Pistons Share Explosive Tensor

Blacky Watchy shared this bug 23 days ago
Submitted

so i have been working on a hangar with airlocks systems for a carrier, it started as a station in order to simply the work on it and it was quite great so i decided to get a copy of it and turn it into a ship, in order to see how the movement of pistons of the pads would affect the carrier. as soon as it was pasted, it exploded. after many hours of spawning copies and chopping everything around that could cause collisions when turned into station, nothing changed. in the blink of desperation and disbelief, i turned off the share inertia setting of the pistons and it worked, no more explosions. unfortunatelly, that setting is necesary to be on in order to prevent the pistons to get stuck, which would cause several highly explosive results too.


i attach workshop link of the hangar. just turn it to ship and witness the explosions.


https://steamcommunity.com/sharedfiles/filedetails/?id=3477190455


please, if you guys manage to replicate the issue, fix it fast. all the other issues i have reported have been identified long ago and still not fixed.

Replies (2)

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The inertia tensor setting should generally only be on for the root joint of a joint chain, and you should avoid joint chains in general for other stability reasons. Very often pistons get stuck because they're pushing something with an off-axis center of mass because their sideways force limit is too low (so they just jam), which is why share inertia tensor helps by more-or-less pushing/rotating the object from its center of mass, instead of from the actual mount. Since pushing an object by its center of mass from a position that is not the center of mass lets you violate certain rules around conservation of momentum, certain configurations produce violent forces.

TL:DR Pretty sure this is a known limitation of physics joints in videogames. Try increasing the max sideways force your pistons can exert because they can jam if they're pushing something from off-center with share tensor off.

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ironically, the only pistons chained no explode when i turn the hangar to ship. is the ones used for the platforms wthe ones whihc explode, which have only of them connected at the time of the convertion

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Pistons are far more stable when they have their strength maxed (obviously), but also from being retracted and powered off. A retracted piston is also precisely aligned along its axis which eliminates odd rotations. Likewise, hinges which have reached their maximum rotation and are straining against the rotation lock can cause other issues, so lock them and turn them off when not being used. You should have a far more smooth experience without unexpected forces by grouping them and having a lock and power button set. Let us know if the grid still causes issues with all of its mechanical parts locked and turned off. For mechanical parts of significant mass, I use runners and guides to help the pistons and hinge chains stay in line. The new offset structural beams are particularly useful for this.

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no hinges there and i can have the pistons turned off as i need them for the platfomrs to work. but they are retracted,

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