Block warping effect due to damage interacts with subgrids causing clang

Daze Dream shared this bug 36 days ago
Need More Information

https://www.youtube.com/watch?v=Tmh0QRDX1tw


^ video shows everything

https://steamcommunity.com/sharedfiles/filedetails/?id=3200906983

^ blueprint used for test (one gatling shot was used)


Is it a bug or not a bug doesnt matter, it sucks for anything using subgrids. Can we have warp damage not physically interact with anything? or atleast not interact with its own subgrids at all to remove the clang effect it can have as it doesnt make realistic sense for it to create infinate force for infinate motion and isnt fun for gameplay. Don't make me develop a clang drive based on this issue! il do it! you better stop me!

Replies (1)

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Hello, Daze!

Thank you for writing to us.

We tried to replicate the issue at our end, but we didn't experience this issue.

Could you kindly share further information concerning this issue?

Did you experience the issue in a modded world/server/lobby (has active MODs/Scripts)? If so, try pasting the blueprint of this ship in a vanilla world (has no active MODs/Scripts) and check if the issue persists.

If it does, kindly send us the vanilla world save file, along with the log file from the time this issue occurred.

  • You can access your save 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\Saves. There should be a folder with your SteamID and your saves.
  • Please zip the file and attach it here. If you are having difficulty attaching files you can optionally use Google Drive. When sharing a google drive link please make sure it is set to be downloadable by anyone with the link.
  • You can access your log 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.

Kind regards,

Keen Software House: QA Department

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Hi. The video link I provided shows everything you need to see to demonstrate the issue: https://www.youtube.com/watch?v=Tmh0QRDX1tw

Here is the example ship blueprint: https://steamcommunity.com/sharedfiles/filedetails/?id=3200906983

I will explain what the video shows and how to replicate the test. Using a single gatling bullet, I shoot the armor block above the hinge. The damage to the block causes it to warp, the warped armor reshapes downwards into the hinge, causing a physical collision, which continuously provides a physical force into the subgrid causing it to spin like this.

This issue has happened with other ships of mine where damage causes blocks to warp and bend into subgrids causing blockages in movement, or like in this example causing continuous clang force by going inside the subgrid. The solution I propose is to make it so the warping effect of damaged blocks does not physically interact with other blocks.

This happens in vanilla and was tested on my own private world(s), but I see no reason to believe it doesnt happen on multiplayer unless block warping has been disabled.

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I have gone to the trouble of replicating this bug on the official keen UK #2 server and recorded it. I have also recorded 2 additional bugs that made my testing more troublesome than it needed to be shown in this video:

https://studio.youtube.com/video/2ydS12cyqxw/edit


Keen UK #2 gps location of my base: GPS:DazeyDream Base:54755.6:8348.35:25880.77:#FFF175EC:

Do as you please with it, it was made just to test if the bug happens on a vanilla server, it indeed does.


additional bug #1 explained:

I made a projector printer to more easily make the testing craft. The printer involves a large grid welder on the base grid, a large grid rotor with a small grid head with 2 pistons and a projector and built ship on the end of them. Normally for this setup I would enable share inertial tensor to reduce jitter and clang but this is not available for keen UK #2. While thrusters are turned on at the end of these pistons, I assume their inertial dampening fights against the constant bobbing, overcompensating and making the situation worse. When the thrusters are turned off the clang goes away, but the lack of shared inertial tenser makes the setup bobble up and down gentle all the time, but not in a clangy way.

Additional bug #2 explained:

My gatling guns (both normal and warfare version) were not able to damage my ships or my base, but other weapons seemed to work fine. Other weapons I tested were autocannon and handheld rifle. I had to use autocannon to do the block warp clang test.

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