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[01.189.020] static grids not falling when disconnected from voxel
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for a while now, static grids not falling when disconnected from voxel.
i thought this was just a bug that has not yet been fixed, now i find that it was an intentional optimisation, can we have this looked at please, maybe make this optimisation only be active when using Adaptive Simulation Quality? i mean, this is what it is for right?
There is checkbox for this in worlds advanced settings (Station voxel support).
There is checkbox for this in worlds advanced settings (Station voxel support).
Hello,
if there is a static station created by player and you split it, there is no clear way how to say which part should be dynamic.
If the station is static because its part is in the voxel, then when split, part outside the voxel become dynamic if less than 256 blocks.
Hello,
if there is a static station created by player and you split it, there is no clear way how to say which part should be dynamic.
If the station is static because its part is in the voxel, then when split, part outside the voxel become dynamic if less than 256 blocks.
This behavior was changed in latest public build:
- if there is no collision with voxels in grid bounding box and it is not manually converted to station, split ship is changed to dynamic
- if there is collision with voxels detected only max 1024 block splits might be converted to dynamic grid
This behavior was changed in latest public build:
- if there is no collision with voxels in grid bounding box and it is not manually converted to station, split ship is changed to dynamic
- if there is collision with voxels detected only max 1024 block splits might be converted to dynamic grid
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