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Conversion Error

Discussion in 'Help' started by John Morgan, Aug 4, 2020.

  1. John Morgan

    John Morgan Trainee Engineer

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    9
    Hey gamers!
    I decided to put all my apples in one basket and built a massive exploration ship. I built off of a landing gear but had the ship as a station so that I could use wind turbines to keep it charged while I worked.

    Now I'm ready to hit the stars and the beast won't convert back to a ship. I dug out around the engines so that the ground wouldn't interfere. I saved a blueprint but I can't respawn the ship because it exceeds the PCU total. Looking for someone to save my life!
     
  2. Mrhellhounduk

    Mrhellhounduk Trainee Engineer

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    its 50.000 pcu limit max per ship that might be why it wont convert to a ship
    --- Automerge ---
    or at least thats the limit on xbox
     
  3. John Morgan

    John Morgan Trainee Engineer

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    9
    Right on. Is that info I can find in the blueprint?
     
  4. Mrhellhounduk

    Mrhellhounduk Trainee Engineer

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    6
    sometimes depends on the person that put it up but once u have built it how much pcu it is is found in the info tab hope this helps
     
  5. TheHellKat

    TheHellKat Trainee Engineer

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    63
    I've had this issue with sprt wrecks I've stolen *ahem* claimed.

    Can't convert to ship, but using admin tools, I cut'n'pasta the ship which fixes the problem.

    As for the max CPU limit, if your pasting the ship with the original still present then you will often run into problems with larger ships.
     
  6. John Morgan

    John Morgan Trainee Engineer

    Messages:
    9
    Thanks guys! I hate to throw in the towel on this as I've hit 2/3 on the 150+hrs achievement to get this far. I would pay more (*ahem*Keen) if the software opened up more cloud space for saves. An issue that plagues Astroneer on console as well.

    Anyway, thanks for the info. Maybe see you in Space!
     
  7. KagedDeamon

    KagedDeamon Trainee Engineer

    Messages:
    1
    Probably a silly question, but did you take off the wind turbines? I have not used them but I have heard from TheXPGamers that they can't be used on ships so maybe they are preventing you changing back to a ship? Idk tbh but worth a shot. Right?
     
  8. TheHellKat

    TheHellKat Trainee Engineer

    Messages:
    63
    They don't impact the conversion, they simply won't generate power on ships.

    I have a mobile base I use, anchor it to the ground with a merge block so turbines generate power but can still disconnect, convert to ship and fly away.
     
  9. John Morgan

    John Morgan Trainee Engineer

    Messages:
    9
    @KagedDeamon, no silly questions here! The physics of this game can sometimes be a mystery. I did have turbines on the ship but opted to make a windfarm and connect it with armor blocks instead. You can leave them on the ship but they're an eyesore.

    I've removed all voxels touching the ship (I believe, still some experimental fixed landing gear to look at still). The ship is basically floating. *shrug*

    As far as PCUs, I looked and I'm only just over 21k - so it's not that either. If I figure it out, I'll definitely supply the solution!
     
  10. TheHellKat

    TheHellKat Trainee Engineer

    Messages:
    63
    One cause of your issue is to have a vortex hidden inside one of your blocks, that will prevent conversion as any grid that overlaps a vortex is automatically made into a station.

    Was there any land formations where you built that could have left a vortex in your ship?

    If you can get the copy pasta working then that's a good way to check for this problem.
     
  11. John Morgan

    John Morgan Trainee Engineer

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    9
    I built it on an ice field. I need to check some fixed landing skids I built, but there shouldn't be any voxels hiding...
     
  12. TheHellKat

    TheHellKat Trainee Engineer

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    63
    I try to follow Splitsie's advice and use ship drills to clear around ships as they have a larger mining area and can clear vortex's from inside grids.
     
  13. John Morgan

    John Morgan Trainee Engineer

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    9
    Splitsie is a SE pro for sure!

    So, turns out there was a hidden voxel in one of the landing gear that was stopping me from transitioning back to ship mode. Problem solved.

    New problem. Lol. I depended on atmo thrust and it wasn't enough. Changing over to hydro to get her off the ground. But I noticed that parts of her are now in the ice. I have still set as a ship to avoid the conversion issue, but will it lift out of ground? Or do I have to dig around?
     
  14. TheHellKat

    TheHellKat Trainee Engineer

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    63
    Heavy grids do sometimes sink into the voxels, it's not a major problem unless your making a rover. Just be sure to lift directly up, flying through voxels could do some damage.
     
  15. John Morgan

    John Morgan Trainee Engineer

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    9
    Thanks @hellkat, I'll let you know how it goes, lol.
     
  16. John Morgan

    John Morgan Trainee Engineer

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    9
    First flight attempt was a total failure. Hydrogen thrusters working great, but I can't seem to get her nose down. In fact, she wants to do a total loop. I've got six gyros and just added 14 down hydro thrust to the front... no joy.

    Any ideas?
     
  17. TheHellKat

    TheHellKat Trainee Engineer

    Messages:
    63
    Placement of thrusters doesn't matter.

    If 20 gyros isn't helping then your experiencing phantom forces, which means blocks are interacting in a bad way, usually involving rotors/pistons etc.

    Basically you shouldn't move in any direction but that which you control.

    Check your subgrids and see if that helps
     
  18. John Morgan

    John Morgan Trainee Engineer

    Messages:
    9
    Right on. I had built a splitsie ramp for my rover. Turns out after I cut it off, the ship began to react more appropriately. She doesn't turn that quickly, but she is maneuverable now. Cheers!