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[1.154_003] large ship with small ship docked or landed refuses to move

Discussion in 'Bug Reports' started by Everwake, Sep 28, 2016.

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

    Everwake Trainee Engineer

    Messages:
    60
    This is a bug I first saw in 150, but could not quite understand enough until now.

    Playing on a dedicated server.

    tested on two different large block ships.

    If I dock a small grid using a connector to my ship all gyro function get strange, pitch and yaw stops working completely, roll works, but once a roll start the ship will not stop rolling until I turn off all gyros and wait for like 30 seconds.

    The same thing happens if I land a ship and lock it down using landing gear.

    I can tell that the ship takes mouse input, if I wave the mouse around I can see the ship shifting by a ever so slight amount (like milimeters...) which tells me that input is being read.

    Having dampeners on the small grid ship on or off, or power/ thrusters on and off does not make a difference

    up/down/forward/back on the big ship works as intended.

    Using a mod that allows small block placement on big blocks: https://steamcommunity.com/sharedfiles/filedetails/?id=514760877
    cause the same issue, as soon as I mount a small block on the panel, all gyro function stop working.

    removing the small block immediately returns gyro operations to normal.

    quite often when docking like a 40ton craft to my 33000ton ship it will start moving like it is being pulled in some direction and I can see all thrusters on the big ship fighting it, it I convert the ship to a station the same thing happens, but a bit more violently as my ship gets converted from a station to a ship first.

    there is no output in client or server side log.
     
  2. kittle

    kittle Senior Engineer

    Messages:
    1,086
    Same issue here.
    also playing on a DS. when I dock my 6,000kg welder ship with my 3,000,000kg main ship, the main ship behaves like what you described. acceleration is 1/100 of what I expect. once I FIINALLY get it to rotate, it will stay rotating until I exit the cockpit, then it stops rotating.
    with the tiny welder undocked, my main ship performs just fine.
     
  3. Everwake

    Everwake Trainee Engineer

    Messages:
    60
    and today on 155_003 I decided to try again, and today it works, even with 5 small ships docked using connectors I have normal movement capabilities, tried moving 3 different large grid ships with small grids attached, and it worked...I even managed to take of from a planet and go into space with small grids attached without issue.

    I have not had any instance of small ship throwing my large ship around since 155_002...which feels odd.
    I have done no changes to client or server and see no logical reason it now works unless something was changed in the lastest hotfix apart from memory leak, ofcourse the fact that it works now might be temporary...
     
  4. kittle

    kittle Senior Engineer

    Messages:
    1,086
    Thanks for the update -- I will try again tonite
     
  5. I23I7

    I23I7 ME Tester

    Messages:
    3,827

    The issue should have not been fixed with that version to my knowledge if the issue persists come and reply to me on this thread. I have already reported the issue in the past so i am curious as how its possible it was fixed with the 155.003
     
  6. Everwake

    Everwake Trainee Engineer

    Messages:
    60
    Well, my joy did not last and today after updating to 156 I have a somewhat ironic happening where I have 3 large grid ships parked next to each other, one of them can move just fine with small grids attached, one of the moves at like 1/100th of normal turn rate, and one moves real slowly and also has the problem with not stopping a roll until you exit cockpit or remote.

    I have different small grid ship and the combination of small grid/ large grid does not seem to matter. also tried various "convert to ship / convert to station" dampeners on/off small grid thrusters+gyros on/off but nothing seems to make a difference

    Had a real laugh though as 156 update cause all connectors to come unlocked, I logged in and did a barrel roll with my refinery ship, only to sling a 400 ton mining craft across space and in to the side of one of my other ships parked next to it.

    Will when time permits restart the server, and see if it is the same large grids that experience the same issue after both server and client restart.
     
  7. I23I7

    I23I7 ME Tester

    Messages:
    3,827
    Hey

    Yep we reported the issue where a a ship connected to another via connector completly limits the movement and response from the "mother ship" aka the ship that is considered as the main ship. For me my main ship acted like its gyroscope was not working at all. Apart from the connectors not being connected on reload is there anything else? I would like to have the connectors fixed completly and cant really get every single scenarios you guys can think of.

    Bottom line the issue where docking ship reduce maneuverability has been reported as a big bug.
     
  8. Everwake

    Everwake Trainee Engineer

    Messages:
    60
    connectors come unlocked on ever restart of a DS. restarting client does not unlock connector, but on every server restart every connector in the world come unlocked.
    apart from that and the movement bug which makes survival gameplay quite hard I have found no other issues with the connectors in 156.
     
  9. NikolasMarch

    NikolasMarch Junior Engineer

    Messages:
    927
    ive seen similar to this on stable, using a ship and landing gear to pick up something, it acts like the thing you have picked up is multiplying the mass by silly amounts and gyroscopic actions just keep on doing their thing until you exit the ship or drop what you are holding.

    usual thing is creating small lifter ship to pick up batteries that have been cut free from starting lander, to merge them to a new station grid

    this only happens in Multiplayer either on DS or if you are the connecting player on a hosted game.
    If you are the Host, or if you are just in single player, everything seems to work as it should.
    In the current game i am playing with a friend, he has to do the lifting as he is the host

    i was about to start a new bug report thread for it.
     
  10. I23I7

    I23I7 ME Tester

    Messages:
    3,827
    Yep reported that one as well.


    Hey

    I was able to try and goof off with a few batteries it seems that batteries weigh around 5KG which is what was added to my mass. For you the client it was adding more than 5KG?
     
  11. NikolasMarch

    NikolasMarch Junior Engineer

    Messages:
    927

    sorry dont know how i missed this in my email inbox...

    yes sort of, the host of a game can lift things without consequence, but a connected player had issues, one being the lifted object seemd to weigh a lot more than it should (mass/weight not checked)

    its like me trying to lift a weight lifting bar with great dificulty cos its real heavy (connected player in a ship lifting something) then superman comes along and lifts it with his finger with great ease (host in a ship lifting something)

    the next thing is any rolling action doesnt stop while in a ship lifting something, if i tilt left.. it keeps going left until i tilt back to the right... then i have to stop it going right by tilting to the left etc.

    this wont happen in single player as you are the host of a single player game, needs to be tested on DS or hosted game.
     
  12. I23I7

    I23I7 ME Tester

    Messages:
    3,827
    Alright thanks i see the issue now.
     
  13. NikolasMarch

    NikolasMarch Junior Engineer

    Messages:
    927
    oops, it looks like i hijacked the thread from the Original Poster (sorry :D ), with the bug i mentioned, however the 2 bugs may be related seeing as its one grind locking on to another grid...
     
  14. I23I7

    I23I7 ME Tester

    Messages:
    3,827
    You hijack every post :) but yeah them two bugs i reported.
     
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Thread Status:
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