is breaking things
It baffled me haha
Surprisingly youtube audio can play in your van as long as the radio is already on, but because it doesn't seem to use the default cruiser hooks it's a bit janky - don't think I can patch that on my end easily, lmk if it is yplay!
Alright! and yeah I kind of expected it to not play very nicely
If you have the DMCA-Music config off you can also switch between live radio and local music (i.e. CruiserTunes)
If you want, you can just add a VehicleID check on YPlay so it doesn't affect modded vehicles
Cruiser is always zero
Cool, good to know, I just tested the van again and it does seem like the player ends up in the middle seat, gonna try it without YPB
I tried with just BetterSprayPaint + the V80 fix and it doesn't seem broken here on my end
Weird, it's working fine with it disabled ๐ let me try enabling it again
Have you seen this before? I don't think it's related
hmm, i have not, let me take a look at what that is
probably an easy fix (nullref check)
thank yer for letting me know about this :)
Something funky is going on for sure
The non-host client can't interact with the van at all and I don't have YPB enabled
I also saw this when the person ended up in the middle seat (YPB was enabled)
That happened when one person entered the driver seat
Will make a vid one sec
those warnings are fine
the weather particle null is because it can't find wesleys weathers, which is fine
the stopignition warning also happens in vanilla and i don't even use that trigger anyways
alr!
Oh I mean the interact triggers, you see one says driver seat and one says middle seat, but the person only entered the driver seat - one console represents the host and the other represents the client, don't know which one is which though
ah, snap, okay, yeah i see it now
i'm not sure why this would happen
this is happening on both clients without YPB?
host client and non client?
i remember people reporting a similar issue with the Hauler
That happened with my mod enabled yeah
oh, so that happened with
i see
i have checked the interact triggers for the seats, multiple times, and i do not see anything wrong
and what is even stranger is the fact that even the doors don't sync properly
and those are vanilla scripts
Sry my recording software didn't work and I restarted the lobby so can't reproduce it, but the client couldn't interact with the seat or the handbrake, but everything else was fine like the doors and radio buttons etc
That was with my mod disabled, so might pop up in a future issue possibly idk
if there is someone sat in the seat then only the driver can interact with the handbrake
Oh okay that makes sense
i haven't had issues with interacting with the seat so not sure
was it saying "this seat is occupied?"
yuh, it's just an anti-tamper thing as i got a request for it
I was trying to enter the passenger seat while the driver seat was occupied, but it didn't say that error, the "sit down" tooltip thing didn't popup either
hm, i'll take a look, but i've had people sit in all 3 seats just fine, with them getting in when the driver seat was occupied
Yeah it works for me too, just that one time it seems to have not worked for some reason, gonna enable my mod again and see what happens
what's your recommendation for modded moons with long rides, to play with Scanvan?
i'm not sure tbh! some of demonmaes might be up your alley but i know some of the hills have sharp angles which can cause a bit of bottoming out
and some of the really steep hills require first gear gameplay to get up, but that's fine i guess, as long as it makes it up
new tauralis seems really good but i don't know powerfull fixed the enemy ref issue
there is like a hundred mods made by DemonMae, oh my god who is this guy
surprised you've never heard of them lol
well, i usually don't play modded
as surprising as that might be in the modding discord
my knowledge cutoff is right around Wesley
The Expedtitios Cruisin Series has some aggressive angle one that you will take dmg on the Scanvan. but for the most part it's good
you can slow down enough to prevent damage
as long as you aren't getting damaged the car isn't either
Yeah. First time i was going to fast. I felt like my ass was about to shoot through out my mouth
sadly it would require DemonMae remaking the entire moon in order to accomodate less angled slopes
lmfao
the durability tanks it for the most part
you said that scanvan has low clearnce compare to the vanilla cruiser?
it's not the clearance its the length of the truck
the wheelbase is longer and it has longer overhangs
the rear step is devious
but again it's why i reworked durability anyways
this is kind of the issue illustrated
the suspension would obviously compress on the front wheel so ignore the fact its clipping into the floor
Ahhh, I give up, I disable one thing it works, and then the next time I load it's broken and the guy ends up in the third chair - I think it's a netcode issue but hard to tell, no idea why it's happening either. I haven't experienced any triggers being broken by my mod so that's a silver lining lol
I'm not sure I'm afraid :( I have checked multiple things over and over and done multiple playtests (obviously without your mod) and never experienced this issue, it's only when I got told about it and tried a modpack that had on it did it start occurring, and I narrowed it down to that
The fact it's breaking the doors is extra weird because those are vanilla interact triggers
Infact, most of the interactables are
Have you tried just YPB and your mod? I haven't experienced any issues apart from the third seat problem
yes, i have
for example it also breaks the door state
like if you open the drivers door on your end
it doesn't sync properly
By chance what netcode patcher version are you applying? Is it -uv 2022.3.62 -nv 1.5.2 -tv 1.0.0?
-uv 2022.3.62 -nv 1.12.0 -tv 1.0.0
๐
I've not had issues with networking - plus most interactable stuff is vanilla scripts
Mine is running the same version nevermind 
If networking was an issue it would of for sure reared its ugly head by now - there's alot of custom networking in my mod
Yeah idky but my mod does not play nicely with yours I just don't know what it could be as it works with the regular cruiser, I'll have another look later and see if anything stands out
Thanks for your help!
Np ^^
apply the msbuild xml script from the netcode patcher's repo
I did it the old fashioned way in the post build script as I couldn't get it working, it patched fine but there's something else causing the problem
it is the recommended way though, not an old fashioned
I mean the old fashioned way is calling the cli patcher in the post build (I do that but in a different way, without the extra xml stuff)
so apparently my v55 car is deleting every item inside of it upon being destroyed
that's not.. intentional.. on my part..
it does.. but it's actually not
i'll look into it later
there's some other stuff i wanted to look into for the scanvan that... i forgot what actually
argh
hopefully i remember after i'm back from running some errands
i'll also look into that hold interact thing for imperium
and i'll see what i can do about stopping the immediate untwisting key action when starting the car
although i'm thinking just a cooldown will be in order
seems like the easiest way too
oh, right, yeah i remember the other thing
the player colliders when on the magnet don't move too good
but that's easy to fix
Have you noticed anything weird when the car puts in you the the driver seat standing with exiting
more specifically when the driver side is facing the magnet?
yeah, this isn't something I can easily "fix" and it's not really that major, just crouch
It's just when you get out and it tries to place you in the cab
But you end up going through the roof
I can attempt to move one of the nodes down and see if that helps
Nah it's ok I had a feeling. It's not the end of the world but it's for sure funny when I im trying to rush into the ship and im crouching under the scanvan as a giant is looming over me licking his lips
Oh i did meant to ask.
I know you have a lot more stuff you wanna work on. But how easy would it be to make that mod you were talking about for the free scanvan/vehicle daily?
does the loot not count when left in the Scanvan?
and the windshield does not get fixed on the next day
It does, but you need to close the back doors (it must be in the back area)
The back and side door
Yeah I know this is intentional for now, but I have a more fair idea in mind
you actions have cost us trilli-billi-shmillions
I'm contacting my lawyer
don't worry me and my group have fallen for it before
๐ญ
makes sense to me that items would fly out into space with the doors open ๐ฅด
my idea, if you're wondering, is that if you just crack the window, going into orbit fully regens is, but if you lose the windshield entirely on that van and go into orbit, it'll only regen to a cracked state, and subsequent trips to space will not regen it fully (only to a cracked state if you lose it again)
vanilla never regens the window unless you reload but then again it doesn't really have an impact on anything
You can't be serious rn
i indeed am
i'm aware
you can still keep items safe in the car :p
just got to close the doors
i may exclude the side door, though
i love it tbh
it was so funny realizing that happened to us bcs i remember us talking about the car not keeping items if the door isn't closed sometime before scanvan came out i think
it's pretty logical
or maybe i just watched it happen i don't remember
it should be a main cruiser feature
i have spoken to buttery about it before as well
but it's awesome either way
it's the only thing I don't really mind from the scanvan lol
buttery wants to do something similar for BRB iirc
hell yes
you know, i could of just been mean and make it like v55 where nothing saves in the car ever
but i won't
Is that even mentioned anywhere?
i think i hinted towards it in the manual? let me check
youll find out pretty quick i imagine
Because this is just another thing that makes it worse than regular cruiser as far as I'm concerned
I don't really see the scan van as smth to use alongside the cruiser tbh but i get what you mean
i'm not trying to actively compete against the cruiser
me when space has no gravity
for the most part items only in the back was just to deter from putting items on the roof, and the back door thing was something i added after speaking to buttery about the subject
It's not about competition, it's appeal. It needs to have an appeal that makes it worth using
The extra protection is ok I guess, but it doesn't really make up for the downsides
i guess it depends on who you ask, this vehicle has just kind of been an amalgamation of my ideas thrown together over time
I do think it's funny. It could be a config though for people that don't want it
I'm talking about gameplay and how it fits into the loop, not appeal in the sense of all the fancy features and details
not really sure what you mean
admittedly i haven't played around with it much but from the time i did it fit in pretty well
if it doesnt appeal to you... then dont use it
its the scanvan
not the appeals to everyone van
I feel like it's a good balance between current cruiser gameplay and v55 cruiser
v55 cruiser is booty because you have to start heading back w it at like 10pm since you have to take everything out of it for it to save
the v55 cruiser is meant to be awful
It does appeal to me, that's the thing. Hell, I'm still basically the only one in lunxara's lobbies who can effectively use it
but current cruiser is also butt cuz people just drop shit on the roof and boost into the magnet at 12:05 as the ship's leaving and so you don't interact with terrain
i'm not closed to feedback, for the record, if you genuinely have any ideas you can toss them my way
You and me both, I've been learning it on and off stream
Everyone else can't use it though yeah
lol
so you having to at least be mindful of where you put the scrap is fine, but it should be communicated.
i guess i'm not "incredibly fussed with how it fits into the vanilla game", i guess i'm more leaning more into the fun side of things while still being useable for transporting loot (since in this game thats all a vehicle really needs to be able to do)
idrc if it's meant to or not meant to be, I'm making a point that it's a good middle ground
Well I did toss the idea of it's ability to drive being affected by how much scrap is inside
well that would just make it worse than the cruiser, yeah?
I've enjoyed all the extra mechanics it adds, really is a lot more immersive
i have thought about making loot affect the rear suspension, but that would just "make it worse" like you mentioned before
Not necessarily
For instance, it could be faster by default but slow down as scrap is added, and at the same time become more stable as scrap is added since it's centre of mass would be getting lower
infact i was making some changes in preperation to see if i could get this system working
ooh you know what i have a good idea
since the car slips in snow, extra weight could give more traction
like how people put sandbags in the trunk of their rear wheel drive car
The suspension thing was just a handwavium explanation for why it becomes more stable
Not how it should actually work
the center of mass is something i'll have to see how the car reacts to, changing the CoM at runtime does not seem to play well with rigidbodies
yeah no i getcha
i forgot you mentioned it before
i'm just trying to think of a system on how to "gather all the combined weight" of the scrap in the car without tanking performance
Is there a way to do a pseudo change of sorts? Like an invisible mass attached to the car that moves separately from the main body to adjust the centre mass of both
Like a keel on a sailboat
that's kind of what i was thinking
handwavium ๐ญ
oh wait you mean for CoM
uh, i'd have to look into it
i was thinking of a weight collider for the extra weight in the back
although at the same time
that might affect CoM?
not sure
Can't you just periodically check the weight of every scrap inside and go based off that?
i probably could
i was changing it so that each item gets cached to a List
i'm just kinda worried that looping through that list (if there's loads of items) would affect perf really badly
if you went to dine like 3 days, i don't want it to tank fps super bad
Couldn't you slow down the process in any way?
i could do it on check intervals
Or that yeah, every few seconds
but when you're gathering loads and loads of loot it may start to lag behind if its on an interval
or maybe not
idk
Honestly with how many fukin states soundAPI has to check through for resonance right now, I think you're overestimating
oh yeah no that's fair lol
maybe
But yeah these changes would be an appeal thing, not competition. Some unique quirk that may make it more viable under different circumstances
i s'pose that's fair, it is something i'm kind of already looking into
i can just do some psuedo math to figure out the 'extra weight' to apply to the vehicular
It definitely needs to have a cap
with a maximum limit of course
Lol
2000lb scanvan, can't go up a 5 degree incline
vans of this size weigh alot more than that irl ๐ตโ๐ซ
but yeah would sound about right
lol
it's going to take alot of tinkering to find a 'right balance'
On moons like artifice it's gonna get heavy quick, so maybe like 800?
800 (insert unit here) weight or 800 items?
I reckon the weight should only top speed with a bit of acceleration change. Might actually give a good reason to use the higher gears
Total weight
acceleration will change on its own the more the car weighs so i don't need to do anything there
Twas part of my original idea
ah yeah, i see
I mean I think it would make sense for top speed to be affected
well the extra weight will probably indirectly affect 'top speed' anyways
when you go into a higher gear with more weight the car will struggle anyways
so your top speed will "technically be limited"
Though I will say if you go about doing this, you need to make it faster when it isn't loaded with items, just so it isn't completely abysmal when loaded
without items it'll probably feel about how it does now
Idk, the benefit of increased stability when loaded needs to come at a cost, so if it's slower overall than it used to be it might just end up feeling even less appealing
trying to strike the right balance between 'not feeling like a sports car because its a van' and 'gameplay' is hard
no no i know
i'm just saying
completely empty or with very few items
it'll feel probably about the same as it does right now
then past a point
items start affecting weight
which will directly affect CoM
and acceleration
and subsequently 'limit how fast you can go'
If the driving is a 3 star rating right now, you don't want it to start at 3 and go down. Start at 4 and make it go down to 2
i'm not willing to make it feel like a sports car to drive with no weight
Same thing that seekers did with the walking uphill speed reduction
it's never going to feel like the cruiser and i'm fine with that
the vanilla car is really basic and just continually applies torque when pressing the pedal in drive
No that's fine, but I'm saying compared to itself
The cruiser is already at like 6 stars in terms of driveability
What about making it so you can put butter on the tires which doubles the speed
as i said trying to balance this to 'feel good' for gameplay, without going against what i'd like, is really hard

i wouldn't say this vehicle is any less driveable, but this is in regards to its acceleration
my acceleration does not work like vanilla
and i don't wish to do something like vanilla
because for the longest time it had something similar
and it made the car accelerate like it had a 900hp v8 engine
and for a work van that's really dumb
i'm not saying i'm aiming for super realistic, because i know that's bad for gameplay
i just want "more down to earth"
i'm overall 'pretty satisifed' with the cars acceleration overall
No it definitely is less deliverable. Ignoring the manual shifting it's bigger and heavier
i think combined with the hill assists that work in the background, it's not terrible to drive
well yeah it's heavier but its a van
the cruiser weighs 200kg
it weighs 1/4 of my irl city car that dates back to 1996
It doesn't HAVE to be better to drive, it is a heavy van yes. It it needs appeal that the cruiser doesn't have for it to be worth it in player's eyes
That explains how you can just push it around LOL
appeal is subjective, but i getcha
I mean itโs not like the entire appeal of the mod is more drivable = better
Having buttons and doodads on the dashboard is only eye candy, and you don't want that to be the whole appeal
I get where youโre coming from since it should few good to use in gameplay and actually be practical, since vehicles are a lot more effort to bring around than equipment is
but if the cruiser is already 'enough' for someone then it's going to be kinda hard to 'top that'
that is absolutely not my whole appeal lol
Them what appeal does it have? The extra protection is nifty but by itself it doesn't really make it more interesting to use. Protection doesn't matter if it's exceedingly hard to use effectively to haul scrap
Like, the point of the game is to haul items back. The cruiser is hard to use, but it balances out by being very effective at carrying large amounts of items back and thus saving precious time
The scanvan is a cruiser adjacent, and can do the same things, but it trades speed for protection. That's the whole shtick right now
there could be some things said about the cruisers balance, but anyways
i guess to an extent you're right about it "not having appeal", but at the same time, i'm not trying to make it more appealing.
i guess i'm making what i wanted to make? whether it's appealing in peoples eyes or seen as worth using is subjective
i do describe it as an alternative to the cruiser ;p
if you're trying to make a vehicle more appealing to use than the cruiser, what do you want in it?
The whole philosophy of the game seems to revolve around you being vulnerable by yourself, so having this tank of a vehicle that trades being slow and thus wasting precious time is... An odd direction to say the least
Yeah, it's a tradeoff
the cruiser is tanky but probably shouldn't be
the cruiser doesn't have a reason to be this tanky
i'm "okay" with my car being a bit on the tankier side, due to just how it is
If I had to guess it's because zeekers wasnt focusing on realism when making it, whereas you sort of are
because if it was as fragile as when i first made it, oh boy, the complaints would be ripe
i think zeekerss wanted to make the car more realistic
but probably couldn't figure it out, or cut down due to development time or something
there's some stuff in the Cruisers script that makes me think this
most notably variables such as "MaxEngineRPM and MinEngineRPM"
With how many buffs it has gotten, I doubt that
being set to 3000 and 1000 respectively
i'm talking more in the sense of when the car was in development
not after the fact
Back when it was a paperweight?
Yeah I wouldn't peg that as aiming for realism
i would, because it implies a drivetrain system
they go completely unused in the cruiser
Which could be because of either or
you don't just implement variables like that and then just never use them for no reason
i reckon he was trying to implement some form of drivetrain (which would make it more realistic) but couldn't figure it out
so it was cut down to be more simple
Unless you cut them out intentionally, which could be because you didn't know or you felt it wasn't necessary
i know i may be clutching at straws but it seems plausible to me
well that could also be true
Would the cruiser be any different with a drivetrain Sim?
It doesn't have any gears
mine has a drivetrain system
I don't think it was ever supposed to
And zeekers could very well have realised that and scrapped it because of that
that could also be true
but considering how poorly the cruiser is put together from a vehicle physics perspective i'm leaning more on the side of he couldn't figure it out
But that's just the cruiser, what if we look at other aspects of the game? How often does the game favour realism, and how often does it lean towards arcade
how poorly the car is put together is not really a gameplay vs realism thing
like for example there's alot of physics related code that he puts in Update instead of unities FixedUpdate (which is for physics related stuff)
which ends up making it framerate dependant
lol
considering he isn't even doing the bare basics properly, i'm leaning more on the side of he didn't know how to do 'more realistic' vehicle physics
The appeal is that it tells you when your keys are in the ignition
Yeah he probably fucked up things instead of it being intentional, but still. One gear, no shifter, fkin emergency ejection system. It was not meant to be realistic
wdym no shifter
Clutch, sorry
well yeah because its an automatic
automatics dont have clutch pedals
it would be dumb if he added one despite it being an automatic
It just doesn't feel right for zeekers to suddenly want to go for realism. Basically nothing else about the game is realistic
i think the ejector was actually a last minute addition
the v55 trailer actually never had the button, lol
fun fact
i guess neither of us can speak for zeekerss
and sure i'm just going off two variables, but it's not completely meaningless
Considering he never went about fixing it, I'm leaning on it being a bit meaningless
it's not something to 'fix' its just "leftovers"
they do absolutely nothing in code
but unused variables are not meaningless
to me it hints towards wanting to make the car atleast 'a bit more realistic'
but it was scrapped for X Y Z reason
Yeah, the intention was there. But he never actually did anything with it
and that's not meaningless ๐
So chances are he was just okay with it being not realistic, because it didn't matter for gameplay
that could also be true
Even if he added them now, it would just be a game of adjusting numbers to get it to work the same, since he seems satisfied with how it works otherwise. Especially as he moved onto adjusting the health and other stuff like the auto upright
Like... What?
"lost the plot" as in he doesn't know what he's really doing anymore with the car
and he just keeps fiddling with numbers
At which point what difference does it make if he adds the rpm system. It'd just be more fiddling with numbers
he seemed satisifed during v55-v56 with the car, and then he just does a mega buff in v70.. for.. no reason
to an extent an RPM system is fiddling with numbers, but my point is that it would lean more into the side of realism
Because he also changed how effective it was at killing things?
i guess that's not a bad argument
i think he changed that due to the giant kiwi
so the car just wouldn't one shot it
i still think the buff was extremely excessive
So he buffed the HP to account for that



