Inertia dampening uses less power than override at equal thrust.

Vox Serico shared this bug 4 months ago
Solved

d1ag0n#6984 noticed this one.

In the attached video, I have navigated two grids into an equilibrium of gravity and thrust. The atmospheric thruster on the right has thrust override set at 100% while the thruster on the left gets set to 0% (disabling override).

The overriden thruster uses 2.4 MW to bob around at the test altitude. The thruster which uses inertia dampening only draws ~0.8MW to hover at the same altitude.

Given that both grids have the same mass and the same maximum thrust, they should both use the same amount of power - but they do not.

Comments (5)

photo
1

I hate this game.

photo
1

Related:

Setting atmospheric thrusters to 100% override while in deep space uses the same energy as it would in atmosphere, while producing no thrust. Manual cockpit controls and inertial dampening do not cause atmospheric thrusters to use any energy.

I noticed this when using the PAM script to control a ship in a vacuum, which had multiple thruster types. PAM uses override on all thrusters; manually turning off the atmospheric thrusters resulted a large reduction in energy consumption.

photo
1

Hello, Engineers!

Vox, thanks for sharing this issue with us. You think it would be possible to share the planet (is it on Earth or some other planet?) and the altitude in which it´s possible to observe the issue? I tried decent number of altitudes but so far no luck. So if you have any better STR/altitude in meters/planes on which it´s possible to observe this issue, I would be really grateful!

Brian... thanks for sharing this issue with us as well. So far I was not able to reproduce your issue. Are you running the game in vanilla world (without any mods)? You think it might be possible you do a video of this bug happening?

Kind Regards

Keen Software House: QA Department

photo
1

I was able to reproduce this on mars planet even at low altitude. Result is more extreme at higher altitude but noticeable at any altitude. I created a blueprint to demonstrate the issue. In the blueprint there is a script that will keep the ship level. When you run the command "toggle" on the programmable block it will switch between vanilla dampeners and calculating force via f=ma and applying this result to the bottom thruster override. During runtime the script will display the CurrentOutput property of the battery so you can see the power usage.


https://steamcommunity.com/sharedfiles/filedetails/?id=2486077529

photo
1

The planet is the standard Star System's Earthlike.

The elevation is around 66720 m above the planet center. {0.5, 0.5, 0.5} Altitude would do little good as the atmospheric density does not follow the terrain.

I find it strange that you have not been able reproduce this issue. You would see the power-draw difference of atmospheric thrusters in any low/no-atmosphere location and vise-versa for ion thrusters in high density locations.

As Brian and Whiplash141 points out, inertia dampened and pilot-controlled thrusters' power is proportional to the effective thrust; overridden thrusters' power usage is proportional to desired thrust (i.e. the override slider).

Nevertheless, I have included the save file of the situation in the video.

For consistency, power usage should be the same regardless of control method. Realistically, if a thruster is providing all of the thrust it can at a certain air density, the power usage should be 100% even if the effective force is 20% of its maximum in nominal conditions.

photo
photo
1

Hello, again!

Vox, d1ag0n, this main issue of this thread was successfully reproduced; thanks for the save and BP :) It was indeed great help!

As for you, Brian, issue you are mentioning was also finally successfully reproduced and put into our internal system.

Once again, thanks a lot for help from you all!

Kind Regards

Keen Software House: QA Department

photo
1

Apologies for not getting repro details to you (I haven't been playing this week). Glad what we gave you was enough in the end.

photo
photo
1

Hello, Engineers!

Both issue shall be already fixed with new game version (v199.020). The original one as well as the one mentioned by Brian. Closing this thread, now as fixed.

If any of you are still experiencing it even on the newest version, please let us know either by commenting here or opening completely new thread (that´s the better option for us).

Kind Regards

Keen Software House: QA Department