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1) decrease maximum speed (MAX_SPEED);
2) increase thruster power in lower direction;
3) increase HORIZONT_CHECK_DISTANCE (this one can have more adverse side effects, but you can try with double the value for a start);
2. When inside safe zone, or too close to host grid, make client get some distance from the host grid
3. Broadcast host grid's position and radius to clients. Have client move around host's position using the radius until it reaches minimal distance between client and desired connector, then attempt docking procedure
3.1. On client, designating connector on the other side of the host grid relative to the client caused client to fly in a straight line to the connector (client on right side of host probably inside of safe zone, designated connector on left side of host). Smashed right into the host. Lol.
I've mingled a bit with your code (sorry about that, won't publish the changes anywhere). It's far from a fix but it's a start for your own debug:
I got rid of the 'foreach' loops in the SendSignals() function, the 'if' condition checks only if the Signal.list contains a DOCK status and if so, initiates a specific timer by it's name.
So as far as I can tell the Signal.list is being populated properly with each docking.
It either fails to verify the timers' ID for DOCKED/NAVIGATED tag or the 'foreach' loops fail to go through every timer block (the latter seems unreasonable).
The game is running in the background as I write this and it didn't fail once.
I'd debug the original code further but it's hard to unmingle your single line and still keep it compilable in-game so I need to input my changes into your obfuscated code which is a major pain ;)
Hit me up if you'll need any additional info. I'll give an update if it ever fails to start the timer.
- Timers need to be on the main grid.
the first would be the ability to name manual waypoints eg using "ADD <name>" and "ADDSTANCE <name>"
and the second would be the ability to use the new lcd screens, cockpit etc
Maybe it could be easily done by two remote controllers - one oriented (and used) while in gravity field, second to switch to when leave gravity field.