Sensor do not detect correctly the planet
Outdated
A sensor can not correctly detect the voxel of the planet, when it is marked detecting asteroids and is on the planet it is always activated by farther than you are from the surface
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Well I discovered this one this morning...
I'm building a highly engineered large ship, which has to be full vanilla (so timers only, sadly no PB), survival friendly and operate everywhere properly. The end goal is to have insane automations with very few pcu cost, on a ship that can run on your official servers.
It lands on wheel pads then, eventually locks itself to anything. The locking state triggers a lot of extra automation down the line. As the landing gear itself is not able to fire actions depending on its state (which is another idea/request already upvoted), the sensor has to do the job.
And it does, it works perfectly on flat asteroids, small ship, large ships... Well I almost cried out of joy, because it is amazingly beautiful to see the whole working, and then i tried it on planets... and jesus what a buzzkill. The voxel detection trigger just fires wayyyyyy before the gear hits anything...
It does not detect the voxel itself, which renders the "asteroid detection" option completely useless on planets, or at least, misnamed. This might be coded on some arbitrary distance from the average planet surface, and we are hundred meters off, so there's no way to compensate that.
This is the end of a nice dream about a fully vanilla automated ship... Guys, please do something about that. It has to detect the voxel itself, like it does in space. This is legitimately a bug, and it saddens my day so much ! :(
Well I discovered this one this morning...
I'm building a highly engineered large ship, which has to be full vanilla (so timers only, sadly no PB), survival friendly and operate everywhere properly. The end goal is to have insane automations with very few pcu cost, on a ship that can run on your official servers.
It lands on wheel pads then, eventually locks itself to anything. The locking state triggers a lot of extra automation down the line. As the landing gear itself is not able to fire actions depending on its state (which is another idea/request already upvoted), the sensor has to do the job.
And it does, it works perfectly on flat asteroids, small ship, large ships... Well I almost cried out of joy, because it is amazingly beautiful to see the whole working, and then i tried it on planets... and jesus what a buzzkill. The voxel detection trigger just fires wayyyyyy before the gear hits anything...
It does not detect the voxel itself, which renders the "asteroid detection" option completely useless on planets, or at least, misnamed. This might be coded on some arbitrary distance from the average planet surface, and we are hundred meters off, so there's no way to compensate that.
This is the end of a nice dream about a fully vanilla automated ship... Guys, please do something about that. It has to detect the voxel itself, like it does in space. This is legitimately a bug, and it saddens my day so much ! :(
i am confused, because its not outdated, the Sensor still does not work on planets.
i am confused, because its not outdated, the Sensor still does not work on planets.
Hello, Engineers!
We change the status of older threads to outdated to allow users to re-test their issues on the latest version. I'm a little confused by the issue and would appreciate a save file with reliable reproduction steps :)
Kind Regards
Laura, QA Department
Hello, Engineers!
We change the status of older threads to outdated to allow users to re-test their issues on the latest version. I'm a little confused by the issue and would appreciate a save file with reliable reproduction steps :)
Kind Regards
Laura, QA Department
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