Now it's time to correct physics of multi-grid

Michele Faedi shared this feedback 3 months ago
Submitted

I was there when you add the rotors and piston in the game. From the beginning I realized that those block wil break the game. During the year some patch has been made to make things better but the problem reamained. The description of the game says: "Players build space ships, space stations, planetary outposts of various sizes and uses (civil and military), pilot ships and travel through space to explore planets and gather resources to survive. Featuring both creative and survival modes, there is no limit to what can be built, utilized and explored. [...] Space Engineers strives to follow the laws of physics and doesn't use technologies that wouldn't be feasible in the near future. To be honest, for the sake of intuitive gameplay, we had to make a few sacrifices to “realism elitism” - jump drive, artificial gravity, max velocity, reactor efficacy, static grid, immovable asteroids, etc.[...]". The following problems make the complex construction impossible in some cases. For example a curved surface can be achieved bu using a series of hinges, but the following problems comes up every time I try to build a multi grid ship or station.


Now the problems:

if I connect with a rotor a grid to another one, then connect the second one with the first (with the rotor attach) the ship becomes instable and start to rotate randomly. If is not clear try by yourself.


If I press a block with a suspension wheel using the height offset and strength at maximum the wheel enter in the block ignoring the collision


If I put a piston in a direction of a block of the same grid and open it the ship again start to rotate randomly.


Developers, are you really sure that is not possible to correct this wrongly behavior? On optimizing the game you put a gargantuan efford and now is a top level job. Can you put half of those efford in this old school problems?


I will put a picture on how to recreate the problems.

Comments (2)

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Keen can afford it. They gave 10 million to their other company GoodAi, and have given them more since. They have also bought, and are renovating a large mansion.


So they have lots of money.

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It isn't that they can't do it. It's that the problem stems from inaccuracies in floating-point numbers, which are a basic part of programming. Each attempted fix not only costs money, but also increases processing power required to run the game and has the potential to spawn many bugs which could cause even worse issues with the physics or gameplay features. I'd compare it to fixing the foundations of a skyscraper. It's massive and every part of the fix needs to work very well, and one failure could bring the whole thing crashing down with little evidence as to what failed.

I'm not saying that Keen is a great developer overall, but fixing the physics would likely be a massive time and resource sink with minimal reward, even after it's finished. Unless they greatly increased the size of the dev team (with corresponding increases in the already-numerous bugs barring stellar documentation and collaboration), they'd be heading into a massive content drought with few, if any, intermediate releases, and a final product that barely attracts more players.

Essentially, a physics fix would need an unrealistic amount of work and gain fairly little. I'd expect something like this in a sequel to SE, with a better game engine designed to prevent these problems, but not in the game as it is currently.