SE2 - Sub-Grid Physics need work

SangurianSoul shared this feedback 24 hours ago
Not Enough Votes

I have just played the new update for several hours, as I admittedly have been kind of holding off until mechanical blocks. I am an absolute sucker for folding wings, retractable landing gear, etc..


Over all, very happy with V2.2. But, a lot of Klang and SE1s jank has reared its ugly head yet again.


I have posted several tickets in the past about SE1's armor not having as small of hitboxes that are claimed. Trying to replicate a troop ramp for a vehicle from another game for several years now, it simply is not possible. The ramp will not close.


That aside, I said; "Okay SE2, can you finally do this?"

Within fifteen minutes of rebuilding this ramp, I have run into placement Collison issues with sub-grids that make no sense. Like having to set a .5m Rotor to 0.2m Displacement just to even attach anything to it.


Opening the partially built ramp, trying to figure out what in the world the difference between Angular Velocity and Control Velocity is. Why are there two different RPM tracks for something that can only spin on one plane by the way?


The 'ramp' opened completely (the bottom touching the portion 180 from it) then the entire structure immediately began spinning uncontrollably into space. Why? This is not physics.


This is the exact problems we have had in SE1. Ghost forces applying to things they should never apply to. Once this ramp opened and got jammed against the other side, it should have just stopped.


This is genuinely where (supposed) realistic physics actually hurts SE. IT IS OKAY to have a bit of arbitrary game element, especially in the particular aspect of sub-grids. Sub-grids having weight or altering a center of gravity is one thing, opening a panel and it shaking the crap out of itself just by moving, or things spinning into the void because it cant 'open' any further isn't realistic or good gameplay.


I have no idea how to fix this, I am no programmer. But I can tell you it just doesn't feel good. Particularly when there is another ship-building game (one in particular I am personally aware of) out there that has much more stable, if not jank free, mechanical blocks. When you have to tip-toe around designing something in an engineering game, because it might do something that literally is against physics, it is not fun.

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