Momentum not maintained when getting out of flight seat with fatal results
Submitted
Hi, died several times from this so far. Simple to reproduce.
- Sit in flight seat.
- Accelerate ship to 1080km/h
- Turn on inertial dampeners
- Get out of flight seat to get a coffee, or suck down some oxygen, or...
- Rudely slam into the back of the ship's bridge where you're pinned and quickly die.
- Insult to injury, when you respawn in the exact spot (because your face slammed into the survival kit) your gear/old body apparently phased through the ship and lost to deep space.
Expectation:
The ship's momentum is exactly the same as your momentum in the seat and should match your momentum getting out of the seat. Since the inertial dampeners are off, there is no acceleration so your little space buddy shouldn't get slammed into any wall.
I have the same bug
Note that this happens whether or not the character's personal dampener is enabled. In my (after posting) testing to verify this wasn't a PEBCAK, without dampeners on character still dies. However, in the specific test, when getting out of the seat, the character appeared about 7 meters behind the flight seat. Unfortunately, there is a survival kit 5 meters behind the seat, so I appeared inside the survival kit. I bounced around inside the hull taking damage until my body was ejected out the side, which may be why it seemed to phase.
I'll try to do some tests with more space right behind the seat and see if I still see the above behavior also.
Note that this happens whether or not the character's personal dampener is enabled. In my (after posting) testing to verify this wasn't a PEBCAK, without dampeners on character still dies. However, in the specific test, when getting out of the seat, the character appeared about 7 meters behind the flight seat. Unfortunately, there is a survival kit 5 meters behind the seat, so I appeared inside the survival kit. I bounced around inside the hull taking damage until my body was ejected out the side, which may be why it seemed to phase.
I'll try to do some tests with more space right behind the seat and see if I still see the above behavior also.
Hah, I think I see what's going on and it's still a bug :)
Expectation:
(best solution) SE1 style relative dampeners automatically applied to pilot, so that their speed is the same as the ship's unless the (player) directs any similar movement.
(duct tape fix) pilot dampener setting should match either what the state was when they got in the seat, or match what the ship's setting is. i.e. if the ship has no dampener, the pilot should also be dampener off. Still exposed to lethal deceleration if the ship and pilot are set to dampener on given they slow at greatly different rates.
Also during the testing, I non fatality bounced inside the back wall and was ejected (alive) as the ship sped off without me. This is also fairly undesirable.
Hah, I think I see what's going on and it's still a bug :)
Expectation:
(best solution) SE1 style relative dampeners automatically applied to pilot, so that their speed is the same as the ship's unless the (player) directs any similar movement.
(duct tape fix) pilot dampener setting should match either what the state was when they got in the seat, or match what the ship's setting is. i.e. if the ship has no dampener, the pilot should also be dampener off. Still exposed to lethal deceleration if the ship and pilot are set to dampener on given they slow at greatly different rates.
Also during the testing, I non fatality bounced inside the back wall and was ejected (alive) as the ship sped off without me. This is also fairly undesirable.
I've been experimenting with different block layouts with the control seat and cockpit and I think the core issue here is not momentum preservation, the relative dampeners seem to work as long as there is a large amount of space around the seat when you get out. Your space buddy gets out of the cockpit sometimes 5+ meters away. In a confined space (such as the ship I used as my original test) you get bounced around in the interior of the ship essentially, which is where the fatal results come from. The slamming into walls was caused by the engine shoving the space buddy out of whatever wall it spawned inside, causing the impression that the relative dampeners weren't working.
So amend this I guess to adjust how far you spawn from the seat when you get out, or at the very least figure out how the mechanism can better handle small ship layouts.
I've been experimenting with different block layouts with the control seat and cockpit and I think the core issue here is not momentum preservation, the relative dampeners seem to work as long as there is a large amount of space around the seat when you get out. Your space buddy gets out of the cockpit sometimes 5+ meters away. In a confined space (such as the ship I used as my original test) you get bounced around in the interior of the ship essentially, which is where the fatal results come from. The slamming into walls was caused by the engine shoving the space buddy out of whatever wall it spawned inside, causing the impression that the relative dampeners weren't working.
So amend this I guess to adjust how far you spawn from the seat when you get out, or at the very least figure out how the mechanism can better handle small ship layouts.
I had something similar happen when testing in creative where I turned dampeners off to get out and I phased into the ship, its funny to because my characters knee bends backwards from it.
I had something similar happen when testing in creative where I turned dampeners off to get out and I phased into the ship, its funny to because my characters knee bends backwards from it.
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