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MegaTrucking
Written by Administrator   
Tuesday, 22 November 2005

Mdvalley is hard at work on his second mod for Torn Stars, MegaTrucking!  This mod will bring full unloading and loading of Mega Transporters to the game. 

Click read more for an update on his progress in his own words:

 

Basic functionality is in. It successfully loads and unloads pods. For the stress test, I couldn’t find any stations that sell 240 pods. But loading 140 pods went without a stutter (Pentium 4 3.2GHz). It took 7 minutes and 54 seconds.

Image

Buying Pods, or: The Solar System in Miniature.

I filled up on the remaining 100 at another station and went for the selling stress test.

Fifty-one minutes and eight seconds. It took fifty-one minutes and eight seconds to unload 240 pods. Granted, 240 pods is a lot to trade, and it should take a while, but this is ridiculous! The thing is, a pod will not launch until there is a spot on the spewer free. So only 4 can be in transit at a time. And thanks to the collision avoidance code and the size of the freighter, that takes a while. I’m wondering if I should write in the ability for two pods to travel at a time for the spewer (and one will wait for the open spot), or just let it go and say that big ships need a big unload time. For every second taken off the commute, one minute will be saved on the total time.

There’s a bug with the L-Point, too. The megafreighter jumps, the megapods jump, but the minipods don’t. And the game just sits there in director mode waiting for the minipods to leave. Possibly because the minipods are parented to the megapods and not the ship. I can think of two solutions: Parent all the minipods to the ship itself before the jump and parent them back once its done (ugh), or cull the pods before the jump and recreate them afterwards (UGH).

The graphics bug of the pods showing through the megapods at a distance seems trivial in comparison. I could just set the visibility flag on them. Discuss Topic (0)

 
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