inertia dampeners of large ship fail to achieve "neutral buoyancy" in planetary gravity if...

/dev/null shared this bug 5 years ago
Outdated

SE 1.187.101:


Inertia dampeners of large ship A fail to achieve "neutral buoyancy" in planetary gravity, when another ship B was landing-gear-locked onto it, while A had locked landing gears


(1) lock the landing gears of a large atmospheric ship A

(2) lock a small atmospheric ship B onto A using B's landing gears

(3) depower B (probably not necessary to reproduce)

(4) take off with A


Result: The inertia dampeners of A will fail to achieve "neutral buoyancy".


This will NOT occur when at the moment B locked onto A, the landing gears of A were NOT locked.


https://youtu.be/rkLIAqGAgf4

Replies (5)

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Hello, Engineer!


Thank you for your feedback! Your topic has been added between considered issues.


Please keep voting for the issue as it will help us to identify the most serious bugs.


We really appreciate your patience.


Kind Regards


Keen Software House: QA Department

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this also happens to me when simply placing a small grid on another grid. - like a rover on a ship.


looks like it has to do with the number of sub-grids on the landed ship/rover. - if i lock it all up and then lock to the ship it works better.

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So in other words, the large grid recalculating its mass seems to work only when the large grid is not locked at the time of attachement

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Similar problem Here. I have a drill who can connect through its connector to a jumpdrive (the server I play on disallowed merge block). When the drill is connected to the jumpdrive, the whole contraption is harder to manoeuver in space and in a gravity field, the whole thing has a tendency to go down slowly by itself.

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It is for any grid that relies on another grid to stay afloat in gravity, rotor, landing gear, connector, piston, wheel.

I believe it is proportional to the mass of each grid in question, as if the game just fails to consider the force the other grid adds to it.

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