Phantom Force - Please Remove It.

KaiiKiller shared this bug 6 years ago
Outdated

This is a bug that has irked me for quite a while, it's basically when two blocks push on one another and then it causes a ship or a station or whatever the player is building, to spin uncontrollably, when in reality this would not happen at all.


Something I was trying to do was make a cluster of warheads on the ends of rotors, then detach the rotor heads and rebuild the warheads using projector but I can't even place the warheads on the end of the retorts because phantom force pushing the rotor heads and then that making my ship spin as well.


I have recorded this video as an example of phantom force, although I'm 100% sure you know what I mean by Phantom Force.


https://www.youtube.com/watch?v=lHvhQGBBJ3o

Replies (2)

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I think this issue is to do with just the rotors themselves. I have modded plane wheel attached to my jet. The plane wheels are basically rotors. My jet starts to turn or tilt in a random direction when I extend or retract the rotor wheels. It can be in movement or just standing still as well.

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It happens with Pistons as well, I tried making retractable landing gear with landing legs at the ends of pistons and it creates phantom force as well, they just need to remove the phantom force bug and then everything would be awesome.

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Personally I haven't encountered the issue with the pistons, but it would be awesome if they just fix it already.

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It's simply because the piston head and rotor heads are a sub-grid, as is anything attached to them; when you place an object onto the rotor/piston head which is already right next to another one, you have two grids that are semi-floating, fighting eachother at the edges. This is where Clang comes from, when a piston head bangs against the blocks around it ( if you try to build a piston elevator, for example )- you can't get rid of Clang, you just have to Engineer around it- use 5 rotors instead of 9, or 3-4, just need more space for the sub-grids...

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Why are sub grids applying force onto the main grid causing it to spin around uncontrollably in the first place?


This is a bug that has been present for too long.

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It's just the Phantom forces issue- despite Keen/Marek boasting of SE's impressive physics engine, it really is just a baked potato- albeit wrapped in tin foil and polished. Try using the inertia tensor setting to reduce sub-grids interfering with the main grid, likewise turn down the force the piston can apply- otherwise, just avoid building in a way that places pistons and sub-grids into collision with the main grid, leave space around them.

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I don't want to continue working around the bug, I've been doing that for years, I want to see the bug fixed.

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It can't be- what we have now is as good as it will get; have fun learning to build safer creations.

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It's not a bug. You're basically asking that when two objects attempt to occupy the same space, they should be allowed to. This would mean things would be intangible/passthrough and the game as a whole even more unsatisfying.

Phantom forces are what happens when an invading object gets pushed out, but is attached for whatever reason so instead of flying away, it causes spins etc. There ways to avoid this. Use them. Everyone else is.

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You figured out what the bug is, congratulations.

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If only you could figure out it's not a bug.

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It's not a bug, it's a limitation of the physics engine- when one grid ( or sub-grid ) pushes onto another because it is attempting to occupy the same space, it will create a force- that force is what causes the main grid to go spinning wildly or jitter and make Clanging noises. You can't 'fix' it because that would mean removing the physics interaction between the 2 grids, and if a grid has no physics, it means it has no physical presence- it essentially turns into hologram, just like happens when you build a ship with too many physics shapes, you can fly right through it as though it wasn't even there.


Learn to build safer grids instead of asking the impossible.

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It is a bug hence it being reported as such, something Keen could do is stop force being applied to the main grid causing it to spin uncontrollably.


Something interesting to note, the game didn't used to act like this with landing legs at the end of pistons, I used to make retractable landing gear without issue up until the "piston fix" update, which funnily enough, did not fix pistons.


I have a ship that used to be fine that has retractable landing legs, when the "piston fix" update was released it then spun uncontrollably due to phantom force, even right now before making this comment I tested it again and it is still acting the same as it has since the "piston fix" update.


I am not asking the impossible, only that the bug be fixed.


A related bug that I reported and was subsequently fixed was phantom force being applied to things you lock onto with landing gear at the ends of rotors, an example would be having a large block ship, locking a small block ship that has landing gear at the end of pistons onto the large block ship, resulting in the large block ship spinning uncontrollably due to phantom force originating from the small block ship with landing gear at the end of pistons being locked onto it, this BUG was fixed.

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Hello,

We are aware of this issue and we will address it as soon as possible. We are currently receiving a large volume of bug reports, so it can take some time to review these issues, but they will be addressed.

We will message you once we have more information.

Thank you!

Kind Regards

Keen Software House: QA Department

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Thanks :>

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