Subgrid Desync

Krimzy shared this bug 21 days ago
Reported

After completing a jump, all subgrids on my ship begin to shake, increasing in intensity until one or more detach/explode. the sound is that of multiple clangs overlapping.

I expect subgrids to vibrate/wobble around a bit, but this is on another level.

It seems to happen only after jumping while on a server (cannot reproduce in single player). even when jumping from a stand still.

attached is a clip of this happening on my hydro ship, which has 4 subgrids in total.

Replies (8)

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3

Hello Engineer,

Thank you for your report.

We were able to reproduce the issue and have reported it in our internal system for further investigation.

Kind regards,

Keen Software House QA Department

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6

Could you please let us know when this is likely to be fixed?

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2

We really need an ETA on this bug. Several players including me stopped playing because we keep losing our subgrids (including wheels) that start shaking out of nowhere and drop the sim speed of a beefy server to 0.3. it's unplayable.

The issue is more severe to hinges than any other subgrid link.

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8

I didn't see this until just now because it wasn't in the top bugs on the home page and I'm still getting used to the forum. I've just posted a similar issue with more detail including a (poor-quality, camera-phone) video of some of the aftermath. Note that it doesn't only affect subgrids that participated in the jump - it's all subgrids everywhere in rendering range, though the ones that didn't jump seem to be less... enthusiastic in their shaking.

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7

Wow, thats crazy. i havent noticed other subs doing this but i wasnt looking for it either. thanks, hopefully they get it resolved soon. As of right now, game is unplayable as the risk is to great.

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4

I can confirm, that the damage effect to the subgrids extends to a wider radius than the ship actively jumping or completing a jump. Any nearby subgrid is "pulled" by the jumping vessel (coming or going) in the direction of that grid. This results in piston heads snapping off, hinges exceeding their limits and being deleted or disconnected, and objects passing through each other--if it is glass they hit, they are not deleted, if full block, they are deleted. Rotors are also not immune, and can pop off their base as well.

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4

Seeing similar on my solo game. A piston/drill system for clearing an area under my base just randomly jiggle explode as I was adding drills, twice. It seemed to happen when a drill was placed within a half-block of the voxels. I believe this is a bigger than the reported link to jump drives.

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4

Confirming. First video. Massive clang for no reason at 13s. You can see the drift at 34s, I was not thrusting down, I was pulled. 1:20, fighting to move, that was not me messing around. This happens every 2000k+ jump, and lasts 15-20 minutes regardless of re-log.

Second video, 3s, I was walking, not flying, the ship and also me jumping around killed me. 12s, fighting to move. 1:19, re-logging does nothing, this is not de-syncing, the game is bugged out from the update, it was fine until the 27th, my ping is continuously low 30ms for a year now on Official PVE #9, it is not lag. Also, I have no sub-grids, I have one small ship on a connector.


Edit: I don't think the videos attached.

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8

We have found that this can affect multiple users across a server at the same time, and not only make the subgrids and ships shake uncontrollably, but we have been loosing subgrids completely. The game is almost unplayable at the moment.

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6

We've been having similar mayhem on my server, wheels and other sub-grids getting ripped off vehicles. Once I saw this thread I started asking and at least several of our massive issues like this seem to be linked to jump drive usage.

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7

Yes, they killed the game once again. We haven't played for a week now because we're waiting for a fix.

The worst thing is that in 6 years, this is far from the first dozen such updates. I'm tired of writing tickets.

And I'm looking forward to the moment when KEEN leaves the first part alone. And they will go off to do the second one.

After all, every update is a terrible crutch.

We look at the code and every time we swear at the KEEN developers with horror. This update is another proof of negligence and disregard; it is clear that the code was written by AI, even the comments are typical.

There seems to be no testing group at all.

They're throwing it into the blind, by God, and this is in 2026, it's a disgrace...

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3

I have the same issue on single player.

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3

After I saw a fellow Official Servers player (ZaShrakker) mention this, I tested it myself and can confirm it did help stop the subgrids spaz out. https://discord.com/channels/125011928711036928/1278364277350338722/1534886799481241640


After executing a Jump and inducing a seizure on my subgrids, I used the survival kit on the subgrid to process some stone into ingots. Changing the mass of the subgrid seems to stop the klang. Maybe klang is just hungry?

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4

The same thing happens not only with sub-grids but also with grids connected via connectors or mag-plates.

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