Event controller not trigger after merge block unmerge, only trigger after remerge

ser-1-eyed-duck shared this bug 22 days ago
Won't Fix

after the hotfix 1.206.032


event controller stop trigger unmerge (action 2) after it been unmerge


when remerge it trigger action 2 (unmerge action) then action 1 (merge action)

also i accidentally post this on submit feedback instead here, im sorry and can you delete it post

Replies (2)

photo
1

Hello,

Thank you for bringing this issue to our attention. We’ve successfully reproduced the problem and have forwarded it to our development team for further investigation.

We will update the status of this topic and follow up with you once there’s any significant progress.


Kind regards,

Keen Software House

QA Department

photo
1

Hello,

Thank you for your follow-up and for reporting the issue earlier.

Since hotfix 1.206.032, merge and unmerge events no longer trigger actions in the same simulation frame. This was a necessary change to prevent crashes caused by simultaneous merge events. As a result, setups that previously relied on immediate frame-based triggering may no longer function the same way.

In your case, it appears that when the event is triggered, both grids involved are unpowered—one battery is still in recharge mode, and the other is turned off—which prevents the event controllers from executing their actions as expected.

We recommend experimenting with alternative setups to ensure power is available at the right moment. You might find success by adjusting the timing and using additional timer blocks to control power flow and event triggers more reliably.

Should you need assistance refining your blueprint, feel free to reach out.


Best regards,

Keen Software House

photo
1

i have no idea how you get both grid involved to not unpowered since the fighter itself is powered and the connector isn't disconnect so it would still recieved power.


i tested again with battery on and auto, untouch by any logic block. it still not work as expected unless i unmerge ship merge block first, then go to missile merge block to unmerge (event controller target this 1).

if reverse aka disconnect missile merge block first (event controller target this 1 still), then i disconnect ship merge block 2nd, nothing would happen.


anyway it does not matter anymore, since you offer assistance to refine my blueprint.


is there other way to use the same missile blueprint, mount it in multiple merger+small connector slot on 1 or many grid (fighter or any random slot in carrier), trigger by disconnect disconnect main grid merge block (or main grid connector, it is harder to find which connector rather than merge block)

my idea for it is just print a bunch of missile, tug it some where then when i needed, i just bring a tug to mount the missile in it launcher, or have the fighter go mount it themself, or be a normal person and print it in the missile tube

but right now since event trigger merge idea doesn't seem to work, my stop gap solution is timer only trigger which need manually rename each missile timer launch group (missile 1 launch, missile 2 launch,...) so the button on launcher ship doesn't dissapear each launch (and also it stop firing ALL missile with 1 button).

but renaming 28 missiles timer group and it setting take hours and i don't wanna do that again, i just want plugin -> auto refuel, unplug -> auto launch, in any slot

i can't use event merge because it is unreliable

photo
Leave a Comment
 
Attach a file