In essence, the other vehicles don't stand a chance :)
I am working on several ideas for weapons systems capable of hitting a jet, and for slight tweaks to game mechanics that will allow the other vehicles to coexist with it.
In the mean time, have fun!
You can always disable jets in your server if you want to have a classical laser tag battle.
- SmartCam now follows a bit more aggressively, to help it keep up with the jet
- AeroCam renamed to HyperCam, as it can make you really dizzy in the jet :)
- In order to allow them to keep up with the jet, lasers now inherit the speed of their firing vehicle. Yes, this does violate relativity - I should really call them something other than lasers :) Anyway, this will alter your optimum targeting strategies! Now, when you are driving alongside of someone and want to hit them, you don't need to lead them - as your lasers will move along with the two of you. This also makes it slightly more difficult to hit stationary targets while you are moving parallel to them. Either compensate for it, or move towards or away from whatever you are aiming at.
- Positional resets no longer preserve vehicle rotation and speed, as there were issues with people getting totally lost and stuck :)
- Fixed hypersound, at the expense of disabling audio doppler effect.
- SMOOTH buggy wing deployment animations, based upon some reworked code.



Aeo
1. auto-accelerate....what's up with that? (i know you need to fly up/down, but i have a solution to this) why don't you have t and g (or any other combos) for speed shifting?
2. turning is really hard in the jet. it steers kinda like the hovercraft. is there any way to fix this problem or....not? (maybe steering it like a jet on video game would help)
p.s. i think it looks REALLY cool when i take-off in the jet with no flame behind it, and then when i get up to speed, the flame comes out (this looks extremely cool)


- Throttle:
The throttle is configured as an INPUT AXIS. Just like the "vertical" or "horizontal" input axes, it has a neutral point, a max, and a min. It is neutral by default, and by holding a key, you can set it to max or min. It has to be this way, because it's neutral point is controlled by the physical throttle position on your joystick if one is present - and the keys are there only to temporarily override it. If there is major demand for it to "stick" to a certain position and for keyboard keys to increment or decrement it a bit, I can add this as an optional setting. I can't set it as the default setting, because it would make no sense when a joystick is present.
- Flight Model - "it feels wrong", "It should just be like the buggy", "Too fast", "it looses momentum in turns too easily", etc:
Unlike the buggy (which has a completely unrealistic flight model that has no basis whatsoever in reality), the jet's flight model is calculating the forces from the thrust vectored thruster, airfoils (based upon angle of attack), drag and airfoil stall (dependent on speed, aoa, etc), etc dozens of times per second. It is perfectly possible to pull a loop or turn without loosing speed or falling out of the sky - all you have to do is keep your wing's angle of attack low enough to avoid stalling. Because the jet is super high performance and includes thrust vectoring, you can also easily enter a stall at any speed, point in any direction you would like while rapidly decelerating, and then exit the stall in your desired direction. Read about supermaneuverability - understanding the concept will take your flight skills to the next level. Also understand that because there is no pilot in this jet, and because it is constructed of an indestructible material, we don't have to worry about the extreme G forces that would be associated with this if you were to try it at home :)
I will be further refining the flight model, but I consider it to be quite decent in it's current state. - Mappable Keys:
You can already map your keys however you desire. Hold your ALT key when starting a native app version of Mars Explorer to activate the input mapping and resolution setup dialog. - Lava Physics:
Have not been implemented yet. The jet will float, and will not be submersible. - "Terrible firing system":
The jet flies far faster than green lasers do. Since it looks really dumb to leave the projectiles you are firing in the dust, I added the ability for lasers to inherit the speed of their firing vehicle. As explained in my original post, this will alter your optimum aiming strategies. If you don't like this change, I can certainly understand that. Please let me know how you would prefer for the lasers to work. - Red line pointing forward:
Important component of future weapons system.
- Xorb bug:
Thanks! will be fixed.
(sorry, i couldn't make it bigger.)
- Massively enhanced jet flight physics:
If the jet was good before, it's really good now. The new jet literally flies circles around it's predecessor of several days ago... Thank you to everyone who commented that it wasn't quite correct before - you sure were right! :)
- Airfoil lift is now calculated as a square of forward speed and not just a multiple of it. Can't believe I missed that...
- All drag, stall, etc states now feature blended transitions for maximum flight smoothness
- Atmospheric density gradient implemented. 10,000 alt is the atmospheric equivalent of 100,000' on earth. Take your jet to the edge of space and back again!
- A new onboard flight computer automatically utilizes thrust vectoring to optimize the jet's yaw for incredibly smooth banked turns. You can manually override the computer with your joystick's 3rd input axis or your R and F keys. You can also now use R and F to precisely spin while hovering.
- Turns are now so much more graceful and natural that I was able to disable all the auto-turn with roll stuff. This should make joystick flight far more intuitive.
- Lasers are deadly accurate again, and also keep up just fine with the jet:
Lasers now only inherit the forward component of their firing vehicle's velocity into their forward axis, as a ratio of their firing angle to the firing vehicle's forward axis. In essence, they go where you point them.
- Rudimentary new autotargeting system for incredible dogfights:
Steer your vehicle directly towards another player, and the green sight line emanating from your vehicle will turn red to indicate a weapons lock. When you fire with an active lock, your vehicle's computers will automatically calculate the correct trajectory to intercept your target. If your target is moving in a straight line at a constant speed, they are toast. I am working on a targeting algorithm to account for exceleration and turns.
- Every laser hit you see should now be counted. Thanks Kruncher!
Interestingly enough, this issue is far more complicated than it appears at first glance. Networked player positions are interpolated, which means that the networked players you see on your screen are a little bit back in time from where they are on their screen. This presents interesting challenges when calculating weapon hits, because what is a solid hit from one player's point of view is a clear miss for another. Mars Explorer "scores" hits on the computer of the person who fired the laser, because they knew what they were aiming for. It attempts to fake the same relative firing angle on other networked computers, but sometimes you will see a laser hit you on your computer that was a miss on the firer's computer - and that therefore was a miss. Laser hits are now never even calculated on networked computers, but instead, their hit position is broadcast from the firer's computer when necessary. If everything is working correctly, all hits you see should now be counted - from any computer's point of view.
- Fixed jet agility drop after xorb deployment. Thanks B_Man!
- Slight jet hover bias towards settling to help with parking
- "Flight Cam" now always activated when flying, "Hyper Cam" option now simple locks to vehicle rotation instead of horizon. Flight camera logic adjusted for optimum visibility and maximum enjoyment by Kruncher :)
- Jet hover mode is now fully steerable even when hover thrusters are at zero throttle
- Jet firepower server setting now syncs correctly
- Fixed dash appearing in guest usernames on welcome screen when changing names after playing a game
- Enhanced autotargeting
- Jet Bouyancy
- Bugfixes
- World presets
- Whirld Caching
dear lord that made my head hurt. The whole c= I don't even remember but man that was long!

- Fine tuned joystick controls:
- Throttle now properly oriented
- Rudder input optimized for high speed flight
- When commanding a vehicle that doesn't need yaw or specialized throttle input (such as the tank, hovercraft, or buggy in non-flight mode), the joystick yaw and throttle axes are now automatically linked to the horizontal and vertical axes when the horizontal and vertical axes are null. In essence; you can control the speed of your vehicle with your joystick's dedicated throttle, and turn your vehicle with a slight twist of your wrist. When you need super fine control for precision maneuvering - just start pushing your stick around, and Mars Explorer will override the rudder and throttle inputs as necessary.
- Fine tuned firing controls:
- Joystick fire button now ALWAYS fires - regardless of whether mouse cursor is over GUI or not
- Laser cooling is now more intelligent, remembering what laser type was fired last and waiting for the heat it generated to dissipate before allowing any laser types to be fired again, and also cooling at same rate in snipe mode as in regular mode @ level 3 firepower
- Weapons locking now automatically detects the optimal laser type and fires whenever you achieve a lock. You concentrate on flying your best, and your vehicle's computers concentrate on aiming for you! The computer verifies that you are either quarry or locked on quarry before firing, ensuring that you don't accidentally riddle friendlies with ultra accurate laser fire :)
- Perfected weapon locking:
- Lock logic now analyzes targets for several frames to determine their acceleration before firing, taking the lock accuracy to a whole new level.
- Locked laser hits are now calculated on the target's client, removing any potential for network lag to disrupt your aim.
- I have experimented with incorporating curcular movement analysis into the lock code, but opted to forgo it. As it is, dodging locked sniper lasers is pretty difficult - and you can adjust the server's laser speed to achieve any level of accuracy that you desire.
- Airbrakes for Jet

*** Another day, another update ***
- New sky: Yes, the old sky was awesome - but the new sky is awesome too! In addition to being awesome, the new sky is 1/3 the filesize of the original - and it also enabled me implement some other tricks to make vehicle material reflections perfectly seamless and incredibly smooth. One of the techniques I used on the new sky resulted in some fascinating fractal like shapes appearing in it - if they bother everyone I will figure out a way to generate the sky without them surfacing :)
- Circular world boundaries: This is a subtle change, but it makes the worlds feel so much more polished!
- Fine tuned world materials and vehicle headlights: At the "Beautiful" rendering level, headlights should now be smoothly cast on every terrain surface. The default block texture now also includes bumpmapping, which is an incredibly neat effect that makes it look like every single octagon has it's own depth details.
- Enhanced world visibility: The server settings now include a "Visibility" slider, which defaults to FAR farther than was even achievable in previous game versions. World fog is now a rich blue color that blends nicely into the new deep space sky, and it automatically adjusts itself to compliment the visibility distance. The Game Settings panel now includes a server visibility override to drop the visibility on your computer to enhance your framerate if necessary. Crusing through large worlds like Unity Island or Neon's Infinity in the jet is now an even more incredible experience than ever before. It makes me want to start work on some truly large worlds :)
- Tuned laser sounds: The sniper laser now has a lower pitch than the green laser, and both should roll off more smoothly as you are firing.
- Smoother Smart Camera: There should now be minimal "visual jitter" when transitioning between flight and driving modes in the buggy.
- New 3D pointer in the lower right of the window always guides you to the world materialization point.
- Rendering settings reorganized and simplified: Automatic rendering settings optimization (which never really worked great anyway) has been replaced with a more intuitive guided manual version.
- Throttle keys hint text shown at lower edge of screen while commanding jet.
- Smaller default weapon lock target objects, requiring greater precision to achieve a lock.
- More conservative firepower selection in weapon lock mode, resulting in slightly less sniper laser bombardments at close range.
- New setting for individual vehicle type weapon locking: As per the conclusions reached in our all-encompassing discussions conducted in this thread earlier today, you can now specify the precision required to achieve a weapon lock for each type of vehicle! The settings default to only enabling locks on jets, meaning that you can not automatically lock to buggies, tanks, or hovercrafts. Conversely, any vehicle can lock to a jet - which should bring the jets far closer to a perfect balance with all the other vehicles. You can adjust the locking for any vehicle type with the "Lsr Lock" next to that vehicle's "Firepower" slider.



- The jet:
If you strongly feel that the jet is awesome - or on the other hand, that it undermines Mars Explorer's foundations - please share your thoughts in this thread.
- The camera:
My apologies Kruncher! Sounds like a rather humorous situation :)
- There are currently two main camera modes: "Smart" (the default), and "Classical" (what you get when you uncheck the "Use Smart Camera" setting.
- The classical camera mode includes options like "follow", "chase", "bird", "RC", and more - and I haven't changed any aspects of it in months.
- The smart camera (my personal favorite for just about everything), includes a slider that lets you adjust your follow distance from inside your vehicle on the extreme left to not moving at all on the extreme right.
- The smart camera has two strategies that it uses when following your vehicle:
- The first strategy is used if your vehicle is driving, and it stays slightly above your vehicle unless you are climbing a hill - in which case it will lower to let you see where you are going.
- The second strategy is used while you are flying, and it follows directly behind your vehicle as smoothly as possible.
- The smart camera's "HyperCam" option (formerly titled "AeroCam") adds the additional logic of locking to it's targeted vehicle's rotation when the camera is in it's "flight" strategy.
- My recent tweaks to the smart camera were to make it follow at the same speeds in it's flight and driving strategies to minimise "visual jitter", and to make the flight strategy as smooth as possible regardless of whether or not HyperCam was enabled.
- There are currently two main camera modes: "Smart" (the default), and "Classical" (what you get when you uncheck the "Use Smart Camera" setting.
- The laser locking:
In the latest 2.1 release, lasers will only lock to jets - and they can lock to jets from any firing vehicle. I think that this balances the game quite nicely! If your reasons for opposing the locking have not yet been adequately addressed, let your voice be heard.
Everything I can possibly think of to solve Mars Explorer loading problems:
When loading a version or map or when hosting/playing, give your computer it's best chance.
Most of what I say here is for both Mac and PC.
* Run ONLY Mars Explorer! Any additional programs like chat, myspace, iTunes, youtube and such add work for your computer to do. This goes for browser AND app versions. Check for programs that are set to automatically open at login.
* NEVER, EVER minimize the page and NEVER, EVER go to another program when hosting! This gives all your players a Not Responding and stops the game cold. Plus, it prevents anyone from joining your game.
* Get ALL FILES off of your desktop, into a folder and stashed away. Your computer has to work to keep files like music, pictures and especially movies on the desktop. Some shortcuts are fine.
* Check your hard drive space. Macs begin to run slower when whey fill up storage space and probably PCs too.
* If on PC, try de-fragging your hard drive.
* Run ONLY one browser window.
* Clear your browser cache.
*Trash your old Mars Explorer app using AppZapper to remove associated files.
* Clear your browser "cookies". (I know you want to but please don't clog Aubrey's thread with dum stuff about cookies okay?)
* Try a different browser.
* Test your connection speed. FREE Speed Test
* Restart your computer. Sometimes it helps. Macs perform tiny self-repairs when started up.
* Shut your computer down, unplug all wires including the power cord and let it just sit for ten minutes.
*Try Resetting PRAM and NVRAM if on a Mac.
* Some cordless phones (when in use) can interfere with wireless routers, even from a neighbor's house. You might try bypassing your router by plugging the Ethernet wire directly into your computer.
* If you live in a household with multi computers on a wireless network, try to play when only one computer can be used for Mars Explorer.
* Set automatic backups on apple Time Machine for when everyone (including you) will be asleep.
*If on Mac, read this excellent book called "De-Gunking Your Mac".
- Super cool new sliding panels system to organize the Server Settings, Game Settings, (new) Player Settings, Active Players, Vehicle Switching, and Rendering Hints windows
- Completely redesigned camera system. All cameras are now smoother, much less confusing to access, and more configurable! "Smart" and "Classic" cameras have been merged, and all can now be accessed in the new Player Settings panel. Let me know what you think Kruncher :)
- Vastly improved game audio! Laser shots now sound incredible
- Faster zooming starfield transition when joining games
- Faster game load time (MUCH faster world load times are in the works, but require some serious logic that is still being developed)
- Incredible new rendering effects - including realtime shadows!
- Lots of performance tuning for optimal framerates
- Smoother GUI buttons - no more missing lower corners
- All GUI elements now look great @ lower rendering quality settings
- Green arrow now moves more smoothly, and is scaled properly when sniping
- Fixed materialization point disappearing at low rendering quality levels
- Fixed weapons locking guide disappearing at low rendering quality levels
- Fixed lasers not correctly inheriting firing vehicle speed all the time
- Fixed game quality level not always adjusting quality
- Jet is now buoyant
- Laser lock settings now sync correctly from server to connected clients
- Jet landing gear state is now properly synced for networked players
- Smoother wingtip trails
- Native OS X App is now available for MacDane to fine tune his joystick's input mapping :) Hold your Option key while the app is starting, and you will be presented with a configuration dialog. If you download this app, be sure to check for updates manually because it won't realize that it is out of date when 2.1 goes "final"






oh an answer for those with scroll bar problems,
instead of dragging the sliders you must click were you wan't them to be.
This problem only happens to me in fullscreen mode.
NEW GLITCH!!!!!!!!!
Vehicle controls lock when chat box is disabled!!!!!
Aubrey, pls take note of that problem.








