Subgrid Klang Issues after 1.210
Hello,
I am experiencing massive Klang issues with multiple subgrids on a fairly large build. Before the update, it was very stable. After updating, several, but not all subgrids detach on world load. I understand that there is new physics behavior after every update, but this Klang issue is fairly extreme!
I have confirmed this by rolling back to the 1.209 version via Steam's Game Versions & Beta option in the state where I was working on this build yesterday, where this world loaded the large ship without issues. By checking the entity list, I saw no loose subgrids.
I then re-updated the game to 1.210 and loaded the save again, and the subgrids once again detached on world load.
Interestingly, the subgrids that detach are more likely to be pistons, but some hinges are affected as well.
Some things I have tried:
1. I have used SEToolbox to edit my save and zero out the LinearVelocity and AngularVelocity of every grid, but the same subgrids detached on world load.
2. I rolled back to 1.209 and minimized the forces of every piston, and set every Inertial Tensor option onboard the construct to OFF, but the same subgrids detached on world load in 1.210.
I would like help to at least get this build in a state where I can continue working on it again without the detaching parts on world load, as the detachments break many action toolbars that would be very tedious to manually restore.
I am providing a copy of the world's SANDBOX_0_0_0.sbsB5 if it would be helpful for investigation. I noted that this support site rejects Space Engineers blueprint and worldsave filetype attachments, so I renamed a copy of the .sbsB5 file to .txt, please change the filetype back to .sbsB5. (If there is a proper way to upload SE files for investigation, please let me know.)
A summary for investigators: Please note that this attached world loads without subgrid detachment in 1.209, whereas many subgrids detach in 1.210.
Thanks,
- K.I.
I have the same bug
Hello!
I am pleased to report that the subgrid clang on world load has been completely fixed with 1.210.014 in this world save.
There is no immediate subgrid detachment, and mechanical subgrids behave as before. Thanks all around to Support and Devs for the honestly very fast turnaround to fix this issue.
Will continue to support KSWH and their efforts, thank you. I also appreciate fellow players who provided their experiences and helped me to properly troubleshoot my issues.
(I am very excited to finally be able to use the new Cable Runs and Server Racks!) Happy building and I hope everyone else's similar issues were resolved with the hotfix.
Hello!
I am pleased to report that the subgrid clang on world load has been completely fixed with 1.210.014 in this world save.
There is no immediate subgrid detachment, and mechanical subgrids behave as before. Thanks all around to Support and Devs for the honestly very fast turnaround to fix this issue.
Will continue to support KSWH and their efforts, thank you. I also appreciate fellow players who provided their experiences and helped me to properly troubleshoot my issues.
(I am very excited to finally be able to use the new Cable Runs and Server Racks!) Happy building and I hope everyone else's similar issues were resolved with the hotfix.
Hello!
Thank you for contacting us. Since this is a bug report, I'm moving your ticket to our support page, where our QA team will take care of you.
Kind Regards,
Keen Software House
Hello!
Thank you for contacting us. Since this is a bug report, I'm moving your ticket to our support page, where our QA team will take care of you.
Kind Regards,
Keen Software House
I confirm, not Torch servers have the same problem. All the wheels are clucking strongly, the rotors, they are badly distorted and torn off, we tried to remove all plugins and modifications, the problem is KEEN
I confirm, not Torch servers have the same problem. All the wheels are clucking strongly, the rotors, they are badly distorted and torn off, we tried to remove all plugins and modifications, the problem is KEEN
Video file
Video file
Video file №2
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This is a serious problem, i hope it will be fixed soon
This is a serious problem, i hope it will be fixed soon
This is a serious problem, i hope it will be fixed soon
This is a serious problem, i hope it will be fixed soon
I have same bug
I have same bug
I have the same bug.
This is a serious problem, i hope it will be fixed soon
I have the same bug.
This is a serious problem, i hope it will be fixed soon
Hello Engineers,
Thank you for reaching out to us on our Support Forum.
We are aware of this issue and already have an internal ticket for it. However, to help us investigate it further, we would appreciate it if you could provide either a vanilla (unmodded) world save or a blueprint of the grid where you are experiencing the issue.
If possible, please also include the exact steps needed to reproduce the issue using the provided save or blueprint. A screen recording/video showing the issue occurring in the shared world save or blueprint would also be greatly appreciated.
Kind Regards,
Keen Software House: QA Department
Hello Engineers,
Thank you for reaching out to us on our Support Forum.
We are aware of this issue and already have an internal ticket for it. However, to help us investigate it further, we would appreciate it if you could provide either a vanilla (unmodded) world save or a blueprint of the grid where you are experiencing the issue.
If possible, please also include the exact steps needed to reproduce the issue using the provided save or blueprint. A screen recording/video showing the issue occurring in the shared world save or blueprint would also be greatly appreciated.
Kind Regards,
Keen Software House: QA Department
In my case, the bug is consistently reproducible after the second teleport of the rover. The teleportation is performed by a modded block, but it simply calls MyCubeGrid.Teleport() — exactly the same way as the jump drive does. Upon exiting the teleport, all non-static grids in the area become bugged, and the character itself is unable to sprint — it keeps being pushed back constantly.
I haven't tested it with the jump drive, but most likely the same issue occurs.
In my case, the bug is consistently reproducible after the second teleport of the rover. The teleportation is performed by a modded block, but it simply calls MyCubeGrid.Teleport() — exactly the same way as the jump drive does. Upon exiting the teleport, all non-static grids in the area become bugged, and the character itself is unable to sprint — it keeps being pushed back constantly.
I haven't tested it with the jump drive, but most likely the same issue occurs.
Hello Engineers,
We have successfully reproduced this issue on our side and put it into our internal system.
Kind regards,
Keen Software House: QA Department
Hello Engineers,
We have successfully reproduced this issue on our side and put it into our internal system.
Kind regards,
Keen Software House: QA Department
Hello KSWH Support,
I am pleased to report that my issues regarding previously stable subgrids immediately detaching on world load have been resolved with hotfix 1.210.014.
Thank you again for your kind correspondence. As an anecdote, I remember roughly a decade ago the great quality of Keen's customer service to help me resolve Space Engineers issues and can wholeheartedly vouch that this quality has remained very high.
This ticket may be closed, and I send all my gratitude to you.
-K.I.
Hello KSWH Support,
I am pleased to report that my issues regarding previously stable subgrids immediately detaching on world load have been resolved with hotfix 1.210.014.
Thank you again for your kind correspondence. As an anecdote, I remember roughly a decade ago the great quality of Keen's customer service to help me resolve Space Engineers issues and can wholeheartedly vouch that this quality has remained very high.
This ticket may be closed, and I send all my gratitude to you.
-K.I.
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