My computer is currently out of action, I installed ubuntu but it installed on the hdd rather than the ssd so it's rather slow. I though I would send you my current progress as I'm likely not going to be able to run starmade for a while.
Jake was the one who figured out how to apply a force to piloted ships.
In regards to the 4.5km/s I thought I had taken the repelling speed down from 10 to 1.5 times the server max speed, but that change wasn't saved in that last commit. It should stop you once you get back within the border.
I am partway through attempting to push playerCharacters and I wanted to be able to get relative position within a sector before I implemented the border for warpspace. I'll have a look at the dedicated server problem, if I had to guess, it's probably got to do with the method of getting both client and server instances of the ship.
yeah the problem for servers is probably that if (GameServer.getGameServerState() != null) restricts it to only altering the velocity serverside whereas you need to update it on both sides for the firce to work.
My computer is currently out of action, I installed ubuntu but it installed on the hdd rather than the ssd so it's rather slow. I though I would send you my current progress as I'm likely not going to be able to run starmade for a while. Jake was the one who figured out how to apply a force to piloted ships. In regards to the 4.5km/s I thought I had taken the repelling speed down from 10 to 1.5 times the server max speed, but that change wasn't saved in that last commit. It should stop you once you get back within the border. I am partway through attempting to push playerCharacters and I wanted to be able to get relative position within a sector before I implemented the border for warpspace. I'll have a look at the dedicated server problem, if I had to guess, it's probably got to do with the method of getting both client and server instances of the ship.