Welded up a copy of the bullfrog SM-31 and attached it to top of the Sledge. Every time I thrust forward or backward, the ship pivots up or down respectively so I cannot keep a bearing. Side or up/down thrust seems ok. If I sustain thrust the ship spins up or down and my view moves to a strange place in the cockpit. if I 'tap' the forward thrust and steer down, I can almost maintain bearing.
The Flight Characteristics when using a connector or landing gear to carry another grid seem to be very wrong once the mass of either becomes slightly larger then the 1 container used in the Contract. These two ships are the same except one has the drills connected via a connector and the other is just attached normally.
There does not seem to be a logical reason that one works and the other doesn't seeing as the game does not allow for the Thrust axis though any point except centre of mass. leaving no way to make detachable tool heads without the ship becoming unflyable.
Dampeners also don't seem to take into account connected mass via landing gear or connectors either so in gravity the ship slowly drifts downwards.
Merged Objects
Impossible to control the ship when another is attached
When you attach one grid to another, using landing gear or a connector, its imposible to control, the ship start rotating randomly or in the direction of the connected grid, very small ship connected to a large ship seems okay, but with two ships with the same size or not two massive mass diference ocurr this.
Docking small ship to big ship brokes flying model
Reproduce.
Have big ship
Have small ship
Dock small ship to big ship via landing gear or connector
Try to fly big ship with constant W button
Big ship will start rotating weirdly when accelerating
Center of mass calculation incorrect (or absent) with another ship attached
I built a platform with 4 (hydrogen) thrusters at the corners, intended to carry and equivalent size ship (mining rig) down to the planet surface. When the carried ship is attached (landing gear), platform behavior is inconsistent with physics. Activating only the two back thrusters, raises the front of the platform more, flipping it over. The positioning of downward thrusters doesn't seem to effect this behavior.
The only workaround I found is to add a large gyro to the platform, which seems to stabilize the anti-realistic torque on the ship (although not eliminating it completely).
Another issue with the same build - platform does not maintain altitude with dampeners enabled, even though there's plenty of power in those downward engines. Also, seems like when I thrust forward, the downward engines shut down completely, making the platform fall down while I thrust forward. This behavior seems to be also related to having another ship attached.
Detaching the ship, all described issues go away.
Dampers stability issue with Docked Ship
Description:
Active ship begins to pitch up or down, then starts rolling uncontrollably when dampers are active, thrusters are engaged and a second ship is connected (docked), such as a cargo ship with a mining ship piggy-backing.
Steps to Reproduce:
1. Dock two ships together. Ideally of near equal mass.
2. (Optional) Turn off [Y] the second ship. (See note)
3. Enter the cockpit of the primary ship and fly forward [W] with Dampers [Z] active.
4. Issue is especially evident (catastrophic) at 70m/s with the ship I used.
5. (Alternatively) With Damper OFF, accelerate to 300m/s and turn Dampers ON to slow down.
Note: While the issue occurs either way, turning off the second ship makes it far worse, likely due to having less gyros active. However, this also proves that it is not the second ship that is trying to negate the first ship's movements through it's own thruster and gyro inputs.
Expected Result:
Fly Straight
Actual Result:
Uncontrollable roll-over / looping.
Possible Cause:
This appears to me as a physics issue where the second ship's mass is not calculated for the purpose of finding the center of mass, resulting in the center of thrust to be misaligned from the combined center of mass, resulting in rotational force being applied.
Environment:
- OS: Linux Pop!OS
- Version: Space Engineers 2.2 (was also in 2.0)
- Platform: Steam
Reproducibility:
Always
Severity:
Minor, as workarounds are available. But definitely something to be fixed as more players build bigger and more complex ships / Carriers / Drone ships.
Workaround:
Fly with Dampers off and only turn them on for the last few meters per second of deceleration. Pulsing Dampers on and off to maintain stability also works, but less effective.
Additional notes:
This issue was tested exclusively in space. The ship has all 3 engine types equipped and is capable of both Atmospheric and Vacuum flight. Atmospheric environments are expected to produce the same issue, but have not been tested. Effects proportionally diminish when the mass of the primary ship exceeds the mass of the docked ship.
docked ships
When having ships docked to each other via connector even when powered down things go crazy on trying to thrust
Physics engine malfunctions when two ships connect
You currently cannot have one ship, and attach another to it with a connector, and then go anywhere with it.
In space. Starter hydro ship. Bullfrog miner. Put connector on top of starter ship. Connect bullfrog. Try to use thrust. The mass of the bullfrog causes the ship to pitch up violently when accelerating. now you are going in the wrong direction.
This makes it functionally impossible to attach a small miner to another ship, and go places with it.
I was starting to have some level of fun with the latest release. Then that happened. No reason for me to try and play this again until this issue is fixed. How do I progress in any meaningful way? How do I actually take advantage of the new drill blocks I unlocked, if I can't take my mining ship with me to the mining site?
When pilot my ship with a small ship docked, sometimes going crazy, turning out of control.
When a ship is docked, the flight controls go haywire, and if you try to brake with the shock absorbers, the ship starts to spin out of control.
Clang with Pistons SE2 at speed
- As a QOL change could you make it that sub grids lock down and behave from a clang point of view as if they where part of a single grid if they are not active. In SE1 I would lock down sub-grids with mag plates, seems a lot of extra work for something that would be easier to code in. I make this point as atm in SE2 grids with pistons etc that even if fully retracted or extended cause clang when moving a grid at high speed and trying to turn(not always)
Atmospheric ships with a subgrid wont hover with interia dampners enabled
ive built atmo miner with subgrid drills wont stay in the air without manual control
if i press space, the ship will ascend so it does have enough thrust, and if i disconnect the subgrid, it does hover successfully, so i suspect the dampners are not including the subgrids mass in calculating how much thrust is required
here is the steam workshop link
https://steamcommunity.com/sharedfiles/filedetails/?id=3703373183
(fyi, the ship is only a test bed, so please dont judge me on the looks/layout of most of the ship, i just wanted to make sure it could fly before i continued to design it and i noticed this problem)
Ship with docked ships lost control
Traveling at high speed with docked ships (2 ships) in my mother ship, when i stop to acelerate, the ship going uncontrollable, spinning out of control until stops.
I have the same bug
I turned off the gyros and thrusters on the attached miner, no difference. I reversed the direction of the miner, same effect. I grabbing the miner with the sledge instead of the other way around, same effect. Maybe this is expected from the new physics, but it seems strange.
I turned off the gyros and thrusters on the attached miner, no difference. I reversed the direction of the miner, same effect. I grabbing the miner with the sledge instead of the other way around, same effect. Maybe this is expected from the new physics, but it seems strange.
Towed the miner direcly behind the sledge and the steering was a little sluggish but it worked closer to how I'd expect it to behave. So maybe this is just the new physics.
Towed the miner direcly behind the sledge and the steering was a little sluggish but it worked closer to how I'd expect it to behave. So maybe this is just the new physics.
Nope. When get to 500 km/h forward, then turn on intertial dampeners, the ship spins like crazy. That should not happen since now the mass is linear it should have slowed linerarly.
Nope. When get to 500 km/h forward, then turn on intertial dampeners, the ship spins like crazy. That should not happen since now the mass is linear it should have slowed linerarly.
Few clips of Subgrids inducing torque onto the main grid which seems either wrong or a very large change from SE1.
https://www.youtube.com/watch?v=jxA0wEPWHHg
Few clips of Subgrids inducing torque onto the main grid which seems either wrong or a very large change from SE1.
https://www.youtube.com/watch?v=jxA0wEPWHHg
This is the same issue i'm having and attaching to ships is how i first noticed it.
It applies to Any mass connected via landing gear or connectors.
https://support.keenswh.com/spaceengineers2/pc/topic/51013-flight-characteristics-with-connected-mass
This is the same issue i'm having and attaching to ships is how i first noticed it.
It applies to Any mass connected via landing gear or connectors.
https://support.keenswh.com/spaceengineers2/pc/topic/51013-flight-characteristics-with-connected-mass
I have not tested with connector, but I experienced odd behaviour the same as this. Connecting one ship to another ship with landing gear caused this for me.
Shutting off all of the propulsion on the ship using the landing gears seems to reduce the effects slightly, but turning off gyros and propulsion on the ship being carried does not fix anything. Adding more gyros on the main ship seems to help, but I had to get to 9x 0.5m gyros to have the movement be slight which seems odd considering each ship only needs 2-3 on their own for stable flight. It only seems to affect trying to accelerate at that point. Strafing and accelerating backwards not noticeably affected with lots of gyros. Odd movement kicks in whenever forward thrusting kicks in, whether initiated by player or by dampening. By dampening I mean if I reverse thrust movement is normal, but as soon as I let off thrust and dampening kicks in the ship starts moving. That's all the testing I've done so far on it.
I have not tested with connector, but I experienced odd behaviour the same as this. Connecting one ship to another ship with landing gear caused this for me.
Shutting off all of the propulsion on the ship using the landing gears seems to reduce the effects slightly, but turning off gyros and propulsion on the ship being carried does not fix anything. Adding more gyros on the main ship seems to help, but I had to get to 9x 0.5m gyros to have the movement be slight which seems odd considering each ship only needs 2-3 on their own for stable flight. It only seems to affect trying to accelerate at that point. Strafing and accelerating backwards not noticeably affected with lots of gyros. Odd movement kicks in whenever forward thrusting kicks in, whether initiated by player or by dampening. By dampening I mean if I reverse thrust movement is normal, but as soon as I let off thrust and dampening kicks in the ship starts moving. That's all the testing I've done so far on it.
If you have a grid attached via connector the ship is pulling up / down on acceleration and breaking. Doesn't matter, if the gyro and dampeners of the connected craft are on or off. You can only move with short impulses and dampeners off, otherwise you loose control. In addition H2 seems to be used up quickly.
If a ship is connected via gear, this seems to apply only at breaking.
If you have a grid attached via connector the ship is pulling up / down on acceleration and breaking. Doesn't matter, if the gyro and dampeners of the connected craft are on or off. You can only move with short impulses and dampeners off, otherwise you loose control. In addition H2 seems to be used up quickly.
If a ship is connected via gear, this seems to apply only at breaking.
There also seems to be a slowing down of rotation even when a grid has no gyro built.
One of the tests I did was to power off the ship in the clip and it eventually stopped spinning.
None of the grids in the video have gyros yet they are still able to apply rotation.
I'm hopeful this is actually a bug and not a planned changed to the way flight works.
There also seems to be a slowing down of rotation even when a grid has no gyro built.
One of the tests I did was to power off the ship in the clip and it eventually stopped spinning.
None of the grids in the video have gyros yet they are still able to apply rotation.
I'm hopeful this is actually a bug and not a planned changed to the way flight works.
I have this problem even with one container in the Contract. With any subgrid attached, in gravity ship slowly drifts downwards.
The greater difference in mass between the grids, the faster they falls.
Same issue with dampers in SE1, but it appears randomly.
I have this problem even with one container in the Contract. With any subgrid attached, in gravity ship slowly drifts downwards.
The greater difference in mass between the grids, the faster they falls.
Same issue with dampers in SE1, but it appears randomly.
I think this is no bug, but a physically correct behavior. This is how mass with non centric thrust behaves in space. (it's about innertia). I remember, when SE1 had the same issue. It is correct, but not fun to play. We are not actual rocket scientists.
SE1 was fixed by combining the centers of mass of both connected grids. I hope the devs will fix this in the next update.
I think this is no bug, but a physically correct behavior. This is how mass with non centric thrust behaves in space. (it's about innertia). I remember, when SE1 had the same issue. It is correct, but not fun to play. We are not actual rocket scientists.
SE1 was fixed by combining the centers of mass of both connected grids. I hope the devs will fix this in the next update.
Hello Engineers,
This is a known issue that is already reported internally. I have added this thread to our internal ticket (SE2-29691).
Kind Regards,
Bartosz
Keen Software House
Hello Engineers,
This is a known issue that is already reported internally. I have added this thread to our internal ticket (SE2-29691).
Kind Regards,
Bartosz
Keen Software House
This happened to me aswell with 2 smaller ships but the "carrier" was at least double the size. But the carrier was Hydrogen Thrusters and the Miner was Ions.
It was worse if the carried ship had it's dampeners on.
A tiny difference if the carried ship was totally powered down, but just so you could tap up the speed and tap slow down.
This happened to me aswell with 2 smaller ships but the "carrier" was at least double the size. But the carrier was Hydrogen Thrusters and the Miner was Ions.
It was worse if the carried ship had it's dampeners on.
A tiny difference if the carried ship was totally powered down, but just so you could tap up the speed and tap slow down.
I find that acceleration kind of works, but as soon as you let go of W to start slowing down, you get a massive attitude shift - as in near immediate 90+ degrees in some direction.. doesn't matter if the piggy-backed ship is powered or unpowered either. This felt a little better pre VS2.2. Kind of guessing this is maybe connected to some physics changes to the docking behaviour, that also became more violently 'jerky' in VS2.2, and has no problems shoving rather large ships around like they had no mass.. The dampened flight mechanics in general are, well, in need of work, but I agree with the OP, this is problematic. It's still kind of flyable, but it's a massive pain.
I find that acceleration kind of works, but as soon as you let go of W to start slowing down, you get a massive attitude shift - as in near immediate 90+ degrees in some direction.. doesn't matter if the piggy-backed ship is powered or unpowered either. This felt a little better pre VS2.2. Kind of guessing this is maybe connected to some physics changes to the docking behaviour, that also became more violently 'jerky' in VS2.2, and has no problems shoving rather large ships around like they had no mass.. The dampened flight mechanics in general are, well, in need of work, but I agree with the OP, this is problematic. It's still kind of flyable, but it's a massive pain.
Hello Engineers,
I wanted to give you all a quick heads up. Since release of VS2.2. Rotors and Pistons are also affected by this issue causing instabilities in flight characteristics. We are still working on solution for this issue and I don't have any ETA at the moment unfortunately.
Kind Regards,
Bartosz
Keen Software House
Hello Engineers,
I wanted to give you all a quick heads up. Since release of VS2.2. Rotors and Pistons are also affected by this issue causing instabilities in flight characteristics. We are still working on solution for this issue and I don't have any ETA at the moment unfortunately.
Kind Regards,
Bartosz
Keen Software House
hhmm... a KSP command of 'control from here' would be helpful, it took all subgrids and grids connected and temporarily aligned their controls to the selected control block, based around a unified CG. Could align phantom forces/CG differences/dampers behavior, not sure for the SE2 landing gear logic, maybe could work for a temporary CG alignment.
hhmm... a KSP command of 'control from here' would be helpful, it took all subgrids and grids connected and temporarily aligned their controls to the selected control block, based around a unified CG. Could align phantom forces/CG differences/dampers behavior, not sure for the SE2 landing gear logic, maybe could work for a temporary CG alignment.
I’ve also had this weird affected flying behaviour affect me today. I have a grinder on the end of a piston on my ship. It’s virtually unflyable. Acts like it’s tipping forwards. Also my ship gets damaged under acceleration and deceleration. Loud crunching noises 😩
Anyway, just wanted to add my name to the list. Thanks for the update Bart. Hopefully it can be fixed soon 👍
I’ve also had this weird affected flying behaviour affect me today. I have a grinder on the end of a piston on my ship. It’s virtually unflyable. Acts like it’s tipping forwards. Also my ship gets damaged under acceleration and deceleration. Loud crunching noises 😩
Anyway, just wanted to add my name to the list. Thanks for the update Bart. Hopefully it can be fixed soon 👍
Have the same. While having a heavier 'tug' ship, with a lot of gyros and turning the towed ship off helps, it's still pretty bad. We are still unable to pickup an empty Grasshopper with an empty Sledge and move it between platforms without almost flipping the Sledge.
Have the same. While having a heavier 'tug' ship, with a lot of gyros and turning the towed ship off helps, it's still pretty bad. We are still unable to pickup an empty Grasshopper with an empty Sledge and move it between platforms without almost flipping the Sledge.
two ships the same size or a carrier and a miner(or whatever kind of small ship) docked should fly straight in space or atmosphere.
the ship wants to rotate the direction of the connector as if the connector is a giant mass pulling it down.
two ships the same size or a carrier and a miner(or whatever kind of small ship) docked should fly straight in space or atmosphere.
the ship wants to rotate the direction of the connector as if the connector is a giant mass pulling it down.
I encountered the same problem, and in addition the ship is very difficult to fly and is very unbalanced. The thrust seems to be applied to the center of mass of the ship only (without subgrids).
I encountered the same problem, and in addition the ship is very difficult to fly and is very unbalanced. The thrust seems to be applied to the center of mass of the ship only (without subgrids).
This is the same in space. It shouldn't matter how a subgrid is attached, as long as the thrust is applied evenly to a grid regardless of actual thruster placement. If you magnetically, landing gear or connector connect a subgrid to a ship, it's mass should accelerate and turn as though it's a part of the main grid. If they implement unbalanced thrust where you need to place thrust in the center of mass to accelerate in a straight line, then subgrids certainly should be calculated in that.
This is the same in space. It shouldn't matter how a subgrid is attached, as long as the thrust is applied evenly to a grid regardless of actual thruster placement. If you magnetically, landing gear or connector connect a subgrid to a ship, it's mass should accelerate and turn as though it's a part of the main grid. If they implement unbalanced thrust where you need to place thrust in the center of mass to accelerate in a straight line, then subgrids certainly should be calculated in that.
The ship I was testing was my vertical miner (see attached image). Since the rotating part with the drills is at a great distance from the ship center, the ship is barely flyable.
The ship I was testing was my vertical miner (see attached image). Since the rotating part with the drills is at a great distance from the ship center, the ship is barely flyable.
For example.
Both docked ships have inercial dampers off, the fly is stable, until i release the w key and stop to accelerate.
For example.
Both docked ships have inercial dampers off, the fly is stable, until i release the w key and stop to accelerate.
i think it's a need to balance the position of thruster with the center of global mass, and their power, but not a real issue.
I had the same "bug", but it's fixed when i build bigger gyro.
i think it's a need to balance the position of thruster with the center of global mass, and their power, but not a real issue.
I had the same "bug", but it's fixed when i build bigger gyro.
I'll try adding more or larger gyroscopes, but simply stopping the acceleration without touching anything shouldn't produce such a strong turning force.
I'll try adding more or larger gyroscopes, but simply stopping the acceleration without touching anything shouldn't produce such a strong turning force.
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