[BUG] Fight against Klang, Pistons are bent, and could use some love, attention and straightening
Ive always had issues with pistons causing some phantom forces on grids whenever i build multi piston platforms, but never really bothered looking into why. sometimes the pistons would seize up, requiring more force than default, while a single piston would do the same operation smooth
Today i was experimenting with a new "feature" i found (Small grid piston head.) And all of a sudden, seeing the small grid blocks on top of the large grid, that Phantom force i was experiencing all theese years started making sense.
Pistons are not straight! they are bent. not by a lot, but enough that it impacts gameplay and causes phantom forces, i think they always have been.
Example Blueprint:
https://steamcommunity.com/sharedfiles/filedetails/?id=3252973414
Picture shows that you cannot place blocks if pistons are bending into the center when 4 pistons are stacked.
Picture shows that the bend becomes obvious depending on which orientation the piston is facing.
Picture shows that this is not spesific for small grid, but large grid aswell. On one side of a piston, theres a gap next picture shows the other side with no gap.
This is by no means a critical bug, but making the pistons straight would improve multi piston gridding when players are using subgrids like elevators, cranes
Other example pics:
Gaps on one side, no gap on the other side
Hello engineer,
Thank you for reaching our forum.
This issue has been reported into our internal system.
Kind Regards
Keen Software House: QA Department
Hello engineer,
Thank you for reaching our forum.
This issue has been reported into our internal system.
Kind Regards
Keen Software House: QA Department
Came across this issue and did some digging of my own before being linked to the post here.
It appears to be an issue with the stacking of subparts in the model.
Each subparts dummy (the bit which spawns it) in the vanilla pistons appears to be offset by a small but noticeable amount.
Specifically 0.003417 m in X on the Piston Base to the first subpart, -0.000286 m in X and -0.000044 m in Y between the first and second subpart, and -0.000572 m in X and 0.007288 m in Y between the second and third subpart. The Dummy controlling the spawn position of the top part on the third subpart appears to be at 0,0 as expected. (All values were taken from blender after importing the 4 piston models from the ModSDK)
Came across this issue and did some digging of my own before being linked to the post here.
It appears to be an issue with the stacking of subparts in the model.
Each subparts dummy (the bit which spawns it) in the vanilla pistons appears to be offset by a small but noticeable amount.
Specifically 0.003417 m in X on the Piston Base to the first subpart, -0.000286 m in X and -0.000044 m in Y between the first and second subpart, and -0.000572 m in X and 0.007288 m in Y between the second and third subpart. The Dummy controlling the spawn position of the top part on the third subpart appears to be at 0,0 as expected. (All values were taken from blender after importing the 4 piston models from the ModSDK)
Did you by chance check whether this is true for the new piston aswell?
Did you by chance check whether this is true for the new piston aswell?
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