Small grid armor blocks are broken!
While testing several combat designs I found that unarmored ones had much greater survivability under fire than armored. The difference is really dramatic, small grid crafts with armor blocks explodes instantly, while crafts with exposed components usually withstand several hits without a problem. I investigated this by testing all small grid armour blocks in creative mode and found following two problems:
1. All small grid blocks with slopes or half-blocks instantly destroys any underlying functional block if a single gatling bullet hit them. This happens only when a bullet hits part of the block that is half or less blocks away from underlying functional component.
Example: small grid battery normally withstand 15 gatling hits before disabled and 25 before being destroyed. But covered with half-block armor instantly explodes from a single hit.
This happens not when armor block is destroyed but on any hit.
Best way to reproduce and see it:
Place 1x1 heavy armor slope on the battery. Then hit it with a single gatling shot. Heavy armor 1x1 slope takes 3 shots to be destroyed. But if the shot aimed in part of the slope that is closer to the battery it will explode, while armor block is only damaged. If the shot will be aimed in part of the slope further from the battery, only the armor will be damaged. This happens with all sloped blocks including corner or inverted corner, or all 2x1 blocks.
2. All 2x1 small grid armor slopes and corners as well as half-blocks, both light and heavy seems to have same almost non-existing durability, and evaporates several blocks per gatling hit. It is most obvious with heavy armor 2x1 slopes that seems to have same durability as light armor and less durable than 1x1 light armor slopes, despite components needed. By itself it won't cause the destruction of underlying functional block however, only when the bullet hits in the point that half or less blocks away from it.
Currently, only full armor blocks work properly on small grids, and 1x1 slopes when placed without connection with non-armor blocks.
It is very frustrating and discourage any interesting armour designs of small grids.
I reported this 5 months ago, but alas it didn't take priority.https://support.keenswh.com/spaceengineers/general/topic/weak-armor-block-destroy-nearby-blocks-too-often-when-shot
I reported this 5 months ago, but alas it didn't take priority.https://support.keenswh.com/spaceengineers/general/topic/weak-armor-block-destroy-nearby-blocks-too-often-when-shot
Hello,
Thank you for reporting this issue. I was able to reproduce it. It will be forwarded to our dev team for investigation.
We will change the status of this topic and inform you about its progress here as soon as we have new information.
Kind Regards
Keen Software House: QA Department
Hello,
Thank you for reporting this issue. I was able to reproduce it. It will be forwarded to our dev team for investigation.
We will change the status of this topic and inform you about its progress here as soon as we have new information.
Kind Regards
Keen Software House: QA Department
Hello, everyone!
Do you still experience this issue on the latest version 197.075?
Thank you.
Kind Regards
Keen Software House: QA Department
Hello, everyone!
Do you still experience this issue on the latest version 197.075?
Thank you.
Kind Regards
Keen Software House: QA Department
Hi all,
<<Firstly, Space Engineers is one of the greatest games I have ever played and has spawned a huge interest in gaming I haven't had in a while - so thanks very much for this awesome game and the continued improvements for PC and Xbox alike. I'm just getting into mods and scripting now - endless fun!>>
So, in terms of this issue, this is still a big issue for me with the latest build v1.197.181 on Xbox One X and Xbox Series X either locally or connecting to my dedicated EOS server.
I can easily reproduce it by placing a functional block, such as a thruster, with no armour and it'll take 40+ shots from a small grid Gatling Turret before being destroyed. I apply a single piece of armour, either light or heavy, and between 1-3 shots hitting the armour (depending on deformation direction) will completely destroy the thruster in one go. This applies to lots of functional blocks.
I decided to create an XQuery script to resolve the issue and created a mod at:
https://spaceengineers.mod.io/deformationfix-beta
This is a workaround which applies deformation ratios (value is a best guess from experiments) and activation where it isn't already present to non-armour blocks across the CubeBlocks XML files. I gathered the information for this from my own experiments and the specific details in this post:
https://forum.keenswh.com/threads/solution-for-armor-deformation-destroying-attached-non-armor-blocks.7404276/
Obviously, a real fix to the deformation maths or base XML data in the core game would be better than needing any mod :-)
Thanks in advance and I look forward to a resolution to this,
Spence.
Hi all,
<<Firstly, Space Engineers is one of the greatest games I have ever played and has spawned a huge interest in gaming I haven't had in a while - so thanks very much for this awesome game and the continued improvements for PC and Xbox alike. I'm just getting into mods and scripting now - endless fun!>>
So, in terms of this issue, this is still a big issue for me with the latest build v1.197.181 on Xbox One X and Xbox Series X either locally or connecting to my dedicated EOS server.
I can easily reproduce it by placing a functional block, such as a thruster, with no armour and it'll take 40+ shots from a small grid Gatling Turret before being destroyed. I apply a single piece of armour, either light or heavy, and between 1-3 shots hitting the armour (depending on deformation direction) will completely destroy the thruster in one go. This applies to lots of functional blocks.
I decided to create an XQuery script to resolve the issue and created a mod at:
https://spaceengineers.mod.io/deformationfix-beta
This is a workaround which applies deformation ratios (value is a best guess from experiments) and activation where it isn't already present to non-armour blocks across the CubeBlocks XML files. I gathered the information for this from my own experiments and the specific details in this post:
https://forum.keenswh.com/threads/solution-for-armor-deformation-destroying-attached-non-armor-blocks.7404276/
Obviously, a real fix to the deformation maths or base XML data in the core game would be better than needing any mod :-)
Thanks in advance and I look forward to a resolution to this,
Spence.
Hello, Engineers!
Thank you for the further information. Thanks to Dementiurge's save, I have successfully reproduced the issue and reported this internally. I really appreciate all your help :)
Kind Regards
Laura, QA Department
Hello, Engineers!
Thank you for the further information. Thanks to Dementiurge's save, I have successfully reproduced the issue and reported this internally. I really appreciate all your help :)
Kind Regards
Laura, QA Department
Well, this explains why one bullet hit and my hydrogen tanks pop. Sick of this... man, fix this bug already Keen!
Well, this explains why one bullet hit and my hydrogen tanks pop. Sick of this... man, fix this bug already Keen!
Hello, Engineers!
I´m happy to announce you that this issue is already fixed internally and it will be introduced into the game in the next major release.
Kind Regards
Keen Software House: QA Department
Hello, Engineers!
I´m happy to announce you that this issue is already fixed internally and it will be introduced into the game in the next major release.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
The fix for this is in v200
Thank you.
Kind Regards,
Keen Software House: QA Department
Hello, Engineer!
The fix for this is in v200
Thank you.
Kind Regards,
Keen Software House: QA Department
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