VTOL Merge Block issues - pictures attached
Greetings Keen,
i'm Laveillon, knee deep in a VTOL project. My attempt is to create a vanilla VTOL Orca replica, from the C&C Tiberium series. While i was trying out different ideas on how to work with a thruster, that can be rotated, i encountered that merge blocks work in a weird way.
On the starboard side, i can attach the thruster in vertical position, so it states it as an upward / elevation one.
The port side however, i can't do that. I'll attach pictures with hopefully accurate enough names to assist. (Please ignore the assisting lifting craft with the mag plate, i'm a bit clunky with vanilla cranes.)
The error message i'm getting is: "Cannot merge ships! Some blocks would occupy the same space after the merge!". I assume this is because the rotor and it's head collides in some way on port side, that doesn't happen starboard side. I've attempted with both the standard and the advanced rotors, but got the same results. The highlighted yellow blocks won't play nice.
The mods i'm using are the following:
- Better Sportlights
- Build Info
- Colorful Icons
- Ore Detector+
- Text HUD API
- Advanced Welding - detaching and reattaching blocks!
I don't think any of those could interfere with the game, but i have yet to try it without them to see, if it works, will do that after my report and update the ticket with my findings. My hope is, that i can avoid using scripts and be as vanilla-friendly as possible.
Thank you for your time to read my report, looking forward to your reply.
Laveillon
Hello engineer,
Thank you for reaching out to us on the forum.
Based on the images you provided, it appears that you are trying to merge a subgrid with the main grid, causing the hinge heads to overlap and resulting in the error. Could you try reversing the hinge so that the merge blocks are not touching and check if the same error still persists?
If the issue is not related to this setup, we recommend removing all MODs from your world to see if that resolves the issue. Alternatively, you can create a blueprint of your grid(s) and paste it into a new vanilla (unmodded) world to verify whether the issue is present there as well. If the error persists in the vanilla world, please share the save file of the vanilla world where the issue occurred.
Kind Regards,
Keen Software House: QA Department
Hello engineer,
Thank you for reaching out to us on the forum.
Based on the images you provided, it appears that you are trying to merge a subgrid with the main grid, causing the hinge heads to overlap and resulting in the error. Could you try reversing the hinge so that the merge blocks are not touching and check if the same error still persists?
If the issue is not related to this setup, we recommend removing all MODs from your world to see if that resolves the issue. Alternatively, you can create a blueprint of your grid(s) and paste it into a new vanilla (unmodded) world to verify whether the issue is present there as well. If the error persists in the vanilla world, please share the save file of the vanilla world where the issue occurred.
Kind Regards,
Keen Software House: QA Department
Greetings Keen,
after some testing in the attached Vanilla world, it turned out that my understanding of the system was lacking and that was causing the confusion.
But, during the testing, i gathered what i think is valuable data. Mostly the fact, that the longer the game instance exists, rotors and the hinges attached to them deteriorate in performance. After approximately an hour of testing, the rotors struggled to reach and maintain their desired angles. Or it could be, that Clang became furious at me for attempting to overcome his boundaries.
Regardless, i feel confident enough now to say, that my call for a bug was unjustified. Now i understand what i must do, to implement the VTOL functionality in that limited space i'm working in. Left some remarks in the attached world, should you be curious to retrace the tests i've done.
Some concerns of mine, regarding Space Engineers 2:
- rotor and hinge stability: if they will remain as clunky as experienced during my testing, i fear elaborate builds will depend on the mercy of Clang
- instance aging: how will the prolonged usage of elaborate mechanical grids affect their performance?
Anyway, thank you for the quick reply.
Laveillon
Greetings Keen,
after some testing in the attached Vanilla world, it turned out that my understanding of the system was lacking and that was causing the confusion.
But, during the testing, i gathered what i think is valuable data. Mostly the fact, that the longer the game instance exists, rotors and the hinges attached to them deteriorate in performance. After approximately an hour of testing, the rotors struggled to reach and maintain their desired angles. Or it could be, that Clang became furious at me for attempting to overcome his boundaries.
Regardless, i feel confident enough now to say, that my call for a bug was unjustified. Now i understand what i must do, to implement the VTOL functionality in that limited space i'm working in. Left some remarks in the attached world, should you be curious to retrace the tests i've done.
Some concerns of mine, regarding Space Engineers 2:
- rotor and hinge stability: if they will remain as clunky as experienced during my testing, i fear elaborate builds will depend on the mercy of Clang
- instance aging: how will the prolonged usage of elaborate mechanical grids affect their performance?
Anyway, thank you for the quick reply.
Laveillon
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