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Important Keen wants YOU to help with the good fight against Clang!

Discussion in 'Bug Reports' started by I23I7, Oct 27, 2017.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. I23I7 ME Tester Staff

    Messages:
    3,817
    Hello people of the Forum,

    We are happy to say that the upcoming major changes for Space Engineer will be concerning clang issues. Which means that Rotors and Pistons behavior will be altered. In order to smooth out the coming of these alteration we are asking you the community to help us by reporting any "Clangy" behavior on the current released version.

    Also if you have any more complex blueprints that are causing issues then would you kindly share them with us as well.

    IMPORTANT!

    When reporting issue please use the following template:

    Reproduction Rate: x out of x
    (How many times did you try the reproducing the issue and how many times the issue occurred. The success rate must be between 90% or 100% to permit efficient fixing.)
    Affected Version: 1.1xx.xxx
    (Version of the game you are testing on.)

    Reproduction steps:
    # Step no 1
    # Step no 2
    # Step no 3
    # Step no 4
    # Observe the behavior

    (The steps should be simple as loading up a scenario and using the assets at your disposal if anything needs to be constructed or certain assets need be spawned then please attach the save, blueprint or link to steam workshop that is required to reproduce this issue. WITHOUT THE NECESSARY ATTACHMENTS THE REPORT WILL BE DISREGARDED!)

    Observed behavior:
    (Describe what is happening with facts and strictly facts.)

    Expected behavior:
    (Describe what you feel should be the expected from the behavior.)


    EXAMPLE:
    Source from forum: https://forum.keenswh.com/threads/killer-doors-after-small-update.7396493/page-2#post-1287073104
    Reproduction Rate: 5 out of 5
    Configuration: Release (This is internal designation for the release version on steam)

    Reproduction steps:

    # Load up Easy Start Space on Creative and go to Red Ship
    # Place any of the following doors on the ship :
    (DX11) Submarine Door - 16,096 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=515572036
    (DX11) Steel Catwalk Trapdoor - 9,343 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=663633357
    Advanced Doors Mod Pack~(DX-11 Ready) - 42,633 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=506964853
    Exterior Hatch - 24,196 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=539501493
    (DX11) Hatch - 41,827 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=502305395
    Advanced Shutters & Blinds Mod~(DX-11 Ready) - 18,353 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=583415747
    Passage Intersections - 17,346 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=946724937
    (DX11) Iris Door - 35,644 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=821764014
    VCZ Doors - 6,947 Subscribers - http://steamcommunity.com/sharedfiles/filedetails/?id=856352904
    # Fly forwards with the Red ship and turn off dampeners attempt to move through one of the doors
    # Observe the behavior


    Observed behavior: You are being pushed back and prevented from walking through door see video. In survival mode the door will kill you when attempting to walk through.

    Expected behavior: You should not be killed or pushed back by any doors when in a moving/static ship.

    ---

    This is one perfect example of things we are calling Clang and looking for now.
    Bad things happening for "no apparent reason", like this self-ripping grid that blows near speed limit.



    Thanks again and i hope we can both get through these new changes without any major problems.

    I23I7
     
    • Informative Informative x 4
    • Agree Agree x 1
  2. Forcedminer Senior Engineer

    Messages:
    2,206
    :pbjt::pbjt: time to slap a loada rotors and pistons on a rover and go racing across earth-like, mars and alien deserts.
    time to put Goblin built machines to shame.
    "goblin built is built to blast."
     
  3. Roxette Senior Engineer

    Messages:
    1,032
    Help us by providing a clear unambiguous definition of what you mean by "Clangy" ? It seems to be an over-used term here with a wide range of implied meanings.
     
  4. I23I7 ME Tester Staff

    Messages:
    3,817
    Anything that causes the grids to have ghost force or some kind of weird physics related issue. For example pistons being set up with merge blocks cause certain grids to snap off. Or rotor cause certain grids to spin.
     
  5. Roxette Senior Engineer

    Messages:
    1,032
    So things with actual physical effects, rather than the ongoing weird visual effects I see on servers where ships appear to temporarily rotate out of position then snap back ?
     
  6. I23I7 ME Tester Staff

    Messages:
    3,817
    Yes pretty much.
     
    • Like Like x 1
  7. Inflex Developer Staff

    Messages:
    383
    @Roxette I update the OP post so you know what we call Clang. :p
    Take a look and don't hesitate to ask if you have any questions.

    Thanks for help everyone!
     
  8. halipatsui Senior Engineer

    Messages:
    1,253
    I have had an issue where wheels clip inside ground almost always when using them as mech feet while fighting a pirate base. This clippibg happens from time to time when simply running but nearly every time when fighting a station. This issue comes with both small and large grid wheel suspensions and im not sure if it happens because these wheel suspensions are subgrids. The wheel suspensions seem to to lose their supporting tension.
    Should i make a bug report regarding this thread?
    This bug can be reproduced pretty much 9 times out of 10
     
    • Agree Agree x 1
  9. DarkThemes Trainee Engineer

    Messages:
    1
    Reproduction Rate: 13 of 14
    Affected Version: 1.184.8
    (Version of the game you are testing on.)

    Reproduction steps:
    1. Load Empty World on the default creative settings
    2. Load (or construct using projector), the [NER] Carrier: http://steamcommunity.com/sharedfiles/filedetails/?id=370372856
    3. Load modified Bumblebee respawn ship: http://steamcommunity.com/sharedfiles/filedetails/?id=1196509210
    4. Dock the modified Bumblebee on the Carrier's exterior using its landing gear. While Clang appears regardless of the dampening or thruster power state, it is normal to turn off dampening prior to having a ship carried. (Many ships will reproduce this behaviour, including the purpose-built Medium Fighter that can be docked on the connectors: http://steamcommunity.com/sharedfiles/filedetails/?id=369465289, however the bumblebee is the most consistent in reproducing this)
    5. Locate the Carrier's primary cockpit, accessible through the hangar bay on the front, or a small door on the rear port side. The cockpit is located up some stairs and overlooks the hangar through glass.
    6. While the ship is in motion, locate the jump drive in the toolbar and perform any jump, including the default blind-jump.
    7. Observe that:
    8. A: the ship is suddenly travelling above the limit of 100 m/s towards some location (perhaps the origin of the jump?) and cannot be controlled until another jump has been performed
    9. B: the ship seems to be fine, but begins to spiral out of control and exceeds the speed limit once the dampeners on any connected grid (including the carrier itself) have been enabled/disabled.
    10. C: the ship appears to move as expected, but a large chunk somewhere on it (or a connected ship) has been destroyed


    Observed behavior:
    • Up to a minute after jump has completed, the Carrier begins spiraling out of control
    • Exceeds speed limit or even accelerates, when dampeners are on
    • Sometimes will not accept any user input; velocity remains constant and will not decrease or increase.
    • Connected ships or the carrier suffer mysterious damage with no apparent collision

    Expected behavior:
    • Ship and all connected grids maintain momentum and velocity at time of jump
    • Ship and all connected grids do not suffer damage from invisible objects
    • Ship still responds to thrust input after a jump
    Notes:
    • Many of the repros were done during a survival playthrough. 3 of them have been done in creative mode in a controlled, modless environment. After the first jump, I reloaded the save assuming it would not occur again. I witnessed new behaviours, and the way it breaks seems unpredictable, but always occurs when this specific NER Carrier blueprint performs jumps with other ships attached. Because of the high repro rate, I was forced to completely deconstruct the ship and find other blueprints with jump drives and carrying capabilities.
    • The ship was built over the course of a week in survival using Rexxar's shipyards (http://steamcommunity.com/sharedfiles/filedetails/?id=684618597), so I am absolutely sure that all the parts were fully constructed as per the projection. To achieve this, it is necessary to begin building off another grid, observe that there are some partially constructed blocks when Rexxar's shipyard has stopped welding, detach the newly built grid from the scaffold grid, and then weld one more time to finish it.
    • The ship was spawned in creative using the build menu and Ctrl+V
    • If you require video, please contact me and I will prepare space on my hard-drive to record with OBS. I will then provide a youtube link.
    • Seems to occur most when the solar panel of the bumblebee is in contact with the carrier.
     
    Last edited: Nov 10, 2017
    • Like Like x 1
  10. marcin212 Trainee Engineer

    Messages:
    10
    I'll test this https://forums.keenswh.com/threads/01-131-physics-bug.7375764/#post-1286966543 today on the new version and update if the problem still exists.
    --- Automerge ---
    Reproduction Rate: 10 out of 10
    Affected Version: 1.184.801

    Bug while merging piston to rotor

    Reproduction steps:
    1. Build two separate grids, both with power.
    2. Put a rotor on one, put any block on that and top off with a merge block.
    3. On the other grid, build a piston aimed at the first grid's merge block and put a merge block on the piston. Remember about a minimum 2-block distance.(screen 1)
    4. Extend the piston so the merge blocks go green.

    OR

    1. Load this save: http://steamcommunity.com/sharedfiles/filedetails/?id=1197318852
    2. Go to the blue platform.
    3. Push button 1.
    4. Wait for the red merge block to join with the yellow one.

    Observed behavior:
    When the blocks are green, everything starts to wiggle, move randomly and fall apart. On some occurences, everything just blows up and fliess off everywhere.

    I've also noticed that after this blows up, placing a piston makes its head 'drift'.(screen 3)

    Expected behavior:
    Grids merge and nothing blows up.

    Screens:
    1. Build this:
    https://steamuserimages-a.akamaihd....596/D4311986B6EF671BC63D4A25B28B5F7912A4A98F/
    2. Scructure after merging:
    https://steamuserimages-a.akamaihd....055/D18D130F824B662A97B25A3865F55CEE88F8AAA2/
    https://steamuserimages-a.akamaihd....801/AB8A1FB65AD0982530DE5814857F9C9C3E1CBE2E/
    3. Rotor placed after merge-explosion:
    https://steamuserimages-a.akamaihd....606/638603F7EC89BE3E1B26264603E9A08E5B119100/
     
    • Like Like x 1
  11. I23I7 ME Tester Staff

    Messages:
    3,817
    Currently looking through your reports will update.

    Hey @marcin212 your issue is fixed in the upcoming major
     
    Last edited: Nov 13, 2017
  12. Alex Undead Trainee Engineer

    Messages:
    1

    Hello! I have about the same problem.
    1 pistons connected to each other and pushed to the maximum explode after a while
    2 connected pistons - explode when moving
     
  13. Cardboard-spaceship Trainee Engineer

    Messages:
    3
    the update broke wheels for me(they rip off)
     
  14. Forcedminer Senior Engineer

    Messages:
    2,206
    I can't wait to give that a shot tonight! :D
    what's it like? do you get up to a speed and they just detect or does the suspension just vanish?
     
  15. Cardboard-spaceship Trainee Engineer

    Messages:
    3
    I had a new rover in progress so I got 4 3x3 wheels on a frame held up by a landing gear while still being attached with a landing gear (wheels suspended mid air) I pressed w(forward) and the wheels started to rotate off center then snapped off and just when light speed across the world
     
  16. MisterMagoo Trainee Engineer

    Messages:
    29
    Reproduction Rate: 4 out of 4
    Affected Version: Release

    Reproduction steps:
    1: Load world save:
    2: Press 2 to stop drills.
    3: Press 4 until Advanced Rotor limit is set to 0 degrees.
    4: Wait.


    Observed behavior:
    When limit is set to 0, central rotor on front of ship will rotate for a time, but will eventually glitch out as shown here:

    This does not appear to occur in creative mode, only survival, and seems to happen when the rotor is just about at its final position. The modded drills used clear enough room around themselves that there shouldn't be anything from any sub-grids banging into anything on the asteroid.

    Expected behavior:
    As it does in creative mode: Advanced Rotor should rotate until it reaches 0 degrees. Then 5 can be pressed to retract rotor drilling arms.

    *UPDATE*

    It seems activating Tensor Sharing on the drill arms in Survival stops this from happening, but this is not required in Creative mode. It's like there's a difference in physics handling between Creative and Survival, but why?
     
    Last edited: Nov 25, 2017
  17. Ekuah Trainee Engineer

    Messages:
    99
    Reproduction Rate: 10 out of 10

    Affected Version: 1.185.100

    Reproduction steps:
    1. load world: Clank on Flexible conveyor connection (vanilla)
    http://steamcommunity.com/sharedfiles/filedetails/?id=1213129066
    2. enter the cockpit of Dart Corp. Tractor Mk2
    3. do any steering or maneuvering
    4. enjoy the bull ride

    Expected behavior:
    like in 1.184 and prior
    The construction offer a flexible conveyor connection between two ships.
    No forces applied to the ships. The ships can maneuver independently.

    Observed behavior:
    The flexible conveyor connection acts like a rattlesnake on PCP hit with a cattleprot.
     
  18. Sinbad Senior Engineer

    Messages:
    2,787
    you must have interesting friday nights...
     
  19. ravadja Trainee Engineer

    Messages:
    5
    http://steamcommunity.com/sharedfiles/filedetails/?id=1247554097
    The build uses the two-ended motors and rotors: http://steamcommunity.com/sharedfiles/filedetails/?id=566694907

    Reproduction Rate:
    1 out of 1

    Affected Version: 1.185.7

    Reproduction steps:
    # Step 1: Keep moving ship forward.
    # After a while the area behind the pistons get damaged and the damage continues due to movement.
    This always appears even when all the two ended motors and rotors have not been loaded.
    As far as i can see there is no weird behavior of the other pistons.
     
  20. Royale98 Trainee Engineer

    Messages:
    57
    Not a space ship... a space shrimp....

    Does that even classify as clang? Looks like literally a bunch of semi jointed arms with thrusters on the end which I would expect nothing less than what happened to happen.
     
  21. Zerg Trainee Engineer

    Messages:
    4
    Grid explodes after loading save file
    Reproduction Rate
    : 10 of 10
    Affected Version: 1.185.901

    Reproduction steps:

    Load save file http://steamcommunity.com/sharedfiles/filedetails/?id=1274386912

    Observed behavior:

    Immediately after loading, the Grid explodes.

    Expected behavior:

    The grid does not explode.

    Notes:
    In the original it was a game of survival on a planet of aliens with 2 mods
    Beton Concrete ( SKBN adjusted ) http://steamcommunity.com/sharedfiles/filedetails/?id=1138371123
    Spiral Stairs http://steamcommunity.com/sharedfiles/filedetails/?id=1195777543
    I was trying to load the save file without mods, but I got the same result.
     
  22. czurawsk Trainee Engineer

    Messages:
    2
    Reproduction Rate: 5/5

    Affected Version: 1.185.91

    Reproduction steps:
    1. Load this save (Survival only, not tested for issue in creative. Mods not applicable to grid with issue, and occur without mods loaded.)
    http://steamcommunity.com/sharedfiles/filedetails/?id=1286091425
    2. Go to the base of tall large grid ship
    3. Use a control panel, search for "Temp Connector"
    4. Unlock connector
    5. Observe the behavior

    Observed behavior:

    Large grid ship suddenly accelerates off into space, ripping off the solar array and destroying some internal components (refineries).

    Expected behavior:
    Large grid ship disconnects, and perhaps starts to drift off into space some.

    Please let me know if there are any issues with this submission. The reason I am submitting this here is because I have had several issues with grids that have issues when rotors are present. This issue does not occur on this grid if the rotors are not on it.

    Debug Report:
    After noting that the issue doesn't occur when there are no rotors attached to the grid, I decided to remove the solar array and attempt the disconnect. It worked as expected, so while confusing, I won't have to "break" the goal of not exiting survival mod to continue.
     
    Last edited: Jan 31, 2018
  23. czurawsk Trainee Engineer

    Messages:
    2
    Reproduction Rate: 11of11

    Affected Version: 1.186.033

    Reproduction steps:
    1. Load this save (Survival only, not tested for issue in creative. Mods not applicable to grid with issue, and occur without mods loaded.)
    http://steamcommunity.com/sharedfiles/filedetails/?id=1294866606
    2. Open system menu ('k')
    3. Use a control panel, search for "HCB Connector"
    4. Unlock connector
    5. Observe the behavior

    Observed behavior:

    Small ship becomes a projectile, throwing its "arms" off and destroying the station that it's connected to.

    Expected behavior:
    small ship disconnects, and perhaps starts to drift off into space some.
     
  24. aerosabe Apprentice Engineer

    Messages:
    112
    Reproduction Rate: 10 out of 10

    Affected Version: 1.186.202

    Reproduction steps:

    # Load Save File: http://steamcommunity.com/sharedfiles/filedetails/?id=1304878194
    # Approach and Press button on any and all example construct in view.
    # Observe the behavior

    Observed behavior:
    Each Construct starts to move and spin fairly relative to direction of impacting bocks. 9 out of 10 of the example constructs move and spin. Possible to make a free energy drive to propel a vehicle on a planet.

    Expected behavior:

    pistons move to retracted position, possible contact between sub-grids, no change in momentum or inertia of overall construct.
     
  25. K Man Trainee Engineer

    Messages:
    44
    Why can't this all be in a proper web form and submitted to a "proper" bug tracking system where it is user friendly to search for dupes?
     
  26. Roxette Senior Engineer

    Messages:
    1,032
    >.> ... five months later, clang seems to be still winning the fight :D
     
    • Funny Funny x 1
  27. Archon_SD Trainee Engineer

    Messages:
    7
    FWIW, Clang is definitely alive and well in 1.186.5.

    Also: if you peek real hard at the mid-right, on the ice, you can see the break dancing, pop locking wolves doing their thing.

    Update: restarting the SE service seemed to have stopped the ping-pinging for the time being. The service had been restarted about two or three hours prior, so it doesn't seem to have lasted long.
     
    Last edited: May 27, 2018
  28. Blitzzz333 Keen PR Guy Staff

    Messages:
    80
    Hi Archon_SD,

    Thanks for the comment and Clangarific video. :tu:

    We're currently working hard to optimize multiplayer and polish existing features in Space Engineers.

    Cheers,
     
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