Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A standalone version is still being considered for later down the line, to cover exactly those kinds of cases, but making the weapon balance actually play well with orbital velocity is really difficult so I don't think i'll be doing active balancing around those scenarios.
And thanks for the nice words, hoping to get the first community balance patch out in the near future now that the first LK multiplayer server test is approaching its end.
Regardless, thanks for your effort into this very high quality mod.
The LKCR forks of those mods are replacements for the originals, so you will need to remove the existing Relative Top Speed mod.
Same goes for Heavy Gas if you are using that.
The question is, will it give conflicts with your Mod?
I see that one of the dependencies of this Mod has the same name as the Mod I mentioned.
What shall I do?
Found your culprit - because they both have some thrusters with very little force, the relative top speed submod treats them as ships, and hits them with a low thrust to weight penalty.
The problem is that there is no good way of differentiating between them. I can try to maybe find a fix that adds a lower limit for boost speed so it doesn't cripple it.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3126235431
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3151934700
Thanks for your reply
Strange, because I did heavy testing on rovers previously (its how i discovered that turrets apply no recoil) and they worked fine. This testing included small 4x4 vehicles and heavy multi-wheel tanks.
I just loaded up a fresh world with the mod to check, and I'm unable to reproduce your issue on my end - do you have any BPs where this happens every tine?