function BoatMagnet:CalcMaxVelocity() if self.beacon == nil or self.beacon.components.boatmagnetbeacon == nil then return 0 end return not self.beacon.components.boatmagnetbeacon:IsTurnedOff() and TUNING.BOAT.BOAT_MAGNET.MAX_VELOCITY + TUNING.BOAT.BOAT_MAGNET.CATCH_UP_SPEED or 0 end
Currently the MAX_VELOCITY for the boat magnet is 2.5, which allows it to match the same values as a mast when it stacks, however the CATCH_UP_SPEED variable is ALWAYS added to the max velocity, making the actual max velocity of magnets 3. This makes it hard to match up magnet velocitys with the velocity of regular sails on a boat the magnet is following. It's currently a bit clunky trying to use masts on the lead boat of a 'boat train' as the max velocities do not match.
CATCH_UP_SPEED = 0.5, -- Extra velocity given to the magnet's boat in order to catch up with the beacon
It seems like CATCH_UP_SPEED should ONLY be applied if the boat with the magnet is actually far behind, but currently this is added even when the boat is close enough, and a lot of times will cause it to crash into the boat in front when stacking magnets and masts.
As a test I changed the CATCH UP SPEED value to 0, and already the magnets feel so much better to use as I can use two masts on a lead boat and two magnets behind to get it perfectly lined up in max velocity.
If this is not currently a bug, then please take this as feedback.
1. Notice CATCH_UP_SPEED is ALWAYS applied to max velocity of a magnet even if its reasonably close enough to the lead boat.
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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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