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broken control for grids travelling over 200 m/s

midspace shared this bug 5 years ago
Solved

This issue has occurred before, however this time it is limited to just the Collector blocks. Both large and small grid.

This issue causes any ship that travels over 200 m/s and has this block present, to flip and spin out of control.

This thread in the forums was when this issue was previously identified.


https://forum.keenswh.com/threads/bug-broken-control-for-grids-over-210m-s-speed-from-1-180-0-till-latest-1-181-501.7395457/

The Phantom entity which is used to define the area in which the collector block does it's work (collecting floating objects), has a hard coded maximum speed in it's Havok initialisation.

These block should instead be using the maximum speed for the grid. The same as the Connector and other blocks which utilise a Phantom Entity.

Replies (7)

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Wont Fix, why not, it was fixed once before!

have a look at SE-5270: Some havok rigid bodies are not created with the proper max linear and angular speeds

i believe this was the cause.

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Hello there,

even tho we don't officially support speeds over 100 m/s for a number of reasons, this particular case seems like a easy fix so I'll take a look on that.

Thank you for the problem analysis and report!

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thank you :)

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In previous reincornation of the issue it was observable under 100 m/s in rare cases: you need to have big enough ship and spin it fast enough. I think it was also resposible for one of "killer doors" cases (doors also had uininitialised fields in rigid bodies)

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To be honest, the game is super stable at speeds between 200m/s and 650m/s, my current PC isn't very powerful and i get very minimal frame-rate drop.... Well at least they will look at fixing it for us!


Much thanks :D

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@midspace, thanks for the hint with the collector, removing the collector solved my problem :)

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This issue has been resolved in Minor update v187.2

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