Initial "new grid" block rotation methods are janky and tedious.

Tristan Sullivan shared this feedback 20 days ago
Not Enough Votes

At the current time the rotation controls are flawed, making rotations that follow the view-port rather than the blocks rotational configuration is uncomfortable and tedius. With free rotation the axis of rotation constantly changes based on where you are looking making precise rotation impossible and limiting how we build. This adds to it the issue that you cant place the start of a base without fighting both free rotation and gravity aligned rotation in order to choose which way a base is facing

In addition to the already wonky rotation control the gravity-aligned rotation makes no sense. When placing a new structure in planetary gravity you get the option to rotate the starting block but only by 90 degrees. To me it makes more sense that the option to rotate the block should at least be able to rotate its "Yaw" freely in accordance with the planet.


Some suggestions regarding the rotation modes.

Free-Rotation

  • Axis of rotation should stay consistent
  • Rotation should be based on block orientation.
  • An option should be given to allow snap rotation of various degrees.

Gravity-aligned

  • Blocks aligned to gravity should freely rotate in the yaw axis
  • Alignment should change as one moves to a different part of a gravity well

Barely being able to build a base it the orientation you want does not sound like the intended design. Its nearly prevented me from wanting to play survival. Having to switch between Free Placement and Gravity-aligned to get the perfect alignment while only guessing because rotating the block is based on how I look at the thing.


Its annoying to say the least because my brain wants to think of it like a CNC machine where the point of rotations are fixed. This is the difference in say, Blender, rotating an object in the Global, Local, or View where the current setting is View, where the rotation follows the camera. Global and Local constrain to either the center of the "Workspace"(Global) or the center of the object (Local), and these two are much more predictable because they are not changing every time we move the mouse.

P.S. Sorry for the double post as I made a bug report before remembering some of this design is from SE1 but still the view-port rotation is abysmal.

Replies (3)

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I cant be the only one having an issue with this.

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Test Case 548: Place First Base Block with Gravity Alignment and Rotation

  • Objective: Verify a player can place the first block of a new base, aligned with the planet's gravity, and rotate it freely around the vertical (up) axis before placement.
  • Prerequisites:
    * The player is on the surface of a planet.
    * A building block is selected in the toolbar.
  • Test Steps:
    1. Approach the ground and point at a suitable building location.
    2. Observe the initial placement preview of the block.
    3. Use the designated input to move the block closer or farther away.
    4. Use the designated input to rotate the block around its vertical (up) axis, clockwise and counterclockwise.
    5. Use the designated input to attempt rotating the block around a horizontal axis (e.g., pitch or roll).
    6. Use the designated input to shift the block up or down by a small increment.
    7. Confirm the placement.
  • Expected Results:
    ✅The block preview automatically snaps to be level with the ground based on gravity.
    ✅The block can be freely rotated around its vertical (up) axis.
    ✅The block cannot be freely tilted or rotated on its side; rotation around horizontal axes is restricted to 90-degree increments.
    ✅The player can visually confirm the position and orientation change in the preview.
    ✅The block is placed in the world at the final, player-chosen position and orientation, remaining correctly aligned with gravity.

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I'll second this strongly, and extend by request for ability to place new grids "mid air" (even if they eventually fall).


Trying to build in gravity (even extremally weak) always requires "support blocks" which try to reach nearest voxel, if that operation fails (too far to nearest voxel) the grid building is blocked!


I experienced it when skipping entire gameplay in my jetpack journey to space (https://support.keenswh.com/spaceengineers2/pc/topic/53288-classic-survival-feedback-thread#comment-110860) - I could not build my portable survival kit to recharge suit even, if gravity level was minimal.


I understand the block would go start moving down but at weak gravity I could follow it easily (or let it drop).

Instead I could not build it at all until I reached "0 G" height.

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