Pistons, alot of people have issues.
I have noticed after working with pistons the reason why they cause ships and vehicles to "freak out". It appears that when their own moving grid touches another grid the "Max Impulse NonAxis" forces all blocks around the moving block to be pushed away, so if a piston is retracted and a block touches the main body of the ship it creates a constant pushing force as the amount of force is set to a minimum of 100N. I have seen many posts about pistons causing issues and hope that this information is helpful towards a way of fixing it so that people don't have to build things awkwardly to get around blocks contacting each other on the multigrid without mergeblocks or using hanger doors, I myself want a retractable arm that lines up with the other blocks of my vehicle but once they touch the force is applied causing it to spiral out of control in space or on land. A sliding block variant of main blocks may fix this as I have noticed when using angled blocks they will collide but never touch so can fill the same space unless attached to pistons or the same grid. A block that allows for 0 force or allows multigrid blocks to pass each other without friction could solve this issue I believe and I hope to hear any word on this matter as Many people still have the issue with their creations.
Voted in the hope that we can have some new armour blocks with smaller collision models - like how blast door blocks work but with a construction recipe / mass / visual appearance more in keeping with regular armour blocks so as to blend better & not add ridiculous amounts of mass where undesirable.
I believe this will solve many problems when it comes to placing blocks in adjacent cubes to pistons & rotors.
Voted in the hope that we can have some new armour blocks with smaller collision models - like how blast door blocks work but with a construction recipe / mass / visual appearance more in keeping with regular armour blocks so as to blend better & not add ridiculous amounts of mass where undesirable.
I believe this will solve many problems when it comes to placing blocks in adjacent cubes to pistons & rotors.
In my observations, this issue is hard to describe. It's really just the fact that piston heads (not necessarily the piston itself) and the sub-grid they create cannot be placed directly adjacent to a block on the parent grid. The piston head and anything attached to it are a sub-grid and blocks on it cannot occupy the same space as a block on a parent grid. Placing the sub-grid adjacent to a parent grid block technically ends up taking up a small amount of the same space. The dimensions of the blocks technically aren't any different, but as a sub-grid, there needs to be at least a little empty space between blocks. This isn't accounted for in any way (I don't really have an easy solution) so it ends up falling on the physics engine to determine how to handle the collisions between the blocks. This appears to be what most players refer to as "CLANG". The ability to configure the forces of the piston are simply a stop-gap fix that happens to work because the physics engine can sorta handle it. However, push it too far and it blows up completely. Basically it's just very weird circumstances in the physics engine that produce some crazy high numbers for a moment... BOOM.
I don't expect Keen will resolve anything on the level of the physics engine, as that would likely be pretty difficult to do. Even slight modifications to how a physics engine works could have serious ramifications elsewhere, so I'd figure they'd avoid that.
The simple fix is to simply do what others have suggested. Create a few variations of armor blocks that have ever-so-slightly different collision models (similar to blast door blocks) so they can be placed directly next to the sub-grid of a piston. The models of these blocks don't actually have to be any different, though it seems very easy to create a slightly different sized cube (from a 3D modelling perspective). The hardest part would be testing the various ways it could be used to ensure it satisfies the community (you can have my vote for making elevator shafts), or creating a slightly different texture to use on the blocks to make it visually different (so players know the difference). Actually, naming them is probably the hardest part, now that I think about it.
I think of it like rotors... at least you can change the offset so as not to interfere with adjacent blocks on the parent grid... without having to put an entire block's worth of space between them.
That's all we're asking for, Keen. I think modders have already done this anyhow, but it should be in the base game. It would allow pistons to be utilized in more ways that are also less CLANG-y.
In my observations, this issue is hard to describe. It's really just the fact that piston heads (not necessarily the piston itself) and the sub-grid they create cannot be placed directly adjacent to a block on the parent grid. The piston head and anything attached to it are a sub-grid and blocks on it cannot occupy the same space as a block on a parent grid. Placing the sub-grid adjacent to a parent grid block technically ends up taking up a small amount of the same space. The dimensions of the blocks technically aren't any different, but as a sub-grid, there needs to be at least a little empty space between blocks. This isn't accounted for in any way (I don't really have an easy solution) so it ends up falling on the physics engine to determine how to handle the collisions between the blocks. This appears to be what most players refer to as "CLANG". The ability to configure the forces of the piston are simply a stop-gap fix that happens to work because the physics engine can sorta handle it. However, push it too far and it blows up completely. Basically it's just very weird circumstances in the physics engine that produce some crazy high numbers for a moment... BOOM.
I don't expect Keen will resolve anything on the level of the physics engine, as that would likely be pretty difficult to do. Even slight modifications to how a physics engine works could have serious ramifications elsewhere, so I'd figure they'd avoid that.
The simple fix is to simply do what others have suggested. Create a few variations of armor blocks that have ever-so-slightly different collision models (similar to blast door blocks) so they can be placed directly next to the sub-grid of a piston. The models of these blocks don't actually have to be any different, though it seems very easy to create a slightly different sized cube (from a 3D modelling perspective). The hardest part would be testing the various ways it could be used to ensure it satisfies the community (you can have my vote for making elevator shafts), or creating a slightly different texture to use on the blocks to make it visually different (so players know the difference). Actually, naming them is probably the hardest part, now that I think about it.
I think of it like rotors... at least you can change the offset so as not to interfere with adjacent blocks on the parent grid... without having to put an entire block's worth of space between them.
That's all we're asking for, Keen. I think modders have already done this anyhow, but it should be in the base game. It would allow pistons to be utilized in more ways that are also less CLANG-y.
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