Brutos: For the first step I tried to make the CV engine like in 2.24. But I detected that some values have no effect. Here some important values, that I have tested and were not working. Max Speed (nf_command.txt, vehicle_engines.txt) Horsepower (nf_command.txt, vehicle_engines.txt) Heat Dissipation (vehicle_engines.txt) Then I would be very helpful if the starting overheat would be scriptable. Also nice would be a display for the current gear and rpm (maybe next to speedometer when in debug mode).
[12:28] <+Trickster> sv_cheats 1 [12:28] <+Trickster> host_timescale 100 [12:28] <+Trickster> host_timescale 1
That's no use for a pub server, I gave you that for YOUR testing because you wanted it in the scripts. For server's to define how long the CV overheat period is, that's far better.
Currently neather CV can even get up a hill. They need to be faster but also have lots of horse power and toque (yes I know I can't spell it)
faster cv's wont be any good on hills, for example the BE one if you give it more horsepower it pushes itself to the side on a hill, making it uncontrollable in stead of just not being able to climb the hill if you increase speed the effect becomes even bigger, if you just increase speed small hills can be taken but bigger hills agai make the cv turn away from the top uncontrollably id say keep speed at 40 or lower even, then increase horsepower
so comms are still stuck for 1min AND apc spawns are enabled from start? i can see 2.25a being released quickly ... (and i hope it fixes the start heat and not the spawns )
ah cmon i already said that when it was predictable that APC spawns will have their comeback ... i thought its would be obvious enough, seems like i was wong tho :D also done -> http://www.empiresmod.com/bug_tracker/view.php?id=1720