Thread:Crazy teitoku/@comment-1915363-20151024174001/@comment-1915363-20151025074743

Crazy teitoku wrote: Oh my bad I see what you mean, you have it for different purposes - basically to pre-cache data in a bid to prevent the need to download them again on the spot.

That idea wouldn't be too bad but personally I do prefer an idea that could somehow enforce some sort of throttling by either shaping of the speeds and/or to put random wait time. Though that is just me however. Currently planned features are the option to specify which game assets to download (game CG, BGM, and other stuffs), though I'll have to find a way to dynamically generate links via Javascript for that. As you can see in the repo though, all the server HTML pages are virtually identical with different server IP addresses. It's gonna be a living hell to update them all as it is.

Another thing I might consider is to limit the max number of concurrent connections to 5 via controlled Javascript requests, but again, it needs dynamic links, not to mention I didn't have the know-how to do so.

Crazy teitoku wrote: Also maybe if possible is to "artificially" specify things like referrer to make any "scrutinisation" of the logs by devs somewhat harder. Might be possible in KC3Kai, but I couldn't think of any means to retrieve the referrer.

Crazy teitoku wrote: Here are some more files that I would like to contribute - or if you want I can edit those files and send a pull request. I pulled these from the server I belong to - paramushir:

I think this link might also be of use to you as well as they may need to be included to potentially make the loading of library images faster: https://github.com/gakada/KCTools/blob/master/Data/Ships.csv Though it seems like you are already aware of this. xD These links you provided are rather transient assets actually. That being said, I already have a super-prototype version sitting in my hard drive already.