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Iron Nest co-op Mod 1.9.60

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@Jager2251 Jager2251 released this 03 Aug 22:09
· 4 commits to main since this release

First Release of the Iron Nest Co-Op Mod (v1.9.60)

A peer-to-peer co-op mod for IRON NEST: Heavy Turret Simulator (Demo). One player hosts a lobby, the others join with a short Steam lobby code.

What is synchronised

Mission

  • When the host starts a mission, every guest loads the same one and spawns in.
    Ending a mission returns everyone to the menu.
  • Join before the host starts a mission. Joining while a mission is already
    running is not supported: it is technically possible, but the late joiner
    will end up with parts of the game state out of sync.

Turret / guns

  • Aiming (rotation + elevation) both ways; levers and handles move along.
  • Station actions: change magazine, load shell, powder charges, reload lever.
  • Firing is host-authoritative: the host distributes the exact firing values
    (angle, elevation, charge, shell) so impacts are identical for everyone.
  • Doors, firing stand and hatches are synchronised.
  • Paint applied to a shell before loading is shown to the other players.

Artillery computer / clipboard

  • Calculated fire-mission cards appear for all players with identical data
    (distance, bearing, elevation, charge, shell, target-type image).
  • Any player can calculate cards; checking a card off is synchronised (deleting
    is intentionally not).

Supply console

  • Ammunition (per gun, left/right), powder charges and requisition points.
  • Repositioning the Iron Nest; reconnaissance plane.
  • Purchases take effect for everyone, no matter who buys.

Players

  • Soldier avatar (steel helmet + gas mask, with a little imagination) with a name tag.
  • Up to 5 players per lobby.

What is NOT synchronised (on purpose)

  • Music is intentionally not synced, so each player can decide for themselves
    whether they want to listen to music.
  • Map-table drawings and markings are not synced, so everyone can work
    undisturbed. Only the 3D map pieces are synced, so all players refer to the
    same target numbers.
  • Artillery computer inputs stay local. Only the generated cards are
    synced, so several players can work at the same time, independently of one
    another.

Known limitations

  • The typewriter texts from "High Command" and "Field Reports" are sent
    by the host, so they appear in the host's language for every player.