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[01.189.020] static grids not falling when disconnected from voxel

Nikolas March shared this feedback 10 months ago
Completed

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?

Comments (3)

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There is checkbox for this in worlds advanced settings (Station voxel support).

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thats not part of it, this issue is whether that option is enabled or disabled, so with that disabled, this issue still happens, its if its over a certain size, or if it is the largest grid or something, thats the information people have told me

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Station Voxel Support doesn't matter, a dev said this is intended "Thank you for your contacting us, but this behaviour is intended for optimization." This use to work and than they had to "optimize" fun out of the game. In the picture I posted is a ship ramming a building and one of the towers is floating but the other is falling. Keen added this crazy restrictive setting that I feel like going to mislead a lot of players. Being a engineering game that show cases some destruction in the trailer, than you get to destroying a base only to have most of it floating.

*In a nutshell don't restrain the fun thats only possible in SE. Give us who want to experience the crazy fun a option to turn it on and off. Like stated before just tie this with Adaptive Simulation Quality I never play SE with this on because everything becomes padded,soft and boring.

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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.

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yes this is the problem, it isnt very cinematic, and its not very 'realistic' looking either...

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Yea, this is a problem. A lot of people expect buildings to fall over when you attack them at the bottom or breaking a bridge in half. Its a not only fun to build stuff but its also lots of fun going demolition engineer on them. I feel like this is only going to back fire and make people disappointed. Reason why I bought SE back in 2013 was the blue and red ship collided in the trailer and it showed the destructive possibility that you could only get in SE and planets made it better. Everyone isn't going to build a space elevator and cut it at the bottom and cry.


Also I found a way but its not the best because sub grids get VERY WEIRD when they deform and it only makes me miss the old destruction in SE. When I could just paste a prop of a building and make a small city and play around in. Subgrids sometimes shake very violently once they deform and kill anyone touching it which wouldn't happen if we had how static buildings function in Alpha.

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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