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[1.171] disconnecting connector makes grid explode

Discussion in 'Bug Reports' started by mos, Jan 21, 2017.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. mos Apprentice Engineer

    Messages:
    340
    don't ask me why but locking the landing gear onto a station block instead of the voxel does work around whatever issue this here is. I tried in zero-g and now on a planet. zero-g worked perfectly fine for 300m. On a planet things are looking really good so far.
    Just putting the thing onto some station blocks without landing gear could also be worth a try.
    --- Automerge ---
    Well, the rotor snapped off while it went upwards but after all those countless hours of drilling we can sum up the following:

    empty space -> no issues
    natural gravity + large enough hole to avoid collision -> no issues
    natural gravity + landing gear locked to voxel -> explosion
    natural gravity + landing gear locked to station block -> no explosion, maybe rotor or piston snaps but no huge explosion
    no gravity + landing gear locked to station block -> no explosion, maybe rotor or piston snaps but no huge explosion
    natural gravity + no landing gear + resting on voxel -> explosion
    natural gravity + no landing gear + resting on station block -> explosion
     
    Last edited: Feb 5, 2017
  2. MadMax Trainee Engineer

    Messages:
    62
    Sweet! Yeah, I definitely think that the piston or rotor getting ripped is a separate issue entirely. I see that happen in completely unrelated scenarios.

    I do think that you've managed to isolate this bug to the point that it should absolutely be workable for the dev team. It would seem that the rig is somehow colliding with the boxes when it isn't sitting on station blocks. That makes sense to a degree as I can imagine that sitting on the blocks gives you a level surface to rest on; whereas the surfaces of planets and asteroids are most certainly not so kind.
     
  3. mos Apprentice Engineer

    Messages:
    340
    I'm not sure how much more detail I can squeeze out of this actually as I'm running out of things to describe. There are the two world saves that still reproduce the explosions / astronaut death effects with about the minimum amount of terminal blocks. I dearly hope that is enough for the testers to see what is going on under the hood and point the dev team in the right direction.

    Just in case anyone is stumbling upon this thread, I'm talking about these two posts earlier in this thread

    explosion thing -> https://forum.keenswh.com/threads/1...r-makes-grid-explode.7392116/#post-1287035470
    astronaut death thing -> https://forum.keenswh.com/threads/1...r-makes-grid-explode.7392116/#post-1287037685
     
  4. mos Apprentice Engineer

    Messages:
    340
    Just for the record, the above still happens in 1.174.007
     
  5. mos Apprentice Engineer

    Messages:
    340
    also happening in 1.175.001
     
  6. mos Apprentice Engineer

    Messages:
    340
    still happening in 1.177.001
     
  7. ZerglingPorn Trainee Engineer

    Messages:
    5
    I also just started having this issue. I built a mining truck, with an articulating arm of a few adv rotors and pistons to allow for drilling in any direction from the top of the vehicle. But, while I was driving around the arm would swing wildly all over the place. So I put on some connectors to tie it down while in transit.

    When I hit P, the whole thing explodes. When I disconnect the connector that ties down the arm, its like it the entire vehicle jumps in the air and starts exploding from all angles. I tried cutting off the connectors but the same thing happens, its like it's storing energy like a spring. The weird thing is that it was working fine when I first built it. It wasn't until the next night that this started happening.

    I'm on the alien planet, so you might want to disable spiders if you're going to check it out.

    Save file is here>
    https://www.dropbox.com/sh/hwt9cu3ncwvgfvm/AAAsO_mQuk_zU53uTSfnphWRa?dl=0
     
  8. NikolasMarch Junior Engineer

    Messages:
    927
    i think its still the separating of grids causing problems, they move slightly.... not good
     
  9. mos Apprentice Engineer

    Messages:
    340
    still present in 1.178.004
     
  10. mos Apprentice Engineer

    Messages:
    340
    hmm, yes still in 1.178.308
     
  11. Syncaidius Junior Engineer

    Messages:
    824
    Confirmed. Same issues here as well.

    On a site note, so many of the physics problems in SE remind me of back when i used to play SpaceBuild in Garry's Mod years ago. Both SE and GMod have one thing in common: they use the same physics engine.
     
  12. mos Apprentice Engineer

    Messages:
    340
    happening in 1.179.012
     
  13. hlws Tester Staff

    Messages:
    269
    Hi guys,
    Thank you very much for your feedback and for the world. I was able to reproduce the explosion and it has been reported to the programmers.
    Have a nice day :)
     
    • Like Like x 2
  14. mos Apprentice Engineer

    Messages:
    340
    well.. i wish whoever poor soul gets tasked to find a fix loads of luck
    There's still some odd stuff about this issue but maybe things get solved in the process.
     
  15. mos Apprentice Engineer

    Messages:
    340
    Just some random thoughts.
    I've been playing around with grid pivot for a while today. The grid pivot of the piston head and the rotor head directly below it were aligned differently. I've swapped the rotor to have both pivots aligned equally now. Initial tests showed, the sudden push that kicks you off the grid and sometimes even kills you is still present but went down from a 1000m flight to a 1m hop.
    I've yet to see an explosion. Promising
    :beer:
    --- Automerge ---
    Hmm... well it also exploded after drilling about 200m into the voxel so maybe there's something else going on :clang:
     
Thread Status:
This last post in this thread was made more than 31 days old.