Rotor collisions are broken since 1.206

NovaEngie shared this bug 31 days ago
Reported

Before 1.206, and for years prior, this worked. And it has plenty of visual clearance. It doesn't rotate the full way around and, in fact, the block always stays inside the outside arc so never even gets close. Could you please fix? Because as it is I cannot work around this. Thank you.c770c456c5a19ba3146b9edb9d1a21fa

Replies (5)

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Hello Engineer,

Thank you for your report.

Unfortunately, I wasn't able to reproduce the issue on my end. Could you please provide the blueprint or a video showing the issue? This will help us investigate more effectively and pinpoint the cause.

Thank you for your cooperation!


Best regards,

Keen Software House: QA Department

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Here you go. This worked flawlessly for years prior to this update.


https://steamcommunity.com/sharedfiles/filedetails/?id=2145896972

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Thank you!


I was able to reproduce the issue on v206 and reported it into our system. It will be forwarded to our dev team for investigation.


We will change the status of this topic and inform you about its progress here as soon as we have new information.


Kind Regards

Keen Software House: QA Department

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Hello Engineer,

It appears the small grid rotor has an offset issue where, if the offset is too low in the negative, it starts clanging out. We will investigate this further.

That said, this blueprint can be fixed simply by resetting the rotor displacement slider (right-click on the slider), after which the panels appear to work as intended without any further changes necessary. This also resolves the slight spin this blueprint has while in 0G.


Best regards,

Keen Software House: QA Department

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This is a bit problematic; it can cause unwanted clang and unpredictable physics. Maybe this could be resolved by making the hitbox slightly smaller on the rotor head side?

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Thanks for submitting this for fix. That's an odd one, just it suddenly not liking the lowest rotor displacement for no reason. That probably breaks a LOT of creations. I would never have thought it would be the rotor itself; it only made sense to be the tank's hitbox.

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At this point. I am glad I have not touched SE1 since the 'Fieldwork' update. Seems like there are too many bugs and or unnecessary changes to the game, which is a shame.

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Oh, building tip I discovered while fixing this: I figured out how to build pseudorotors with hinges and round columns. The columns can either be attached to the back of whatever attaches to the hinge so it rotates on the same axis as the hinge as if it were a rotor, or to the main grid so it stays fixed. So it can be made to appear as if it were on a rotor when, in fact, it's on a hinge. It also gives a smoother driving / walking transition between grids than using blast doors. Basically, it lets you have many of the advantages of a rotor in a hinge.

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I get -11 to +11 on 1-206-032. Stable at max velocity of 60rpm.

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Interesting!


If it's convenient, could you make a display similar to the one attached? At max -11cm, the rotor head should be quite clipped into the stator. I'd be very confused if this is only for a few people.

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Yes this bug has caused 90% of my mech builds to be clangy or constantly shake.

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How about this? This doesn't show inline but you can download it and view it there. Looks as I expected it to look. Quite a difference between min and max. Even duplicating the =11cm tilt of yours.

Silly question : Is yours powered? Mine is. Might not do displacement out if not powered.

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Yes, powered.


Notice how the head of the rotor in both our images stops at the top of the stator instead of clipping into it like it used to (on the standard rotor; advanced gets lower but in my testing is still unstable when rotating). That point it stops at, at the head of the stator (the static block) is -2cm, not the -11cm that it should be capable of going to. Not to mention the clang it causes.


Thanks for verifying! You do have the same issue.

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