NullSect
Systems nominal

Docs / RCS Thrusters / Changelog

Changelog — ns-rcs

0.1.4

  • Lower client cost while driving an RCS car normally (resmon went up to ~0.30 ms on entering the car): a frame on the road with no jets, suction, boost or pending key press and a full tank now only checks whether the car left the ground. The physics frame (matrix, velocity, spin estimate, HUD) runs again as soon as something happens. The seat check runs every 250 ms instead of every frame while idle.
  • Suction no longer casts a synchronous ray every frame: its surface ray runs asynchronously and the newest answer (one frame old) is used. Attaching to a surface takes one frame longer.
  • Lower cost in flight, in the air and with suction: the vector maths uses vector3 (a value type in FiveM's Lua) instead of a new table per vector, which was ~8 KB of garbage per frame in flight. The HUD update builds its message only when something changed, and the seat check runs every 100 ms instead of every frame.
  • With the tank on, the gauge sent a NUI message on every 1 % change (up to 20 a second while refilling): a gauge-only change is now sent at most every 250 ms and the page animates the fill over that time. Mode, suction and boost changes and a full or empty tank are still sent at once.
  • Offline tests no longer fail when the local config.lua has an endless tank (Config.Propellant.enabled = false).

0.1.3

  • Release defaults: Config.Locale is 'en' and Config.Debug is false.
  • Docs: the default car list is { 'tesroad20', 'neon' }; neon (the game's Pfister Neon) works without an add-on, tesroad20 is a Tesla Roadster add-on that is not included.

0.1.2

  • Attached suction made the car undrivable (found in game): vehicle gravity is no longer switched off. On surfaces flatter than Config.Suction.floorAngle (35°) suction leaves the car to the game; on walls and ceilings it cancels gravity and pulls the car into the surface. New key: floorAngle.
  • A / D did not turn the car in flight when another resource disables steering in the air (vehiclehandler does): steering is now read with GetDisabledControlNormal.
  • In flight the jets point straight down (Config.Effects.flightTilt, 0). Boost (E) now has its own two jets out of the rear bumper pointing backward instead of the jets under the car (boostRotation, boostSpread, boostHeight). The state bag carries two new optional flags, f (flight) and b (boost).
  • The boost jets have their own particle (boostAsset, boostJet = ent_amb_steam, boostScale). With Config.Debug, /rcsjet tries rotation / scale / particle in game without a restart and /rcsjettest shows the boost particle on a parked car for 8 s.
  • The driver's own jets are no longer switched off by an older state bag value echoed back to it.

0.1.1

  • Jets were hard to see (found in game): the nozzles moved from under the car to the sills and lean outward (Config.Effects.tilt), are bigger (scale 0.55 -> 1.4) and never drop below minStrength (0.6) of size and opacity at low thrust. New keys: minStrength, tilt, sideInset, height.

0.1.0

  • First version: reaction-control thrusters for cars.
  • Thruster key gestures: tap = hop, 2 = right roll, 3 = left roll, 4 = front flip, 5 = suction, hold = flight (all configurable in Config.Gestures).
  • Flight: altitude hold, climb (Space), hovercraft-style steering, bank and yaw.
  • Boost (E), airborne stabiliser, landing assist, suction on roads / walls / ceilings.
  • Propellant tank with a reserve for the stabiliser and refilling on the ground.
  • Jets for every player nearby through an entity state bag, guarded by the server.
  • NUI gauge and a synthesised jet hiss, EN / TR locales.
  • Access by everyone, ACE or job; vehicles by model list, class or all cars.

Cart

Your cart is empty.