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On a side note this is still a great mod and I look forward to future improvements. IMO and to be perfectly honest I'd much prefer if the FTL had no spool up, but rather a cool down after. However I'd settle for better consistency on the timing. So ship FX can be set up to work with your mod. Thank you.
Thanks for the information. I don't understand how that's even possible. I use the .NET DateTime methods, so the time should be 60 real seconds. That time is checked every 10 frames, unless your physics is really laggy (in which case it would be longer), it would only be off by at most 0.5s, not faster.
Is this SP, MP or DS, and have you tried a different one? Would you might uploading the world (workshop or something like Dropbox would be fine)?
Can anyone else confirm this? I've tried it on SP and DS myself, and timing is correct for me.
Ideally it wouldn't, but the game has issues when things don't obey the laws of physics. :-)
so it seems like the FTL drive will only jump people who's not sitting in a chair if they are the person who placed the block which would be nice to get fixed if possible for those of us who's using it for multiplayer =)
I have that noted in 'Known Issues', however I diidn't know the detail about it being the person that placed the block. Thanks for the information.
Yeah and we found a work around for it, if the other players you want to FTL jump gets into a seat, flight seat, passanger seat or constrol station, they will still get jumped along with the ship, so it does work in multiplayer like that.
Is there any way you can get it to work with dedicated servers?
My friend was hosting yesterday and it worked fine, but I just bought a server and now it doesn't work.
After activating it, it doesn't say Spooling, but it consumes power.
Tried re-placing it, etc.
Thanks!
Press F5 and reload. This is a regular issue I have noted in Known Issues.
Sadly this is on a dedicated server (console).
So doing that doesn't help :/
Tried rebooting/reconnecting several times.