- Updated networking position interpolation logic:
Much less data is now sent across the network - contributing to significantly greater reliability, and hopefully fewer instances of players not responding.
In addition to the dreaded (Not Responding) messages of yore, the new system will also display (Delayed) next to players who's internet connection isn't keeping up with the data stream fast enough to keep their position interpolated on your client, and (No Connection) next to players who haven't yet sent your client a single position packet - and who are probably suffering from a special class of the "not responding" syndrome. - Network physics optimizations:
Physics is now only simulated on your vehicle, and other local vehicles which have the potential to collide with you. - LAN connections through server list work again:
You and a friend both playing over a LAN? Now you can easily use the server list to join each other's games. - Fixed tank - and tank track - CG issues!
- Joining a game with the same name as an existing player now correctly appends a number to your name
- Fixed buggy wheel rotation
- Bot issues should be resolved
- Better buggy handling at low game quality levels - no more wing deployment nosedives!
- Fixed player "launch" on server entry
- Game servers now reregister with the list server every three minutes - just in case...
- "News ticker" buttons at bottom of server list can now be links - as they were originally intended to be...
- Unavailable vehicles now don't materialize by default
- Lightning fast server list loading and updates
- Game server shouldn't occasionally disconnect itself
- Networked instances of buggys now properly adjust their wheels to the ground and emit bubbles only when submerged
- Couple unusual crash cases fixed - including Kruncher's GUI free game :)
- "Tagged the Quarry" messages are back
- Faster server list refresh after name change
- Tank track collisions now properly calculated (once again)
- Laser hit rematerilizations now much more reliable. No more sending players back to the materialization point without gaining Quarry!
- Configurable server laser gravity: Lasers can now curve over hills. Artillery play, anyone?
- Individual vehicle type firepower sliders, with each vehicle now defaulting to Level 2 Armament
- Better looking laser firing when stationary
- New "Player was evicted" message
- New GyRide camera option in Game Settings. When entering ride mode, you will now ALWAYS be facing in the vehicle's forward direction. No more disorienting ride transitions!
- Much more info in player dialog - such as new Ping and jitter readouts, and some other networking debugging stuff
- Buggy flight slip now defaults to false in an effort to ease new players in getting aloft
- Messages now let you know what went wrong when you are ejected from a server - whether it was a host crash, your eviction, or a standard server shutdown
- Server list now automatically reattempts connection to game server if your first connection attempt is not successful
- RORBs now glow when colliding with other RORBs, even when not in XORB mode
- Bots now detect what kind of vehicle they are trapped inside, and calculate their control inputs accordingly
- Faster, smoother materialization clouds - great for laser hits rematerialize games!
- Server settings a bit more organized
- Brake key now works while composing messages - Futureboy
- Mouse wheel zooms sniper view - (Think this was MacDane's idea)
- Blue Python

- Ejections from games
- Evictions from games (i can rejoin after ive been booted and still see other games)
- NO MORE NOSEDIVES!!!! YAY!!!!
- Server list - I can see them all (games/servers), all the time.
- Lasers - gravity vs. speed - MUCH BETTER! Thank you!
- Tank - graphics have improved by a long shot! Well done!
- Buggy - i have noticed the wheel bug and i cant find any more problems with it...!!! Good job! *lolz
- Hovercraft - not too much noticeable improvement...
- Server Eviction Message
- Keep 'em coming!!!
- Sub
- Moving, working Sea & Sky Monsters
- Jet!!! *lolz *i luz speed......*snickers
- ummm........ill get back to ya on that....lol
- Tank bullies
- NQS'ers
- Rapid firing red lasers
In a laser-for-Quarry contest, given equal armament, equal player skill and strategic placement of a stationary vehicle: The stationary vehicle trumps any moving vehicle/s 70% of the time. The result is that you have a game that requires 10 times more work for the pilot/s of the moving vehicle/s to keep Quarry and/or score points. - These games are unbalanced and slightly unfair to those that prefer motility.
Add superior armament to only the stationary vehicle and you have a nearly impossible laser-for-Quarry game. - Very unbalanced and very unfair for those pilots that prefer motility and their current vehicle.
Add to the above, heavily armed vehicle, a player without regard for Quarry and you have a shooting gallery where most other vehicle/s are easily prevented from functioning, IE - driving, flying or even becoming upright.
Place the last scenario into the more populated servers and you have Mars Explorer Version 1.977
Add to 1.977 more armament for the previously under powered vehicles and the result will be more potential for shooting gallery-type servers and a de-emphasis of strategy and vehicle piloting skills or what I call: "A 1.9 Dirt Fight" where players park>apply brake>shoot each other. Some people enjoy Dirt Fights but they are one-dimensional and truly beneath the self-development potential of Mars Explorer. As intensely as this community has attacked posts with requests for mega-weapons , I am surprised at this current weapons escalation move.
Solutions to this scenario have been generated ad nauseam but my contention is that A SOLUTION SHOULD NOT BE REQUIRED! In other words, a problem has been CREATED that, to me, interferes with the concepts and mission statements that set Mars Explorer apart from, and above all other shooter games.
If our goal for this discussion is to create the highest quality gaming environment for the most people to enjoy, with an emphasis on self development then IMAO, this can be most elegantly accomplished by making Level 2 (CORRECTION Level 1) Armament the max for all vehicles.




I think that kruncher has made some great points, and all that is left is for the subject of insanity...
- Make insanity a pre-server option, hence forcing players to be unable to go insane, and switch it - this would also allow for insanity to be shown along side things like "Freestyle" in the server list. However many noobs would see it.
- Make insanity a server settings option, hiding it from most noobs, but making insanity far more unpredictable.
- And finally, this is my favorite, but most complex solution:
- Change the name of "server insanity" to "full server customizability".
- Change the martian tutorial to teach about NQSsing
- Via the PlayerPrefs class, make it so that fsc (full server customizability) is only available once you have done the tutorial.
- Make fsc a pre-server option - if the person wanting it has NOT done the tutorial, then instead of there being a button that turns on the ability, have there be something that says "Full Server Customizability is only available if you have done the tutorial" Below this message, place a GUI button that loads the tutorial. (If the player is all ready connected for some reason, disconnect the player first).
- Watch as noobs become reasonable about NQSsing, and players start LOVING their servers again!


I was waiting quite a while to join lizzle's server which had 10 people. I finally joined to find only lizzle who was not talking and also blinking from delayed to not responsive, yet she was flying normally. I shot her and she reacted as well. I then opened the player list to find ll other people were vehicle clones...





- Glitches/jumps
- Extreme lava skimming
- Non drive through cano
- Non-Diveable lava
- White buggy













can't wait to try it!!!