Player Ejection Issue During HighSpeed Flight

Zivals shared this bug 8 months ago
Submitted

I’ve noticed a bug related to exiting the pilot’s seat in the ship. When the ship is stationary or moving slowly, everything works as expected: after leaving the seat, the player appears right next to it. However, the situation changes dramatically at high speed. If I accelerate and then try to exit the pilot’s seat during flight, the player character gets flung backward - as if ejected from the ship rather than stepping out normally.

The force of this ejection depends on the ship’s speed: the faster it moves, the farther and more violently the player is thrown. This often leads to serious issues - the character may end up inside the ship’s structure (clipping through walls, floors, or equipment), becoming trapped with no way to move or interact with the environment. In some cases, the player even spawns outside the ship entirely, which can result in immediate danger (like exposure to space or atmospheric re‑entry conditions).

It seems the game applies the ship’s current velocity to the player upon exit, treating it like a physical ejection event instead of a controlled disembarkation. This mechanic ignores both the intended spawn position (next to the cockpit) and the ship’s internal collision boundaries. The issue breaks immersion and can block progress, as the player may become stuck or die unexpectedly.


I uploaded a video to see how it happens.

Replies (2)

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Sometimes a bug occurs where the character ends up outside the ship — meanwhile, the ship keeps moving and flies ahead. This leaves the player stranded in open space (or in the atmosphere), separated from their vessel.


dded a video

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I am still experiencing this issue in the current version 2.4.0.95, and I have observed the same behavior across several previous versions as well.

My ship is flying in a straight line at a constant high speed. There is no acceleration at that moment.

When I leave the pilot seat and try to move inside the ship, my character suddenly starts moving at high speed relative to the ship, as if the character does not preserve the ship’s current velocity.

Several times I was thrown into an interior wall hard enough to die.

As far as I understand the physics, if the ship is moving at constant velocity, the character should already have the same velocity as the ship. Leaving the seat, walking or jumping inside the ship should therefore not create strong relative movement unless the ship is accelerating or rotating.

This problem has been present for me across multiple game versions, including the current 2.4.0.95, so it does not appear to be a one-version regression.

I think this is especially important for large ships, because walking inside a ship during cruise should be safe and predictable.

I can test this further with Inertia Dampeners and Artificial Gravity enabled/disabled if that helps narrow down the cause.

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