Initialize pack from in-play
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101
config/valkyrienskies/schemas/vs_core_server.schema.json
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101
config/valkyrienskies/schemas/vs_core_server.schema.json
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{
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"$schema" : "https://json-schema.org/draft/2019-09/schema",
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"type" : "object",
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"properties" : {
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"enableUdp" : {
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"type" : "boolean",
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"description" : "Is udp enabled? If not, the server will only use TCP"
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},
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"physics" : {
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"type" : "object",
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"properties" : {
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"iterations" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "Sets number of iterations per sub-steps used by Krunch"
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},
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"lodDetail" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "The detail of the collision LOD of ships, higher values are more detailed but heavier to compute"
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},
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"maxDePenetrationSpeed" : {
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"type" : "number",
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"format" : "double",
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"description" : "Limit the max collision de-penetration speed so that rigid bodies don't go flying apart when they overlap"
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},
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"physicsSpeed" : {
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"type" : "number",
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"format" : "double",
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"description" : "How fast the physics is running. 1.0 is full speed, 0.5 is 50% speed, etc."
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},
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"solver" : {
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"type" : "string",
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"enum" : [ "GAUSS_SEIDEL", "JACOBI" ],
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"description" : "Sets the constraint solver used by Krunch"
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},
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"subSteps" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "Sets number of sub-steps used by Krunch"
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}
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},
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"additionalProperties" : false,
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"description" : "All related settings to the physics engine"
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},
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"pt" : {
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"type" : "object",
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"properties" : {
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"physicsTicksPerGameTick" : {
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"type" : "integer",
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"format" : "int32"
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},
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"synchronizePhysics" : {
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"type" : "boolean",
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"description" : "Synchronize the physics thread and the game thread"
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},
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"terrainBakingThreadPriority" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "Thread priority of terrain baking threads. 5 is default priority, higher is higher priority, lower is lower priority."
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},
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"terrainBakingThreads" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "Number of terrain baking threads, more is good for preventing stutters when flying fast ships. However, too many will overload the cpu which will lag the game."
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},
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"terrainDeletionThreadPriority" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "Thread priority of terrain deletion threads. These are used to clean up memory, so they can be lower priority than."
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},
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"terrainDeletionThreads" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "Number of terrain deletion threads. Typically just 1 is fine."
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}
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},
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"additionalProperties" : false,
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"title" : "Physics Thread Settings"
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},
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"shipLoadDistance" : {
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"type" : "number",
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"format" : "double",
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"description" : "Ship load distance in blocks"
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},
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"shipUnloadDistance" : {
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"type" : "number",
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"format" : "double",
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"description" : "Ship unload distance in blocks"
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},
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"udpPort" : {
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"type" : "integer",
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"format" : "int32",
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"description" : "Port to attempt to establish UDP connections on"
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},
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"$schema" : {
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"type" : "string"
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}
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},
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"additionalProperties" : false
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}
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