Mass doesn't recalculate on merging/connecting

Григорий Смирнов shared this bug 5 months ago
Investigating

Version 1.189.041


Inventory size realisic.


This ship CANT lift 3M kg


https://youtu.be/xst5WSlG9Qw


Attaching world for testing


In attached world save, there are 3 containers.


-Left one have wrong grid mass (steel plates are inside).

-Center one to check that ship can`t carry. It has almost 0 grid mass

-Right one was a copy/paste of central. It has mass.

Comments (10)

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Yea, tested. Have a same bug. Merge block dont recalc mass on merge!

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Фак ю кин!

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I CANT SEE MY TEXT IN THIS TEXT BOX SO PLS DELETE THIS COMMENT!

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Got a same bug, i built a roughly 500 ton ship to travel to planet surface and back to get ice and other ores, i atached to it a 4 large container pod via a merge block.

After i took off from the planet fully loaded i was stil only weighing 500 tons, upon reaching space i had to stop playing and close the game.

When i got back to the game again i was sudenly thousands of tonnes heavier.

After i disconect the cargo pod my weight doesnt reduce until game restart. Tho if i turn on creative menu and copy and paste that ship the copy only weighs 500 tons.

I hate to admit that i abuse this to get ores from the planet since the 500 ton ship can get to the orbit, but with full weight it can only crash lol.


Also i noticed if i drop the cargo pod on the planet and hover the ship nearby, than load up the cargo pod the ship will crash, even if disconected. The added mass seems to afect the disoneted ship until its too much to carry and it crashes.


See pics.

I basicaly landed on a planet, loaded up with ice than droped the 4-container pod and landed near it. No damage so far. Than as i

turned the ship off and back on the weight from the 4 container pod (now not even atached to the ship) just added up to 5k tons, which broke the landing gears or piston heads.

Than as i copy the ship and paste it, the copy only weighs 570 tonnes.

Good times.

Btw i named the ship that due to this and other issues with it, no insult intented.

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Seems to me that the game doesnt handle grid splits well at all.


I think this bug is heavily related to this behaviour

https://support.keenswh.com/spaceengineers/general/topic/center-of-mass-in-printed-ship-are-wrong

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mass does not update with merge blocks on connection or separation exept block mass not cargo mass

drill on other side of merge block connection does update mass

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As I’m seeing this happen more and more, I am beginning to believe it is related to having a very complex scene. I had a buddy of mine load a world (where I was seeing the bug) on a much more powerful PC. He’s using an intel I9 with 9 physical cores, I have an I5 with 2. It did not happen on his machine. The priority for calculating a grids mass must be set higher than it is. At least, for the grids a player is interacting with.

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Restarting helps.