De-Merged grids stay static
Not a Bug
When building a larger airtight Hangar Door, I noticed that my grids wouldn't tun from static into large grid when un-merged although they did not have voxel connection.
This sadly caused the Automatisation of this larger Hangar Door to fail as I needed to manually convert the 2 grids that make up the door to a ship.
STR:
1. load the attached world
2. Go to the only grid in that world and trigger the "Timer H1", it activates pistons and deactivates the merges.
3. You will notice the merges shut off, but the doors do not move as they are still static.
Expected behavior: Non-voxel anchored grids should get turned into ships when de-merged
Files:
Merge Test Worl...
This bug came back in one of the last few updates.
i sometimes get the same problem with grids that spawn on planets and when the legs are taken out the grid just stays in the air.
This bug came back in one of the last few updates.
i sometimes get the same problem with grids that spawn on planets and when the legs are taken out the grid just stays in the air.
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
We will address all reported issues during future development and we will attempt to fix your issue as soon as possible. We are currently close to a Major release, which is under heavy development and this takes up a lot of our time.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
We will address all reported issues during future development and we will attempt to fix your issue as soon as possible. We are currently close to a Major release, which is under heavy development and this takes up a lot of our time.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hmm~ This seems to be a relatable thing for me. I had a huge tower from Xocliw Martian City and I blew the bottom of the building out. It didn't fall it just floated and stay static. However if I blew up a tiny tower it falls. I guess a certain largegrid size will stay static even if it suppose to turn into a loose grid.
Post I made about this. https://support.keenswh.com/spaceengineers/general/topic/static-grid-doesnt-fall-when-damaged
Hmm~ This seems to be a relatable thing for me. I had a huge tower from Xocliw Martian City and I blew the bottom of the building out. It didn't fall it just floated and stay static. However if I blew up a tiny tower it falls. I guess a certain largegrid size will stay static even if it suppose to turn into a loose grid.
Post I made about this. https://support.keenswh.com/spaceengineers/general/topic/static-grid-doesnt-fall-when-damaged
Hello, Engineer!
Thank you for your contacting us, but this behaviour is intended for optimization.
Converting the whole thing into ship would solve the issue. However, it will be forwarded to our designers to see if there is anything we overlooked.
We will message you once we have more information to share.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your contacting us, but this behaviour is intended for optimization.
Converting the whole thing into ship would solve the issue. However, it will be forwarded to our designers to see if there is anything we overlooked.
We will message you once we have more information to share.
Kind Regards
Keen Software House: QA Department
Someone made a suggestion to make this a option we should be able to turn on and off.
https://support.keenswh.com/spaceengineers/publictest/topic/unknown-version-static-grids-not-falling-when-disconnected-from-voxel
Someone made a suggestion to make this a option we should be able to turn on and off.
https://support.keenswh.com/spaceengineers/publictest/topic/unknown-version-static-grids-not-falling-when-disconnected-from-voxel
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