[Test Report] Pistons, Cabin controls, Control panel and more

TSG shared this bug 13 hours ago
Submitted

Hi everyone!

I'm playing the current version "VRAGE3 V2.3.0.2798".

In survival mode in a way to gater more information as possible on the gameplay.

I played SE1, and it is incredible the huge difference between the 2 games; SE2 has a lot of improvements, but I'm here to talk about the issues (in my opinion) that I found in SE2.


# [BUG?] Pistons

I attach several pistons one after the other to make a reverse U, with at the end a Drill.

[PistonA⬆] [PistonB➡] [PostonC⬇] [PostonD⬇] [PostonE⬇] [DRILL]


Now, if I turn on the Drill (in gathering mode), and I retract PistonA, then I extend PistonC (or D or E), the PistonA will get pushed by the extension of PistonC, extending PistonA again.

That makes sense if the "strength" of the piston is the same, but I reduce it for PistonC; therefore, I would expect that PistonA would stay retracted, and PistonC would push the Drill into the ground.


# [BUG?] Cabin controls

I had several controls set on my Cabin, using different "dashboard configurations".

I talking about Ctrl+1 Ctrl+2, ..., Ctrl+9.

I see that when I switch between them, so for example, I press Ctrl+2 to go to the second dashboard, meanwhile I activate the second slot of it. That should not happen.

To be clear, if I have in the 3° slot of the 3° dashboard the power-off of the batteries, and I'm in the first dashboard, after pressing Ctrl+3, my batteries will go off as if I were already in this dashboard and I press "3" to interact with the relative slot.


# Control panel suggestions

- After creating a group of components, it would be nice to be able to add a new component in the existing group (with drag and drop, for example)


- Every time I create a new group, the existing groups get expanded (I'm talking about the accordions), would be nice if this did not happen. For example, I have 3 groups; their accordions are collapsed (closed). I create a 4° components group; all of them will get uncollapsed (open).

- In SE1, there was also the functionality to hide some components, and then a specific button to show also the hidden components; it would be nice to have also this feature in SE2.


# Grids suggestions

it would be nice if there were a way to collapse different grids (that are directly consequential) in the same virtual grid, in order to allow some blocks to work together or prevent that.

It is not yet clear to me how they work, and probably we can force a similar behaviour using "Events Controll" (that I didn't test yet). But the basic behaviour seems to me a bit confusing.

For example:

- the action "control" of different pistons (so on different grids) moves them all

- different engines on different grids instead do not move all together while driving (propulsor attached in the same grid of the cabin plus a propulsor attached on a different grid; the second one will not get used during driving)


# Building suggestion

During the "ghost" (placeholder) building phase, when we place blocks not welded yet, some time happen that you can place a "ghost" block under the ground that then you can't weld, and it will remain there forever, and because we can't see it we can't even remove it with a right mouse click.

The issue happens when you want to place another block near to the one that is fully underground, and the placement will not be allowed due to a partial overlap. The only solution is to dig the ground, remove the block, and go ahead (but for example, I spent one hour understanding that there was a "ghost" block underground, placed by mistake probably for a fast misclick). Can we have an X-ray view to see the "ghost" that is not visible because hidden by something physical?


I hope this report can be useful,

Thx

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