i was setting up a Cockpit Occupied eventblock, that triggers 2 timer blocks over an AND Gate event.. So when im off cockpit, fly block and offensive block triggers on and defensive triggers off, when im in the cockpit, fly and offensive triggers off and defensive on. while offensive and fly block always triggers, the definsive block doesnt triggers off (only off) when i leave the cockpit. its not happening always .. sometimes it need 2-3 times entering and leaving the cockpit and then it works.
i tried trigger, start difference.. but the same effect.. i tried extending delay, because of lagg... it even happens up to 10sec. there is something just not right about that trigger, and i only experienced it with the defensive one.
now i made a bullet proof glass over the blocks, so i can see if it triggered or not. But this should not be a solution for an engineer ;)
Hi,
i was setting up a Cockpit Occupied eventblock, that triggers 2 timer blocks over an AND Gate event.. So when im off cockpit, fly block and offensive block triggers on and defensive triggers off, when im in the cockpit, fly and offensive triggers off and defensive on. while offensive and fly block always triggers, the definsive block doesnt triggers off (only off) when i leave the cockpit. its not happening always .. sometimes it need 2-3 times entering and leaving the cockpit and then it works.
i tried trigger, start difference.. but the same effect.. i tried extending delay, because of lagg... it even happens up to 10sec. there is something just not right about that trigger, and i only experienced it with the defensive one.
now i made a bullet proof glass over the blocks, so i can see if it triggered or not. But this should not be a solution for an engineer ;)
Thank you for writing to us, and we sincerely apologize for the issue you have been experiencing.
To help investigate this issue further, could you kindly send us a screen recording/video showing the issue at your end and the blueprint of the grid where you have experienced this issue?
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
Hello, Daniel!
Thank you for writing to us, and we sincerely apologize for the issue you have been experiencing.
To help investigate this issue further, could you kindly send us a screen recording/video showing the issue at your end and the blueprint of the grid where you have experienced this issue?
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.
I tried to find out what the problem is, and i found actually the real problem. The Block actually is shutting of (i accesed the ship by the connector when outside and the block showed it didnt shut down, to see if in the Menu the status of the block) it shows light blue (wich means AI is actually online) but in the Menu the AI is shut off) So only the sign that should turn green doesnt.
I dindt experience the same with any other AI Block only the Defensive one...
As you can see in the Recording, the offensive Block and the Defensive block show AI online.. buts its just a visual Bug and in the Menu its correct.
Hi Keen Support,
I tried to find out what the problem is, and i found actually the real problem. The Block actually is shutting of (i accesed the ship by the connector when outside and the block showed it didnt shut down, to see if in the Menu the status of the block) it shows light blue (wich means AI is actually online) but in the Menu the AI is shut off) So only the sign that should turn green doesnt.
I dindt experience the same with any other AI Block only the Defensive one...
As you can see in the Recording, the offensive Block and the Defensive block show AI online.. buts its just a visual Bug and in the Menu its correct.
Is it actually possible to adress other very simple updates, that would make the game so much more "easy" or more "convinient" for players .. and also more lagg free for players. Since i found some buggs and some very easy ideas ? ;)
as an example for convinience :
GPS Marks : only show on hub from a certain distance : player can adjust a km bar... so i can apply to a gps marker only visible lower then 20km.. (it would free my Hub by not deleting all my "knowlege" of my surrounding)
Projector : Only show buildable blocks when the block that can be build on is 100% finished.. like that printing would actually always be perfect !!!
Example for laggs :
If a grid with multible gyroscopes is attached over a connector to another grid (static or not) the gyros will increase the ammount of data produced (starting to produce data for spinning) leads to laggs when bandwith of the modem isnt super high...
I track Data ammount because im playing over Cellphone 5G (unlimited MB ;) but the cellphone tracks it ;)
Same with rotors (normal or advanced) they try to rotate and if the lock is activated it starts to produce a lot of Data. that leads to laggs.
Is it actually possible to adress other very simple updates, that would make the game so much more "easy" or more "convinient" for players .. and also more lagg free for players. Since i found some buggs and some very easy ideas ? ;)
as an example for convinience :
GPS Marks : only show on hub from a certain distance : player can adjust a km bar... so i can apply to a gps marker only visible lower then 20km.. (it would free my Hub by not deleting all my "knowlege" of my surrounding)
Projector : Only show buildable blocks when the block that can be build on is 100% finished.. like that printing would actually always be perfect !!!
Example for laggs :
If a grid with multible gyroscopes is attached over a connector to another grid (static or not) the gyros will increase the ammount of data produced (starting to produce data for spinning) leads to laggs when bandwith of the modem isnt super high...
I track Data ammount because im playing over Cellphone 5G (unlimited MB ;) but the cellphone tracks it ;)
Same with rotors (normal or advanced) they try to rotate and if the lock is activated it starts to produce a lot of Data. that leads to laggs.
Hi,
i was setting up a Cockpit Occupied eventblock, that triggers 2 timer blocks over an AND Gate event.. So when im off cockpit, fly block and offensive block triggers on and defensive triggers off, when im in the cockpit, fly and offensive triggers off and defensive on. while offensive and fly block always triggers, the definsive block doesnt triggers off (only off) when i leave the cockpit. its not happening always .. sometimes it need 2-3 times entering and leaving the cockpit and then it works.
i tried trigger, start difference.. but the same effect.. i tried extending delay, because of lagg... it even happens up to 10sec. there is something just not right about that trigger, and i only experienced it with the defensive one.
now i made a bullet proof glass over the blocks, so i can see if it triggered or not. But this should not be a solution for an engineer ;)
Hi,
i was setting up a Cockpit Occupied eventblock, that triggers 2 timer blocks over an AND Gate event.. So when im off cockpit, fly block and offensive block triggers on and defensive triggers off, when im in the cockpit, fly and offensive triggers off and defensive on. while offensive and fly block always triggers, the definsive block doesnt triggers off (only off) when i leave the cockpit. its not happening always .. sometimes it need 2-3 times entering and leaving the cockpit and then it works.
i tried trigger, start difference.. but the same effect.. i tried extending delay, because of lagg... it even happens up to 10sec. there is something just not right about that trigger, and i only experienced it with the defensive one.
now i made a bullet proof glass over the blocks, so i can see if it triggered or not. But this should not be a solution for an engineer ;)
Hello, Daniel!
Thank you for writing to us, and we sincerely apologize for the issue you have been experiencing.
To help investigate this issue further, could you kindly send us a screen recording/video showing the issue at your end and the blueprint of the grid where you have experienced this issue?
Kind Regards,
Keen Software House: QA Department
Hello, Daniel!
Thank you for writing to us, and we sincerely apologize for the issue you have been experiencing.
To help investigate this issue further, could you kindly send us a screen recording/video showing the issue at your end and the blueprint of the grid where you have experienced this issue?
Kind Regards,
Keen Software House: QA Department
Hi Keen Support,
I tried to find out what the problem is, and i found actually the real problem. The Block actually is shutting of (i accesed the ship by the connector when outside and the block showed it didnt shut down, to see if in the Menu the status of the block) it shows light blue (wich means AI is actually online) but in the Menu the AI is shut off) So only the sign that should turn green doesnt.
I dindt experience the same with any other AI Block only the Defensive one...
As you can see in the Recording, the offensive Block and the Defensive block show AI online.. buts its just a visual Bug and in the Menu its correct.
Hi Keen Support,
I tried to find out what the problem is, and i found actually the real problem. The Block actually is shutting of (i accesed the ship by the connector when outside and the block showed it didnt shut down, to see if in the Menu the status of the block) it shows light blue (wich means AI is actually online) but in the Menu the AI is shut off) So only the sign that should turn green doesnt.
I dindt experience the same with any other AI Block only the Defensive one...
As you can see in the Recording, the offensive Block and the Defensive block show AI online.. buts its just a visual Bug and in the Menu its correct.
BTW : Impressive Support reaction Time.. I´m pleased and impressed
BTW : Impressive Support reaction Time.. I´m pleased and impressed
Is it actually possible to adress other very simple updates, that would make the game so much more "easy" or more "convinient" for players .. and also more lagg free for players. Since i found some buggs and some very easy ideas ? ;)
as an example for convinience :
GPS Marks : only show on hub from a certain distance : player can adjust a km bar... so i can apply to a gps marker only visible lower then 20km.. (it would free my Hub by not deleting all my "knowlege" of my surrounding)
Projector : Only show buildable blocks when the block that can be build on is 100% finished.. like that printing would actually always be perfect !!!
Example for laggs :
If a grid with multible gyroscopes is attached over a connector to another grid (static or not) the gyros will increase the ammount of data produced (starting to produce data for spinning) leads to laggs when bandwith of the modem isnt super high...
I track Data ammount because im playing over Cellphone 5G (unlimited MB ;) but the cellphone tracks it ;)
Same with rotors (normal or advanced) they try to rotate and if the lock is activated it starts to produce a lot of Data. that leads to laggs.
Is it actually possible to adress other very simple updates, that would make the game so much more "easy" or more "convinient" for players .. and also more lagg free for players. Since i found some buggs and some very easy ideas ? ;)
as an example for convinience :
GPS Marks : only show on hub from a certain distance : player can adjust a km bar... so i can apply to a gps marker only visible lower then 20km.. (it would free my Hub by not deleting all my "knowlege" of my surrounding)
Projector : Only show buildable blocks when the block that can be build on is 100% finished.. like that printing would actually always be perfect !!!
Example for laggs :
If a grid with multible gyroscopes is attached over a connector to another grid (static or not) the gyros will increase the ammount of data produced (starting to produce data for spinning) leads to laggs when bandwith of the modem isnt super high...
I track Data ammount because im playing over Cellphone 5G (unlimited MB ;) but the cellphone tracks it ;)
Same with rotors (normal or advanced) they try to rotate and if the lock is activated it starts to produce a lot of Data. that leads to laggs.
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