安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
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 :)