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[01.108.946 64-bit] [Earth Template] [Gravity Generator Not Working]

Discussion in 'Bug Reports' started by Cerberus, Nov 14, 2015.

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

    Messages:
    6
    Hi

    I wanted to install several artificial gravity generators beneath my grinder bin so that components wouldn't bounce out and be flung all over the place.

    I observed that none of the additional gravity was having any effect and was not registering on the HUD either.
     
  2. ZacRedact Trainee Engineer

    Messages:
    7
    This is an intended feature, not a bug. Artificial gravity will not work at all on the "Earth" surface.
     
  3. Cerberus Trainee Engineer

    Messages:
    6
    Ah I see. Does that also mean that artificial gravity will not work on the moon? Or other planets?

    Thanks for clearing this up!
     
  4. druppi Apprentice Engineer

    Messages:
    178
    artificial gravity will not work in any natural gravity
     
  5. Cerberus Trainee Engineer

    Messages:
    6
    Thanks!
     
  6. plaYer2k Master Engineer

    Messages:
    3,160
    That is not correct though.

    Artificial gravity gets multiplied by (1-2x the natural gravity in g).

    Here some examples for a gravity generator with 1g.

    0.05g natural gravity > 0.9g artificial gravity
    0.1g natural gravity > 0.8g artificial gravity
    0.2g natural gravity > 0.6g artificial gravity
    0.45g natural gravity > 0.1g artificial gravity
    0.5g natural gravity > 0g artificial gravity

    Thus on moons you have 0.25g natural gravity.
    If you use a 1g artificial gravity generator you still get 0.5g of artificial gravity.


    Here is the proof
    (besides pictures ofc :p)
    Code:
    // Sandbox.Game.GameSystems.MyGravityProviderSystem
    public static Vector3 CalculateTotalGravityInPoint(Vector3D worldPoint, bool clearVectors = true)
    {
      Vector3 zero = Vector3.Zero;
      if (clearVectors)
      {
       MyGravityProviderSystem.GravityVectors.Clear();
      }
      Vector3 value = MyGravityProviderSystem.CalculateNaturalGravityInPoint(worldPoint, false);
      Vector3 value2 = MyGravityProviderSystem.CalculateArtificialGravityInPoint(worldPoint, false, MyGravityProviderSystem.CalculateArtificialGravityStrengthMultiplier(MyGravityProviderSystem.m_lastLargestNaturalGravityMultiplier));
      return value + value2;
    }
     
     
    // Sandbox.Game.GameSystems.MyGravityProviderSystem
    public static float CalculateArtificialGravityStrengthMultiplier(float naturalGravityMultiplier)
    {
      return MathHelper.Clamp(1f - naturalGravityMultiplier * 2f, 0f, 1f);
    }
     
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  7. Cerberus Trainee Engineer

    Messages:
    6

    Glad it's a real bug then! I really want a super grinder pit on Earth!
     
  8. plaYer2k Master Engineer

    Messages:
    3,160
    But it is no bug.
    Artificial gravity generators do not work if the natural gravity is 0.5g and above because at that point the artificial gravity multiplier is 0 and any artificiakl gravity will subsequently be 0 (x*0 = 0).

    Below 0.5g natural gravity the artificial gravity scales, at equal and above 0.5g natural gravity any artificial gravity is nullified.
    Planets on their surface do have 1g and thus any artificial gravity there is nullified.
    On moon surfaces the previous example (0.25g natural gravity > artificial gravity multiplier = 0.5) still stands.
     
Thread Status:
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