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would you mind joining my Discord so we could talk a bit more directly?
like this
===
if ((gotTeleported && lastJump > 0) || SafeTriggerON || fixPhysics)
{
//foreach (IMyPlayer myPlayer in PlayersInWarpList)
// myPlayer.Character.Physics.ClearSpeed();
// reEnable physics of parts, could be 1000+ but UNABLE todo in parallel
physicParts.Reverse();
foreach (MyEntitySubpart p in physicParts)
{
p.Physics.Enabled = true;
p.Physics.Activate();
p.Physics.Clear();
}
MainGrid.Physics.Enabled = true;
MainGrid.Physics.Activate();
MainGrid.Physics.Clear();
===
i am looking for a way to fix this.
for some ships, seems like its depend on size and ship actual position.
when we had the physics on we used the center of mass, now we use grid position comp.
maybe we need to think how to find the center of grid using bounding box of the ship, and tie the animation position to it.
also people reported that when going really fast 100km directly to planet, code can miss the stop and allow player to go in to planet core... of player stop inside, server crash hahaha
FSD + Jumpdrive is a safe crash. I will add the fix, thx.
Could you explain that flight animation bug?
MyAPIGateway.GridGroups.GetGroup(MainGrid, GridLinkTypeEnum.Physical, AllGridsList);
foreach (MyCubeGrid grid in AllGridsList)
{
foreach (var Block in grid.GetFatBlocks<MyJumpDrive>())
{
if (Block == null)
continue;
var JumpDrive = Block as IMyJumpDrive;
if (JumpDrive != null)
{
if (JumpDrive.IsFunctional && JumpDrive.IsWorking)
{
if (JumpDrive.CubeGrid.JumpSystem.IsJumping)
JumpDrive.CubeGrid.JumpSystem.AbortJump(4);
}
}
}
}
The FIX :)