Player Inventory Mass should be accounted for when in/on a ship

AccidentallyTheCable shared this feedback 6 years ago
Submitted

I'm currently using an inventory mod to keep me from having to go back and forth to my cargo containers while I build a large ship. This allows me to carry more than what my small mining ship can carry when I go mine as well. So, I shift my ships cargo to my person, resulting in a mass drop of the grid, even though it really shouldnt. What I'm carrying should be taken into account when calculating grid mass. If I've got 300kg of ore on my person, the grid I'm standing on, or sitting in, should take it into account.


As it stands right now, with inventory mods you can basically make a lightweight ship and throw stuff in your inventory, move it around as needed, without messing up weight, which is pretty cheaty.

Replies (3)

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That's the question: how much fully equipped engineer weights ? :-)

(Body weight + pressure suit + that big backpack).

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Well, average person is 70kg; Current NASA suit is 140kg (we could say we've advanced (since we're beyond 2077) and cut that down to like 100-120). Backpack with 10x inventory can carry 4000L in volume, but weight can vary there depending on what you take. So.. less the variable of the current backpack weight; You're looking at standard ~195kg from an empty backpacked engineer. Thats still enough that it should be accounted for (especially given a single steel plate, or .01 of uranium is counted)

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At 1x inventory, 400L cargo capacity of the suit can hold 8520kg of ingots. Add the weight of the player and suit and you're looking at ~9 tons.

16 players means a grids mass could be off by 144 tons in vanilla. A not insignificant amount.

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That gives me an thought: Engineers are supermans, they can lift 8t+ weight :-)

Or the suit is (over)powered ... with mass negation dampeners, because suit thrusters are working with same efficiency whether I have empty inventory or full of Platinum/Uranium.

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I don't run inventory mods, but I did come across this, and scratched my head about it. "Is this intentional?" or "Is this a glitch?"

I was in my miner, and I have an LCD which displays mass limit (because if I hit 100%, its going to be slow lifting on moon gravity). I reached 101%, and slowly began to sink. So I jumped out and pulled a pile of useless rock from the connector into my inventory. Forgot to drop it, and got back into the cockpit.

Much to my surprise, the ship was able to lift up ok, however the LCD panel still showed I was overweight at 101% (because the LCD was accounting for "total ship mass" from "controller.CalculateShipMass().TotalMass" and "controller.CalculateShipMass().BaseMass".

So, the game does calculate the mass of a players inventory with the ship in scripting (program block), but for some reason the player inventory mass actually isn't being accounted for when determining if the ship can lift/fly.

This makes me torn about a "fix" ... given as someone said, if somebody is running with 10x inventory, they could easily carry about 9 tons, which can make or break a ship's ability. Add in multi-player, and it could be painful on multi-crew ships. However, its really 'unrealistic' to be able to cheese a pile of ore, and still hop into your miner when it wouldn'tnormally be able to carry all of that in one trip.

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