Inertia tensor option on hinges used with a turret controller cannot be moved in multiplayer

crowbars82 shared this bug 21 days ago
Investigating

In single player, I have a hinge (hinge 1) on a wall with a couple of pistons, then another hinge (hinge 2) followed by another two pistons, then a connector on the end.


Using a turret controller, I can use hinge 1 as the azimuth and hinge 2 as the rotor:


| } = = } = = >

| : wall

} : hinge

= : piston

> : connector


It is used for refuelling a ship, can with this method I can move it all with the mouse OR even better use the keyboard cursors to move it also.


If inertia tensor isn't enabled on the hinges, then the whole thing wobbles all over the place, but with inertia tensor enabled on the hinges, the whole contraption is lovely and stable.


Unfortunately, in multiplayer, the inertia tensor option does work for things like pistons and I believe it is working on hinges, except when attempting to use hinges via a turret controller.

It is a brilliant way to bring a refuelling pipe to a ship in our base, no matter how we parked it, but at the moment it is rather, rather wobbly as we can't use inertia tensor.

Thank you for reading all this! :)

Replies (1)

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1

Hello Engineer,

Thank you for reaching out to us on the forum.

Could you please share more details about the issue you're experiencing?

Did it occur in a modded (with active MODs) or unmodded multiplayer lobby/server? If it happened in a modded lobby/server, please check whether the issue still occurs in an unmodded lobby/server. If the issue doesn't occur in an unmodded session, it's likely caused by one or more of the active MODs.

However, if the issue persists even in an unmodded lobby/server, we kindly ask you to send us a screen recording/video showing the issue. The blueprint of the affected grid and additionally, please include steps to reproduce the issue. This will help us investigate it more accurately on our side.

It would also be helpful if you could send a video showing how the grid behaves correctly in the single-player world.

  • You can access your blueprints files by typing %appdata% into your Windows search bar and you will be redirected to the hidden Roaming folder. After that just follow: \Roaming\SpaceEngineers\Blueprints. Select the correct folder where your blueprint is saved (local or cloud), zip the file and attach it here.

Kind Regards,

Keen Software House: QA Department

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1

Hi Keen QA!

Thanks for getting back to me on this :)

I can confirm that we are playing on a private hosted server (a friend's) with no mods installed, all vanilla.

Installed the Space Engineers Server on my PC, set up the same settings and ran a local server of which I joined on my own PC and rebuilt the refuelling arm. I enabled the Inertia Tensor on all hinges and pistons and everything works fine as it did in a Single Player world.

I then went into our private server, but this time I built a small setup as an entirely separate grid using a single battery and 2 solar panels, a pillar a blocks and off that:

wall -> hinge 1 -> piston -> hinge 2 -> piston -> hinge 3 -> connector

I set up the turret controller to use the hinges again for the azimuth and the rotor and enabled the Interia Tensor on all 3 hinges and the 2 pistons... and it works fine, nice and stable!

However, the more blocks you add to the grid - the less the hinges can move. I guess this is how the Inertia Tensor is programmed, so that it uses the tension of the structure that it is connected to, which does make sense.

Much thanks!

EDIT: Link to a video

https://drive.google.com/file/d/1PlSlYXsU_aIhGljDeq2NSnzphB4fQbXM/view?usp=sharing

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1

Hi again,

Just to say that all of this might be redundant, as I've found a way to make it more stable.

By disabling Inertia Tensor on just the first Hinge that is connected to the wall, the whole RoboArm is still more stable.

Video:

https://drive.google.com/file/d/1aOFEta0lQqJ_RW0sQoxtKx3ufD7BjG8z/view?usp=sharing

I think that there is still something odd going on with Inertia Tensor and Hinges in general, but none the less this seems to be kind of working well enough (much less likely for a wobbly RoboArm to hit a ship now)

Thanks again for making such a fun game to play :)

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