BattleTech
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NBKRedSpy

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NBKRedSpy

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8 comments

  1. NBKRedSpy
    NBKRedSpy
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    Update:  2.0 supports the requested Jump Distance mode.

    (Forgot to update for these posts)
  2. deleted2105568
    deleted2105568
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    Thank you for making this. I checked out your github repo and there's some great stuff in there.

    I wish there was a way to make the Jump Time consistent both ways to stop abuse, but at least this mod addresses the "overshoot your path" abuse of deliberately dropping out of a route to accomplish the same thing. Also I love the little Planet UI update mod you have there that shows the actual travel times.

    And the colored skill point reminders mod is a godsend. 

    Good stuff!
    1. NBKRedSpy
      NBKRedSpy
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      Thank you!  Always happy to hear that others enjoy the mods.  

      Technically down well and up well should be the same since the "jump distance" is the distance from the jump ship to the planet.  I was looking into that option for both directions, but oddly it is more complicated since it requires a bit of base code to be replaced, which affects compatibility for 3rd party mods and future BT updates.  The latter being highly unlikely
    2. deleted2105568
      deleted2105568
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      I got to digging the other day after I posted this.

      The function CancelTravelAndMoveToCurrentSystem is pulling the var from DefaultSystemTravelTime in SimGameConstants.json (4 days). It should be pulling var JumpDistance from startsystemdef_(X).json instead, which is what every other travel related function is doing. I'm pretty sure that's what's causing this (wrong var in a nested function) but I have absolutely zero Harmony experience, and other than recompiling the entire library of dlls in DnSpy I have no clue how to fix this with modtek.

      Few screenshots:
      https://www.reddit.com/r/BattleTechMods/comments/w0o77e/regarding_the_travel_to_system_exploit_this_seems/

      Surely someone that knows Harmony could fix this, nudge nudge... Think of the fame!
    3. NBKRedSpy
      NBKRedSpy
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      I did start looking into your suggestion.  However, I was unable to override the travel times.  I think there is some other event that is firing that I couldn't track down.  Maybe at some point in the future I'll look into it again.
    4. NBKRedSpy
      NBKRedSpy
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      Also, if you have working code that you made in DnSpy, I can use that to change this mod.  Let me know.
  3. xeryx
    xeryx
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    @NBKRedSpy
    RURU?
    Looking at the mod to incorporate into XAI Battletech, but can you update it with the new info that Korstalx found out?
    1. NBKRedSpy
      NBKRedSpy
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      I just happened to come in to check messages and replied to Korstalx.  I'm not sure what is preventing overriding that part of travel time.  I spent a decent chunk of time and didn't come up with anything.  However, maybe I was on the wrong track.  If someone has a suggestion or can make the changes in DN Spy, I would be happy to transform that change into mod compatible code.