Jump Drives not ignoring subgrids
I've been playing around with some new ship designs involving jump drives. Specifically, attaching them to small grid ships. I have seen this done before and have done it myself, but have run into a problem with my new deign, and that is that for any blind jump I get an error saying my destination is 10 meters away. The jump drive is attached using rotors and appears to be detecting a random piece of my ship. On further testing it appears that within a small radius of the drive, no small grid blocks are detected as obstructions. But after a certain distance, blind jumps become impossible. I have read other posts of users having issues with jump drives and connected ships and it seems to be the same unresolved issue.
Jump drives aren't ignoring connected subgrids making blind jumps impossible. I expected them to ignore connected grids to retain proper functionality.
I can respond with blueprints of my unfinished jump ship and a small jump ship that works if it would help.
Hello, Engineer!
Thank you for contacting us. Can you please provide us with a blueprint and a video of your issue?
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for contacting us. Can you please provide us with a blueprint and a video of your issue?
Kind Regards
Keen Software House: QA Department
It's pretty self explanatory so a video doesn't seem like it would be very useful.
On further experimentation, it appears that jump drives do not count subgrids toward the full ship size. The particle effect can appear inside the ship and can only jump in a direction other than forward, since the drive is in the rear. If i add large blocks to the jump drive it works fine.
I included 4 blueprints which demonstrate the issue.
JumpJet s2
The unfinished ship I was having problems with. Getting in the cockpit and starting a blind jump, it detects an obstacle 10 meters away.
JumpJet s2 drive functional
The large grid has been expanded with armor blocks and an antenna. This ship can jump correctly but it is not an optimal fix.
Jump Grid blind jump works
A detachable ship module with a jump drive inside. The box around the drive is small enough that it stays within the sphere of the jump drive.
Jump Grid no blind jump
Same ship but with a line of blocks going forward which prevents the ship from blind jumping. If you delete one block at the tip, jumping works.
It's pretty self explanatory so a video doesn't seem like it would be very useful.
On further experimentation, it appears that jump drives do not count subgrids toward the full ship size. The particle effect can appear inside the ship and can only jump in a direction other than forward, since the drive is in the rear. If i add large blocks to the jump drive it works fine.
I included 4 blueprints which demonstrate the issue.
JumpJet s2
The unfinished ship I was having problems with. Getting in the cockpit and starting a blind jump, it detects an obstacle 10 meters away.
JumpJet s2 drive functional
The large grid has been expanded with armor blocks and an antenna. This ship can jump correctly but it is not an optimal fix.
Jump Grid blind jump works
A detachable ship module with a jump drive inside. The box around the drive is small enough that it stays within the sphere of the jump drive.
Jump Grid no blind jump
Same ship but with a line of blocks going forward which prevents the ship from blind jumping. If you delete one block at the tip, jumping works.
Hello, Woogoo W!
I appreciate this thread is quite old. I have had a look into this and successfully reproduced the issue and reported it internally :)
Kind Regards
Laura, QA Department
Hello, Woogoo W!
I appreciate this thread is quite old. I have had a look into this and successfully reproduced the issue and reported it internally :)
Kind Regards
Laura, QA Department
Hello, Engineer!
The fix for this is in v200
Thank you.
Kind regards,
Keen Software House: QA Department
Hello, Engineer!
The fix for this is in v200
Thank you.
Kind regards,
Keen Software House: QA Department
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