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[0.6.3][DS] Dynamic grid staying 'dynamic' after explosion

Discussion in 'Bug Reports' started by C3ntron, May 15, 2018.

  1. C3ntron Trainee Engineer

    Messages:
    95
    Playing on DS, medieval-engineers.eu

    My cart first exploded (no video), so I started to disasseble it. However, at a certain stage I removed one catch block, but the wheel stayed in place, even while not attached. Then the grid kept on jumping around the place.
    Video says it all :)


    *edit: corrected the .de to .eu
     
    Last edited: May 17, 2018 at 20:06
  2. gesp_shad Apprentice Engineer

    Messages:
    137
    I thought you were done with doing weird stuff on the server (which is .eu btw :p )?!
    --- Automerge ---
    Uhm.. I think I just experienced the same issue but in another scale. This is footage was also recorded on ME.eu server. The trebuchet was pasted in and was fine for a moment, but started to clang more and more until it became a wildly whirling boomerang. As you can see, the server still thinks it was sitting there on the small field after I deleted it.
    I pasted the same trebuchet in a moment before this happened and it exploded while firing and parts of it were doing the same thing as in C3ntron's video.

     
  3. mathias casaer Trainee Engineer

    Messages:
    71
    i can confirm some very similar thing happening to a farm machine which has been stable for 1 month.
    First it zigzagged/ported 3 meters back forth , for half a minute then suddenly exploded in 100 pieces
    awesome graphical splendour :D

    when trying to clean up there was a big part which could not be repaired or recovered. it behaved very similar to OP, I already suspected this was out of sync so i relogged tada the problem part disappeared.
    i remember seeing desync behavior on destructed small grids like this in the past so i dont account for it to be a new problem. but the cause of the explosion might have been a new bug , idk...

    nice thing is we have two of them, and since the other showed the same behavior i replaced the catch/drums pair before it exploded, which seems to have solved this for now.

    My guess would be the ropes are initialised differently on server restart since last update, .... but thats a shot in the dark
     
  4. I23I7 ME Tester Staff

    Messages:
    3,737
    Hey,

    Known issue its the server and client correcting the grids position. We have done some extensive testing concerning grids in the following updates and this behavior should be addressed. Currently you must become a "cart whisperer" and slowly try and ease the grid into a stable position.

    I reported your issues and added to videos to the tickets concerning this.

    Thanks for the report guys!
     
    • Like Like x 2
  5. C3ntron Trainee Engineer

    Messages:
    95
    Damn... Have been playing too much on the SE.de server then :p
    And there was no weirdness in my build. Just a simple cart with 4 catchblocks, 4 wheels (and yes, a rail attempt ;))

    Thanks I23I7 for jumping on it :) :tu:
     
  6. gesp_shad Apprentice Engineer

    Messages:
    137
    My trebuchet didn't have any ropes attached, btw. It has just some tight-fitted catchblocks where the massive counterweight is attached to. That's what started the clang in the first place
     
  7. I23I7 ME Tester Staff

    Messages:
    3,737
    Yeah the heavier the object the more likely it is to have some issues when trying to correct its position since the rubber banding of heavy object is making the whole grid go mental.